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  1. - Top - End - #781
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    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    Water Dragon
    Huge Dragon (Amphibious, Aquatic)
    Hit Dice: 12d12+60 (138 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Swim 50 ft.
    Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
    Base Attack/Grapple: +12/+28
    Attack: Bite +18 melee (4d6+12 plus poison)
    Full Attack: Bite +18 melee (4d6+12 plus poison)
    Space/Reach: 15 ft./10 ft. (15 ft. w/Bite)
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., Low-light Vision, Scent, Immunity to Sleep and Paralysis, Cold Resistance 10
    Saves: Fort +15, Ref +8, Will +9
    Abilities: Str 27, Dex 10, Con 21, Int 8, Wis 13, Cha 15
    Skills: Intimidate +12, Knowledge (Geography, History, Local, Nature) +5, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9, Swim +16
    Feats: Blind-Fight, Cleave, Great Fortitude, Power Attack, Snatch
    Environment: Temperate or Cold Aquatic
    Organization: Solitary
    Challenge Rating: 9
    Treasure: Triple Standard
    Alignment: Usually Neutral or Neutral Evil
    Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
    Level Adjustment: ---

    Water Dragons usually infest lakes, rivers and seas. Highly territorial, they will attack anything of Medium to Huge Size immediately. Bigger creatures will be observed until their relative strength can be determined. The dragon will then fight or flee. They are infamous for attacking shipping in the Great White North, especially fishing boats. While they understand Draconic, they do not speak. Appearance varies wildly. Some have fins, crests, humps, beards, manes or any of a dozen other features, otherwise resembling a traditional sea serpent.

    Poison (Ex): Injury, DC 21 Fortitude (Save DC is Con based), Initial and Secondary damage is either 1d6 Str, Dex or Con (choose one, their venom is as variable as they are).

    Combat: Water Dragons will envenom foes that are perceived as tough, but rarely bother injecting poison into humanoids unless they prove stubborn.



    Water Dragon
    "Now while yer travelin' to the not so secret lair, avoid bodies of water. We got a lotta lake and river monsters."

    Subect To Cutesy Nicknames
    "What kind of monsters?"

    "Water Dragons for the most part. Elasmosaurus stagnalis."

    "Great. Notoriously difficult to bribe."

    "And territorial as hell."

    "And always hungry. Y'all forgot hungry."

    "So how do you deal with them"

    "And what would you suggest?"

    "Magical booties! It's what we shave these beavers fer. So's we can knit socks of rage!"


    Highly Variable

    "Socks...of rage..."

    "Does that really help?"

    *Well...it makes the dyin' a little less one sided...*

    "Jebus wept..."

    "Plus they keep yer feet warm, and theys really comfortable!"

    "Dare we ask if there's anything else out there?"

    Barbarian Booties
    Price (Item Level): 1400 GP
    Body Slot: Feet
    Caster Level: 7th
    Aura: Moderate; (DC:19) Enchantment
    Activation: -
    Weight: 1 lb.

    These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage once per day, as a 1st level Barbarian. If worn by Barbarian's or someone else who has Rage however, they cause him to Frenzy instead. If worn by someone capable of Frenzy, that person gets an extra +4 Strength while Frenzied, and the Save DC to snap out of it is 5 higher. So don't piss off those strange people you see wearing fuzzy socks.

    Prerequisites: Craft Wondrous Item, Bestow Curse, Rage
    Cost to Create: 700 GP, 1 day, 56 XP


    Barbarian Booties
    Wondrous item, rare (requires attunement)

    These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage twice per day, with the same abilities as a 1st level Barbarian.

    Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the booties, which immediately teleports back onto your feet. If worn by Barbarian's or someone else who has Rage, they do an additional die of damage with each attack when the wearer is Raging, but he gains one Level of Exhaustion when the Rage is over.
    Last edited by Bhu; 2024-02-24 at 09:24 PM.
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  2. - Top - End - #782
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Forest Fey
    Large Fey
    Hit Dice: 12d6+72 (114 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (-1 Size, -1 Dex, +11 Natural), touch 8, flat-footed 19
    Base Attack/Grapple: +6/+17
    Attack: Slam +12 melee (1d4+7) or Greatclub +12 melee (2d8+10) or Rock +4 ranged (2d6+7)
    Full Attack: 2 Slams +12 melee (1d4+7) and 1 Bite +10 melee (1d4+3) or Greatclub +12/+7 melee (2d8+10) or Rock +4 ranged (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-Like Abilities, Improved Grab, Rock Throwing
    Special Qualities: Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., Scent
    Saves: Fort +11, Ref +7, Will +10
    Abilities: Str 24, Dex 8, Con 20, Int 12, Wis 15, Cha 18
    Skills: Climb +7, Concentration +15, Craft (any one) +11, Hide +9, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +10, Search +11, Spot +12, Survival +12, Swim +7
    Feats: Great Fortitude, Improved Initiative, Improved Toughness, Multiattack, Power Attack
    Environment: Cold or Temperate Forests
    Organization: Solitary, pair, band (3-5), or troop (6-11)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Any Neutral
    Advancement: 13-18 HD (Large), 19-36 HD (Huge)
    Level Adjustment: ---

    The Forest Fey of the Great White North are hairy hominids of varying color and descriptions, standing at least 7 to 10 feet tall. Infamous for their territorial nature and bad tempers (man, the monsters in this part of the world really have a theme going), leaving them alone is the right idea. Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it. Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be. If you stop paying the "don't stomp me in the night" tax, they tend to get...creative. And you may wake up on the side of a cliff, 20 feet down. Or in a hibernating bears den. They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.

    Spell-Like Abilities (Sp): At will: Pass Without Trace. 3/day: Mislead. 1/day: Freedom of Movement, Greater Invisibility, Nondetection

    Improved Grab (Ex): To use this ability, a Fey must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Rock Throwing (Ex): Forest Fey are accomplished rock throwers. A Fey of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the Fey's size. A Huge Fey can hurl rocks of 60 to 80 pounds (Medium objects).

    Combat:
    Forest Fey prefer to scare people away by screaming or throwing rocks while invisible. Eventually, if that doesn't work, or they get hurt or angered, the Fey will wade in with clubs and level a serious beat down. They won't fight to the death, just until their opponents run, or they decide to turn invisible and take off themselves.

    At which point they'll get healed, come back with reinforcements about 24 hours later, and really get savage with the beatings.



    Forest Fey
    "Funny you should ask. There's tribes f Fey in the lonely places of the forest."

    Known By Many Names
    "o while traveling in the forest we need to avoid trees and water..."

    "Hey now. That sounded sarcastic like."

    "I've dealt with the Fey. What subspecies are they? Sprites? Dryads?"

    "No offense meant, I was just pondering out loud."

    "Not Sprites. Big, hairy (beep)ers."

    "So how do we recognize their territory?"

    "And what's the best way to bribe them?"

    "You'll know yer on their land when you hear 'em screamin' and whackin' the trees with clubs in the distance. Or take a rock to the head. But you can bribe 'em with sweets."


    Sugar. Our Old Enemy.

    "So that's why we loaded up on biscuits and candy..."

    "Do they speak Common?"

    *They might understand, but they won't reply. Just leave the candy out, and pretend yer asleep. Otherwise they git offended.*

    "Anything else?"

    "Once they accept the bribe, keep it comin' every night. You don't wanna see what they do if you stiff 'em."

    "Well. Here's to non verbal contract negotiations with the Fey."
    Last edited by Bhu; 2024-02-24 at 09:28 PM.
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  3. - Top - End - #783
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    Default Re: Critters III! Now also in 5e!

    Cohle
    Medium Undead
    Hit Dice: 20d12 (130 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares)
    Armor Class: 29 (+2 Dex, +5 Natural, +7 Armor, +5 Deflection), touch 17, flat-footed 27
    Base Attack/Grapple: +15/+17 (+19 w/belt)
    Attack: Touch +23 melee touch (Numbness) or Slam +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
    Full Attack: Touch +23 melee touch (Numbness) or 2 Slams +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24/+24/+19/+14 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Disturbing Speech, Numbing Touch, Sneak Attack +10d6
    Special Qualities: Darkvision 60 ft., undead traits, Limited Immortality, DR 15/Silver, +4 Turn Resistance, Immunities, Trapfinding, Evasion, Trap Sense +6, Uncanny Dodge, Improved Uncanny Dodge, Defensive Roll, Opportunist, Improved Evasion, Slippery Mind, True Seeing
    Saves: Fort +6, Ref +16, Will +8
    Abilities: Str 15 (19 w/belt), Dex 14, Con -, Int 14, Wis 14, Cha 18
    Skills: Appraise +10, Balance +12, Bluff +14, Climb +10 (+12 w/belt), Decipher Script +12, Diplomacy +18, Disable Device +12, Forgery +12, Gather Information +16, Hide +15, Intimidate +16, Jump +12 (+14 w/belt), Knowledge (Arcana, History, Local, Religion) +10, Listen +15, Move Silently +15, Open Lock +12, Search +15, Sense Motive +15, Sleight of Hand +14, Spot +15, Swim +10 (+12 w/belt), Tumble +14, Use Magic Device +14, and Use Rope +10.
    Feats: Ability Focus (Disturbing Speech, Numbing Touch), Combat Reflexes, Improved Initiative, Savvy Rogue (Complete Scoundrel, abilities included in statblock), Telling Blow (PHBII), Weapon Finesse
    Environment: Any
    Organization: Unique
    Challenge Rating: 22
    Treasure: See below
    Alignment: Neutral Evil
    Advancement: By Character Class (Rogue)
    Level Adjustment: +4

    The being known as Cohle began life as a humble Sheriff's deputy, with one small wrinkle: he'd been born with a rare gift of second sight. He saw things no one else could, which led to a lot of trouble before a caster figured out the truth. Once his ability was discovered, his family pushed him into being a lawman, figuring he'd do well in the field (and incidentally promote the family name).

    It was a disillusioning job for Cohle, and swiftly took a toll on his physical and mental health. Corruption was everywhere, and when he stamped some out, it arose elsewhere, always looking to ensnare him. At some point he snapped, and lived long enough to see himself become the villain. Slaughtering those who would blackmail or otherwise compel him to do their bidding, Cohle forged a criminal empire and cult of personality like few the world has seen (well, his part of the world anyway). Foreseeing his own death, he began to study Lichdom and other methods of extending one's life past death, but not being a caster didn't fit the bill. So he commissioned casters and alchemists of every stripe to create a form of Lichdom that would apply to him.

    By the time his death arrived, he had plans laid. In a magical ritual, his heart was removed, and placed in a vat of chemicals at an undisclosed location. The toxic by product from the chemicals that give him life is toxic to living beings, and is responsible for the phenomenon known as the Florida Dead, as his main research and development facilities were hidden in the Florida swamps.

    Cohle appears as a stiff, leathery skinned man, with long, balding black hair, He has a drooping mustache, and unnaturally black eyes. He appears to be human from a distance, but up close the chemical smell and odd appearance gives him away. Cohle speaks Common, Undercommon, Thieve's Cant and Infernal.

    Disturbing Speech (Su): Something is creepy and disturbing about Cohle's voice, making people uncomfortable to listen to him. On any round Cohle speaks, he can use this ability as a Free Action if he chooses to. Any nearby creature capable of hearing Cohle's voice (this is a Sonic, Mind-affecting Fear Effect) must make a DC 26 Willpower Save (Save DC is Cha based) or be Shaken for as long as Cohle continues to speak. Unlike most abilities of this sort, succeeding in a Saving Throw does not render you immune to this ability for 24 hours.

    Numbing Touch (Su): Any living creature touching, or touched by, Cohle must make a DC 26 Fortitude Save (Save DC is Cha based) or become Fatigued for 1 Minute. IF they have to save a second time, and fail again, they become Exhausted for 1 Minute instead. Subsequent hits do nothing until the Exhaustion wears off, whereupon this ability works again.

    Sneak Attack (Ex): Cohle’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cohle flanks his target. This extra damage is 10d6. Should Cohle score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or a Slam, Cohle can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    Cohle can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Cohle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cohle cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Limited Immortality: An integral part of Cohlebecoming a pseudo- lich is creating a one hour ritual conducted within 24 hours of his death that removes his heart. As a rule, the only way to get rid of him for sure is to destroy his heart. Unless his heart is located and destroyed, he reappears 1d10 days after his apparent death.

    The ritual costs 120,000 gp and 4,800 XP to create and requires a caster level equal to that of its recipient at the time of creation. The removed heart is Diminutive and has 40 hit points, hardness 20, and a break DC of 40. Additionally, to maintain his body, Cohle must receive injections of an alchemical formula once every 10 days, or he suffers from a cumulative -1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for each day that he goes without the formula. If the penalty reaches -15 or greater, Cohle falls unconscious until he receives a dose. He awakens with 1 Hit Die, and gains another Hit Die each day he receives a dose until he is back to full hit dice.

    Immunities: Cohle is immune to Acid and Cold damage, polymorph, and mind-affectigng effects.

    Trapfinding (Ex): Cohle can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Cohle can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    If Cohle beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

    Evasion (Ex): If Cohle makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Cohle is wearing light armor or no armor. A helpless Cohle does not gain the benefit of evasion.

    Trap Sense (Ex): Cohle has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

    Uncanny Dodge (Ex): Cohle retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge (Ex): Cohle can no longer be flanked. This defense denies another rogue the ability to sneak attack Cohle by flanking him, unless the attacker has at least four more rogue levels than Cohle has hit dice.

    Defensive Roll (Ex): Cohle can roll with a potentially lethal blow to take less damage from it than he otherwise would. Three times per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Cohle can attempt to roll with the damage. To use this ability, Cohle must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, she takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Cohle’s evasion ability does not apply to the defensive roll.

    Opportunist (Ex): Once per round, Cohle can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Cohle’s attack of opportunity for that round. Cohle can use the opportunist ability as many times per round as he can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity.

    Improved Evasion (Ex):
    This ability works like evasion, except that while Cohle still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Cohle does not gain the benefit of improved evasion.

    Slippery Mind (Ex): If Cohle is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC, with a +2 Competence Bonus. He gets only this one extra chance to succeed on his saving throw.

    True Seeing (Su): Cohle has a continuous true seeing ability, as the spell (caster level 20th).

    Combat: Cohle prefers to use the criminal empire he has founded to attack opponents with. Most of them will never realize Cohle exists, let alone that he's their true enemy. Opponents who meet him have been successful beyond anyone's expectations, to the point he has decided to deal with them personally. Even then Cohle will attack from ambush, with plenty of hirelings, or use some other methods of 'evening the odds' against his target. If all else fails, he teleports out.

    Equipment: +5 Keen, Speed, Ghost Touch Short Sword
    +5 Arrow Deflection, Ghost Touch Leather Armor
    +5 Ring of Protection
    Ring of Regeneration
    +5 Distance, Ghost Touch, Keen, Seeking, Thundering Hand Crossbow
    Boots of the Winterlands
    +4 Amulet of Mighty Fists
    Belt of Giant Strength +4
    2 Scrolls of Greater Teleport
    240 GP
    Most of this is figured into the statblock





    Ring of Humankind
    Price (Item Level):2000 GP
    Body Slot: Ring
    Caster Level: 1st
    Aura: Faint; (DC:16) Illusion
    Activation: -
    Weight: -

    This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is a Glamer affecting all 5 senses. When worn by a human, however... they appear to be another random human. An odd freaky human. Like someone with writhing animate hair. Or with scabs covering their entire body. All charisma based skills except intimidation are at -4. Intimidate skill checks get a +4 Circumstance bonus.

    Prerequisites: Forge Ring, Disguise Self
    Cost to Create: 1000 GP, 1 day, 80 XP


    Ring of Humankind
    Wondrous item, rare (requires attunement)

    This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is an illusion affecting all 5 senses.

    Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the ring, which immediately teleports back onto your hand. When worn by a human, they appear to be another random human. An oddly repulsive human. All charisma based skill checks except intimidation have Disadvantage.


    Cohle
    "Well, here we are. The not so secret lair. How do you want to do this?"

    Wasn't Always A Bad Guy
    "Might as well just walk on in."

    "You can't knock? How very rude of you gentlemen."

    "Who are you?"

    "And who owns this factory of death?"

    "I'm the owner. Call me Cohle, it's as meaningless as any other name you could use. I guess you two don't know how much trouble you're in."

    "We're always in trouble."

    "It's our signature move really. That and stopping bad men"

    ""The world needs bad men. We keep the other bad men from the door.""


    Sugar. Our Old Enemy.

    "I don't suppose you'd like to tell us about the undead your factories create?"

    "Or the true purpose of them. We know the zombies are a side effect."

    *Sure, sure. But first, who might you be?*

    "I'm Harlan Jurgsns, and this is my assistant Jim."

    "Thanks."

    BAMF!

    "Well crap. I guess we at least blow the place up then?"
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  4. - Top - End - #784
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    Mega Beaver
    Huge Magical Beast
    Armor Class: 20 (-2 Size, +14 Natural), touch 8, flat-footed 22
    Armor Class (Rage): 22 (-2 Size, -2 Rage, +14 Natural), touch 6, flat-footed 20
    AC/FF 22, Rage AC/FF 20.

    Base Attack/Grapple: +14/+30
    Grapple increases with Rage.

    Vicious Bite (Ex): The Mega Beaver's bite threatens a Critical on a Natural 18-20. It ignores the Hardness of wooden items, and the DR/- of wooden beings.
    That really is vicious. (Bad beavers! Bad!)

    Tail Slap (Ex):
    This ability is a tad stronger than what's usually called a tail slap (you make an attack, but with your tail!!) in this game.

    The Mega Beaver can slap it's tail thunderously into the ground, setting off a small quake. All creatures standing on the ground within 60 feet of it must make a DC 22 Reflex Save (Save DC is Con based and rises to DC 23 during Rage) or fall Prone and take 1d6 damage. Burrowing creatures within range must instead make a DC 22 (23 during Rage) Fortitude Save, or be Stunned 1 round and take 1d6 damage. If an opponent is Prone, the Beaver can make a Tail Slap on it, doing the normal effects plus requiring the prone target to make a DC 22 (DC 23 Raging) Reflex Save. If the target fails, it takes 15d6 Bludgeoning damage, or half that if the Save is successful (Save DC is Con based).
    I also wonder why the DCs are not STR-based.

    Beaver Fever (Ex): A Mega Beaver that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. If it dies during Rage, it explodes doing 20d6 Fire damage within 100 feet (DC 22 Reflex Save for half damage, Save DC is Con based).
    An Ex exploding beaver?!



    You know what, I like it.


    Speak With Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
    So… Basically Telepathy but with Animals? (Also, always on unless dispelled works better for this kind of thing.)

    Quote Originally Posted by Bhu View Post
    Water Dragon
    Huge Dragon (Amphibious, Aquatic)
    Skills: Intimidate +12, Knowledge (Geography, History, Local, Nature) +10, Listen +11, Search +10, Sense Motive +11, Spot +11, Survival +11, Swim +16
    I see expenditures way over the budget here.

    "Water Dragons for the most part. Elasmosaurus lacus."
    Lacus is a noun. May I suggest E. stagnalis ('lake Elasmosaurus', but lake is an adjective)?


    Quote Originally Posted by Bhu View Post
    Forest Fey
    Large Fey
    Hit Dice: 12d6+60 (114 hp)
    12d6+72 (107 hp).

    Skills: Climb +7, Concentration +15, Craft (any one) +11, Hide +8, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +9, Search +11, Spot +12, Survival +12, Swim +7
    Two skill points should remain available.

    Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it. Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be. If you stop paying the "don't stomp me in the night" tax, they tend to get...creative. And you may wake up on the side of a cliff, 20 feet down. Or in a hibernating bears den. They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.
    "Giants, but Fey" is a take for sure; at any rate, I like the racketeering thing in their lore. It's got flavour and is a very Fey thing to do.


    I might look at the Undead boss later. Checking back and forth to account for item-based effects is a pain.

  5. - Top - End - #785
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    "Giants, but Fey" is a take for sure; at any rate, I like the racketeering thing in their lore. It's got flavour and is a very Fey thing to do.


    I might look at the Undead boss later. Checking back and forth to account for item-based effects is a pain.
    They're more sasquatch than traditional giant. Cohle is pretty much a 20th level rogue with a template. I fixed the other stuff.

    You like black and white monster movies by chance?
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  6. - Top - End - #786
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    This one still needs some work...

    Awakened Spells

    Awakened Spells are an odd occurrence that happen in areas of Wild Magic at very rare moments. Sometimes in particularly volatile regions when an arcane caster casts a spell it gains a life of its own. This usually takes 1d6 weeks after the spell is cast, so the mage is unaware it has happened. An Awakened spell looks like its 'creator' but for its size (which is dependent on it's spell level) and minor changes in appearance depending on what the spell was (A Fireball might have flaming pupils for instance, or orange skin). To make an Awakened Spell you must choose a Base Creature, and a Base Spell. The Base Creature is the caster who cast the soon to be living spell, and the Base Spell is the spell that has come to life. When text refers to the level of the Base spell it is the spells level plus any increases due to Metamagic Feats. For example a Maximized Fireball is a 6th level spell.

    Awakened Spell is an Inherited template that can be given to any creature that can cast arcane spells as a result of it's Class. It is considered Inherited since the template is being applied to the newly created spell as opposed to the caster.

    Size and Type: Type becomes Aberration. Size depends on Spell Level of the Base Spell (0:Tiny, 1-4: Small, 5-9: Medium, Epic: Large).

    Hit Dice: Hit Dice change to d8's and must be recalculated. Hit Dice total becomes 1 plus Base Spell Level (Epic Spells have 11 Hit Dice).

    Speed: Unchanged from base creature.

    Armor Class: The base creature loses any Natural Armor bonus, but gains a Deflection bonus to Armor Class equal to 1 plus the Base Spells level (Epic Spells get a +11 Bonus).

    Base Attack/Grapple: Recalculate based on new Hit Dice total, Type change and size.

    Attacks: Unchanged from base creature.

    Special Attacks: The Awakened Spell keeps none of the Special Attacks of the Base Creature. Instead it gains the following:

    Johnny One Spell (Sp): The Awakened Spell may cast the spell it used to be as a Spell Like Ability. In other words an Awakened Magic Missile may cast Magic Missile. If any Metamagic Feats were used while the spell that would eventually come to life was being cast their effects are included. In other words if our Awakened Spell were a Heightened Magic Missile, it would cast Heightened Magic Missiles. The Living Spell may cast this spell a certain number of times per day depending on the original spells level (0: At will, 1-3: 4 times per day, 4-6: 3 times per day, 7-9: Once per day, Epic: Once per week. If the original spell was cast with Metamagic Feats and used a higher level spell slot because of this, the spell is considered to be that spell. In other words if the spell was a 3rd level spell like Fireball and it was maximized with the Maximize Spell Feat, it is considered a 6th level spell.). Caster level is the Awakened Spells Effective Character Level. The Spells Level restricts when the Awakened Spell gains this ability: 0: 2 HD, 1st: 5 HD, 2nd: 9 HD, 3rd: 11 HD, 4th: 10 HD, 5th: 12 HD, 6th: 14 HD, 7th: 13 HD, 8th: 15 HD, 9th: 17 HD, Epic: 21+ HD.

    Powerful Caster (Su):The Awakened Spells effective caster level for all Spells or Spell-Like Abilities it can cast is equal to its Effective Character Level (i.e. Racial Hit Dice + Character Levels + Level Adjustment).

    Special Qualities: The Awakened Spell keeps none of the Special Qualities of the Base Creature and instead gains the following:

    Spell Resistance: The Awakened Spell has Spell Resistance equal to 11 plus it's Effective Character Level.

    Immunities (Ex): The Awakened Spell is Immune to poison, paralysis, disease, age/sleep/death effects, stunning, polymorph, fatigue, or exhaustion. Awakened Spells do not eat, sleep. or age.

    Dark Vision: Range is 60 ft.

    Arcane Body (Su): The Awakened Spell retains any Subtypes the Base spell had. For example Awakened spells with the Fire and Evil Descriptors gain the Fire and Evil Subtypes. Certain effects such as Dispel Magic or Antimagic Fields cause Awakened Spells problems. Dispel Magic effects the Awakened Spell in a manner similar to the Clerics Turn Undead ability. The Arcane Caster must do a Targeted Dispel Magic, and then rolls 1d20 plus his Charisma modifier to see how powerful an Awakened spell he can effect (use the Turning Undead table on page 159 of the Players Handbook). If the Awakened Spell is within the range of effect the caster then rolls 2d6 + caster level + Charisma modifier. If this equals or exceeds the Awakened Spells Hit Dice, it is affected in the exact same manner as Turn Undead effects the Undead. If the opponent casting Dispel Magic was the caster who originally cast the Base Spell that has become an Awakened Spell he/she gets a +4 Circumstance Bonus on both rolls. If an Awakened Spell enters an Antimagic Field it must make a Fortitude Save each round it is in it (DC:10 + 1/2 opponent casters level + opponent casters Charisma bonus) or take 1 point of Constitution damage each round it is in the Field. The Awakened Spell may also be modified depending on whether Metamagic feats were used when casting the Base spell (see Notes below). If Detect Magic is used on an Awakened Spell it radiates an aura like any normal spell of its type.

    Sense Creator (Su): An Awakened Spell always knows exactly where the caster who created it is as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.

    Limited Repertoire: The Awakened Spells may only take class levels in the same spellcasting class as their creator and any Prestige Classes it allows them to qualify for (i.e. a spell that was cast by a Wizard becomes a Wizard).

    Abilities: The Awakened Spells Int, Wis, and Cha are 10 + Base Spells Level. The Physical attributes are the same as the base Creature, modified for its possible new Size Class (see page 291 of the Monster Manual). If the base creatures racial ability modifiers are -2 Strength, +2 Dexterity, so does the Awakened Spell. The Awakened Spells primary casting stat gets another +2.

    Skills: The Awakened Spell gets (2+Int modifer) skill points per level with 4 times that for the first level. Class skills are Concentration, Hide, Move Silently, Spellcraft, and Use Magic Device.

    Feats: In addition to the Feats it would normally receive (i.e. one every 3 hit dice plus one at first level), the Living Spell receives any metamagic Feats used in the casting that created it as Bonus Feats.

    Environment: Any

    Organization: Solitary

    Challenge Rating: CR now depends on the level of the Base Spell: 0-1st: +1, 2nd-4th: +2, 5th-7th: +3, 8th=9th: +4, Epic: +5. Increase CR ny +1 per 4 Hit Dice the creature has.

    Alignment: Likely similar to the base creatures, but it could be anything.

    Level Adjustment: Level Adjustment depends on the level of the Base Spell: 0-1st: +3, 2nd-3rd: +4, 4th-5th: +5, 6th-7th: +6, 8-9: +8, Epic: +9

    Notes: Some Awakened spells can take certain species specific Feats depending on what Metamagic Feat was used in their creation.


    Coercive
    You're quite the talker.
    Prerequisites: Awakened Spell created with Coercive Spell Metamagic Feat, must be taken at creation
    Benefits: You can always take 10 on Bluff and Diplomacy checks.

    Deceptive
    You're a regular scamp.
    Prerequisites: Awakened Spell created with Deceptive Spell Metamagic Feat, must be taken at creation
    Benefits: You can always Take 10 on Hide and Sleight of Hand Checks.

    Disruption
    You're an excellent counterspeller.
    Prerequisites: Awakened Spell created with Disruptive Spell Metamagic Feat, must be taken at creation
    Benefits: You don't need to Ready an Action tp Counterspell, you can do it as an Immediate Action.

    Empowered Smite
    Take that hooligans!!
    Prerequisites: Awakened Spell created with Empowered Spell Metamagic Feat, must be taken at creation
    Benefits: 3 times per day, when casting a spell, your Caster Level is considered 4 levels higher for purposes of Caster level checks to overcome Spell Resistance. This stacks with Feats like Spell Penetration.

    Enhanced Spell
    You're a better blaster.
    Prerequisites: Awakened Spell created with Enhance Spell Metamagic Feat, must be taken at creation
    Benefits: When determining how much damage your spells do, your caster level is considered to be 2 Levels higher.

    Hulking Spell
    Greetings puny mortal :D
    Prerequisites: Awakened Spell created with Enlarge Spell Metamagic Feat, must be taken at creation
    Benefits 3 times per day the Awakened spell can become 1 Size class bigger for 3 rounds plus 1 round per point of Charisma Modifier. This works like the Enlarge Person Spell.

    Personal Spell
    How do you like my Mage Armor?
    Prerequisites: Awakened Spell created with Extend Spell Metamagic Feat, must be taken at creation
    Benefits Once per day you may cast any 1 spell with a Range of Personal, and it lasts for 24 hours.

    Chonkers
    I'm not fat, I'm big boned.
    Prerequisites: Awakened Spell created with Widen Spell Metamagic Feat, must be taken at creation
    Benefits The Awakened Spell has the Powerful Build ability, and it's weight is one and a half times greater.

    Fast Spell
    Take the spell component from my hand grasshopper.
    Prerequisites: Awakened Spell created with Quicken Spell Metamagic Feat, must be taken at creation
    Benefits The Awakened Spell gains a +4 Bonus to Initiative checks. This stacks with Improved Initiative and similar Feats.

    Quiet Spell
    Sneaky Sneakies...
    Prerequisites: Awakened Spell created with Silent Spell Metamagic Feat, must be taken at creation
    Benefits 3 times per day the Awakened Spell can take 10 on a Move Silently skill check.

    Strong Spell
    You are quite powerful.
    Prerequisites: Awakened Spell created with Fortify Spell Metamagic Feat, must be taken at creation
    Benefits: You gain a +1 Bonus on attack rolls.

    Zombie Lord
    You're a bit cursed...
    Prerequisites: Awakened Spell created with Fell Animate Metamagic Feat, must be taken at creation
    Benefits: Any living being you kill that qualifies for the Zombie Template rises as one at the beginning of your next turn. It is not a controlled zombie, however...


    Example Living Spell
    Base Creature: Dwarf Sorcerer
    Base Spell: Leomunds Tiny Hut
    Note: Physical stats were all 10 plus racial bonuses, with an additional +1 to one score for reaching 4th Level.

    Jabberer the Hut
    Small Aberration
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+4 Deflection), touch 14, flat-footed 14
    Base Attack/Grapple: +2/-2
    Attack: By Weapon +2
    Full Attack: By Weapon +2
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Powerful Natural Caster
    Special Qualities: Spell Resistance 19, Immunities, Dark Vision 60 ft., Arcane Body, Sense Creator
    Saves: Fort +2, Ref +1, Will +5
    Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 13, Cha 13
    Skills: Concentration +8, Hide +7, Listen +3, Move Silently +4, Spellcraft +9, Spot +3, Use Magic Device +8
    Feats: Alertness, Endurance
    Environment: Any
    Organization: Unique
    Challenge Rating: 3
    Treasure: None currently
    Alignment: Neutral
    Advancement: Wizard Levels only
    Level Adjustment: +4

    Jabberer the Hut is an Awakened Leomund's Tiny Hut spell. He appears as a Dwarf with opaque eyes of force. Found wondering the mountains by Cohle, Jabberer was set up as a seller of magic items, specifically pranks and curses. You know, the popular stuff. It's uncertain what Cohle has in store for poor Jabberer, but he hasn't counted on Jabberer's immense popularity with the locals who adore the little guy. The Gawds know they shouldn't, as the wares his store supplies keeps long held feuds fresh and raging.


    AWAKENED SPELL
    There are areas of Wild Magic in the world, Chaotic and unpredictable, spells cast in their presence can behave erratically. Sometimes, on rare occasions, they can come to life. They have no memories of their creator, even though they can sense their maker. Some seek out their creator to find meaning in life, some ignore their creator and set out to forge their own destiny.

    MAGICAL CLONES
    Awakened spells are a semi-perfect clone of the individual who originally cast them, whom they refer to as their creator. Their size is the main difference. The less powerful the spell, the shorter the Awakened spell is. The more powerful it is, the taller the Awakened spell is. There will also be some physical feature that hints at what spell it was originally. For example, a Fireball might have fiery hair or eyes.

    BLANK SLATES
    Awakened spells effectively have no society. There aren't really enough of them to even form a subculture in most places. They tend to adopt whichever culture first treats them with respect, bonding to the locals. They are equally likely to become heroes or villains, largely depending on how they're treated, and who finds them first.

    Awakened Spells are tireless defenders of whatever community they adopt, and are loyal without fail. This sometimes leads to their collapse if that community somehow betrays them. They can become so eaten by anger that they effectively become all devouring forces of nature, leading many to want them to simply move along if they know of past incidents where a Spell has been betrayed. It is for this reason that some communities reject them out of hand, fearful that someday, someone will upset them. On the plus side, fewer villains want to adopt them for this reason to, and often get wiped out by the Spell when the inevitable back stabbing happens.

    AWAKENED SPELL NAMES
    Awakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.

    AWAKENED SPELL TRAITS

    Ability Score Increase. Increase the ability score your creator used for casting by +2 (i.e. +2 Int for a Wizard, +2 Cha for a Sorcerer, etc.), and any other ability score by +1.

    Age. Awakened Spells are born fully adult, and are effectively immortal. They do not age.

    Type. You are an Aberration.

    Size. You are Medium or Small, depending on what kind of spell you are. Cantrips, or spells of 4th Level or less are Small. 5th Level or higher are Medium.

    Speed. Your walking speed is 30 feet.

    Johnny One Spell. You can cast the spell you began life as with this trait, using the ability score you took a +2 in at character creation as your spellcasting ability for it. Once you cast this spell, you can't cast it again with this trait until you finish a short or long rest. You may cast it without using a spell slot or using material components, but you cannot cast it until you reach a Level where you would normally have access to it. For example, Fireball is a 3rd Level spell, which becomes available to certain casting classes at 5th Level. So an Awakened Fireball would gain the ability to cast Fireball via this trait once it reaches 5th Level in any combination of classes. It is up to the DM of the table to decide how high a spell you can play (keep in mind the higher the Level of spell you choose to be, the longer you will have to wait to have access to it). If you are allowed to become an Awakened Wish, you cannot lose access to the spell via this trait only. If you take a spellcasting class, you may use spell slots to cast this spell as well.

    Arcane Body. Certain spells affect you differently:

    Antimagic Field: Every round that an Awakened Spell spends in an Antimagic Field it must make a Constitution Save (Save DC is the spell save DC of whoever created the Antimagic Field). If the Awakened Spell fails, it suffers 2d8 Force damage, and it must make another Save start of each turn it's in the field.

    Detect Magic: Detect Magic reveals you as clearly magical, as well as the school of magic the spell you used to be came from.

    Dispel Magic: If you were originally a spell of any Level that would be affected by a Dispel Magic targeted on your person, you must make a Wisdom Saving Throw against the casters spell save DC. If you fail, you are turned as if you had been affected by Turn Undead (See Cleric in the PHB).

    Globe of Invulnerability: If you were originally a spell of any Level blocked by the Globe of Invulnerability, you cannot enter it's area of effect.

    Magic Resistance: You have advantage on saving throws against spells.

    Powerful Caster. You always have Advantage on Constitution Saving Throws meant to maintain concentration on spells, and cannot gain Disadvantage.

    Vestiges Of Your Creator. Awakened Spells gain a small ability based on the type of caster that cast them. They gain one of the following at 3rd Level:

    Arcane Trickster: At 3rd Level you can cast Mage Hand as a cantrip once per short or long rest with the same abilities as Mage Hand Legerdemain listed under Aracane Trickster. If you take Levels in Arcane Trickster, in addition to the usual abilities they gain with Mage Hand it has a range of 60 feet.

    Artificer: At 3rd Level you learn any one Artificer Infusion that an Artificer could take at 2nd Level. If you take Artificer Levels, you can learn one more Infusion than normal.

    Bard: At 3rd Level you can use a Bardic Inspiration Die once per long rest. If you take Bard Levels, you can use your Inspiration Die one extra time per day.

    Cleric: At 3rd Level choose two Cleric Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Cleric, you know two additional Cantrips.

    Druid: At 3rd Level choose two Druid Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Druid, you know two additional Cantrips.

    Eldritch Knight: At 3rd Level you gain the Weapon Bond feature of the Eldritch Knight. If you take Levels as an Eldritch Knight you may bond with three weapons.

    Monk: If your creator was an appropriate Monk subclass (Way of the Four Elements, Way of Shadow, Way of the Sun Soul), you gain 2 Ki Points and Step of the Wind at 3rd Level. If you take Monk Levels, you have two extra Ki Points.

    Paladin: At 3rd Level choose two Paladin Cantrips. You can cast them once per short or long rest. You use Charisma as the casting modifier for this spell. If you take Levels in Paladin, you know two additional Cantrips.

    Ranger: At 3rd Level choose two Ranger Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Ranger, you know two additional Cantrips.

    Sorcerer: At 3rd Level you gain 2 Sorcery Points, and one Metamagic option. If you take Levels in Sorcerer, you effectively have one additional Metamagic option than normal.

    Warlock: At 3rd Level you gain the use of any one Invocation a Warlock could use at 3rd Level or less. If you take Levels in Warlock you have one more Invocation than usual.

    Wizard: At 3rd Level choose two Wizard Cantrips. You can cast them once per short or long rest. You use Intelligence as the casting modifier for this spell. If you take Levels in Wizard, you know two additional Cantrips.

    Sense Creator. An Awakened Spell always knows exactly where the caster who 'created' it is, as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.

    Languages. You speak, read and write any one language your creator spoke, plus any one other language your DM considers appropriate.


    Awakened Spells
    "Jabberer the Hut's? Thats an odd name, even for a magic shop."

    A Reputation For Emotional Problems
    "Are we sure tracking down the cohorts of this Cohle guy without the authorities is wise?"

    "He isn't going to let go of this since we torpedoed one of his factories and alerted the right people to what was going on. Better we find him, before he finds us.

    "Welcum to Jabberer's! Wut kin ah do ya fer?"

    "An Awakened spell! My goodness that explains the name. It's been a while since I've seen one of you."

    "Those really exist?"

    "Yessir we do. Y'all want pranks, or something a little more cursified?"

    "We're looking for a man named Cohle."

    "Cursified?"

    "Well, Cohle owns the place, but I hain't seen 'im in furever. I can ask around ta the boys if'n you care to peruse the merchandise. Don't touch nuthin' without askin' first. Like I said, cursified."


    They Come With No Filter or Pre-Conceived Notions

    "A place for buying curses? I should come to the Great White North more often."

    "Don't we have enough trouble right now?"

    *Word came down Cohle is away on bidness. He owns a lotta propities. He talked to old Fred down the way afore leavin', you might ask him.*

    "And what, pray tell, does Fred do?"

    "He's an armorer."

    "A lot of specialized magic shops in this part of the country..."
    Last edited by Bhu; 2024-02-26 at 10:41 PM.
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  7. - Top - End - #787
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
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    Default Re: Critters III! Now also in 5e!

    Jabberer's Wares


    Bag of Candy
    Price (Item Level): 2500 GP
    Body Slot: - (Carried)
    Caster Level: 9th
    Aura: Moderate; (DC:20) Conjuration
    Activation: - (Use Activated)
    Weight: 15 lbs.

    This appears to be a Bag of Holding Type 1, and detects as such. However anytime something is put in it, it is transformed into candy as soon as the bag is closed. Living objects may not be put into the bag, which is sometimes a dead give away something might not be right. Well that and usually whenever these are found there's some residual candy in them. So as long as your PC's aren't diabetic they have a snack source.

    Prerequisites: Create Wondrous Item, Bestow Curse, Leomunds Secret Chest
    Cost to Create: 1250 GP, 2 days, 100 XP


    Bag of Candy
    Wondrous item, uncommon
    This appears to be a Bag of Holding. However, anytime something is put in it, it is transformed into candy as soon as the bag is closed. Living objects may not be put into the bag.


    Bag of Dirty Tricks
    Price (Item Level): 182,000 GP
    Body Slot: - (Carried)
    Caster Level: 13th
    Aura: Strong; (DC:22) Conjuration
    Activation: -
    Weight: -

    This appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters. As usual when a ball is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes. However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you. Roll on the following table to see what you get:

    01-10: Huge Fiendish Monstrous Scorpion
    11-20: Fiendish Girallon
    21-30: Invisible Stalker
    31-40: Huge Elemental (any)
    41-50: Babau
    51-60: Red Slaad
    61-70: Bone Devil
    71-80: Djinni
    81-90: Fiendish Megaraptor
    91-00: 1d3 Chaos Beasts

    Prerequisites: Create Wondrous Item, Bestow Curse, Summon Monster VII
    Cost to Create: 91,000 GP, 91 days, 7000 XP


    Bag of Dirty Tricks
    Wondrous item, rare
    This appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters. As usual when a fuzzy object is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes. However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you. Roll on the following table to see what you get:

    1: Tlincalli
    2: Barlgura
    3: Catoblepas
    4: Elemental (any)
    4: Mezzoloth
    5: Red Slaad
    6: Barbed Devil
    7: Night Hag
    8: Giant Crocodile


    Bastard Sword
    Price (Item Level):18335 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: 6 lbs,

    This appears to be a +3 Bastard Sword, which it is. However it is cursed and anyone picking it up immediately becomes Neutral Evil. If the wielder is already neutral evil, the sword functions as a plain non-magical sword. Either way, he cannot get rid of the sword until someone casts Remove Curse on him. There are rumors of Artifact level versions of this that are far more powerful, and also cause their owner to become compulsively evil, unable to perform any act that isn't unethical.

    Prerequisites: Craft Magic Arms and Armor, Bestow Curse, creator must be Neutral Evil
    Cost to Create: 9,168 GP, 10 days, 733 XP


    Bastard Sword
    Weapon (longsword), rare
    This item appears to be a normal +1 Longsword. Which it is.

    Curse. Whoever touches this sword must make a DC 15 Charisma Save, or become Neutral Evil until it receives an attunement spell.


    The Black Russian
    Price (Item Level): 56,000 GP
    Body Slot: Waist
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: -

    This laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing. Mostly because he keeps referring to his codpiece. It can of course, only be removed by Remove Curse, Miracle, Wish, etc. While wearing it the victim has a -4 circumstance penalty to all Charisma based skill checks, except Intimidate, because people find him creepy.

    Prerequisites: Create Wondrous Item, Bestow Curse
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    The Black Russian
    Wondrous item, rare (requires attunement)
    This item appears to be a magical codpiece if Identify is cast.

    Curse. Once attuned, this laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing. Mostly because he keeps referring to his codpiece. It can of course, only be removed by Remove Curse, etc. While wearing it the victim has a -4 Disadvantage all Charisma based skill checks, except Intimidate, because people find him creepy.


    Boom Ammunition
    Price (Item Level): 1400 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: varies (as ammo)

    This can be arrows or bolts or any form of ammo. It appears to be +2 ammo for all intents and purposes (if that can be checked somehow). But when fired it explodes in the users face doing damage as a Fireball cast by a 7th level caster (the user does not get a Saving throw for half damage though). Some mages just don't like archers, because failing that Concentration Check when you take an arrow in the backside is soooo inconvenient. But they aren't petty. No no, they made these for...reasons?

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
    Cost to Create: 700 GP, 1 day, 56 XP


    Boom Ammunition
    Weapon (any ammunition), rare
    This item appears to be a piece of normal magical ammo, but upon being used in combat the first time it explodes doing 8d6 Fire damage. Any creature within 20 feet of the shooter must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save). This destroys the weapon.


    Booming Weapon
    Price (Item Level): 1400 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: -

    This cursed ability can be applied to any melee weapon. Upon it's first successful hit, the weapon explodes doing damage as a Fireball cast by a 7th level wizard (the user does not get a Save for half damage). It appears to be a +2 weapon. Some mages don't like melee fighters either, and think it's fun to mess with the 'stupid brutes' every so often. And as long as said 'brute' doesn't find them in their sleep that's okay.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
    Cost to Create: 700 GP, 1 day, 56 XP


    Booming Weapon
    Weapon (any melee weapon), rare
    This item appears to be a normal magical weapon, but upon being used in melee combat the first time it explodes doing 8d6 Fire damage. Any creature within 20 feet of the wielder must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save). This destroys the weapon.


    Burping Pills
    Price (Item Level): 4500 GP
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC:17) Evocation
    Activation: - (10 rounds after Ingestion)
    Weight: -

    These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 13 Fortitude Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell cast by a 3rd level Wizard lasting for 1 round. This is a bottle of 50 pills.

    Prerequisites: Craft Wondrous Item, Gust of Wind, Craft (alchemy) 4 ranks
    Cost to Create: 2,250 GP, 3 days, 180 XP


    Burping Pills
    Wondrous item, uncommon
    These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 15 Constitution Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell lasting for 1 round. This is a bottle of 50 pills.


    Cherry Bombs
    Price (Item Level): 82,500 GP
    Body Slot: - (Carried)
    Caster Level: 11th
    Aura: Moderate; (DC:21) Conjuration
    Activation: -
    Weight: -

    These items look like perfectly normal cherries. Having been magically altered they explode roughly 5 minutes after being eaten doing 1d8+11 points of fire damage per cherry eaten (target gets no save, you may enchant 8 cherries at a time). Their chief creators are not so nice Druids who decide to get revenge on all the civilized people killing animals and pooping in the forest. Grow your own food and leave the Druids crops alone is the apparent theme here I guess.

    Prerequisites: Create Wondrous Item, Bestow Curse, Fire Seeds
    Cost to Create: 61,225 GP, 62 days, 3300 XP


    Cherry Bombs
    Wondrous item, very rare
    These items look like perfectly normal cherries. Having been magically altered they explode roughly 5 minutes after being eaten doing 2d8+4 points of fire damage per cherry eaten (target gets no save, cherries generally come in groups of 8).


    Cowardly Armor
    Price (Item Level): 1400 GP
    Body Slot: Body
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: varies (as armor)

    This cursed ability can be applied to any heavy armor. When struck in combat for the first time it disintegrates, providing no protection. It otherwise appears to be +3 Armor. You have to be a real jerk to sell this to people. Assassins love it. They throw a shuriken to make the armor explode, and follow up with the heavy artillery. It's also a great prank for jousting day.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse
    Cost to Create: 700 GP, 1 day, 56 XP


    Cowardly Armor
    Armor(any heavy armor), rare
    This item appears to be normal +2 Armor if Identify is cast.

    Curse. When struck in combat for the first time it disintegrates, providing no protection.


    Cursed Halloween Mask
    Price (Item Level): 56,000 GP
    Body Slot: Face
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: -

    This appears to be a normal Halloween mask, but once you put it on you cant get it off or speak until the usual spells (Remove Curse, Miracle, Wish, etc) are cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter. Welcome to what we'll call 'interesting times'.

    Prerequisites: Create Wondrous Item, Bestow Curse, Major Image
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Cursed Halloween Mask
    Wondrous item, rare
    This appears to be a magical face mask resembling a monster if Identify is cast.

    Curse. Once you put it on you cant get it off or speak until Remove Curse is cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter.


    Cursed Javelin of Lightning
    Price (Item Level): 1400 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 2 lbs.

    These appear to be normal Javelins of Lightning. However when thrown, the wielder is struck by the 5d6 Lightning Bolt instead (no Save). Rumor has it that Har the God of Lightning made these one day as a bit of a joke, or perhaps a punishment for people who do bad things in his name. Unfortunately his subordinates cranked them out, and now they seem to be quite popular as 'pranks'.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Lightning Bolt
    Cost to Create: 700 GP, 1 day, 56 XP


    Cursed Javelin of Lightning
    Weapon (javelin), uncommon
    This item appears to be a normal Javelin of Lightning, but the moment someone tries to throw it, it explodes in their hand taking 4d6 lightning damage. Any creature within 10 feet of the wielder must make a DC 13 Dexterity Saving Throw or take 4d6 Lightning damage as well (half damage on a successful Save). This destroys the javelin.


    Cursed Mace of Terror
    Price (Item Level): 56,000 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 8 lbs.

    These appear to be normal Maces of Terror (i.e. a +2 Heavy Mace). However when picked up the wielder himself is affected as if by a Fear spell (no save), at which point he runs from anything ambulatory and/or sentient until the effect wears off 7 rounds later. After that once per day, usually when he draws the Mace or actually hits with it, he must Save versus the Fear effect again. On the plus side he can't drop the Mace, and the usual spells (Remove Curse/Miracle/Wish/etc) are needed to get rid of it.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fear
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Cursed Mace of Terror
    Weapon (mace), rare
    This item appears to be a normal, albeit magical, mace.

    Curse. As soon as this mace is touched, the toucher must make a DC 15 Wisdom Save, or be Frightened for 1 Minute. The toucher cannot rid himself of the mace until he gets the benefits of a Remove Curse or similar spell. As long as the toucher is cursed, it cannot wield any weapon but the mace, and must Save to avoid being Frightened when ever he draws the weapon again.


    Cursed Ring of Elephant Summoning
    Price (Item Level): 23,760 GP
    Body Slot: Ring
    Caster Level: 11th
    Aura:Moderate; (DC:21) Conjuration
    Activation: - (Use Activated) or Swift (Command)
    Weight: -

    When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per day. And it does. Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 11d6 damage (DC 20 Reflex Save for half damage), after which the stunned elephant wanders off.. After the first time, the ring does it at random times just to screw with it's wearer. It rarely kills him/her, because that would end the pain...

    Prerequisites: Forge Ring, Bestow Curse, Magic Mouth, Summon Nature's Ally VI
    Cost to Create: 11,880 GP, 12 days, 940 XP


    Cursed Ring of Elephant Summoning
    Ring, rare (requires attunement
    When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per long rest.

    Curse. And it does, just as soon as the wearer attunes to it.. Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 10d6 Bludgeoning damage (DC 15 Dexterity Save for half damage), after which the stunned elephant wanders off. After the first time, the ring does it at random times of the day just to screw with it's wearer. It rarely kills him/her, because that would end the pain...Remove Curse or similar magics will allow the wearer to remove the ring.


    Dingle Ball
    Price (Item Level): 240,000 GP
    Body Slot: - (Carried)
    Caster Level: 15th
    Aura: Strong; (DC:23) Enchantment
    Activation: - (Thrown)
    Weight: -

    The Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 22 Willpower Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This compulsion is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours. This is a Mind-Affecting Compulsion.

    Prerequisites: Craft Wondrous Item, Sympathy
    Cost to Create: 120,000 GP, 120 days, 9600 XP


    Dingle Ball
    Wondrous item, very rare
    The Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 18 Wisdom Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This effect is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours


    Dunce Cap
    Price (Item Level): 90,000 GP
    Body Slot: Head
    Caster Level: 9th
    Aura: Moderate; (DC:20) Enchantment
    Activation: -
    Weight: -

    Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell until someone casts Remove Curse (or Wish/Miracle) to take the hat off. Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).

    Prerequisites: Create Wondrous Item, Bestow Curse, Feeblemind
    Cost to Create: 45,000 GP, 45 days, 3600 XP


    Dunce Cap
    Wondrous item, very rare
    This appears to be a magical hat if Identify is cast.

    Curse. Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell (if it fails a DC 18 Intelligence Saving Throw) until someone casts Remove Curse to take the hat off. Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).


    Dwarven Beer Stein
    Price (Item Level): 56,000 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 1 lb.

    This magical beer stein is always full of some form of alcohol. Not always a good thing... Once someone picks it up the stein is always full of his favorite form of alcohol, and never spills. However if he drinks from it he must make a DC 16 Willpower Save if he is angered within the next hour or go into Frenzy (identical to the ability listed on page 34 of the Complete Warrior). The Save DC increases by 1 for each day that the drinker avoids Frenzy, and resets when he has lost control. If someone attempts to take the Stein from him, he must make the save or also go into Frenzy, and the Stein will automatically teleport back to him within 1d4 rounds if taken from him. Only a Remove Curse/Miracle/Wish etc will convince him to give up the stein and prevent it from going back to him. So long as a person 'owns' the stein he is required to drink from it at every meal (he gets no save to avoid this). Dwarves only seem to make these to be given to non dwarves, particularly elves...Dwarven revenge is a dish best served hoppy apparently.

    Prerequisites: Create Wondrous Item, Bestow Curse, Create Food and Water, Rage
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Dwarven Beer Stein
    Wondrous item, rare
    This appears to be a magical stein that always fills with alcohol when someone grasps the handle.

    Curse. Anyone drinking from it must make a DC 15 Constitution Save, or gain the following abilities for 1 Minute:

    Berserk: On each of its turns while berserk, the drinker attacks the nearest creature it can see. If no creature is near enough to move to and attack, the drinker attacks an object, with preference for an object smaller than itself. Once the drinker goes berserk, it continues to do so until it is destroyed or the Minute passes.

    Reckless: The drinker gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Once someone drinks from the stein, they will only drink from the stein, and cannot be rid of it until Remove Curse is cast.


    Helm of Shrieking
    Price (Item Level): 56,000 GP
    Body Slot: Head
    Caster Level: 7th
    Aura:Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: -

    Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc. This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you. Typical sayings include insults or vulgarities that are beyond the pale. Basically, something guaranteed to get you physically attacked.

    It can only be removed by Remove Curse/Wish/Miracle etc. Anything within 200 ft. can make a DC 10 Listen check to hear the shriek and immediately know your position.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Magic Mouth
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Helm of Shrieking
    Wondrous item, rare
    This appears to be a magical helmet if Identify is cast.

    Curse. Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc. This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you. Typical sayings include insults or vulgarities that are beyond the pale. Basically, something guaranteed to get you physically attacked. It can only be removed by Remove Curse or similar magic. Anything within 200 ft. can make a DC 10 Wisdom (Perception) check to hear the shriek and immediately know your position.


    Meddling Box
    Price (Item Level): 30,000 GP
    Body Slot: - (Held)
    Caster Level: 5th
    Aura: Faint; (DC:20) Abjuration
    Activation: - (Use Activated)
    Weight: 2 lbs.

    This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people. All of them are individually crafted and give a +2 Untyped Bonus to a random type of Check or roll if activated. The trouble is figuring out what kind of Check, and how to activate the damn thing. A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Skill or Ability Check for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed). Once successfully activated the owner may then activate the Box as a Standard Action and gain the chosen Bonus for 24 hours (bonuses are not cumulative). Rumor has it the Gnomes made these purely to screw with people.

    Prerequisites: Craft Wondrous Item, Random is My Ally, Craft (Puzzleboxes 4 ranks)
    Cost to Create: 15,000 GP, 15 days, 1200 XP


    Meddling Box
    Wondrous item, very rare (requires attunement)
    This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people. All of them are individually crafted and give a +2 Bonus to a random type of Check or roll if activated. The trouble is figuring out what kind of Check, and how to activate the damn thing. A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Check or roll for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed). Once successfully activated the owner may then activate the Box as anAction and gain the chosen Bonus for 24 hours (bonuses are not cumulative).


    Random is My Ally
    3rd Level Abjuration
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Creature touched
    Duration: 10 min./level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    The recipient of this spell gains a +2 Untyped Bonus to a single random roll. At the beginning of each of the recipients turns roll 1d4 to figure out what the Bonus applies to:
    1: Saving Throw
    2: Skill Check
    3: Ability Check
    4: Attack roll

    War Club
    Price (Item Level): 56,000 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 6 lbs.

    This appears to be a normal +1 club with perhaps some nifty adornment. Anyone struck by it must make a DC 14 Willpower Save, or go into Frenzy as per the Frenzied Berserker Class ability on page 34 of the Complete Warrior. It's a neat way to start riots, or reduce family gatherings to open brawls.

    Prerequisites: Create Magic Arms and Armor, Bestow Curse, Rage
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    War Club
    Weapon (club), rare
    This appears to be a normal +1 club with perhaps some nifty adornment.

    Curse. Anyone struck by it must make a DC 15 Wisdom Save, or go berserk for 1 Minute. During that minute it gains the following:

    Berserk: On each of its turns while berserk, the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. Once the target goes berserk, it continues to do so until it is destroyed or the Minute passes.

    Reckless: The target gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.


    Weasel Shorts
    Price (Item Level): 56,000 GP
    Body Slot: Waist
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 1 lb.

    When these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way. Once again, Druids who want to keep people out of the forest are blamed for making these, but honestly what goober puts on pants he finds lying about randomly in the forest? The pants are removable, but this does not dissuade the weasel attack.

    Prerequisites: Craft Wondrous Items, Bestow Curse, Summon Swarm
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Weasel Shorts
    Wondrous item, uncommon
    When these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way. The pants are removable, but this does not dissuade the weasel attack.


    Yard Gnome of Mockery
    Price (Item Level): 132,000 GP
    Body Slot: - (Carried)
    Caster Level: 11th
    Aura: Moderate; (DC:21) Divination/Transmutation
    Activation: Continuous
    Weight: 5 lbs.

    This appears to be a normal yard gnome. But when people come near it, there is an obvious difference. This Gnome can talk. It can also read minds as per the Probe Thoughts spell. When anything approaches within 100 ft. of the Gnome it uses Probe Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear. Or it just insults people. It has the stats of a Tiny Animated Object. There are rumors of extra powerful versions of this Gnome which teleport it back to the yard once it's set down if it's removed, and who are invulnerable to most damage. Or just bigger. Bigger is bad enough.

    Prerequisites: Create Wondrous Item, Animate Objects, Magic Mouth, Probe Thoughts
    Cost to Create: 66,000 GP, 66 days, 5820 XP


    Yard Gnome of Mockery
    Wondrous item, rare
    This appears to be a normal yard gnome. But when people come near it, there is an obvious difference. This Gnome can talk. It can also read minds as per the Detect Thoughts spell, which it can cast at will without using spell slots or material components. When anything approaches within 100 ft. of the Gnome it uses Detect Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear. Or it just insults people. It has the stats of a Tiny Animated Object, with the following exceptions: all mental ability scores are a 10.


    Your Own Personal Theme Music
    Price (Item Level): 56,000 GP
    Body Slot: Throat
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: -
    Weight: -

    This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on....which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Hide and Move Silently checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make a Sense Motive Check (DC 15), he gets a +1 bonus to 1 roll he makes in the next round as long as the roll affects you. On the good side you get a +2 Profane bonus to all Intimidation checks, and for whatever reason you can sleep through the music quite soundly. Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.

    Prerequisites: Craft Wondrous Item, Bestow Curse, Magic Mouth
    Cost to Create: 28,000 GP, 28 days, 2240 XP


    Your Own Personal Theme Music
    Wondrous item, uncommon (requires attunement)
    This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on and attune to it...

    Curse. which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Dexterity (Stealth) checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make an Insight Check (DC 15), he gets Advantage to 1 roll he makes in the next round as long as the roll affects you. On the good side you get Advantage to all Charisma (Intimidation) checks, and for whatever reason you can sleep through the music quite soundly. Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    They're more sasquatch than traditional giant. Cohle is pretty much a 20th level rogue with a template. I fixed the other stuff.
    Ah, okay. I thought so at first glance, but the template stuff confused me, as did BAB hinting at class levels, but no such being called out.

    You like black and white monster movies by chance?
    Hm. Depends. Am I to expect the Creeping Terror's gonna slither in here veeery slowly?

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Ah, okay. I thought so at first glance, but the template stuff confused me, as did BAB hinting at class levels, but no such being called out.



    Hm. Depends. Am I to expect the Creeping Terror's gonna slither in here veeery slowly?
    I plan on a scifi spring selection of old school monsters from black and white movies. Figured I'd ask if you had any requests
    Revised avatar by Trixie, New avvie by Crisis21!
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I plan on a scifi spring selection of old school monsters from black and white movies. Figured I'd ask if you had any requests
    Sadly, I'm not quite as familiar with the genre as I'd like to be, but on second thought, an actual statblock for those anthropophagic carpet slugs would in fact be funny.

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    Default Re: Critters III! Now also in 5e!

    POSSUM FOLK



    "The most common lie is that which one lies to himself; lying to others is relatively an exception."

    "AAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH!"

    The Possums are a race of anthropomorphic Opossums who want to live life to the fullest. Unfortunately, polite society frowns on their antics.

    POSSUM FOLK SPECIES TRAITS
    · +2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Base climb speed 20 ft.
    · Tail (Ex): You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all other feats for which it is a prerequisite. You can also use your tail to assist with grapple checks and Climb checks. You gain a +2 competence bonus on all such checks when using your tail to assist.
    · Slow Fall (Ex): When you take falling damage, you are treated as though your fall was 20 ft. shorter than it was.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Possum Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
    · Possum Folk receive a +4 Racial Bonus to Balance, Escape Artist, Jump, Listen, Move Silently and Spot Checks. They also have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.
    · Possum Folk automatically speak Furry, and Common. Bonus languages include Feathery, Sylvan, and nearby races.
    · Level Adjustment: +2
    · Favored Class: Jester

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3' Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    POSSUM FOLK CHARACTERS
    You excel at Cha builds, especially those that use it for negative purposes.
    Adventuring Race: Possums generally go on adventures out of petty spite, revenge, on a whim, or because of promises made when they were drunk. Some also go because they need to skip town.
    Character Development: Given your races penchant for insults, it might be best to always have an escape planned. Or at least invest in your species feats that allow you to pretend t be dead.
    Character Names: Male: Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson. Female: Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie. Surnames: Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

    ROLEPLAYING A POSSUM FOLK
    You don't take crap from anyone, you don't care how big or rich they are. You are a rascal and proud of it.
    Personality: Possums are renowned for their sass, and nonconformity. And for holding ragers that get swiftly out of hand..
    Behaviors: Possum past times include public freakouts, drunken binges, screaming incoherently, and eating new and exciting things. They don't believe in living life quietly. Their main goal seems to be becoming meme-worthy.
    Language: Possums speak Furry.

    POSSUM FOLK SOCIETY
    Possums live in places where there aren't so many rules (i.e. rural areas) so they can indulge their whims without being told to to 'keep it down'. Also, they prefer the country life because it means fewer witnesses for their shenanigans.
    Alignment : The bulk of the Possums are Chaotic Neutral. They don't like rules, or people snooping in their bidness.
    Lands : Possums will live anywhere there is food.
    Settlements : Possums will settle where ever they can find acceptance.
    Beliefs : Most Possums worship Rabbit or the Pantheon of Vice.
    Relations: Possums generally have a bad rep due to their eating habits and whimsical natures. But they're pretty cool once you get to know them.

    POSSUM FOLK ADVENTURES
    · You wake up from a bender to discover the entire town is now nude, and not only doesn't realize it, but doesn't realize it hasn't always been that way. And you can only think: why should I do anything about this? And then you notice the flaming squid...
    · A noble is hellbent on killing you after last nights performance, and you need to skip town.
    · You wake up in a freshly dug grave after faking your death to avoid arrest. Some idiot screams "zombie", and you get the feeling running might be a better option this time.



    POSSUM SPECIES SUBSTITUTION LEVELS


    JESTER
    Levels 2 and 5: You get different Bonus Feats: At 2nd Level you gain Intimidating Strike. At 5th Level you gain Combat Panache as long as you meet the prerequisites (or at whatever Level you do meet the prerequisites).
    Level 1: Replace Calming Performance with Inspire Riot
    Inspire Riot (Su): This works like Taunt, with two exceptions: Every creature within 60 feet must make a Willpower Save, and if that Save is failed they are affected as if by a Taunt, but their focus is the nearest perceived enemy rather than the Jester.

    ROGUE
    Levels 10+: Gain a new option with the Rogue's Special Ability, Tailhanger (Ex): Your tail is now strong enough to support you're whole body weight, and you can fight while hanging with it wrapped around something. Due to it's exceptional Strength, weapons wielded off-hand with it get a +2 Bonus to damage rolls.

    SPELLTHIEF
    Levels 1, 5, 9, 13 and 17: Replace Sneak Attack with Arcane Feint.
    Arcane Feint (Su):: At 1st Level, your class abilities depend on you making a successful Feint instead of a Sneak Attack. At 1st Level you may Feint as a Swift Action. At 5th Level, you gain Concealment if you successfully Feint until the beginning of your next turn. At 9th Level, if you Feint successfully, the next spell you cast is at +1 Caster Level. At Level 13, if you Feint successfully, your next melee attack is considered a touch attack. At Level 17, if you Feint successfully, your opponent is Stunned for 1 round.



    POSSUM SPECIES FEATS

    Feign Death
    I'm dead. Yup. Yup. Go 'way now.
    Prerequisites: Possum
    Benefits: As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability. Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your Hit Dice + your Con modifier) can discern that you are actually alive. You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

    Poison Resistance
    Snakes don't like you.
    Prerequisites: Possum, Con 13+
    Benefits: You are immune to non-magical Poison.

    Disease Resistance
    Eating trash has it's advantages.
    Prerequisites: Possum, Con 13+
    Benefits: You are immune to non-magical diseases.

    Death Fart
    When you unexpectedly drop dead, you unleash a horrific stench that tells Animals and Vermin you are not edible.
    Prerequisites: Possum, Feign Death
    Benefits: When you Feign Death, you secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Possums) within 30 feet of you must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Possum’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

    Tick Killer
    You're don't like ticks.
    Prerequisites: Possum
    Benefits: You gain a +2 Bonus on damage rolls and Survival Checks against Vermin.

    Panic Scream
    You freak people out hen you get freaked out.
    Prerequisites: Possum, Feign Death
    Benefits: As a Standard Action you can unleash a hellish scream, and the nearest opponent of your choice must make a Willpower Save (Save DC is Cha based) or be Frightened one round. If he succeeds, he is immune to your scream for 24 hours. This can be combined with Feign Death, and you can do both as a Standard Action to make your 'death' seem realistic.

    Incoherent Rant
    You have a habit of keeping people away by acting crazy.
    Prerequisites: Possum, Persuasive Feat
    Benefits: You can make an opposed Intimidate vs the modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear) against everything in 30 feet as a Full Round Action. Opponents you succeed against will not approach within 10 feet of you as long as you continue the rant (which is a Full Round Action each of your turns).

    Improved Incoherent Rant
    You may have bought you're own press and actually be crazy.
    Prerequisites: Possum, Incoherent Rant, must be able to cast spells
    Benefits: Opponents you successfully intimidate via your rant are now also Fascinated for the duration of the rant.




    POSSUM FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Possum Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    REJOICE IN LIFE!
    The Possum Folk are anthropomorphic Opposum's about the size of Gnomes. They tend to be jovial, and sarcastic. Possum Folk always try to look on the positive, even in the bleakest situations, and are known for their dark sense of humor. They live for experiencing new things.

    AAAAAAAAAAAHHHHHHHHHHHHH!
    Possum Folk are stereotyped by others as being low-brow, rule breaking, and stubborn. Even in their homeworld they faced some prejudice. Mostly because they have no patience for bs. If you're straight with them, they're straight with you. If you aren't...well, they tend to know where people like you live....

    Possum Folk tend to prefer rural villages, or the slums of big cities. Mostly because both of these locales tend to be less strict in their laws, and with less people trying to put their nose in the Possum's business. Many get involved in the entertainment business, as it's a safe way of speaking truth to power. Well, mostly safe. The Possum Folk can be blunt, even to those who could easily overpower them. Many are also involved in semi-legal or sketchy businesses, not because they are criminal, but because they have difficulty getting hired due to their straight foward nature.

    POSSUM FOLK NAMES
    Awakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.

    Male Names. Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson.

    Female Names. Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie.

    Family Names. Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

    POSSUM FOLK TRAITS

    Ability Score Increase. Increase your Charisma by +2, and your COnstitution score by +1.

    Age. Possum Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Possum Folk are Neutral, and a good many are Chaotic as well.

    Type. You are a Humanoid.

    Size. You are Small. You are between 3 and 4 feet tall and weigh around 40 pounds

    Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

    Feign Death. Beginning at 5th Level you can cast Feign Death three times per long rest without using a spell slot (you may also cast Feign Death using spell slots if you take levels in a spellcasting class).

    Prehensile Tail. You can grasp things with your tail, and you can use it as a third limb for climbing (or hanging from limbs of trees). It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

    'Food' Resistance: You have advantage on saving throws against poison damage, the poisoned condition and diseases.

    Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

    Nibbler. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Languages. You speak, read and write Furry, and any one other language of your choice.



    IMPROVED FEIGN DEATH (Prerequisite: Must be able to cast Feign Death
    You may now cast Feign Death without material components as a Reaction to taking damage. Instead, you scream horrifically, and vomit blood and less identifiable substances from all your bodily openings. The stench is horrific, and you look like the victim of some sort of poisoning/plague. This causes two effects: The first is that adjacent creatures must make a Wisdom Save (DC is 8 plus your Proficiency Bonus plus your Charisma modifier) or be Frightened of you for 1 round. They must also make a Constitution Save (DC is 8 plus your Proficiency Bonus plus your Constitution modifier) against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.


    Possum Folk
    "Fred's Stabity Emporium...well I guess this is it.."

    A Reputation For Trouble That Is Only Somewhat Deserved
    "Are we sure cornering the proprietor of a magic weapons store is a sound idea?"

    "Walking in the front to chat is probably better than yelling 'Hey You!' as he exits for the day."

    "Howdy, I'm Fred of Fred's Stabbity Emporium. You two clearly aren't from here. Are you from the Frost Giant Maia? Tell Boss Mjolnir I have his money, I just haven't had time to drop by."

    "Do we look like leg breakers?"

    "We would like to ask you some questions though."

    "I didn't know she was married or a powder leaf fiend, I swear."

    "We're looking for a man named Cohle."

    "We should have led with that"

    "Oh. Well, that's a relief. Hold on, I'll get you an address. Billy! Billy, show 'em the wares whilst I get their info."


    Public Rants Are A Sport For Them

    "I feel like I should stress we mean you no harm."

    "We aren't here on behalf of the Law or revenge. We just need to speak to Cohle."

    *Hi, I'm Billy! Are you into stabbity devices, or is you more like whack 'em sorta folks?*

    "I'm a Wizard."

    "We have a wonderful wand selection right this way. We have a sale going on Wands of Take Your Hands Off Me You Sick Freak."

    "Is there a lot of need for that?"

    "You'd be surprised."
    Last edited by Bhu; 2024-03-19 at 07:12 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

  12. - Top - End - #792
    Titan in the Playground
     
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    Join Date
    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters III! Now also in 5e!

    Fred's Wares


    Big Ole Hammer of Skull Dentin'
    Price (Item Level): 32,312 GP
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: Faint; (DC16) Necromancy
    Activation: - (Use Activated)
    Weight: 5 lbs.

    This +1 Stunning, Stunning Surge (see Magic Item Compendium) Warhammer also lowers the AC of anyone it successfully Stuns for 1 Minute. It resembles a fairly hefty stone hammer. It's not pretty, but it doesn't have to be when it's this effective.

    Prerequisites: Create Magic Arms and Armor, Curse of Impending Blades (see Spell Compendium), Daze
    Cost to Create: 16,156 GP, 16 days, 1,292 XP


    Big Ole Hammer Of Skull Dentin'
    Weapon (warhammer), very rare (requires attunement)
    You gain a +1 bonus to attack and damage rolls made with this warhammer.


    Blunderbuss
    Price (Item Level): 80,000 GP
    Body Slot: - (Carried)
    Caster Level: 10th
    Aura: Moderate; (DC:16) Transmutation
    Activation: - (Use Activated)
    Weight: 10 lbs.

    This is a long tubelike contraption of wood with a metal barrel that flares at one end. When the trigger on it is pulled, it does wondrous things. Assuming you aren't the one standing at the flared end of course. It fires a 30 ft. cone of energy. Anything in this area is subject to a Ray of Clumsiness spell as cast by a 10th level caster. Cavalrymen really, really hate this thing since their horses tend to trip causing a massive fubar right at the front lines. Which is, of course, one of the reasons it was invented. It's still not as popular as the more lethal options.

    Prerequisites: Create Magic Arms and Armor, Ray of Clumsiness (see Spell Compendium), Widen Spell
    Cost to Create: 40,000 GP, 40 days, 3,200 XP


    Blunderbuss
    Wondrous item, rare (requires attunement)
    As an Action, you may fire a 30 foot cone of energy from this contraption. All creatures in the area must make a DC 15 Wisdom Save, or the targets take a -1 penalty to AC, attack rolls, and Dexterity checks and saving throws. In addition, if the target moves more than half its speed, it must succeed on a DC 15 Dexterity saving throw or fall prone. If the targets roll a natural 1 on an attack roll, they drops the weapon they're holding. At the end of each of the target’s turns, they can make another saving throw against the effect. On a success, the effect ends.


    Chain Mail Bikini (One Piece)
    Price (Item Level): 132,000 GP
    Body Slot: Body and Torso
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: -
    Weight: 15 lbs.

    Worn by cheesy warriors for showing off purposes, this comparatively modest one piece bathing suit like design is made of extremely fine and decorative (i.e. useless in combat) chain mesh. It provides wearers with a +8 Deflection Bonus to AC, and a +2 Enhancement Bonus to Charisma. Just don't try swimming in it.

    Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
    Cost to Create: 66,000 GP, 66 days, 5,280 XP


    Chainmail Bikini (One Piece)
    Wondrous item, rare (requires attunement)


    Chain Mail Bikini (Two Piece)
    Price (Item Level): 88,000 GP
    Body Slot: Body and Torso
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: -
    Weight: 5 lbs.

    This far more common model of Chainkini provides a +6 Deflection Bonus to AC, and a +4 Enhancement Bonus to Cha. Why Fred sells it in winter country is anyone's guess.

    Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
    Cost to Create: 44,000 GP, 44 days, 3,520 XP


    Chainmail Bikini (Two Piece)
    Wondrous item, rare (requires attunement)


    Chain Mail Bikini (Thong)
    Price (Item Level): 68,000 GP
    Body Slot: Body and Torso
    Caster Level: 3rd
    Aura: Faint; (DC:16) Transmutation
    Activation: -
    Weight: 1 lb.

    Worn only by the most chafe resistant of narcissists, this version of the Bikini provides a +4 Deflection Bonus to AC, and a +6 Enhancement Bonus to Cha. Perfect for getting people's attention...and asking "What the hell is up with that guy?"

    Prerequisites: Craft Wondrous Item, Eagle's Splendor, Shield of Faith
    Cost to Create: 34,000 GP, 34 days, 2,720 XP


    Chainmail Bikini (Thong)
    Wondrous item, rare (requires attunement)


    Diseased Weapon
    Price (Item Level): +2 Bonus
    Property:
    Caster Level: 7th
    Aura: Moderate; (DC:16) Necromancy
    Activation: - (Use Activated)

    Diseased weapons require any target they hit to make a DC 16 Fortitude Save or contract Filth Fever (see DMG page 292). The wielder of the weapon is unaffected. Physically anyway. Socially, they probably suffer quite a bit.

    Prerequisites: Craft Magic Arms and Armor, Contagion
    Cost to Create: varies


    Diseased Weapon
    Weapon (any), rare (requires attunement)
    When you successfully strike a creature with this weapon must make a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.


    Elven Battle Bows
    Price (Item Level): 100,000 GP
    Body Slot: Throat and Arms
    Caster Level: 3rd
    Aura: Faint; (DC:16) Divination
    Activation: -
    Weight: n/a

    These appear to be bright, shiny ribbons and bows of various colors. While wearing these ribbons and bows, the wearer gains a +10 Bonus to all attack rolls. People generally assume anyone wearing ribbons and bows is now looking to start trouble after these things debuted. Probably because they are...

    Prerequisites: Craft Wondrous Item, True Strike
    Cost to Create: 50,000 GP, 50 days, 4,000 XP


    Elven Battle Bows
    Wondrous item, very rare (requires attunement)
    While wearing these, you have Advantage on all attack rolls.


    Grappling Grease
    Price (Item Level): 400 GP (+2), 1600 GP (+4), 3600 GP (+6), or 6400 GP (+8)
    Body Slot: - (Carried)
    Caster Level: 3rd
    Aura: xFaint; (DC:16) Transmutation
    Activation: Standard (Manipulation)
    Weight: -

    This thick Crisco like substance gives bonuses to grappling when applied to the skin (Which means if you wanna use it you pretty much have to be naked, or close to it. Pretty much ensuring you won't need to grapple as no one will be coming that close to you...). Comes in +2, +4, +6, and +8 varieties and applies like any other Oil. It also gives you the reputation of being a serious weirdo, and some people think the Bonus is less from magic and more from the fact that people are embarrassed to be seen grappling you and simply don't want to touch you in public.

    Prerequisites: Brew Potion, Bulls Strength
    Cost to Create: 200 GP (+2), 800 GP (+4), 1800 GP (+6), or 3200 GP (+8) GP, 1 day (+2-4), 2 days (+6) or 3 days (+8), 16 XP (+2), 64 XP (+4), 144 XP (+6), 256 XP (+8)


    Grappling Grease
    Potion, rare
    When applied, this grease gives the wearer Advantage on all Strength (Athletics) or Dexterity (Acrobatics (Checks) made for attempts to escape from, or put someone in, a grapple.


    Rhino Dart
    Price (Item Level): 2,470 GP per dart
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Enchantment/Transmutation
    Activation: - (Ammunition)
    Weight: -

    This appears to be an ordinary blowgun dart. When it strikes a creature they must make a DC 16 Willpower Save. If they are 10 HD or less they fall asleep as per the Deep Slumber spell. If they are 11+ HD they instead become both Confused and Slowed (as per the spells of the same name). Great for kidnapping sacrificial victims, or just doing mean pranks. Surprisingly popular, for non-lethal weapons, Fred tries not to think about what people use them for.

    Prerequisites: Craft Magic Arms and Armor, Confusion, Deep Slumber, Slow
    Cost to Create: 1,235 GP, 2 days, 99 XP


    Rhino Dart
    Weapon (blowgun ammunition), very rare
    You gain a +1 bonus to attack and damage rolls made with this blowgun dart. If it strikes a creature, roll 5d8. If the result exceeds the creatures hit point total, it becomes unconscious for 1 Minute. If it doesn't, the creature must make a DC 1 Constitution Save, or be affected as if it had failed a Save versus both a Confusion and Slow spells (this also lasts one minute) Immunity to the Poisoned Condition renders the target immune to all three of these effects.


    Rotting Death Club
    Price (Item Level):72,308 GP
    Body Slot: - (Carried)
    Caster Level:13th
    Aura:Strong; (DC:22) Evocation
    Activation: - (Use Activated)
    Weight: 5 lbs.

    This appears to be a wooden club with rusty nails in it, and stained with blood, feces, and less identifiable substances. It functions as a +1 Diseased, Venomous, Wounding Morningstar. It’s expensive, it’s nasty, and no one wants to come near you if you have one. For obvious reasons. It's even better if you can use makeup to make yourself look obviously diseased (or mebbe a zombie). (Authors Note: The Venomous Weapon property is in the Magic Item Compendium)

    Prerequisites: Craft Magic Arms and Armor, Contagion, Mordenkainen’s Sword, Poison
    Cost to Create: 36,154 GP, 36 days, 2,892 XP


    Rotting Death Club
    Weapon (morningstar), legendary (requires attunement)
    You gain a +1 bonus to attack and damage rolls made with this morningstar. Any creature hit by it must make a DC 18 Constitution Save or suffer the following ill effects: First it does an additional 1d6 Poison damage. Second, at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Third, it becomes diseased. It is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.


    Stank Flail
    Price (Item Level): 2,765 GP
    Body Slot: - (Carried)
    Caster Level: 5th
    Aura: Moderate; (DC:18) Conjuration
    Activation: - (Use Activated)
    Weight: -

    This +1 Heavy Flail looks like a durian fruit on a chain. 3 times per day the wielder may cast Stinking Cloud centered on himself (which he is immune to). Needless to say this weapon doesn't endear you to anyone, especially you're own side.

    Prerequisites: Craft Magic Arms and Armor, Stinking Cloud
    Cost to Create: 1,382 GP, 2 days, 111 XP


    Stank Flail
    Weapon (flail), rare (requires attunement)
    You gain a +1 bonus to attack and damage rolls made with this flail. It has 3 charges, and regains 1d3 expended charges at the beginning of every day. As an Action, the wielder can expend a carge to cast Stinking Cloud without a spell slot or material components.


    Swarm Shuriken
    Price (Item Level): 8,301 GP
    Body Slot: - (Carried)
    Caster Level: 12th
    Aura: Strong; (DC:21) Transmutation
    Activation: - (Thrown)
    Weight: -

    When thrown this +1 Shuriken multiplies into hundreds of Shuriken, hitting everything in a 60 foot Cone for 4d6 damage (DC 14 Reflex Save for half). They're Fred's most popular item, and often come with options available for the wealthier clients.

    Prerequisites: Craft Magic Arms and Armor, Arrow Swarm
    Cost to Create: 4,150 GP, 4 days, 332 XP


    Swarm Shuriken
    Weapon (shuriken), rare (requires attunement)
    When thrown, this shuriken multiplies into hundreds, doing 4d6 magical piercing or slashing damage in a 60 foot cone (DC 15 Dexterity Save for half damage).


    Shuriken. 5 cp, 1d2 piercing or slashing damage, 1/8 lb., Properties: Finesse, Thrown (Range 2060).


    Vader Helmet
    Price (Item Level): 10,000 GP
    Body Slot: Head and Face
    Caster Level: 7th
    Aura: Moderate; (DC:16) Necromancy
    Activation: -
    Weight: 3 lbs.

    The origins of this psionic helm's name are lost to antiquity. While worn it make your voice loud and booming, as well as amplifies the sound of your breathing. While wearing it you have a +10 Competence Bonus on Intimidate checks because for some reason people inherently fear that you have the power to Force Choke them, even though they have no evidence that you truly have the ability. Hard pressed, most of them won't be able to explain what Force Choking is, let alone why they fear it so.

    Prerequisites: Create Wondrous Item, Cause Fear
    Cost to Create: 5,000 GP, 5 days, 400 XP


    Vader Helmet
    Wondrous item, rare (requires attunement)
    While wearing this helm you have Advantage on Charisma (Intimidate) Checks. If they succeed on an Intimidate Check, the target is Frightened by them for one round.


    Vermin Cannon
    Price (Item Level): 56,500 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:18) Necromancy
    Activation: - (Use Activated)
    Weight: 8 lbs.

    This appears to be a long wooden tube of some sort with a large bladder and a sort of cup in the back end, with a button trigger on the side nearby. By placing any Diminutive or smaller Vermin in the cup, it is transformed into ammunition. It can hold up to 6 Vermin (alive or dead, living vermin are killed when placed in the cup), and ‘loading’ it with 6 bugs is a Standard action. Firing it is easier than firing a crossbow, and users are considered proficient with it automatically. Damage is 1d10 piercing, it threatens a critical on a 19-20 (and does x2 damage), and it has a 120 foot range increment. The Vermin Cannon can fire various forms of ammunition depending on what kind of Vermin are loaded into it. It can fire ammunition with the Weakening (requires bloodsuckers like leeches or mosquitoes), Venomous (requires Vermin with the Poison ability), Corrosive (requires vermin that have some form of chemical attack, like Blister Beetles), or Deadly Precision (requires an ambush predator like the Mantis) properties. See the Magical Item Compendium for those properties. A great buy if you tend to run out of ammo and are in a bug infested wilderness. Not so great if you have to explain yourselves to the local Druids or sane people. Cause let's be honest, this is blatantly a weapon for assassins.

    Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Keen Edge, Melf’s Acid Arrow, Poison, Ray of Enfeeblement
    Cost to Create: 28,250 GP, 29 days, 2,260 XP


    Vermin Cannon
    Wondrous item, rare (requires attunement)
    This appears to be a long wooden tube of some sort with a large bladder and a sort of cup in the back end, with a button trigger on the side nearby. By placing any Tiny or smaller invertebrate in the cup, it is transformed into ammunition. It can hold up to 6 invertebrates (alive or dead, living animals are killed when placed in the cup), and ‘loading’ it with 6 'bugs' is a Standard action. Firing it is easier than firing a crossbow, and users are considered proficient with it automatically. Damage is 1d10 magical piercing, it scores a critical on a 19 or 20, and it has a range of 80/320 feet. The Vermin Cannon can fire various forms of ammunition depending on what kind of Vermin are loaded into it. Effectively, it is a weapon that uses Dexterity for attack rolls, and the ammunition, loading, and two handed properties. If loaded with Beasts that have some sort of chemical attack it does +1d6 acid damage. If they have an attack that is venomous, it does +1d6 poison damage. If they have a bloodsucking attack, it does +1d6 necrotic damage.

    Viper Flail
    Price (Item Level): 32,308 GP
    Body Slot: - (Carried)
    Caster Level: 12th
    Aura: Strong; (DC:19) Necromancy
    Activation: - (Use Activated)
    Weight: 5 lbs.

    The handle of this +1 Flail is a stylized metal serpent, which gives you a good idea what it can do. You may change it to a Reach Weapon, or back to normal, once per round as a Free Action. When it is successfully used in an attack, a venomous weapon injects an injury poison (Fort DC 16, 1d4 Str/1d4 Str), which lasts for 1 minute.

    Prerequisites: Craft Magic Arms and Armor, Extend Tentacles, Poison
    Cost to Create: 16,154 GP, 16 days, 1,292 XP


    Viper Flail
    Weapon (flail), very rare (requires attunement)
    You gain a +1 bonus to attack and damage rolls made with this flail. If it hits successfully it does +2d6 Poison damage, and the target must make a DC 15 Constitution Save or be Poisoned for 1 Minute.
    The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, at the beginning of his turn the wielder can decide whether or not to give the flail the Reach property until the beginning of your next turn.


    Ye Old Club of Ass Whoopin'
    Price (Item Level): 74,300 GP
    Body Slot: - (Carried)
    Caster Level: 12th
    Aura: Strong; (DC:21) Divination
    Activation: - (Use Activated)
    Weight: 3 lbs.

    All attacks made by this +1 Club are considered touch attacks. It looks like an ordinary wooden club someone carved from a tree branch as well. Which is good on the one hand, as people don't suspect it for what it is. But it also makes it easy to lose in some ways

    Prerequisites: Craft Magic Arms and Armor, Find the Gap (see Spell Compendium)
    Cost to Create: 37,150 GP, 37 days, 2,972 XP


    Ye Old Club Of Ass Whoopin'
    Weapon (club), very rare (requires attunement)
    You gain a +1 bonus to attack and damage rolls made with this club. As long as you attack with this club you have Advantage on attack rolls, and cannot gain Disadvantage.
    Last edited by Bhu; 2024-03-03 at 06:08 PM.
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  13. - Top - End - #793
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters III! Now also in 5e!

    "Okay, I have our info. Let's finish up our contract and head out."

    "I'm surprised Fred sold Cohle out so easy...wait, do you recognize that tent?"

    "Welcome ta Big Bawb's! Home of the biggest, baddest, Bawbiest magic items around!"

    "That's a dark omen..."

    "We still owe him for the Chicken Golem."

    "I doubt he remembers Clucky. Hell, he may not remember us."

    "Greetin's strangers! Whut can I do ya fer?"

    "We're looking for an item of specific interest."

    "Yer in luck! All our items are specifically interesting!"


    COME ON DAWN TA BIG BAWB'S!

    Big Bawb's Big (beep) Holy Symbol
    Body Slot: Throat
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) All schools
    Activation: ---
    Weight: 2 lbs.

    This appears to be a holy symbol of some sort on a chain, and has restarted the rumors that Big Bawb is some sort of insane deity or ArchFey. The symbols appearance varies depending on the beliefs of whoever is holding it. Should someone pick it up, they must make a DC 20 Willpower Save or be convinced that they have been called to service by some non existent deity. Even worse it grants the poor fool divine powers, making it look as though he is the cleric of a new religion, and reinforcing his delusional belief. The holder gains the spellcasting abilities of a 5th level Cleric (assuming their Wisdom is high enough) with any one random Domain of the DM's choice. The wearer then sets about conquering the known world in the name of their heathen Gawd. To remove the holy symbol once the victim has put it on, Miracle, Wish, or Remove Curse must be cast.


    Big Bawb's Big (beep) Holy Symbol
    Wondrous item, unique (requires attunement)
    This appears to be a holy symbol of some sort on a chain, and has restarted the rumors that Big Bawb is some sort of insane deity or ArchFey. The symbols appearance varies depending on the beliefs of whoever is holding it. Should someone pick it up, they must make a DC 18 Charisma Save or be convinced that they have been called to service by some non existent deity. Even worse it grants the poor fool divine powers, making it look as though he is the cleric of a new religion, and reinforcing his delusional belief. The holder gains the spellcasting abilities of a 5th level Cleric. The wearer then sets about conquering the known world in the name of their heathen Gawd. To remove the holy symbol once the victim has put it on, Wish, or Remove Curse must be cast.


    Big Bawb's Big (beep) Monkey Suit
    Body Slot: Body, Face, Feet, Hands, Head and Torso
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Transmutation
    Activation: ---
    Weight: 20 lbs.

    Big Bawb is an incredible (and incredibly incompetent or insane) magician, known the world over for being one of the most prolific (and disturbing) creators of magic items in the known universe. Exactly how he makes them, or how he churns out so many is unknown. Interrogating Bob hasn't made any headway either. Most of the time he's either drunk, or so incoherent it's impossible to get anything out of him. Yet every so often he disappears for a while, and then shows up with a wagonload of items for sale.

    The Monkey Suit appears to be a gorilla costume. When worn it confers the following abilities on it's wearer:

    +10 Enhancement bonus to Strength
    +4 Enhancement bonus to Dexterity
    +4 Enhancement bonus to Constitution
    +8 Enhancement bonus to Climb checks, and a Climb Speed equal to your base land speed. You may always take 10 on Climb checks even if rushed or threatened.
    Low Light Vision
    Scent
    A +5 Armor Bonus
    2 Slam attacks at your highest attack bonus doing 1d6 plus Strength bonus. These Slam attacks are considered magical for purposes of overcoming Damage Reduction.

    There are however some downsides. First, it takes up almost all the available magic item slots. You cant have many other items while wearing it. Second, the user can only eat fruit, water, and alcohol while the suit is in his possession. Third, whenever the wearer is in the presence of tall buildings (tall being defined as more than one story), and a blond female, he must make a DC 15 Willpower Save or be compelled to grab her and climb to the top of the building. he will stay there till she escapes, he is knocked off or killed, or several (1d4) hours have passed and the compulsion has ended.

    There are perhaps 5 or so of Bob's Monkey Suits in the world.


    Big Bawb's Big (beep) Monkey Suit
    Wondrous item, artifact (requires attunement)
    Big Bawb is an incredible (and incredibly incompetent or insane) magician, known the world over for being one of the most prolific (and disturbing) creators of magic items in the known universe. Exactly how he makes them, or how he churns out so many is unknown. Interrogating Bob hasn't made any headway either. Most of the time he's either drunk, or so incoherent it's impossible to get anything out of him. Yet every so often he disappears for a while, and then shows up with a wagonload of items for sale.

    The Monkey Suit appears to be a gorilla costume. When worn it confers the following abilities on it's wearer:

    While you are wearing this suit your Strength becomes 23, your Dexterity 16, and your Constitution 18. If your ability scores are already at this level or higher, they are unaffected.
    You have Advantage on Strength (Athletics) checks, and a Climb Speed equal to your base land speed.
    You have Advantage on any Wisdom (Perception) Checks based on smell.
    Armor Class improves by +2
    Your unarmed strikes are magical weapons, and do 1d6 plus Strength bonus.

    There are however some downsides. First, you cant have any other items that must be worn on the body while wearing it. Second, the user can only eat fruit, water, and alcohol while the suit is in his possession. Third, whenever the wearer is in the presence of tall buildings (tall being defined as more than one story), and a blond female, he must make a DC 15 Wisdom Save or be compelled to grab her and climb to the top of the building. he will stay there till she escapes, he is knocked off or killed, or several (1d4) hours have passed and the compulsion has ended.

    There are perhaps 5 or so of Bob's Monkey Suits in the world.


    Big Bawb's Big Bad Rod of Bad Times A'Comin'
    Body Slot: Carried
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Necromancy
    Activation: Standard (Command)
    Weight: 4 lbs.

    This appears to be a short, wooden staff carved with angry faces, that the locals keep telling you to stay the hell away from. And if you’d listened you wouldn’t now be cursed with a rhino’s butt. Why Bob calls it a Rod instead of a staff is beyond us. It allows the use of the following spells:

    Blindness/Deafness (1 charge)
    Spirit Worm (1 charge, see Spell Compendium)
    Bestow Curse (2 charges)
    Contagion (2 charges)
    Eyebite (3 charges)
    Greater Bestow Curse (3 charges, see Spell Compendium)

    Once you run out of charges, the Staff casts Greater Bestow Curse on you. Once you grab the staff, you can't get rid of it until you use all the charges, or Miracle, Remove Curse or Wish are cast.


    Big Bawb's Big Bad Rod of Bad Times A' Comin'
    Staff, rare (requires attunement by sorcerer, warlock or wizaed)
    This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

    The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

    Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Hex (1 charge), Contagion (5 charges), Blindness/Deafness (2 charges), Crown of Madness (2 charges), Ray of Sickness (1 charge), Bestow Curse (3 charges), or Eyebite (6 charges).

    You can also use an action to cast the Tasha's Mind Whip spell from the staff without using any charges.


    Big Bawb's Big Dead Frawg
    Body Slot: Carried
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Enchantment and ecromancy
    Activation: ---
    Weight: 5 lbs.

    This, the latest of Big Bob's abominations, appears to be a 3 and a half foot long stuffed Froghemoth toy. It smells incomparably delicious to large monsters (defined as any flesh eating being that has the Scent ability in this case) who must make a DC 15 Willpower Save or wolf it down. Upon being bitten or swallowed the Dead Frawg farts a large quantity of poisonous gas (Contact, DC:20 Fortitude Save, Initial and Secondary Damage 1d3 Con and 1d6 rounds of being Nauseated). It then teleports from the monsters belly back to it's owner, and begins to repair itself if it has taken any damage (will look like new in 24 hours and gas will be recharged).

    Unfortunately it may also be detected by any flesh eating creature that has Scent up to a range of 1 mile, who will immediately know your location as long as you carry the Frawg.


    Big Bawb's Big Dead Frawg
    Wondrous item, unique
    This, the latest of Big Bob's abominations, appears to be a 3 and a half foot long stuffed Froghemoth toy. It smells incomparably delicious to large monsters (defined as any flesh eating being that has the Keen Smell ability in this case) who must make a DC 16 Wisdom Save or wolf it down. Upon being bitten or swallowed, the Dead Frawg farts a large quantity of poisonous gas (DC 20 Constitution Save, does 8d6 poison damage an target is Poisoned for 1 hour. If the save is successful, the target is not Poisoned and takes half damage). It then teleports from the monsters belly back to it's owner, and begins to repair itself if it has taken any damage (will look like new in 24 hours and gas will be recharged).

    Unfortunately it may also be detected by any flesh eating creature that has Keen Smell up to a range of 1 mile, who will immediately know your location as long as you carry the Frawg.


    Big Bawb's Big Fat Suit
    Body Slot: Body, Face, Feet Hands Head and Torso
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Necromancy and Transmutation
    Activation: ---
    Weight: 50 lbs.

    This is a suit of sorts made from a dead ooze! The suit covers the users entire body except his face. It can morph it's appearance to mimic any cloth or skin. Effectively the wearer can look like an incredibly fat member of any humanoid race, except for his face. It's obvious he's wearing a suit (it even jiggles, especially in the wind). Most people find this so incredibly creepy that they go along pretending the wearer is what he appears to be just to get rid of him (i.e. he gets a +4 circumstance on intimidation rolls. Hey he's wearing a dead blob!). Due to its jiggly, rubber nature the wearer gets DR 15/piercing. He is also immune to acid, and is immune to falling damage (the suit bounces). The wearer also has a 50% chance of negating critical hits and sneak attack damage.

    On the downside....

    You have a -4 Circumstance penalty to all Charisma based skills EXCEPT Intimidation because most people think you're a deranged lunatic. The suit is bulky and difficult to move about in, so you lose any Dexterity bonus to armor class. It also uses up most all of your magic item spots, and its virtually the only thing you can wear. Anything else must be carried in your hands or on a horse or cart. And if anyone resurrects the suit it turns into a Medium Ooze of some random type...


    Big Bawb's Big Fat Suit
    Wondrous item, unique
    This is a suit of sorts made from a dead ooze! The suit covers the users entire body except his face. It can morph it's appearance to mimic any cloth or skin. Effectively the wearer can look like an incredibly fat member of any humanoid race, except for his face. It's obvious he's wearing a suit (it even jiggles, especially in the wind). Most people find this so incredibly creepy that they go along pretending the wearer is what he appears to be just to get rid of him (i.e. he gets Advantage on intimidation rolls. Hey he's wearing a dead blob!). Due to its jiggly, rubber nature the wearer gets Resistance to Bludgeoning and Slashing damage. He is also immune to acid damage, and is immune to damage from falling (the suit bounces).

    On the downside....

    You have Disadvantage to all Charisma based skills EXCEPT Intimidation, because most people think you're a deranged lunatic. The suit is bulky and difficult to move about in, so you lose any Dexterity bonus to armor class. It's also virtually the only thing you can wear. Anything else must be carried in your hands or on a horse or cart. And if anyone resurrects the suit it turns into a Medium Ooze of some random type...


    Big Bawb's Big Stinky Bug Suit
    Body Slot: None, can be worn over clothes or armor
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Illusion
    Activation: ---
    Weight: 10 lbs.

    Normally we’d advocate staying away from anything Big Bawb has to sell because the drawbacks of some of his “unique” magic items are legendary. But this suit is (sort of) an exception. So long as you wear it, Vermin or Magical Beasts that are arthropods treat you as one of their own, and don’t attack you. Ettercaps also believe you to be one of them, and you can effectively march through their villages unmolested assuming you don’t attack anyone. All other living creatures think your some lunatic in an Ettercap costume. This works on Vermin despite their known immunity to most mind-affecting effects. The illusion is perfect right down to the touch. Unless a non-Ettercap entity clues them in (i.e. by saying something to the effect of “Hey who’s the freak in the bug costume”?), they get no Save to disbelieve. If someone pipes up (or you attack) they can make a DC 20 Willpower Save to realize “Oh crap, that is some freak in a me suit. GET HIM!!!” It’s ridiculously expensive, so personally we advise stealing one.


    Big Bawb's Big Stinky Bug Suit
    Wondrous item, unique
    Normally we’d advocate staying away from anything Big Bawb has to sell because the drawbacks of some of his “unique” magic items are legendary. But this suit is (sort of) an exception. So long as you wear it, creatures that are (or resemble) arthropods treat you as one of their own, and don’t attack you. Ettercaps also believe you to be one of them, and you can effectively march through their villages unmolested assuming you don’t attack anyone. All other living creatures think your some lunatic in an Ettercap costume. The illusion is perfect right down to the touch. Unless a non-Ettercap entity clues them in (i.e. by saying something to the effect of “Hey who’s the freak in the bug costume?"), they get no Save to disbelieve. If someone pipes up (or you attack) they can make a DC 15 Wisdom Save to realize “Oh crap, that is some freak in a me suit. GET HIM!!!” It’s ridiculously expensive, so personally we advise stealing one.


    Big Bawb's Big Stinky Moose Head
    Body Slot: None, it becomes your head
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) Transmutation
    Activation: ---
    Weight: 10 lbs.

    This appears to be a Mooses head, but instead of being fixed as a wall mount, it is instead a full head mask. Once someone puts it on it affixes to him, becoming his head, and can't be removed other than by a Miracle/Remove Curse/Wish spell. It does however provide some interesting side effects....as do all of Big Bawb's creations.

    First the mask is now effectively the wearers actual head. He now has a mooses vocal cords, which means he can speak and communicate with other Moose. Which is good because they'll be the only ones he can communicate with till the thing gets removed. Except, every great now and then, when his vocal cords revert to human speech at random just long enough to scream "You will be sacrificed for the glory of the Heathen Mus Gawd!!!!". Clearly, the Gawds do not like you.

    Second, he now has an Intelligence of 3, which will be causing him some not so minor complications in life.

    Third, he now eats a Moose's diet. The only other thing he can digest is water and alcohol.

    There are of course some benefits. Until the mask is removed the wearer gets the following:

    +12 Enhancement Bonus to Strength, +6 Enhancement Bonus to Constitution
    Low Light Vision
    Scent
    +4 Natural Armor Class Bonus that stacks with other Natural Armor Bonuses
    Gore attack doing 1d8 plus Strength bonus, considered magical for purposes of bypassing Damage Reduction
    The following Feats as Bonus Feats (whether or not you meet the prerequisite for them): Improved Bull Rush, Improved Overrun, Shock Trooper (see Complete Warrior).


    Big Babwb's Big Stinky Moose Head
    Wondrous item, unique
    This appears to be a Mooses head, but instead of being fixed as a wall mount, it is instead a full head mask. Once someone puts it on it affixes to him, becoming his head, and can't be removed other than by a Remove Curse/Wish spell. It does however provide some interesting side effects....as do all of Big Bawb's creations.

    First the mask is now effectively the wearers actual head. He now has a mooses vocal cords, which means he can speak and communicate with other Moose. Which is good because they'll be the only ones he can communicate with till the thing gets removed. Except, every great now and then, when his vocal cords revert to human speech at random just long enough to scream "You will be sacrificed for the glory of the Heathen Mus Gawd!!!!". Clearly, the Gawds do not like you.

    Second, he now has an Intelligence of 3, which will be causing him some not so minor complications in life.

    Third, he now eats a Moose's diet. The only other thing he can digest is water and alcohol.

    There are of course some benefits. Until the mask is removed the wearer gets the following:

    Your Strength becomes 23 and your Constitution becomes 18 while you have the moose head, unless they are already higher.
    You gain Advantage on Wisdom (Perception) Checks based on smell.
    Armor Class improves by +2.
    Gore attack doing 1d8 plus Strength modifier Bludgeoning damage, considered magical for purposes of bypassing damage resistance.
    You also get Charge: If you move at least 20 feet straight toward a target and then hit it with a Gore attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.


    Bowling Ball of St. Cuthbert
    Body Slot: -(Carried)
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) All schools
    Activation: --- (Use-Activated)
    Weight: 14 lbs.

    Unknown to many, St. Cuthbert was an avid bowler in life. His personal bowling ball is now a potential weapon of great power. It can be rolled along the ground at an opponent, or thrown at him. This is effectively a ranged attack that uses Strength for attack and damage rolls, with a 30 foot range increment. It appears as a bowling ball made of solid brass with St. Cuthbert's holy symbol (known as 'some freaky alien Gawd' in the Jesters Realm). It is effectively a +3 Holy, Lawful, Returning weapon that does 2d6 damage. If thrown across the ground like a traditional bowling ball, the target must make a DC 20 Reflex Save or fall Prone. If thrown through the air, the target must make a DC 20 Fortitude Save or be Dazed 1 round. Additionally, the Ball constantly has Detect Evil running, and informs the wearer when it has Detected Evil, requiring him to make a DC 20 Willpower Save to avoid immediately attacking said Evil.


    Bowling Ball of St. Cuthbert
    Weapon (bowling ball), legendary
    You gain a +2 bonus to attack and damage rolls made with this magic weapon. This is a one handed, heavy, thrown (range 20/60) weapon that uses Strength for attack and damage rolls. Successful hits do 2d6 Bludgeoning plus 2d6 Radiant damage (plus an additional 2d6 Radiant damage if the target is a Fiend or Undead), before returning to the wielders hand. If thrown across the ground like a traditional bowling ball, the target must make a DC 18 Srength Save or fall Prone. If thrown through the air, the target must make a DC 18 Constitution Save or be Stunned 1 round. Additionally, the Ball constantly has Detect Evil and Goodrunning, and informs the wearer when it has Detected an Aberration, Fiend or Undead, requiring him to make a DC 18 Wisdom Save to avoid immediately attacking said Evil.


    Cursed Rhino Dart
    Price (Item Level): 3,150 GP per dart
    Body Slot: - (Carried)
    Caster Level: 9th
    Aura: Moderate; (DC:20) Transmutation
    Activation: - (Ammunition)
    Weight: -

    This appears to be an ordinary +1 blowgun dart. When it strikes a creature they must make a DC 17 Willpower Save, or turn into an angry rhino. This basically works like Baleful Polymorph, but it turns the user into a Rhino. If it takes damage in combat, it flies into a berserk rage on its next turn, goring madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. In fact, it it loses the Saving throw after 24 hours (and thereby loses it's memory) the Rage becomes permanent. Once it successfuly polymorphs a target, this becomes a regular blowgun dart.

    Prerequisites: Craft Magic Arms and Armor, Baleful Polymorph, Rage
    Cost to Create: 1,575 GP, 2 days, 126 XP


    Cursed Rhino Dart
    Weapon (blowgun ammunition), legendary
    You gain a +1 bonus to attack and damage rolls made with this magic ammunition (which loses it's magic after the first time it successfully polymorphs a target). A creature struck by the dart must make a DC 16 Wisdom Save or be permanently polymorphed (as per the spell) into a Rhinoceros. Additionally it gains a few abilities if it takes damage:

    Advantage on Strength checks and Strength saving throws.
    +2 damage with successful gore attacks.
    Resistance to bludgeoning, piercing, and slashing damage.
    Whenever the target starts its turn with 35 hit points or fewer, roll a d6. On a 6, the target goes berserk. On each of its turns while berserk, the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. Once the target goes berserk, it continues to do so until it is destroyed or regains all its hit points.

    After 24 hours as a rhino, the target must repeat the Wisdom Saving Throw, or lose all it's memories (and it's new abilities become permanent). A Wish will reverse this.


    Dead Chicken
    Price (Item Level): 30,179 GP
    Body Slot: - (Carried)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Necromancy
    Activation: Swift (Command)
    Weight: 5 lbs.

    This is exactly what it appears to be: A preserved (though somehow still slightly rotting) dead chicken. By shaking it at people and saying the command words you can cast the spell Fear 3 times per day as a 7th level Caster. Something about dead chickens staring at them just totally messes with people.

    Prerequisites: Create Wondrous Item, Fear
    Cost to Create: 15,089 GP, 15 days, 1,207 XP


    Dead Chicken
    Wondrous item, rare (requires attunement)
    This is exactly what it appears to be: A preserved (though somehow still slightly rotting) dead chicken. By shaking it at people and saying the command words you can cast the spell Fear 3 times per long rest without components or a spell slot. Something about dead chickens staring at them just totally messes with people.


    The Little Red Button
    Body Slot: Carried
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) All schools
    Activation: Swift (Manipulation)
    Weight: 2 lbs.

    Much like the Wand of Wonder, this is a chaotic item designed to wreak utter havoc. It consists of a small black wooden box with a little red button on top. If opened there is nothing inside. Written on the side in common are the words "Please do not push the button". Of course when the PC's press the button something random will happen (There are persistent rumors the box actually says "Press Button To Increase Drama"). If the effect targets a specific entity, or is an area of effect that needs to be centered, it directly hits 1-25: The button presser, 26-50: A random enemy, 51-75: A random ally, 76-00: A completely innocent bystander who may now have reason to consider you an enemy. If the effect duplicates a spell, the Caster Level is 21st. Range of all effects for purposes of targeting an individual or an area of effect is anything within 500 feet. If a Save is required the Check DC is 23. If an effect says 'until this curse is removed', it can be cured by Remove Curse or similar spells.

    01-03: Target turns to Nerf until a Wish, Remove Curse or Miracle is cast.
    04-06: Target believes he is an all powerful Gawd for 20 rounds.
    07-09: Everything within 50 ft. of the target turns pink, whilst simultaneously gaining a rabid hatred of pink. They attack the nearest pink creature or object each round for the next 20 rounds, not recognizing friend from foe.
    10-12: Everything within 1000 ft. of the target takes 3d6 Bludgeoning damage per round, as the sky rains chicksns (Reflex Save for half damage) for 20 rounds.
    13-15: 1d3 Rogue Eidolons (see MMII) burst from the ground and begin laying waste to all in their path.
    16-18: One random Medium creature turns 100 feet tall for 20 rounds, and goes on a rampage against someone they don't like. Size becomes Colossal, and the target gets 100 temporary hit points,+10 ft. movement to all speed types, their Natural Armor Bonus to AC increases by +14, their Str improves by +32, their Dex lowers by -4, their Con improves by +16, and their damage improves by 4 steps (see Monster Manual on increasing monster size).
    19-21: One random target gets a Wish, which has a 50% chance of completely screwing him in a manner left up to the DM.
    22-24: One random target inspires violent hatred. For the next hour, any creature seeing it will work tirelessly to end it's life.
    25-27: One random target becomes mute, and the Button disappears for 1d4 days, after which the target regains it's voice.
    28-30: Pissed off Gnomes suddenly appear in the thousands, violently kneecapping everything within 1000 feet of the target for 2d6 Bludgeoning damage (creatures in the area must also make a Fortitude Save or fall Prone). The Gnomes then leave as mysteriously as they came.
    31-33: One random target becomes allergic to air for 2d6 rounds, and must hold their breath or be poisoned (Inhaled, Fortitude Save, Initial and Secondary damage is 1d4 Con).
    34-36: One random target vomits a Spider Swarm, which raises merry hell for the next 20 rounds.
    37-39: One random building nearby is replaced with a building from another time and place, along with any occupants.
    40-42: A loud, disembodied voice can be heard singing about the unpleasant secrets of all creatures within 50 feet.
    43-45: One random target explodes, doing 10d6 damage to everything within 20 feet (Reflex Save for half). The target then reforms the next round, and is Stunned in horror at his sudden adventure into the afterlife for one round after.
    46-48: One random target becomes possessed by a Arch Devil until he receives a Banishment or Dismissal spell.
    49-51: 1d6 random targets switch bodies for 1 Minute.
    52-54: A Sharknado appears for 20 rounds.
    55-57: A random Gawd appears, drunk off their behind. They suddenly notice the assembled mortals and smile creepily. Pray your DM isn't too harsh.
    58-60: A random target receives the benefits of the Haste spell until Remove Curse is cast on it. While Haste is in effect, the target ages at twice the normal rate.
    61-63: A random target becomes allergic to Clerics, and takes 2d6 damage any round he touches/is touched by one.
    64-66: A random target becomes infectious: any condition, disease or magical effect on him is passed on to anyone he touches/is touched by unless they make a Willpower Save. This effect lasts 1d6 days (the conditions, etc. passed last their normal duration).
    67-69: For the next 24 hours, anyone a random target kills rises the next day as a Ghost or Ghost Brute hellbent on destroying him, or at least making his life miserable. In addition to their normal abilities the Ghosts the target creates can always sense if he is within 120 feet as if they had Blindsight and are compelled to Attack him. They are not tied to a location like many Undead and may wander.
    70-72: A random target is cursed with a little voice telling him to do things. Bad things. Things involving sheep and a prison break. Until this curse is removed the victim must make a Willpower Save daily or spend up to one hour each day doing an act he knows is illegal, particularly if the act violates his alignment, or would have significant social repercussions for him.
    73-75: A random target gets no sleep for 1d4 days as the Gawds take the opportunity to visit him in the small hours and mock him.
    76-78: Somehow, a random target attacks himself (roll damage).
    79-81: The Gawds require entertainment, and as the randomly selected target has provided entertainment before they watch his antics and occasionally juice things up a little. Your target suddenly finds himself swept into a Bollywood dance number as he and every living thing within 30 feet are struck by an Otto's Irresistible Dance spell.
    82-84: A Fiend is so struck with pity by a random target that he offers it power in exchange for it's soul because he really thinks it needs the boost.
    85-87: A random 50 foot area is haunted by it's own personal solar eclipse or maybe just generates an aura of doom. For the next 2d6 days, all Morale Bonuses do not function within the area, and Morale penalties are doubled (and apply even to those normally immune to Morale Penalties).
    88-90: A random targets personal body odor becomes so bad it could make Satan weep. Until this curse is removed any living creature within 30 feet of it must make a Fortitude Save or be Sickened for as long as it remains within range and for 2d6 rounds after. Beings with Scent take a -4 Penalty on their Saving Throw against it's personal stench, and unlike Stinking Cloud, immunity to poison does not prevent them from being affected by this spell.
    91-93: All birds within 1000 feet become permanently inimical to all other life other than birds. As do their children, and all their descendants.
    94-96: A random target now has his own personal, demonically hungry mosquito. Until this curse is removed he is Fatigued and takes 1 temporary point of Strength damage per day. He also has a 50% chance each day of contracting any disease from the DMG whose infection method is injury or contact.
    97-99: 1d6 Tarrasques awaken, and stand up from their burrows. It is mating season at long last, and they must fight one another for the right to reproduce.
    100: A random target is subpoenaed by the Afterlife Court, and has a week to hire an attorney before the court comes looking for her. Optionally, the DM makes up some scary stuff.


    The Little Red Button
    Wondrous item, unique
    Much like the Rod of Wonder, this is a chaotic item designed to wreak utter havoc. It consists of a small black wooden box with a little red button on top. If opened there is nothing inside. Written on the side in common are the words "Please do not push the button". Of course when the PC's press the button something random will happen (There are persistent rumors the box actually says "Press Button To Increase Drama"). If the effect targets a specific entity, or is an area of effect that needs to be centered, it directly hits 1-25: The button presser, 26-50: A random enemy, 51-75: A random ally, 76-00: A completely innocent bystander who may now have reason to consider you an enemy. Range of all effects for purposes of targeting an individual or an area of effect is anything within 500 feet. If a Save is required the Check DC is 18. If an effect says 'until this curse is removed', it can be cured by Remove Curse or similar spells.

    01-03: Target turns to Nerf until a Wish or Remove Curse is cast.
    04-06: Target believes he is an all powerful Gawd for 20 rounds.
    07-09: Everything within 50 ft. of the target turns pink, whilst simultaneously gaining a rabid hatred of pink. They attack the nearest pink creature or object each round for the next 20 rounds, not recognizing friend from foe.
    10-12: Everything within 1000 ft. of the target takes 3d6 Bludgeoning damage per round, as the sky rains chicksns (Dexterity Save for half damage) for 20 rounds.
    13-15: 1d3 Rogue Eidolons (see below) burst from the ground and begin laying waste to all in their path.
    16-18: One random Medium creature turns 100 feet tall for 20 rounds, and goes on a rampage against someone they don't like. Size/Reach becomes 30 feet, and the target gets 200 temporary hit points,+10 ft. movement to all speed types, their AC increases by +5 (to a max of 20), their Str and Con rise to 30, and their damage improves by 1 die per Size Category gained (creature is considered to be Gargantuan plus one).
    19-21: One random target gets a Wish, which has a 50% chance of completely screwing him in a manner left up to the DM.
    22-24: One random target inspires violent hatred. For the next hour, any creature seeing it will work tirelessly to end it's life.
    25-27: One random target becomes mute, and the Button disappears for 1d4 days, after which the target regains it's voice.
    28-30: Pissed off Gnomes suddenly appear in the thousands, violently kneecapping everything within 1000 feet of the target for 2d6 Bludgeoning damage (creatures in the area must also make a Strength Save or fall Prone). The Gnomes then leave as mysteriously as they came.
    31-33: One random target becomes allergic to air for 2d6 rounds, and must hold their breath or take 2d6 poison damage each round it inhales.
    34-36: One random target vomits a Swarm of Insects (Spiders, see Basic Rules page 291), which raises merry hell for the next 20 rounds.
    37-39: One random building nearby is replaced with a building from another time and place, along with any occupants.
    40-42: A loud, disembodied voice can be heard singing about the unpleasant secrets of all creatures within 50 feet.
    43-45: One random target explodes, doing 10d6 necrotic damage to everything within 20 feet (Reflex Save for half). The target then reforms the next round, and is Stunned in horror at his sudden adventure into the afterlife for one round after.
    46-48: One random target becomes possessed by a Arch Devil until he receives a Banishment or Dispel Evil and Good spell.
    49-51: 1d6 random targets switch bodies for 1 Minute.
    52-54: A Sharknado appears for 20 rounds.
    55-57: A random Gawd appears, drunk off their behind. They suddenly notice the assembled mortals and smile creepily. Pray your DM isn't too harsh.
    58-60: A random target receives the benefits of the Haste spell until Remove Curse is cast on it. While Haste is in effect, the target ages at twice the normal rate.
    61-63: A random target becomes allergic to Clerics, and takes 2d6 necrotic damage any round he touches/is touched by one.
    64-66: A random target becomes infectious: any condition, disease or magical effect on him is passed on to anyone he touches/is touched by unless they make a Wisdom Save. This effect lasts 1d6 days (the conditions, etc. passed last their normal duration).
    67-69: For the next 24 hours, anyone a random target kills rises the next day as a Ghost hellbent on destroying him, or at least making his life miserable. In addition to their normal abilities the Ghosts the target creates can always sense if he is within 120 feet as if they had Blindsight and are compelled to Attack him. They are not tied to a location like many Undead and may wander.
    70-72: A random target is cursed with a little voice telling him to do things. Bad things. Things involving sheep and a prison break. Until this curse is removed the victim must make a Wisdom Save daily or spend up to one hour each day doing an act he knows is illegal, particularly if the act violates his alignment, or would have significant social repercussions for him.
    73-75: A random target gets no sleep for 1d4 days as the Gawds take the opportunity to visit him in the small hours and mock him.
    76-78: Somehow, a random target attacks himself (roll damage).
    79-81: The Gawds require entertainment, and as the randomly selected target has provided entertainment before they watch his antics and occasionally juice things up a little. Your target suddenly finds himself swept into a Bollywood dance number as he and every living thing within 30 feet are struck by an Otto's Irresistible Dance spell.
    82-84: A Fiend is so struck with pity by a random target that he offers it power in exchange for it's soul because he really thinks it needs the boost.
    85-87: A random 50 foot area is haunted by it's own personal solar eclipse or maybe just generates an aura of doom. For the next 2d6 days, nothing can gain Advantage in this area.
    88-90: A random targets personal body odor becomes so bad it could make Satan weep. Until this curse is removed any living creature within 30 feet of it must make a Constitution Save or spend it's Action retching for as long as it remains within range and for 2d6 rounds after. Beings with Keen Smell on their Saving Throw against it's personal stench, and unlike Stinking Cloud, immunity to poison does not prevent them from being affected by this spell.
    91-93: All birds within 1000 feet become permanently inimical to all other life other than birds. As do their children, and all their descendants.
    94-96: A random target now has his own personal, demonically hungry mosquito. Until this curse is removed he has one Level of Exhaustion he cannot get rid of. He also has a 50% chance each day of contracting any disease from the DMG.
    97-99: 1d6 Tarrasques awaken, and stand up from their burrows. It is mating season at long last, and they must fight one another for the right to reproduce.
    100: A random target is subpoenaed by the Afterlife Court, and has a week to hire an attorney before the court comes looking for her. Optionally, the DM makes up some scary stuff.





    Monkey (On Your Back)
    Body Slot: Body
    Caster Level: 21st
    Aura: Overwhelming; (DC:25) All schools
    Activation: ---
    Weight: 5 lbs.

    This vile artifact was created by someone or something truly evil. At least, so it's assumed. Currently none of the evil deities want to take credit for it, and even most of the demons/devils want little to do with it. It appears as a small stuffed toy monkey. Upon being touched or picked up, the eyes snap open, and it comes to life, skittering over its victims shoulder and latching painfully onto his back. Once attached it cannot be removed and seems to invulnerable to physical destruction. That's when the bad things happen...

    Events always seem to go wrong while the monkey is on your back. Anytime you or an ally within 50 feet makes any roll there is a 20% chance it automatically fails (or in the case of damage rolls does the minimum damage possible). This usually leads to some form of catastrophe for the monkeys "owner," who then begins to hear a whispering voice in his head telling him everything can be made right for a price. If he agrees to take a permanent Negative level the Monkey will cast one Wish spell for him. The negative levels are stackable, and like the Monkey itself cannot be removed. at least not until you get rid of the Monkey.

    There are only 4 ways to remove the Monkey:

    1) You must die.

    2) A deity must intervene on your behalf, most of which are strangely loath to do so.

    3) You must get a Wish spell cast on your behalf after having submitted to utter public humiliation. Like living naked on the streets with a sign around your neck that says "Please abuse me for your amusement" for weeks on end (without using the Monkeys powers to obviate your struggles). This is up to the DM, but it should be bad enough to make the 'owners' mind potentially snap.

    4) You must convince the Monkey someone else is more deserving (the Monkey hates arrogance for example), AND convince that someone to accept the Monkey as a gift.


    Monkey (On Your Back)
    Wondrous item, unique
    This vile artifact was created by someone or something truly evil. At least so it's assumed. Currently none of the evil deities want to take credit for it, and even most of the demons/devils want little to do with it. It appears as a small stuffed toy monkey. Upon being touched or picked up, the eyes snap open, and it comes to life, skittering over its victims shoulder and latching painfully onto his back. Once attached it cannot be removed and seems to invulnerable to physical destruction. That's when the bad things happen...

    Events always seem to go wrong while the monkey is on your back. Anytime you or a friendly creature within 50 feet makes any roll there is a 20% chance it automatically fails (or in the case of damage rolls does the minimum damage possible). This usually leads to some form of catastrophe for the monkeys "owner," who then begins to hear a whispering voice in his head telling him everything can be made right for a price. If he agrees to permanently lower his hit point maximum by 1d8 points, the Monkey will cast one Wish spell for him. This damage cannot be removed until you get rid of the Monkey.

    There are only 4 ways to remove the Monkey:

    1) You must die.

    2) A deity must intervene on your behalf, most of which are strangely loath to do so.

    3) You must get a Wish spell cast on your behalf after having submitted to utter public humiliation. Like living naked on the streets with a sign around your neck that says "Please abuse me for your amusement" for weeks on end (without using the Monkeys powers to obviate your struggles). This is up to the DM, but it should be bad enough to make the 'owners' mind potentially snap.

    4) You must convince the Monkey someone else is more deserving (the Monkey hates arrogance for example), AND convince that someone to accept the Monkey as a gift.



    "Of all the things there, can I ask why the button?"

    "Because we will not be pressing the button, nor will we be anywhere nearby when it happens."
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  14. - Top - End - #794
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    Default Re: Critters III! Now also in 5e!

    For our firs week of scifi spring we begin with Invaders From Space!


    https://www.youtube.com/watch?v=kTZR5Ut9NpA

    Andromedan
    Medium Aberration
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 12 (+2 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +4/+8
    Attack: Slam +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
    Full Attack: 2 Slams +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Kidnap, Stun, Frightful Presence, Disintegrator, Sunder
    Special Qualities: Darkvision 60 ft., Emotionless, Disguise, Alien Machine, Forcefield, Gaseous Form
    Saves: Fort +6, Ref +2, Will +7
    Abilities: Str 18, Dex 11, Con 18, Int 14, Wis 14, Cha 14
    Skills: Bluff +4, Disguise +4, Drive +6, Intimidate +4, Knowledge (Earth and Life Sciences, Physical Sciences, any 1 other) +6, Listen +4, Navigation +6, Pilot +4, Spot +4
    Feats: Alien Weapons Proficiency (see D20 Modern), Personal Firearms Proficiency (see D20 Modern), Starship Operation (see D20 Future)
    Environment: Any? (unknown really)
    Organization: Solitary or Group )
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: By Character Class
    Level Adjustment: ---

    "Don't you worry Marge. I know where to get our men. Human men!"

    The Andromedan's planet suffered a natural disaster, prompting them to flee in their fleet of spacecraft. Searching for a new world, they come across the toxic planet Earth, losing all the females of their race along the way. Finding humanoid life on the planet, they decided to settle down and construct suits that would let them survive our atmosphere while impersonating the locals. Swiftly taking over many small towns, they set about researching ways to mutate Earth women to carry their children. Notably, the Andromedan's are completely emotionless, and did not foresee a need to ask consent. They begin kidnapping and replacing local married men who are childless in order to be ready when they make the necessary genetic breakthroughs. They do, however, make some mistakes. Animals can easily see through their disguise, which inspires an awful lot of pet murder. They park their ship within walking distance of the town in a stupefying example of foolishness. The technology that lets them pass as human also grants them emotions, which makes them behave oddly. Being as Earth is toxic to them they don't partake of cigarettes or alcohol. In 1950's America. They mock humans for being dumb and short lived, but make glaring errors such as murdering people in the open on city streets, going swimming to keep up appearances (they can't swim), etc. They are tall with hands of three tentacle like fingers, and stubby two toed feet. Their mouth is circular, and it's eyes are the only other facial feature (besides some tubes, which may or may not be part of them). Once they are discovered, all their ships flee, looking for another home. Earth was the very first place they found after all, and given how inhospitable it is to them it's amazing they stopped here to begin with.

    Kidnap (Su): If an opponent is helpless, paralyzed, stunned or unconscious, the Andromedan may change him into a Gaseous Form (as per the spell), after which the target is unconscious until he changes back to a solid form, and moves at 30 feet per round towards the Andromedan's ship. So long as the Machine is working and on, the Andromedan may use this at will (it has a range of 10 feet), and the target remains in Gaseous Form until it arrives at the ship, and is plugged into the machine, or the machine is destroyed or turned off.

    Stun (Ex): If the Andromedan successfully confirms a critical hit with it's Slam attack, it Stuns the target for one round.

    Frightful Presence (Ex):Andromedans can inspire terror by charging or attacking. Creatures within 30 feet that have less hit dice than the Andromedan must succeed on a DC 15 Will save or become shaken for 2d6 rounds (if the Save is failed by 5 or more, the target is Frightened instead). The save DC is Charisma-based. An opponent that succeeds on the saving throw is immune to that same Andromedan’s frightful presence for 24 hours.

    Disintegrator : The Andromedans carry rayguns that fire a beam of unknown energy. This weapon has a range of 100 feet, and can be fired every other round. When firing it, the wielder makes a ranged touch attack, and if it is successful, the target must make a DC 19 Fortitude Save to take half damage, taking 12d6 damage if it fails.

    Sunder (Ex): When the Andromedan, in human or natural form, successfully hits an object with it's Slam attack, it gets a Sunder attempt as a Free Action without provoking an Attack of Opportunity. If successful, the attack ignores Hardness.

    Emotionless (Ex): In their natural state, the Andromedans are emotionless, immune to any mind-affecting effects. Their machine, however, broadcasts emotions to them when they are in their artificial bodies in order to make their deception possible (meaning they lose this immunity).

    Disguise (Ex): The Andromedans can become gaseous and seep into an artificial body created from a human they have kidnapped. This looks perfectly like the human they wish to mimic, and sounds perfectly like him too. Animals, particularly ones with Scent, seem to see right through this disguise, and are never better than Hostile towards the Andromedan. When uninhabited, this is an object with a Hardness of 5, and the same hit points as the Andromedan inhabiting it.

    Alien Machine: Kidnap victims are placed into a special machine that allows them to be kept alive and unconscious as long as they are plugged in. It also provides several other benefits to the Andromedans:

    It powers the artificial bodies they inhabit while disguised as humans, which protects them from Earth's atmosphere (If they are not in their artificial body, it still protects them from the atmosphere). If the machine is destroyed, turned off, or the human it is mimicking is unplugged, it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. This also happens if the Andromedan is given oxygen while in it's bodysuit, pretending to be a human.

    It allows a version of telepathy with all other Andromedans of the creatures choice within 20 miles. It also provides them access to the memories of the unconscious human they are mimicking. When making a Skill Check, the Andromedan uses it's own ranks of the ranks of the human it is mimicking, whichever is greater. It also lets them speak the language of the person they are impersonating.

    It provides a forcefield, which is visible in their normal form, but invisible when being hidden in their bodysuits. This forcefield renders them immune to damage from opponents who aren't adjacent to them (and still stops Bludgeoning or Ballistic damage even if the opponent is adjacent). A Disintegrate spell )or their own weapons) will destroy the forcefield on contact. This sort of works like a Wall of Force that protects them from all directions.

    Gaseous Form (Su): The Andromedans may cast Gaseous Form at will as a Supernatural Ability. Unlike normal, they are immune to Earth's atmosphere in this form, and have a movement speed of 30 feet. They must assume Gaseous form to enter or exit their human disguise (this is a Move Action).

    Combat: In their human disguise, the Andromedans rely on their Slam attack, unless they are mimicking a member of a profession that can carry some sort of weapon. In their natural form defending the ship, or to get rid of evidence (bodies) they use disintegrators.

    Last edited by Bhu; 2024-03-19 at 06:56 PM.
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  15. - Top - End - #795
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=QrZkcVndaN0

    Frank Douglas?
    Large Giant
    Hit Dice: 4d8+28 (46 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +3/+12
    Attack: Slam +7 melee (1d4+5 plus radiation)
    Full Attack: 2 Slams +7 melee (1d4+5 plus radiation)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Radioactive Touch, Frightful Presence, Improved Grab, Radioactive Field 20 ft.
    Special Qualities: Darkvision 60 ft., Immune to Radiation, DR 10/-
    Saves: Fort +11, Ref +0, Will +0
    Abilities: Str 21, Dex 9, Con 24, Int 8, Wis 8, Cha 6
    Skills: Listen +1, Move Silently +2, Spot +1
    Feats: Endurance, Diehard
    Environment: Any
    Organization: Unique?
    Challenge Rating: 8 (9 once it gains it's Radioactive Field)
    Treasure: None
    Alignment: Neutral
    Advancement: 5-6 HD (Large), 7-12 HD (Huge)
    Level Adjustment: ---

    "Looks like some kind of a burn. But it didn't touch his hair or his clothes."

    In 1965 a space capsule re-entered Earth's atmosphere (possibly without it's occupant), somewhere near the long cursed city of Chicago. A helicopter pilot who finds the capsule (which is mysteriously too small to have a human on board) is immediately murdered while on the radio with the local military, who are so poor they have to drive their own personal vehicles. They describe the body as "mangled in a way no one had ever seen before", which implies the local police have long made friends with hyperbole. He is further described as 'shrivelled and burned", though this is not displayed on the body what so ever. Clearly something is afoot with the local water supply.

    The forensics is handled by a local laboratory in bed with the space force, and it is their humble opinion that the capsules astronaut, Frank Douglas, has not only survived the crash, but is now a highly radioactive killing machine. Their evidence for this is....umm...well, they have no evidence, it's really just something the lab tech pulled out of his butt. Pretty soon a monster (okay, a tall ugly guy) begins murdering every monsters favorite prey: horny teenagers in their early 30's. And, of course, anyone who indiscriminately wanders into it's sight. Inexplicably, the murders cease for 8 weeks, and the local lab claims the radiation from the 10 foot tall, 400 pound monster turns people's blood to powder. How they know this, given that the monster has left no witnesses is anyone's guess. The lab also casually admits that one of their own, Dr. Logan, gave Frank injections to help him resist radiation. It has some side effects, such as 'gigantism', which, if cured, results in the patients death. Well, wtf Dr. Logan?

    As it turns out, Dr. Logan had been keeping the monster sedated in his lab. How he accomplishes this with no physical abilities or personal protective equipment at all is not explained. He'd hoped to cure 'Frank', but the giant escapes one night when Dr. Logan is late coming home, and the sedatives wear off. Dr. Logan is not only incompetent, he is unable to explain to the other scientists why he told them nothing of this until the escape. The new antidote he made works, but wears off quicker each time it is administered, and Frank's radioactivity is growing stronger. He will soon contaminate a 50 mile radius. Again, how they know this is not clear. A state of emergency is declared, and the hunt is on for the deformed giant, who goes unseen despite leaving a trail of radioactive bodies.

    Coming up with the brilliant idea of leaving Geiger counters in random spots, it is estimated the lethal range of the giant now extends out to 20 to 25 feet. Escaping into the sewers ((apparently old Frank hasn't completely lost his mind), he is pursued by the authorities in untested PPE, and carrying a 'decontaminating spray that reduces radiation.' Casual reader, these are braver fools than I. But to their surprise, the monster and his radiation simply disappear, only for Frank Douglas to be found 8000 miles away with amnesia. In a boat. The monster (assuming it's not simply a mass hallucination), is a tall, balding, lanky man with a deformed face. Said to be 10 foot tall, and weigh over 400 lbs. he is clearly neither of those things. IF he can talk, he chooses not to. He simply wanders aimlessly, taking out anything he sees.

    Radioactive Touch (Ex): Any creature Frank touches must make a Save against Radiation (Note that while this works mechanically like poison, Immunity to poison doesn't protect you from it. Immunity to Radiation does. Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 permanent Con drain, Secondary damage is death. Anything he touches is irradiated as well, and anything else touching what Frank has touched must make a DC 19 Fortitude Save (Save DC lowers by -1 for each passing week) or succumb to 2d6 Permanent Con drain as well. This drops to 1d8 Con when the Save DC drops to 15. It falls to 1d6 when the DC reaches 12. 1d3 when it reaches DC 10.

    Frightful Presence (Ex): Frank can inspire terror by charging or attacking. Creatures within 30 feet of Frank who have less Hit Dice than him (or any amount of HD if they know about his radioactivity) must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 30 feet of Frank. The save DC is Charisma-based, with a +4 Racial Bonus. Creatures who Save succeeds are immune to Frank's Frightful Presence for 25 hours.

    Improved Grab (Ex): To use this ability, Frank must hit with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Radioactive Field (Ex): Franks radioactivity increases throughout the film, and at some point simply being near him is deadly. In addition to his touch attack, any creature within 20 feet of him must
    make a save to avoid the radiation's effects: Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 Con, Secondary damage is death. The Save DC increases by +1 each round a creature remains within the area of effect.

    Combat: Frank (or whatever he is), plods along at a slow walk, grabbing anything he can get close to. He's not what you'd call a tactical genius.

    Last edited by Bhu; 2024-03-19 at 07:01 PM.
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  16. - Top - End - #796
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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=T5dwbZKd64Y

    The Thing From Another World
    Medium Plant
    Hit Dice: 6d8+36 (63 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
    Base Attack/Grapple: +4/+14
    Attack: Claw +10 melee (1d6+6)
    Full Attack: 2 Claws +10 melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Drain, Improved Grab, Throw, Improvised Weapons
    Special Qualities: Low-light Vision, Plant traits, Hibernation, Immunity to Cold, Regeneration 5, Powerful Build, DR 5/-
    Saves: Fort +11, Ref +4, Will +4
    Abilities: Str 23, Dex 15, Con 23, Int 14, Wis 14, Cha 14
    Skills: Craft (any 2) +5, Disable Device +5, Knowledge (any 2) +6, Listen +5, Navigation +6, Pilot +5, Repair +5, Spot +5, Survival +5
    Feats: Alien Weapons Proficiency (see D20 Future), Power Attack, Starship Operation (see D20 Future)
    Environment: Any? (technically unknown)
    Organization: Solitary in this instance
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "Dr. Carrington, you're a man who won the Nobel Prize. You've received every kind of international kudos a scientist can attain. If you were for sale I could get a million bucks for you from any foreign government. I'm not, therefore, gonna stick my neck out and say you're stuffed absolutely clean full of wild blueberry muffins, but I promise my readers are gonna think so."

    In 1951, a UFO crash lands near the north pole, and the US Air Force Command is sent to investigate. They accidentally destroy the ship trying to de-ice it with thermite, but find what they presume to be the pilot frozen in the ice nearby. Bringing back the body, a soldier puts a heated blanket on it so he can't see the 'monster', thereby guaranteeing the ice would melt. Surprisingly, the monster reanimates once freed, and loses an arm fighting a dozen sled dogs. The loss of the arm doesn't seem to hinder it, and the arm re-animates once it's absorbed some blood. After many attempts at killing it once it is found trying to grow more of it's kind, the air force finally succeeds in electrocuting it. The Things is a stockily built humanoid just over 7 feet tall. It is bald with a pronounced brow ridge, and the knuckles of it's clawed hands sprout vicious thorns. It has tan to green skins, and a charcoal grey uniform. It likely speaks a language, but makes no attempts at communication.

    Blood Drain (Ex): The Thing can suck blood from a living victim through it's skin by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Thing gains 5 temporary hit points.

    Improved Grab (Ex): To use this ability, the Thing must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Throw (Ex): If the Thing succeeds with a Grapple Check, it does it's claw damage, throws the opponent up to 10 feet, and knocks it Prone. This ends the Grapple, and does an additional +1d6 damage. Additionally, the opponent must make a DC 19 Fortitude Save, or be Dazed 1 round.

    Improvised Weapons: The Thing is considered Proficient with Improvised Weapons.

    Hibernation (Ex): If the Thing would have to make Saving Throws against thirst, starvation or environmental exposure (or poison/disease), it may elect instead to enter a cataleptic state indistinguishable from death. Although able to smell, hear, and know what is going on, the Thing is blind and has no sense of touch or pain. The Thing does not need to eat, drink, or breathe. While the hibernation is in effect, the Thing is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the Thing is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the Thing when the hibernation takes effect are halted until the hibernation ends. If the subject has any negative levels when the hibernation takes effect, the saving throw to remove it is delayed until the hibernation ends.

    Regeneration (Ex): Fire and electricity deal normal damage to a Thing. If a Thing loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Sufficient blood supply can regenerate a second creature from a severed body part. For example, if a severed arm gets blood poured on it, it regains 5 hit points.

    Powerful Build (x): The physical stature of Things lets them function in many ways as if they were one size category larger.

    Whenever a Thing is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Thing is treated as one size larger if doing so is advantageous to him.

    A Thing is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Thing can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Combat:The Thing is fairly fearless when not confronting fire or electricity, and it still seems fairly brave in the face of those. It will used throws or improvised weapons to keep multiple opponents at bay while it tries to kill them one by one. But if it gets low on hp it will flee until it regenerates.

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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=aR0sf8PfAMQ

    The Creeping Terror
    Huge Aberration
    Hit Dice: 10d8+70 (115 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (-2 Size, -2 Dex, +10 Natural), touch 6, flat-footed 16
    Base Attack/Grapple: +7/+23
    Attack: Bite +13 melee (2d4+12)
    Full Attack: Bite +13 melee (2d4+12)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved Grab, Swallow Whole, Cowering Presence
    Special Qualities: Darkvision 60 ft., DR 10/-, Immune to Mind-Affecting Fear Effects
    Saves: Fort +10, Ref +1, Will +9
    Abilities: Str 26, Dex 6, Con 24, Int 16, Wis 14, Cha 14
    Skills: Computer Use +10, Hide +0 (+10 in tall brush), Knowledge (Earth and Life Sciences, Physical Sciences) +10, Listen +5, Navigation +10, Pilot +8, Repair +5, Research +10, Spot +5
    Feats: Cleave, Improved Initiative, Power Attack, Starship Operation (see D20 Future)
    Environment: Any? (unknown really)
    Organization: Solitary in this instance
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 11-15 HD (Huge), 16-30 HD (Gargantuan)
    Level Adjustment: ---

    "On a hunch, Martin decided to see for himself if the monster was still there. It was."

    In 1964, an alien spacecraft lands in rural California. A large creature departs before the authorities arrive, and find another creature restrained inside the ship. Setting a guard around it, they investigate, while the first critter goes on a killing spree. Despite being slow, and very visible, it manages to mow down dozens of people before being killed with a hand grenade. The other creature is killed by an automobile after escaping. Local scientists assume the creatures are living factories, devouring the planets dominant life form to break it down and radio back any weaknesses it might discover. How they know this is not explained, and fairly sketchy. The creature is a large, sluglike beast, with a pronounced bulge that is clearly a head. The top of this head is ringed with dangling eyestalks, and there is an open, sucker like mouth at the bottom. It appears to be made of a collection of rotting hides and vegetation, letting it blend in with tall grass and brush.

    Improved Grab (Ex): To use this ability, a Terror must hit a creature of Medium Size size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.

    Swallow Whole (Ex):
    A Terror can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A Terror that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Terror’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Terror’s gizzard can hold 3 Medium, 12 Small, 48 Tiny, or 192 Diminutive or smaller opponents.

    Cowering Presence (Ex): A Terror can unsettle foes with its mere presence. The ability takes effect automatically whenever the Terror attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Terror. A potentially affected creature that succeeds on a DC 17 Will save (Save DC is Cha based) remains immune to that Terror’s cowering presence for 24 hours. On a failure, creatures with 4 or less HD become cowered for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Terrors ignore the cowering presence of other Terrors.

    Skills: The Creeping Terror looks like a mass of vegetation, and thus has a +10 Cover Bonus to Hide Checks in high grass or brush.

    Combat: Despite it's lumbering, ungainly movement, the Terror seems very efficient at mowing people down and swallowing them. Which is basically all it does, it has no fear.


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    Default Re: Critters III! Now also in 5e!

    https://en.wikipedia.org/wiki/Charli...Glass_Elevator

    Vermicious Knids
    Medium Aberration (Shapechanger)
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +3
    Speed: Fly 100 ft. (20 squares)
    Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
    Base Attack/Grapple: +4/+8
    Attack: Bite +8 melee (1d8+6)
    Full Attack: Bite +8 melee (1d8+6)
    Space/Reach: 5 ft./15 ft.
    Special Attacks: Ram, Improved Grab, Swallow Whole, Sunder, Strange Reach
    Special Qualities: Darkvision 60 ft., Flight, Space Travel, Limited Shapeshifting, Immune to critical hits and flanking
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 18, Dex 16, Con 18, Int 18, Wis 14, Cha 8
    Skills: Intimidate +7, Knowledge (Physical Sciences, Planetology, see Spelljammer.org and D20 Modern) +13, Listen +10, Search +10, Spot +10, Survival +8
    Feats: Cleave, Great Cleave, Power ATtack
    Environment: Any
    Organization: Solitary, Group (5-10), Swarm (thousands)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 7-9 HD (Large) 10-18 HD (Huge)
    Level Adjustment: ---

    “You’d have been fossilized with fear and glued to the ground! Then they’d have got you! You’d have been a cooked cucumber! You’d have been rasped into a thousand tiny bits, grated like cheese and flocculated alive! They’d have made necklaces from your knucklebones and bracelets from your teeth!”

    The Vermicious Knids look like an egg stood up on it's pointed end, and covered in wet, wrinkled, greenish brown skin. In their thickest, center point they have two red-pupiled eyes the size of teacups. Their mass pulses slightly. They vary somewhat, and some are larger than the average. They can bend and shape their bodies into letters, such as when they take Wonka and company to 'scram' by forming the letters. They can generally shift into just about any shape or form, but they keep the wet skin and red eyes. Wonka claims they can stretch themselves into any letters they wish, but that scram is the only word they know. They have continually tried to invade Earth, but always burn up on entry. Despite having no mouth, they are said to have other means of biting people, being able to take a mans head off at 5 yards.

    Ram (Ex): If the Knid successfully makes a Charge attack it does 2d6 plus Str modifier plus 1d6 damage per 10 feet it traveled.

    Improved Grab (Ex): To use this ability, Knid must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.

    Swallow Whole (Ex): A Knid can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

    A Knid that swallows an opponent can use its Cleave feat to bite and grab another opponent.

    A swallowed creature takes 2d4+4 points of bludgeoning damage and 4 points of acid damage per round from the Knid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Knid's gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

    Sunder (Ex): If the Knid successfully makes an attack with it's ram or bite, it can immediately make a Sunder attempt as a Free Action without provoking an attack of opportunity (it may only do this when attacking an object or constructs or similar structures.

    Strange Reach (Su): The Knids have a range of 15 feet, despite not having limbs this long. Or at all for that matter.

    Flight (Ex): A Knid's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent featherfall effect with personal range.

    Space Travel (Ex): Knids are personally capable of existing in space and do not need to breathe, and are immune to Cold and Radiation damage. They do not take penalties for being in zero G environments, or vacuum. They are capable of space flight, and even at moving at vast speeds, but tend to burn up on re-entry to planets with an atmosphere.

    Limited Shapeshifting (Ex): Knids cannot change their color or texture, but can change or stretch their basic form. For example they could vaguely resemble a human or giraffe, but still have no features beyond it's wet, greenish-brown skin and red eyes. Using this as a Swift Action, they can squeeze through a space half their size without movement penalty.

    Combat: Knids are okay tacticians, but rely overly much on their own brute prowess. They don't use weapons, just their own personal brawn. They will use teamwork to thwart opponents, but often their idea of teamwork is self limiting. If a tactic fails, they tend to pursue it with more vigor, figuring they just need to 'try harder'. Their speed is up to the DM, but is vastly improved upon what they can do in the atmosphere.





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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    POSSUM FOLK
    Hey, I like these overall! But with a net +2 to stats, Small size, three hands and three natural attacks in addition to that, an extra movement speed, +24 to skills beyond that as well as a few little extras thrown in this is the very definition of NOT no RHD/LA +1 territory.

    Quote Originally Posted by Bhu View Post
    For our firs week of scifi spring we begin with Invaders From Space!


    https://www.youtube.com/watch?v=kTZR5Ut9NpA

    Andromedan
    Saves: Fort +8, Ref +2, Will +7
    Fort +6.

    Frightful Presence (Ex):Andromedans can inspire terror by charging or attacking. Creatures within 30 feet that have less hit points than the Andromedan must succeed on a DC 15 Will save or become shaken for 2d6 rounds (if the Save is failed by 5 or more, the target is Frightened instead). The save DC is Charisma-based. An opponent that succeeds on the saving throw is immune to that same Andromedan’s frightful presence for 24 hours.
    Hit points? Did you mean Hit Dice?

    Disintegrator (Ex): The Andromedans carry rayguns that fire a beam of unknown energy. This weapon has a range of 100 feet, and can be fired every other round. When firing it, the wielder makes a ranged touch attack, and if it is successful, the target must make a DC 19 Fortitude Save to take half damage, taking 12d6 damage if it fails.
    Alien Machine (Ex): Kidnap victims are placed into a special machine that allows them to be kept alive and unconscious as long as they are plugged in. It also provides several other benefits to the Andromedans:
    I feel like these should be items, not Ex abilities, seeing how… Well, they are items.

    [QUOTE]
    Quote Originally Posted by Bhu View Post
    In 1965 a space capsule re-entered Earth's atmosphere (possibly without it's occupant), somewhere near the long cursed city of Chicago. A helicopter pilot who finds the capsule (which is mysteriously too small to have a human on board) is immediately murdered while on the radio with the local military, who are so poor they have to drive their own personal vehicles. They describe the body as "mangled in a way no one had ever seen before", which implies the local police have long made friends with hyperbole. He is further described as 'shrivelled and burned", though this is not displayed on the body what so ever. Clearly something is afoot with the local water supply.

    The forensics is handled by a local laboratory in bed with the space force, and it is their humble opinion that the capsules astronaut, Frank Douglas, has not only survived the crash, but is now a highly radioactive killing machine. Their evidence for this is....umm...well, they have no evidence, it's really just something the lab tech pulled out of his butt. Pretty soon a monster (okay, a tall ugly guy) begins murdering every monsters favorite prey: horny teenagers in their early 30's. And, of course, anyone who indiscriminately wanders into it's sight. Inexplicably, the murders cease for 8 weeks, and the local lab claims the radiation from the 10 foot tall, 400 pound monster turns people's blood to powder. How they know this, given that the monster has left no witnesses is anyone's guess. The lab also casually admits that one of their own, Dr. Logan, gave Frank injections to help him resist radiation. It has some side effects, such as 'gigantism', which, if cured, results in the patients death. Well, wtf Dr. Logan?

    As it turns out, Dr. Logan had been keeping the monster sedated in his lab. How he accomplishes this with no physical abilities or personal protective equipment at all is not explained. He'd hoped to cure 'Frank', but the giant escapes one night when Dr. Logan is late coming home, and the sedatives wear off. Dr. Logan is not only incompetent, he is unable to explain to the other scientists why he told them nothing of this until the escape. The new antidote he made works, but wears off quicker each time it is administered, and Frank's radioactivity is growing stronger. He will soon contaminate a 50 mile radius. Again, how they know this is not clear. A state of emergency is declared, and the hunt is on for the deformed giant, who goes unseen despite leaving a trail of radioactive bodies.

    Coming up with the brilliant idea of leaving Geiger counters in random spots, it is estimated the lethal range of the giant now extends out to 20 to 25 feet. Escaping into the sewers ((apparently old Frank hasn't completely lost his mind), he is pursued by the authorities in untested PPE, and carrying a 'decontaminating spray that reduces radiation.' Casual reader, these are braver fools than I. But to their surprise, the monster and his radiation simply disappear, only for Frank Douglas to be found 8000 miles away with amnesia. In a boat. The monster (assuming it's not simply a mass hallucination), is a tall, balding, lanky man with a deformed face. Said to be 10 foot tall, and weigh over 400 lbs. he is clearly neither of those things. IF he can talk, he chooses not to. He simply wanders aimlessly, taking out anything he sees.
    This is beautiful.

    Radioactive Touch (Ex): Any creature Frank touches must make a Save against Radiation (Note that while this works mechanically like poison, Immunity to poison doesn't protect you from it. Immunity to Radiation does. Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 permanent Con drain, Secondary damage is death. Anything he touches is irradiated as well, and anything else touching what Frank has touched must make a DC 19 Fortitude Save (Save DC lowers by -1 for each passing week) or succumb to 2d6 Permanent Con drain as well. This drops to 1d8 Con when the Save DC drops to 15. It falls to 1d6 when the DC reaches 12. 1d3 when it reaches DC 10.
    Radioactive Field (Ex): Franks radioactivity increases throughout the film, and at some point simply being near him is deadly. In addition to his touch attack, any creature within 20 feet of him must
    make a save to avoid the radiation's effects: Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 Con, Secondary damage is death. The Save DC increases by +1 each round a creature remains within the area of effect.
    Reads a bit clunky, but half-life's a thing and I like how it gets represented. I'm working on something radioactive myself, and will keep this one in mind.

    Frightful Presence (Ex): Frank can inspire terror by charging or attacking. Affected creatures must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 30 feet of Frank. The save DC is Charisma-based, with a +4 Racial Bonus.
    Is this really unconditional with no checks and balances?

    Quote Originally Posted by Bhu View Post
    https://www.youtube.com/watch?v=T5dwbZKd64Y

    The Thing From Another World
    I just noticed that the acronym for that (if we skip the skippables) would be ThAW, and I can't not find it funny now.

    Throw (Ex): If the Thing succeeds with a Grapple Check, it does it's claw damage, throws the opponent up to 10 feet, and knocks it Prone. This ends the Grapple, and does an additional +1d6 damage if the opponent travels at least 10 feet. Additionally, the opponent must make a DC 19 Fortitude Save, or be Dazed 1 round.
    I sense something of a disturbance in the Force.

    Improvised Weapons: The Thing is considered Proficient with Improvised Weapons.

    Hibernation (Ex): If the Thing would have to make Saving Throws against thirst, starvation or environmental exposure (or poison/disease), it may elect instead to enter a cataleptic state indistinguishable from death. Although able to smell, hear, and know what is going on, the Thing is blind and has no sense of touch or pain. The Thing does not need to eat, drink, or breathe. While the hibernation is in effect, the Thing is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the Thing is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the Thing when the hibernation takes effect are halted until the hibernation ends. If the subject has any negative levels when the hibernation takes effect, the saving throw to remove it is delayed until the hibernation ends.
    Nice.

    Regeneration (Ex): Fire and electricity deal normal damage to a Thing. If a Thing loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Sufficient blood supply can regenerate a second creature from a severed body part. For example, if a severed arm gets blood poured on it, it regains 5 hit points.
    I'm wondering if the asexual reproduction thing would merit calling this something like Improved Regeneration or whatever. At any rate, very plantlike. Good.

    Combat:The Thing is fairly fearless when not confronting fire or electricity, and it still seems fairly brave in the face of those. It will used throws or improvised weapons to keep multiple opponents at bay while it tries to kill them one by one. But if it gets low on hp it will flee until it regenerates.
    Also, I like how it's a smart one through and through.

    Quote Originally Posted by Bhu View Post
    [MANIC laughter!!] Finally!!

    Saves: Fort +14, Ref +1, Will +9
    Fort +10.


    Swallow Whole (Ex):
    A Terror can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A Terror that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Terror’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Terror’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
    Love the interaction with Cleave. That internal capacity is way too low, though. It is repeatedly shown eating more people in one sitting crawling than a measly 2 (even though that doesn't make sense, naturally).

    Cowering Presence (Ex): A Terror can unsettle foes with its mere presence. The ability takes effect automatically whenever the Terror attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Terror. A potentially affected creature that succeeds on a DC x Will save (Save DC is Cha based) remains immune to that Terror’s cowering presence for 24 hours. On a failure, creatures with 4 or less HD become cowered for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Terrors ignore the cowering presence of other Terrors.

    That really is the only rational explanation for how humans react to it. Good job there! (Also, it's DC 17.)

    Quote Originally Posted by Bhu View Post
    Initiative: +2
    +3.

    Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed <#>
    FF 15.

    The Vermicious Knids
    Dahl for President. I always had a soft spot for these particular creepies, and you gave them due justice.

    Swallow Whole (Ex): A Knid can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

    A Knid that swallows an opponent can use its Cleave feat to bite and grab another opponent.

    A swallowed creature takes 2d4+4 points of bludgeoning damage and 4 points of acid damage per round from the Knid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits,
    muscular action
    closes the hole; another swallowed opponent must cut its own way out.

    A Knid's gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

    Muscular action? These things have muscles?

    Strange Reach (Su): The Knids have a range of 15 feet, despite not having limbs this long. Or at all for that matter.
    I can't stress enough how good this one is.

    Space Travel (Ex): Knids are personally capable of existing in space and do not need to breathe, and are immune to Cold and Radiation damage. They do not take penalties for being in zero G environments, or vacuum. They are capable of space flight, and even at moving at vast speeds, but tend to burn up on re-entry to planets with an atmosphere.
    Reentry?

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    This is beautiful.
    It was by far the worst film, so I had to up the sarcasm.



    That really is the only rational explanation for how humans react to it. Good job there! (Also, it's DC 17.)
    I spent a lot of time yelling " Oh come on!" at the screen...



    Muscular action? These things have muscles?
    I think they're described once as 'one big muscle'. I have made the usual modifications.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I spent a lot of time yelling " Oh come on!" at the screen...
    Right?! I love that movie!

    I think they're described once as 'one big muscle'.
    Huh. Maybe the translation skipped that? I'll have to pick it up again at some point.

    I have made the usual modifications.
    Do note that due to the inclusion of all those science fiction specific skills (and not being sure what ability (or system (is it D20M?)) they are based on), many if not most of the skill sections made me feel like I don't want to do the guesswork/research and I didn't really check them accordingly.

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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=AxQ9GG6hUDM

    Monster from the Id
    Huge Construct
    Hit Dice: 54d10+40 (337 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 40 (-2 Size, +2 Dex, +30 Natural), touch 10, flat-footed 38
    Base Attack/Grapple: +40/+68
    Attack: Claw +58 melee (6d10+30 plus 2d6 fire)
    Full Attack: Claw +58 melee (6d10+30 plus 2d6 fire)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Power Boost, Invisibility, Fiery Touch, Improved Grab, Trample (2d12+30 plus 2d6 Fire), Frightful Presence
    Special Qualities: Darkvision 60 ft., Low-Light Vision, Construct traits, Magic Immunity, Fast Healing 50, DR 15/-, Immune to Fire, Force and Electricity, Vulnerabilities
    Saves: Fort +18, Ref +20, Will +20
    Abilities: Str 51, Dex 15, Con -, Int 1, Wis 15, Cha 24
    Skills: See text
    Feats: See text
    Environment: Any
    Organization: Unique?
    Challenge Rating: 29
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: See text
    Level Adjustment: ---

    "Nice climate you have here. High oxygen content."

    On the Planet Altair IV, there once dwelt a mighty race known as the Krell. Highly advanced, they had created a Great Machine capable of converting energy into matter (and vice versa) instantaneously, anywhere on their world. It allowed them the benefits of technology without cumbersome instrumentation (unless of course you consider the 9,200 thermonuclear reactors spanning the planet to power this machine cumbersome).
    Because of this they were wiped out in a night. Their Great Machine tapped into their minds while they were sleeping, accessing their subconscious desires that were free of ethics, morality or restraint. It created invisible monsters from their own minds that ravaged the world. The creature in the film is basically a fanged face on a spherical body that walks on two legs. Each foot bears a single claw. While the stats here are for the creature from the film, the Great Machine is only limited by the sleeping imagination of it's 'user' (note that the user does not need to be awake or even aware that he is linked to the Great Machine).

    Power Boost (Ex): When the Monster runs into something it cannot destroy, it draws upon the Great Machine for more power. as a Move Action. As the Monster lacks finesse this takes the form of more damage or hit points. Each round the damage done by it's Fiery Touch increases by +1d6 to a maximum of 30d6. If the target appears immune to Fire, then it will switch to boosting Strength instead, gaining +2 Str per round (to a maximum of +50 Str). Likely it would exceed these limits given what it has access to, but for game purposes I have to write down something other than "infinite". If it somehow runs into something that puts out to much damage for it to handle, it repairs 2d6 hit points per round as an Immediate Action instead of increasing damage.

    Fiery Touch (Ex): Touching or being touched by the Monster deals +2d6 points of fire damage.

    Invisibility (Ex): The Monster permanently has the benefits of the Greater Invisibility spell in effect upon it's person. When in contact with Force effects it can be seen as a translucent figure, and so loses it's invisibility in any round it is targeted by an attack doing force damage, or maintains contact with a construct or object made of Force.

    Improved Grab (Ex): If the Monster of the Id successfully hits with it's Claw attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity. If it succeeds it does it's claw damage.

    Trample (Ex): DC 57 Reflex Save for half damage (Save DC is Str based).

    Frightful Presence (Ex): When the Monster attacks or charges, all living beings within 60 ft. must make a DC 44 Willpower Save (DC is Cha based) or be Shaken for 4d6 rounds.

    Magic Immunity (Ex): A Monster of the Id is immune to any spell or spell-like ability that allows spell resistance. It can also pass through walls made of force.

    Vulnerabilities (Ex): If the Great Machine is destroyed (or the person using it is killed, or wakes up if it has accessed them while they're sleeping), the Monster immediately ceases to exist. Additionally, somehow interfering with the Machine's access to power could weaken the Monster significantly, causing it to lose access to it's Power Boost and Fast Healing abilities at the least). Any other attempt to destroy it merely causes the Monster to temporarily cease, only to reappear once the Great Machine accesses it's sleeping user again. The downside of this is that destroying the Great Machine starts a chain reaction that wipes out more than a few planets... The Great Machine is a Colossal object with a Hardness of 20 ad 600 hit points.

    Skills and Feats: The Monster of the Id has all the skills and Feats of whichever person is using the Great Machine to create it where applicable. For example the version from the film has no hands, and so could not do fine manipulation skills such as Forgery or Open Lock, and it's body type may prevent the use of certain Feats. For purposes of skills it uses the ranks and Int Bonus of the Machine's user, despite being unintelligent itself. Using the Great Machine slowly grants the user more mental strength. It permanently increases his Int by 1 for every year of use.

    Combat: Fighting the Monster from the Id is nearly impossible, as the Great Machine immediately generates new matter to replace the damaged 'tissue'. No matter what the obstacle, the Machine will simply increase Power until the monster has sufficient ability to overcome it. Fortunately, the Monster is neither spectacularly intelligent, nor creative. It simply marches straight towards the object of it's hate. Even so, the only way to truly oppose it is cut off it's power source, destroy the Great Machine, or kill/awaken the person who is subconsciously using the Machine to generate it. The Great Machine appears to be limited to creating Monsters on the surface of the planet.

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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=cBAJEczBaHY

    "Look! Someone's still alive! Its the girl! To hell with the radiation, let's go!"

    A rocket ship to Mars that was thought lost in space is found and returned to Earth. The two survivors tell tales of giant monsters under the control of a shadowy figure, and being trapped planet side by a force field of unknown origin. Barely escaping with their lives once the force field de-activates, a recording is found on their ship of someone claiming to represent Mars, and telling them they'll be destroyed if they return.


    The Carnivorous Plant
    Huge Plant
    Hit Dice: 9d8+54 (94 hp)
    Initiative: -5
    Speed: 0 ft. (0 squares)
    Armor Class: 15 (-2 Size, -5 Dex, +12 Natural), touch 3, flat-footed 15
    Base Attack/Grapple: +6/+23
    Attack: Tentacle +13 melee (1d4+9)
    Full Attack: 6 Tentacles +13 melee (1d4+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved Grab, Swallow Whole
    Special Qualities: Blind, Blindsense 60 ft., Mindless
    Saves: Fort +12, Ref -, Will +2
    Abilities: Str 28, Dex -, Con 22, Int -, Wis 8, Cha 1
    Skills: ---
    Feats: ---
    Environment: Warm Forest
    Organization: Solitary or grove (4-7)
    Challenge Rating: 6
    Treasure: None
    Alignment: Neutral
    Advancement: 10-16 HD (Large); 17-27 HD (Huge)
    Level Adjustment: ---

    This appears as a large lump sprouting from the ground, with vertical mouth surrounded by leaves, and 6 tentacles. Found in the equatorial jungles of Mars, upon examination they were found to have little chlorophyll, and a possible nervous system. It's almost immediately dispatched, so we never learn much about it.

    Improved Grab (Ex): To use this ability, a Plant must hit an opponent of Medium or smaller size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Swallow.

    Swallow Whole (Ex): A Plant can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A swallowed creature takes 2d8+9 points of bludgeoning damage and 9 points of acid damage per round from the Plant’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

    A Plant’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

    Blind (Ex): The Plant has immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Combat: The Plant grabs the nearest creature, and tries to shovel it into it's maw.



    The Rat-Thing
    Gargantuan Aberration
    Hit Dice: 32d8+224 (368 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), Climb 30 ft.
    Armor Class: 30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 30
    Base Attack/Grapple: +24/+53
    Attack: Pincer +34 melee (4d6+13)
    Full Attack: 2 Pincer +34 melee (4d6+13)
    Space/Reach: 20 ft./15 ft. (20 ft. w/Pincers)
    Special Attacks: Improved Grab, Constrict
    Special Qualities: Darkvision 60 ft., DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
    Saves: Fort +23, Ref +9, Will +19
    Abilities: Str 37, Dex 9, Con 24, Int 2, Wis 12, Cha 8
    Skills: Climb +21, Listen +13, Search +11, Spot +13
    Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Pincer), Improved Initiative, Power Attack, Weapon Focus (Pincer) Epic Feats: Epic Fortitude
    Environment: Warm Plains or Desert
    Organization: Solitary
    Challenge Rating: 19
    Treasure: None
    Alignment: Neutral
    Advancement: 33-60 HD (Colossal)
    Level Adjustment: ---

    The Rat Thing is a huge hairy creature with six, thorn covered spider-like limbs (the front two of which end in pincers). It has two stubby arms underneath the head with clawed hands. It's large, rat-like head has large ears resembling those of a bat. It also has a long naked tail, and is bigger than a house at an estimated 40+ feet high. Dwelling in the deserts just outside the forests, it is the only creature that can't be killed, but they do manage to chase it away by blinding it.

    Improved Grab (Ex): To use this ability, a Rat-Thing must hit a creature of any size with its Pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent.

    Constrict (Ex): The Rat-Thing does 4d6+13 damage with a successful Grapple Check.

    Skills: Rat-Things have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened

    Combat: The Rat-Thing shows little fear despite being consistently attacked, and persists in trying to crush an astronaut despite sustaining fire. It only retreats once it is blinded.



    The Cyclops Amoeba
    Colossal Ooze (Amphibious, Aquatic)
    Hit Dice: 30d10+300 (465 hp)
    Initiative: -5
    Speed: 20 ft. (4 squares), Swim 30 ft.
    Armor Class: 22 (-8 Size, -5 Dex, +25 Natural), touch 0, flat-footed 22
    Base Attack/Grapple: +22/+49
    Attack: Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
    Full Attack: Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Engulf, Capsize, Improved Grab, Acid, Disease
    Special Qualities: Darkvision 60 ft., Ooze traits, Vulnerable to Electricity, DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
    Saves: Fort +20, Ref +5, Will +5
    Abilities: Str 32, Dex 1, Con 30, Int -, Wis 1, Cha 1
    Skills: Spot + 3, Swim +19
    Feats: ---
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 19
    Treasure: None
    Alignment: Neutral
    Advancement: 31-60 HD (Colossal)
    Level Adjustment: ---

    This is a large flattened blob of flesh, with a central ridge through the center of the body, and a fringe of tendrils to either side. A large eye/nucleus sits to one side. It will ponderously chase anything it sees, hoping to tire it's prey out. It's only defeated when the ships crew electrify the hull of their vessel.

    Engulf (Ex): Although it moves slowly, an Amoeba can simply mow down Gargantuan or smaller creatures as a standard action. It cannot make a Pseudopod attack during a round in which it engulfs. The Amoeba merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Amoeba, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 37 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Amoeba moves forward. Engulfed creatures are subject to the Amoeba's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. The Amoeba can also Engulf a single creature with a successful Grapple Check.

    Capsize (Ex): A submerged Amoeba that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 75 feet long and a 20% chance to capsize one over 75 feet long.

    Improved Grab (Ex): To use this ability, an Amoeba must hit with its Pseudopod attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Engulf.

    Acid (Ex): The creature secretes a digestive acid that dissolves organic and inorganicmaterial. Any melee attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 35 Reflex saves. A weapon that strikes an Amoeba also dissolves immediately unless it succeeds on a DC 35 Reflex save. The save DCs are Constitution-based.

    The Amoeba’s acidic touch deals 21 points of damage per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Disease (Ex): Anything successfully touched or Engulfed by the Amoeba must make a DC 35 Fortitude Save or be infected by the Amoeba's enzymes, which begin to grow on it (Save DC is Con based). Incubation time is 1 day, damage is 1d6 Con.

    Skills: The Amoeba has a +8 Racial Bonus to Spot Checks.

    Combat: The Amoeba simply speeds towards whatever it sees, engulfing it.

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    Default Re: Critters III! Now also in 5e!

    https://www.youtube.com/watch?v=OZHrCkEmgFo

    The Martian
    Medium Monstrous Humanoid
    Hit Dice: 14d8+98 (161 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
    Base Attack/Grapple: +14/+26
    Attack: Claw +22 melee (2d6+8/19-20)
    Full Attack: 2 Claws +22 melee (2d6+8/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Throw, Rend, Improved Grab, Blood Drain, Sunder
    Special Qualities: Darkvision 60 ft., Invulnerability 20/-, Immune to Radiation and Poison, Powerful Build
    Saves: Fort +13, Ref +9, Will +10
    Abilities: Str 26, Dex 11, Con 24, Int 10, Wis 12, Cha 6
    Skills: Climb +13, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +6
    Feats: Cleave, Great Cleave, Great Fortitude, Improved Critical (Claw), Power Attack
    Environment: Mars
    Organization: Unique?
    Challenge Rating: 9
    Treasure: None
    Alignment: Neutral
    Advancement: 15+HD (Large)
    Level Adjustment: ----

    "Every bone in his body must be broken. But I'm not sure that's what killed him."

    The last (?) creature on Mars is a hulking, vaguely reptilian figure with massive three clawed hands (it's feet have three claws as well). It's face could be described as bat-like with humanoid ears. Initially thought of as a dumb beast, it quickly displays intelligence, hiding the bodies of a victim it's drained of all liquid and oxygen with no wounds on him. Nearly invulnerable, the crew is forced to blow open an airlock to kill it. The astronauts who encounter it as a stowaway on their ship think it's the last of a Martian civilization descended into a primitive state. It never occurs to them that given it's power and viciousness, it might have prevented the supposed Martian civilization from ever happening.

    Throw (Ex): In melee combat, if an opponent attacks and misses the Martian, it may immediately make a trip attack against the opponent. This counts as an attack of opportunity, and does not provoke an attack of opportunity. If the Trip attempt fails, the opponent does not get to try to Trip the Martian back.

    Rend (Ex): If the Martian hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+12 points of damage.

    Improved Grab (Ex): To use this ability, the Martian must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Blood Drain (Ex): The Martian can drain all fluids from a living victim via osmosis by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Martian heals 5 hit points.

    Sunder (Ex): The Martians natural attacks against objects ignore Hardness.

    Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Martian has Invulnerability 20. That means it negates the first 20 points of damage from any attack (this includes untyped damage).

    Powerful Build (Ex): Whenever the Martian is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Martian is treated as one size larger if doing so is advantageous to him.

    The Martian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Martian can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Combat:
    Due to it's incredible tenacity, the Martian generally dispenses with tactics, lurching toward the nearest target, before tearing it apart and moving on to the next one.





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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Right?! I love that movie!



    Huh. Maybe the translation skipped that? I'll have to pick it up again at some point.



    Do note that due to the inclusion of all those science fiction specific skills (and not being sure what ability (or system (is it D20M?)) they are based on), many if not most of the skill sections made me feel like I don't want to do the guesswork/research and I didn't really check them accordingly.
    Yup, they're from D20 Modern.
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    Default Re: Critters III! Now also in 5e!

    [QUOTE=Bhu;25984664] Monster from the Id
    Huge Construct
    Attack: Claw +58 melee (6d10+20 plus 2d6 fire)
    Full Attack: Claw +58 melee (6d10+20 plus 2d6 fire)
    It's a single claw. Why not 6d10+30, then?

    Skills: See text
    Feats: See text
    Skills and Feats: The Monster of the Id has all the skills and Feats of whichever person is using the Great Machine to create it where applicable. For example the version from the film has no hands, and so could not do fine manipulation skills such as Forgery or Open Lock, and it's body type may prevent the use of certain Feats. For purposes of skills it uses the ranks and Int Bonus of the Machine's user, despite being unintelligent itself. Using the Great Machine slowly grants the user more mental strength. It permanently increases his Int by 1 for every year of use.
    I see what you're trying to do here and it's interesting, but
    1. it's not mindless, so it should have all feat slots available; few creatures can cover all those with their own feats;
    2. I think giving an example array for both skills and feats in the statblock would be the usual way to go about this, and it would help clarify the other issue as well.

    Power Boost (Ex): When the Monster runs into something it cannot destroy, it draws upon the Great Machine for more power. As the Monster lacks finesse this takes the form of more damage or hit points. Each round the damage done by it's Fiery Touch increases by +1d6 to a maximum of 30d6. If the target appears immune to Fire, then it will switch to boosting Strength instead, gaining +2 Str per round (to a maximum of +50 Str). Likely it would exceed these limits given what it has access to, but for game purposes I have to write down something other than "infinite". If it somehow runs into something that puts out to much damage for it to handle, it repairs 2d6 hit points per round instead of increasing damage.
    So this just happens when the DM feels like? No action cost? (I'd probably make the Fire and STR options take a swfit, and the repair option an immediate doable whenever.)

    Fiery Touch (Ex): Touching or being touched by a Monster deals +2d6 points of fire damage.

    Invisibility (Ex): The Monster permanently has the benefits of the Greater Invisibility spell in effect upon it's person. When in contact with Force effects it can be seen as a translucent figure, and so loses it's invisibility in any round it is targeted by an attack doing force damage, or maintains contact with a construct or object made of Force.
    Cool one.

    Vulnerabilities (Ex): If the Great Machine is destroyed (or the person using it is killed, or wakes up if it has accessed them while they're sleeping), the Monster immediately ceases to exist. Additionally, somehow interfering with the Machine's access to power could weaken the Monster significantly, causing it to lose access to it's Power Boost and Fast Healing abilities at the least). Any other attempt to destroy it merely causes the Monster to temporarily cease, only to reappear once the Great Machine accesses it's sleeping user again. The downside of this is that destroying the Great Machine starts a chain reaction that wipes out more than a few planets...
    That's an odd one in that with no RAW way to deal with the Machine, it's not really a viable tactic.

    Quote Originally Posted by Bhu View Post
    The Carnivorous Plant
    Huge Plant
    Base Attack/Grapple: +6/+19
    Grapple's +23 (6 BAB, +8 size, +9 STR).

    Abilities: Str 28, Dex -, Con 22, Int -, Wis 8, Cha 1
    Also, this makes me sad.


    The Bat-Thing
    Gargantuan Aberration
    So, is this called the Bat-Thing or the Rat Thing? The text uses both.

    Armor Class: 30 (-4 Size, -1 Dex, +25 Natural), touch 10, flat-footed 30
    Touch 5.

    Base Attack/Grapple: +24/+53
    Grapple +49 (24 BAB, +12 size, +13 STR).

    The Cyclops Amoeba
    Colossal Ooze (Amphibious, Aquatic)
    Skills: Spot + 4, Swim +19
    Spot +3.

    Disease (Ex): Anything successfully touched or Engulfed by the Amoeba must make a DC 35 Fortitude Save or be infected by the Amoeba's enzymes, which begin to grow on it (Save DC is Con based). Incubation time is 1 day, damage is 1d6 Con.
    Enzymes… Grow?

    [QUOTE=Bhu;25984666]https://www.youtube.com/watch?v=OZHrCkEmgFo

    The Martian
    Medium Monstrous Humanoid
    Base Attack/Grapple: +14/+30
    Graple +26 (14 BAB, +4 size, +8 STR).

    Quote Originally Posted by Bhu View Post
    Yup, they're from D20 Modern.
    Ah, I see. I might dig that up later and take a look, then.

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    Default Re: Critters III! Now also in 5e!

    [QUOTE=Metastachydium;25985153]
    Quote Originally Posted by Bhu View Post

    I see what you're trying to do here and it's interesting, but
    1. it's not mindless, so it should have all feat slots available; few creatures can cover all those with their own feats;
    2. I think giving an example array for both skills and feats in the statblock would be the usual way to go about this, and it would help clarify the other issue as well.
    I considered that an even trade off for the power up abilities (which I hve modified quite a bit).

    Also, this makes me sad.
    Alas, not much option there, it was immobile and mindless.


    Enzymes… Grow?
    It's a quote from the films special movie 'science'. Get ready, cause there's gonna be a whooole lot of it this weekend.

    I made the usual edits.
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    Default Re: Critters III! Now also in 5e!

    I have the day off, and I figure everyone will be busy Sunday, so this weeks post is early:

    http://www.youtube.com/watch?v=ek43qsMoiUw

    Giant Leeches
    Large Magical Beast (Aquatic, Amphibious)
    Hit Dice: 6d10+33 (66 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Swim 40 ft.
    Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +6/+15
    Attack: Grapple +10 melee touch (Grapple)
    Full Attack: Grapple +10 melee touch (Grapple)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Blood Drain, Capsize, Improved Grab, Constrict (1d4+5)
    Special Qualities: Dark Vision 60 ft., DR 5/-, Scent, Light Sensitivity
    Saves: Fort +10, Ref +6, Will +3
    Abilities: Str 20, Dex 12, Con 20, Int 6, Wis 12, Cha 6
    Skills: Hide +3 (+7 in water), Listen +5, Move Silently +4, Spot +5, Swim +13
    Feats: Alertness, Stealthy, Toughness
    Environment: Warm Aquatic or Marsh
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "AAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

    Although referred to as Giant Leeches, these creatures only resemble Leeches in the basest sense. They do subsist on blood, and they are invertebrates (?), but these creatures have two short suckered tentacles, and prominent eyes (maybe even a face). Several people mistake them for alligators when they're floating in the water. They also appear incredibly resistant to damage, even gunfire. In the movie it's assumed they're a mutation due to radiation from Cape Canaveral, but the explanation seems unlikely as they don't resemble leeches much, and aren't nearly as fragile. In fact many take several shots from rifles used to kill Buffalo, and one survives the underwater shockwave from a dynamite blast. Found in a swamp in the Florida Everglades, they just sort of appear one day and begin kidnapping people for their blood. They also appear to be intelligent enough to track down city folk who see them and get away. How they do this is not explained. There is an alternative theory that they are aliens, which would seem to make more sense.

    Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage against opponents they have Pinned in a Grapple. Opponents who lose one third or more of their Con score are considered Exhausted until the damage has healed.

    Capsize (Ex): Leeches can surface under any boat 12 ft. long or smaller in an attempt to capsize it. It has a 45% chance to capsize any boat by charging it from underneath.

    Improved Grab (Ex): Leeches may make a Grapple Check without provoking an Attack of Opportunity.

    Constrict (Ex): The Leeches do 1d4+5 damage with a successful Grapple Check.

    Light Sensitivity (Ex): Giant Leeches are dazzled in bright sunlight or within the radius of a daylight spell.

    Skills: Giant Leeches get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. *A Giant Leech gains a +4 racial bonus on Hide checks when in the water. Further, a Giant Leech can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

    Combat: The Leeches capsize boats if prey is in them, and then go straight for the Grapple. They quickly pull victims deeply into the lake into underground caves with pockets of air. Most victims cant swim well enough to escape, assuming they don't drown in the first place, or are too weak from lack of blood. Due to their slow moving nature on land they generally don't pursue prey that is aware of them out of the water because it's hard for them to catch.

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    Default Re: Critters III! Now also in 5e!

    http://www.youtube.com/watch?v=0VPcMTg4Lq4

    Killer Shrew
    Small Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Bite +8 melee (1d6+4 plus poison)
    Full Attack: Bite +8 melee (1d6+4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision, Scent, Hyper Metabolism, Poison Assimilation
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 13, Dex 16, Con 16, Int 2, Wis 12, Cha 4
    Skills: Listen +6, Search +3, Spot +6, Survival +5
    Feats: Weapon Finesse, Track (B)
    Environment: Warm or Temperate Fields or Forests
    Organization: Solitary, Pair, or Pack (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Looks like a rat, smells like a skunk - some call them bone-eaters."

    Killer Shrews are mutants grown to enormous size due to scientific experiments. A researcher looking to shrink humans to ward off the negative effects of overpopulation decides to biggify shrews first as a proof of concept. God help us, it's amazing we made it past the 50's... They share their smaller cousins prodigious breeding rates, and (unfortunately) their enormous appetites. This means they quickly wipe out the available food in any isolated areas in which they occur unless exterminated quickly. Fortunately the research that led to them was conducted on a remote island that should be too far for them to swim from.

    Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage 1d3 Constitution (Save DC is Constitution based).

    Hyper Metabolism (Ex): Shrews must eat three times their own body weight each day or risk starving to death (see DMG page 304). The Shrew may go 8 hours without food, and then must make a Fortitude check each hour (DC 10+1 per previous check). However they get a Bonus to Initiative Checks, Attack rolls (including Grapple Checks), and Damage rolls equal to their Constitution modifier.

    Poison Assimilation (Ex): Killer Shrews gain a +8 Racial Bonus on ingested Poisons as they're metabolism quickly assimilates it. If the Shrew eats an Ingested Poison and succeeds in it's Fortitude Save it's poisonous bite becomes worse. If the Save DC of the ingested Poison is higher than that of the Shrews, the Save DC of the Shrews poison raises to match it for 24 hours. Regardless of the other poisons effects it also increases the damage of the Shrews poison to 1d6 Constitution.

    Skills: Shrews gain a +4 Racial Bonus to Listen, Search, Spot, and Survival Checks.

    Combat: Shrews charge, take their prey down and begin eating even before it dies. Ew...

    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  30. - Top - End - #810
    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters III! Now also in 5e!

    http://www.youtube.com/watch?v=_3b0NWljlPw

    Giant Gila Monster
    Huge Animal
    Hit Dice: 20d8+160 (250 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares), Climb 10 ft.
    Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
    Base Attack/Grapple: +15/+33
    Attack: Bite +23 melee (2d6+15 plus poison)
    Full Attack: Bite +23 melee (2d6+15 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison, Improved Grab, Trample (2d8+15)
    Special Qualities: Low Light Vision, Scent, Burst of Speed, DR 10/-
    Saves: Fort +22, Ref +11, Will +7
    Abilities: Str 30, Dex 8, Con 26, Int 2, Wis 12, Cha 2
    Skills: Listen +9, Spot +9, Survival +8
    Feats: Cleave, Great Fortitude, Heat Endurance (see Sandstorm), Improved Scent (see Savage Species), Power Attack, Stamp (see Savage Species), Uncanny Scent (see Savage Species)
    Environment: Warm or Temperate Forests or Desert
    Organization: Solitary
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Neutral
    Advancement: 21-30 HD (Huge), 31-42 HD (Gargantuan)
    Level Adjustment: ---

    "I demand a soberty test!"

    The Giant Gila Monster is theoretically a normal lizard with a pituitary gland problem according to the film (does no one understand how science works?). The film hints there may be more than one, and the size of the creature in the film does vary a bit from around 30 ft. long in some shots to over 60 ft. in some. Fun fact: the critter is a Mexican Beaded Lizard, and not a Gila Monster.

    Poison (Ex): Injury, DC 28 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage 1d8 Dexterity.

    Improved Grab (Ex): If the Giant Gila Monster successfully hits with it's Bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

    Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).

    Burst of Speed (Ex): 3 times per day as a Swift Action the Gila Monster can increase it's base land speed to 50 ft. for 1d4 rounds.

    Combat: The Gila Monster generally ambles along putting up the occasional burst of speed to catch something and bite it, or trample it to the ground.

    Last edited by Bhu; 2024-04-08 at 07:23 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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