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  1. - Top - End - #511
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    Default Re: Critters III! Now also in 5e!

    Bee-Dazzlers inspired by Debihuman!

    Bee-Dazzlers is an Acquired Template that can be applied to any Bee or Bee-like Creature. Bee-Dazzlers are bees who have mastered the art of the disco boogie, and they use light effects to combat their enemies.

    Size and Type: Size is unchanged. If Base Creature began as a Vermin, Type becomes Magical Beast.

    Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).

    Speed: Unchanged.

    Armor Class: Bee-Dazzlers gain a Deflection Bonus to AC equal to their Cha Modifier (minimum +1). Their brightness makes them difficult to look at.

    Attacks: Unchanged, unless Type changes (then increase BAB to being equal to Hit Dice).

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Spell-Like Abilities (Sp): Exact number and type of abilities depend on the base creatures Hit Dice. 1-2: City Lights 3/Day, 3-4: Daylight 1/Day, 5-6: Blistering Radiance 1/Day, 7-8: Righteous Aura 3/Day, 9-10: Rainbow Blast 1/Day, 11-12: Radiant Assault, 13-14: Sunburst 3/Day and Radiance 1/Day, 15-16: Rejuvenating Light, 17-18: Magius's Light of Truth 1/day, 19-20: May now use Magius's Light of Truth 2/Day.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Glare Vision (Ex): Immune to being Dazzled or Blinded or having their vision impaired by effects created via bright light.

    Energy Resistance 10 (Sonic)

    Spell Resistance (Ex): SR equals 15+CR, but only vs spells on the Bard spell list, or that have the Light or Sound descriptors.

    Saves: Unchanged.

    Abilities: +4 Cha. Roll 3d6 for Int if Type changes.

    Skills: Perform (Dance, Sing) are always Class Skills. If Type changes from Vermin to Magical Beast be sure to add skills. Class Skills are Knowledge (Geography), Listen, Perform, Spot, Survival.

    Feats: Unchanged, but if Type changed to Magical Beast remember to add Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: HD 4 or less, as base creature +2; HD 5 to 10, as base creature +3; HD 11 or more, as base creature +4.

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: +3, +1 for every 3 Hit Dice past 4.



    City Lights
    2nd Level Evocation
    Casting Time: 1 Action
    Range: Self (60 foot radius)
    Components: V, S, M (pinch of tinder)
    Duration: Instantaneous
    As you cast this spell, any light source within it's range flickers out before you unleash a bright flash of light in the same radius. All targets within the area of effect must make a Constitution Save or be Blinded until the end of your next turn.


    Blistering Radiance
    4th Level Evocation
    Casting Time: 1 Action
    Range: 300 feet (50 foot radius)
    Components: V, S, M (pinch of tinder and a small lens)
    Duration: Concentration, up to 1 Minute
    You conjure a large ball of burning light. All targets within the spells area of effect must make a Dexterity saving throw. On a failed save, the target 4d6 Fire damage, with half damage if the Saving Throw is successful. As a bonus action on your turn, you can move the sphere up to 600 feet and repeat the attack against any creature it becomes adjacent to, or passes over..

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you increase the damage by +1d6 for every slot level above 4th.


    Rainbow Blast
    3rd Level Evocation
    Casting Time: 1 Action
    Range: Self (120 foot Line)
    Components: V, S, M (gem worth 50+ GP)
    Duration: Instantaneous
    You unleash a multicolored blast that does 1d6 damage each to anything in it's area of effect: Acid, Cold, Fire, Lightning, Thunder

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you raise the damage dice one step per 2 slots level above 3rd. I.e. as a 5th Level spell slot, it does 1d8 damage of each type. As a 7th Level spell it does 1d10 per die, as a 9th Level slot it maxes out at d12's.


    Radiant Assault
    7th Level Evocation
    Casting Time: 1 Action
    Range: 300 feet (20 foot radius)
    Components: V, S
    Duration: Instantaneous
    You unleash a kaleidoscopic burst or light doing 10d6 Radiant damage, and forcinf all creatures within the area of effect to make a Constitution Saving Throw or be Incapacitated until the start of your next turn.

    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases +1d6 per slot level above 7th.


    Radiance
    5th Level Evocation
    Casting Time: 1 Action
    Range: Self (60 foot radius)
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Your body gives off a shining light the equivalent of a Daylight spell. Undead within this area have disadvantage on ability checks and attack rolls while within the spells area of effect.


    Rejuvenating Light
    7th Level Conjuration
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    An object you touch sheds light like a Daylight spell. All living creatures within the spells area heal 1d6 hit points per round as long as they remain within the spells area of effect. Undead in the spells area take 1d6 Radiant damage per round.


    Magius' Light of Truth
    9th Level Evocation
    Casting Time: 1 Action
    Range: Self (120 foot cone)
    Components: V, S
    Duration: Instantaneous
    You unleash a cone of light that requires any creature within it's area of effect to make a Charisma Saving Throw. Those who fail suffer the effects of a Divine Word spell, in addition to taking 20d6 Radiant damage.

    Bee-Dazzlers
    "Sweet Jebus..."

    Boogie Nation!

    "That's a lot of rhinestones."

    "GET DOWN WITH THE BOOGIE!"

    "And just like that, we're right back to the screaming."

    "One does not boogie quietly."

    "So you're a musical bee cult?"


    Beware The Secret Of The Disco Ball

    "Do you know anything about the Bee Gurls?"

    "I know they're bad news."

    "We kind of got that when they sent the first giant monster to kill us."

    "The first of several"

    "You should get giant monsters of your own man!"
    Last edited by Bhu; 2023-04-30 at 07:03 PM.
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  2. - Top - End - #512
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    Default Re: Critters III! Now also in 5e!

    Therabee
    Medium Magical Beast
    Hit Dice: 8d10+16 (60 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Climb 20 ft., Fly 40 ft. (Average)
    Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
    Base Attack/Grapple: +8/+8
    Attack: Sting +8 melee (2d4 plus poison)
    Full Attack: Sting +8 melee (2d4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Psionics, Poison
    Special Qualities: Darkvision 60 ft., Hive Mind, PR 20, Telepathy 100 ft., Advanced Hivemind, Psychic Resistance
    Saves: Fort +8, Ref +9, Will +8
    Abilities: Str 11, Dex 16, Con 14, Int 16, Wis 16, Cha 19
    Skills: Autohypnosis +9, Bluff +9, Concentration +9, Diplomacy +9, Gather Information +10, Knowledge (Psionics) +9, Profession (Therapist) +10, Psicraft +9, Sense Motive +10
    Feats: Ability Focus (Poison), Greater Psionic Endowment, Psionic Endowment
    Environment: Any
    Organization: Solitary
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 9-16 HD (Medium)
    Level Adjustment: ---

    "How long have you had this compulsion to devour and replace your own mother?"

    Therabees are large, bee-like creatures who are the finest psychiatrists of the realm. Ask them and they'll tell you. They know more dirt on the local population than anyone else, but good luck getting them to spill. They keep mentioning something called 'patient confidentiality', which everyone assumes means "I ain't givin' up blackmail material fer nuthin' bub." Currently assumed to be some sort of Psionicist experiment gone weird, they are startlingly popular for huge bee monsters. They do usually give good advice though.

    Psionics: Therabees Manifest Powers as a 6th Level Psion Telepath.

    Poison (Ex): Injury, Fortitude Save DC 18 (Save DC is Con based), Initial and Secondary damage is 1d4 Wisdom.

    Hive Mind (Ex): All Therabees within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Psychic Resistance (Ex): Therabees gain a +3 Bonus to Willpower Saves.

    Combat: Therabees are generally non-violent.



    Therabee
    "I'm not sure how much help these people will be Harlan."

    And How Does That Make You Feel?

    "We don't have many other potential allies yet Jim."

    "Good evening! I'm Roger, you're resident Therabee. If you'll take your seats we'll get started."

    "You're here to help us with the Bee-Gurl cult?"

    "Sort of. We're hoping you can tell us about them."

    "We were hoping you could tell us about them. Other than them using mutated bees to take on all the other cults out there, we don't know much."


    Very Insightful

    "And of course, their name."

    "We know the name is associated with a destructive religion, but not much else.."

    "Odd, considering you're mostly bee-related groups yourselves.."

    "So we're all pretty much clueless then?"

    "There's a village of their outcasts. We could ask them."
    Last edited by Bhu; 2023-05-02 at 11:34 PM.
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  3. - Top - End - #513
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    "Not really. Gnomes suck. Y'all taste like boiled leather and flowers."

    The redspawn are eating FLOWERS? [Panics.]

    Quote Originally Posted by Bhu View Post
    Bee Creature
    Level Adjustment: ---
    Dunno. Seems like a weaker Winged with a bit of Axiomatic/Anarchic slapped over. A +2 would do it justice.
    Quote Originally Posted by Bhu View Post
    Beete-Noire inspired by Inuyasha

    Beete-Noire is an Acquired Template that can be applied to any Bee or Bee-like Creature with an Int 10 or higher and a Non-Good alignment. Beete-Noire are bees who have mastered the evil art of cursing people.
    I'm not sure that's a very fortunate phrasing. It sounds like Vermin can't qualify at all (given the INT-thing).

    Spells: The Beete-Noire can cast spells as a Sorcerer equal to it's Hit Dice, but may only choose spells from the Enchantment and Necromancy categories.
    [All obnoxious.] They are called schools.

    Quote Originally Posted by Bhu View Post
    Wildebeest (inspired by Evil Midnight Lurker)
    Speed: 30 ft. (4 squares)
    6 squares.

    Space/Reach: 5 ft./5 ft.
    That'd be odd at Large size. 10/10 or 10/5?


    Quote Originally Posted by Bhu View Post
    Fur-Bees
    Fur-Bees are fluffy, adorable Bumble-Bee like critters
    Way. Too. CUTE.

    Quote Originally Posted by Bhu View Post
    Beewere
    Skills: Knowledge (Geography, Nature)+0, Spot +5, Survival +5
    I count 2 unspent skill points.

    Quote Originally Posted by Bhu View Post
    Wanna-Bees
    Honey Dependent (Ex): Each wannabee is mystically bound to a single pot of honey and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A Wannabee’s pot of honey does not radiate magic. A pot of honey has 3 hit points and hardness 2. A broken honey pot is easily repaired with a mending spell or with sovereign glue.
    Is that you, Pooh?

    Quote Originally Posted by Bhu View Post
    Bee-Dazzlers inspired by Debihuman!
    Spell-Like Abilities (Sp): Exact number and type of abilities depend on the base creatures Hit Dice. 1-2: City Lights 3/Day, 3-4: Daylight 1/Day, 5-6: Blistering Radiance 1/Day, 7-8: Righteous Aura 3/Day, 9-10: Rainbow Blast 1/Day, 11-12: Radiant Assault, 13-14: Sunburst 3/Day and Radiance 1/Day, 15-16: Rejuvenating Light, 17-18: Magius's Light of Truth 1/day, 19-20: May now use Magius's Light of Truth 2/Day.
    No Flare? That's, like, basic level dazzling!

    Quote Originally Posted by Bhu View Post
    Bee Devil
    Full Attack: 2 Claws +15 melee (2d6+6) and 1 Bite +10 melee (1d8+3) and 1 Sting +10 melee (1d8+3)
    Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
    Multiattack isn't factored in. It should be +25/+13/+13.

    Skills: Concentration +6, Diplomacy +3, Hide +0, Intimidate +3, Knowledge (any one) +2, Listen +3, Move Silently +4, Search +2, Sense Motive +3, Spellcraft +2, Spot +3, Survival +3
    I think you might have fogotten to allocate the skill points. Like, all of them.

    Poison (Ex): Injury, DC 21 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is
    I can't shake the feeling that something is missing from here.

    Hivemind Ritual (Su): To use this ability, a group of at least three Bee Devils must join hands in a circle, dancing wildly and chanting.

    At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures allied with the demons
    A leftover from the Vrock ability, or are these things BLOODY TRAITORS?

    Bee Witch
    Initiative: +4
    +3.

    Attack: Sting +11 melee (1d6+3 plus poison)
    Full Attack: Sting +11 melee (1d6+3 plus poison)
    No 1.5×STR?

    Skills: Bluff +11, Concentration +12, Diplomacy +11, Disguise +11, Intimidate +11, Knowledge (Arcane, Religion) +10, Listen +12, Sense Motive +10, Spellcraft +10, Spot +12
    Lots of skill points remain available.

    Feats: Alertness, Combat Casting, Quicken Spell-Like Ability
    The thing only has a CL of 8 on its SLAs. Quicken SLA requires a CL of 10+.

  4. - Top - End - #514
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post




    Is that you, Pooh?
    I've been debating watching that.


    Made the usual edits. Those last two were a copy paste error, they arent done yet.
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  5. - Top - End - #515
    Firbolg in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I've been debating watching that.
    It's an absolute must see! Apart from, like, 10 seconds of ultimately and for the most part wanton half-nudity that somewhat detracts from an otherwise pretty neat scene, I loved every moment of it. Oh, and it has BEES.

    Those last two were a copy paste error, they arent done yet.
    That explains a lot. Looking forward to the end products.

  6. - Top - End - #516
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    Default Re: Critters III! Now also in 5e!

    Cap-bee-ara inspired by LemonBadger
    Small Magical Beast
    Hit Dice: 4d10+8 (30 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares), Swim 10 ft.
    Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +4/+1
    Attack: Nip +5 melee (1d4+1 plus A World of Pain)
    Full Attack: Nip +5 melee (1d4+1 plus A World of Pain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sea of Tranquility, A World of Pain
    Special Qualities: Darkvision 60 ft., Hold Breath, Scent
    Saves: Fort +6, Ref +7, Will +3
    Abilities: Str 12, Dex 16, Con 15, Int 2, Wis 14, Cha 14
    Skills: Hide +9 (+13 in water), Listen +4, Spot +4, Swim +10
    Feats: Dodge, Mobility
    Environment: Warm Forest, Plains or Marsh
    Organization: Solitary, Pair, Clan (10-100)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-6 HD (Small), 7-12 HD (Medium)
    Level Adjustment: ---

    Cap-bee-aras resemble black and gold striped Capybaras with bee eyes and cute, little, fluffy deely-bobber antennaes. They live in extended families, and generally maintain peace and tranquility in their territories. They are effectively a scourge for those who reign by violence. And occasionally even others (because sometimes you need a little violence).

    Sea of Tranquility (Su): A Cap-bee-ara radiates calm in a radius of 60 feet. Any creature making an attack other than a Cap-bee-ara that wishes to cause harm to another while in this radius must make a DC 14 Willpower Save (Save DC is Cha based). If it fails, it cannot use spells, attacks or abilities that cause damage or inflict conditions. This lasts until it leaves the area of effect, or the target itself is attacked. This is a Mind-Affecting Effect.

    A World of Pain (Su): Targets bitten by a Cap-bee-ara suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks if they fail a DC 14 Willpower Save (Save DC is Cha based). This lasts for 1 Minute, while the Cap-bee-ara escapes.

    Hold Breath (Ex): A Cap-bee-ara can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

    Hivemind (Ex): All Cap-bee-aras within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cap-bee-ara in a group is considered flanked unless all of them are.

    Skills: A Cap-bee-ara has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Cap-bee-ara gains a +4 racial bonus on Hide checks when in the water. Further, a Cap-bee-ara can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

    Combat: Cap-bee-aras aren't fools. they know better than to attack anyone who is affected by their aura. But anyone who resists it, and attempts to harm them enters A World of Pain.




    Cap-bee-ara
    "Heads up Harlan, there are some rodents of an unusual size incoming."

    Harbingers of Peace and Quiet

    "They're very bee-like for rodents."

    "Those are the Cap-bee-aras!"

    "GAH!"

    "Sorry, I forget how scary and sudden I can be. Names Tim. What are you doing out this far?"

    "We're looking for Sodoff Village."


    But Do NOT Anger Them

    "We have a situation we need to discuss."

    "Yer bein' chased by the cult arent'cha?"

    "Does everyone know the existence of this thing?"

    "And yet no one has any details..."

    "Oh we got details. We're all former members."
    Last edited by Bhu; 2023-05-09 at 11:50 PM.
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  7. - Top - End - #517
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    Default Re: Critters III! Now also in 5e!

    Hiveless Template

    Hiveless is an Acquired Template that can be applied to any member of a Hivemind who has been cursed after being kicked out. Remove Curse or Break Enchantment will remove this Template.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks:
    Retains all Special Attacks of the Base Creature except those requiring Hivemind or Advanced Hivemind.

    Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind, Advanced Hivemind, or any abilities based off of them. It also gains the following:

    Barred (Su): The Base Creature can never again become part of a Hivemind, and automatically fails all Charisma based Skilll Checks against the members of Hiveminds who now despise him.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged.

    Feats: The Base Creature loses any Advanced Hivemind Feats, but can retrain to choose new ones (see PHB2).

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged, unless becoming a member of the Hivemind changed the Base Creatures Alignment. In that case the Base Creature reverts to it's previous Alignment.

    Advancement: Unchanged.

    Level Adjustment:
    +0

    The Hiveless
    "All of you. All of you are former members?"

    Cursed and Forgotten

    "That's a high turnover rate."

    "The cult is a tad picky."

    "How did you survive leaving?"

    "They cursed us before kicking us out. We're no longer linked to the Hive."

    "So you were part of a hive mind?"


    More Lonely Than Dangerous

    "That would explain how the cult always seems to know stuff."

    "What one of them knows, all of them knows."

    "Well thats disturbing."

    "Tell me about it. Everyone I used to know knows all my secrets."
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  8. - Top - End - #518
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    Default Re: Critters III! Now also in 5e!

    Serf

    Serf is an Acquired Template that can be applied to any Bee or Bee-Like Creature captured by Clerics of The Hive. It has also been applied to some natives of Mechanus.

    Size and Type: Size is Unchanged. Type becomes Outsider if it isn't already. Loses all Alignment based Subtypes except Lawful.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged, recalculate BAB if Type changed.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

    Defender (Ex): Serfs gain a +2 Bonus to attack, damage and initiative rolls when defending or fighting with a member of their Hivemind.

    Special Qualities: Retains all Special Qualities of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

    Hive Mind (Ex): All Serfs within 50 miles of their leader are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member of the group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Immunities (Ex): Serfs are immune to Charm and Compulsion effects.

    Saves: Recalculate Saves due to Type change.

    Abilities: +2 Str, +2 Con, +2 Wis, -2 Int, -2 Cha

    Skills: Skills must be recalculated due to Int and (possibly) Type change. The Serf gains three new skills chosen by it's new Master as Class skills, and must devote skill ranks gained to keeping those skills at max ranks.

    Feats: Choose Feats if Type change grants the Base Creature access to them. You also gain one Advanced Hivemind Feat as a Bonus Feat.

    Environment: Mechanus.

    Organization: Hivemind (2+)

    Challenge Rating: +1

    Treasure: Standard

    Alignment: Always Lawful Neutral.

    Advancement: Unchanged.

    Level Adjustment: +2



    5E SERF

    Serf can be applied to any Bee or Bee-Like Creature captured by Clerics of The Hive. It has also been applied to some natives of Mechanus.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Type. Type changes to Monstrosity.

    Attributes. +2 Str, +2 Con, +2 Wis, -2 Int, -2 Cha

    Condition Immunities. The base creature becomes immune to the following conditions: Charmed.

    Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

    Hivemind. All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

    Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Defender. Serfs gain Advantage on attack, damage and initiative rolls when defending or fighting with a member of their Hivemind.

    Serf
    "WHO ARE YOU!"

    "Jebus!"

    Servants of Mechanus

    "We're visitors."

    "That's Andy. He's from a different cult."

    "How did you get to be a clockwork?"

    "Some of us get 'freed' occasionally by the inhabitants of Mechanus. So they can put us to work."

    "So you moved from one captor to another?"


    A Life of Drudgery

    "Most cultists do. That's what the Cap-bee-aras are for. They stop any violence from happening here"

    "Yer chicken-thing seems to love them. What's he for?"

    "We're not sure yet."

    "That's a normal thing people say."
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  9. - Top - End - #519
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    Default Re: Critters III! Now also in 5e!

    Bee-Blooded

    Bee-Blooded is an Acquired Template that can be gained by being cursed. Despite not changing physical appearance, their mind and body become polluted with the essence of all that is Bee. Bee-Blooded may be applied to any living, corporeal creature.

    Size and Type: Size is unchanged, Type becomes Aberration.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Base creatures Natural Armor Bonus to AC increases by +2.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Poison Handling (Ex): Bee-Blooded are never at risk for accidentally poisoning themselves.

    Acid Puke (Ex): Bee-Blooded can vomit acid as a Standard Action. Range and damage depends on the Base Creatures Size: Fine (5 ft., 1 point), Diminutive (5 ft., 1d4), Tiny (5 ft., 1d6), Small (10 ft. 2d4), Medium (10 ft., 2d6), Large (15 ft., 2d8), Huge (20 ft., 2d10), Gargantuan (25 ft., 4d6), Colossal (35 ft., 4d8). If the attack is successful the Acid continues to burn for 1d6 rounds, doing an additional amount of damage depending on the Base Creatures Size: Fine to Diminutive (1 point), Tiny to Medium (2 points), Large to Huge (3 points), Gargantuan and up (4 points).

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Pheromones (Ex): Bee-Blooded have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bee-Blooded and other Bee creatures can understand them). Bee-Blooded can detect them at a range of 1 mile via Scent. They come in several varieties:

    Communication: The Bee-Blooded can leave any message up to 10 words. This is a race specific language, so only other Bees or Bee-like creatures can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

    Darkvision 60 ft.

    Hive Mind (Ex): All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Blooded in a group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Not Quite Mindless (Ex): The Minds of the Bee-Blooded are quite alien, and they gain a +4 Bonus on Willpower Saves vs Mind-Affecting effects (except for those of their creator), and opponents Charisma Related skill checks made against them have a -4 Penalty (this also applies to Sense Motive checks).

    Scent (Ex)

    Saves: Unchanged.

    Abilities: +4 Dex, +2 Wis, -2 Int, -2 Cha

    Skills: Gains a +4 Racial Bonus on Spot and Survival Checks, and these two skills are always considered Class Skills.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged, but usually Solitary unless adopted by a hive.

    Challenge Rating: +1

    Treasure: None.

    Alignment: Always Neutral.

    Advancement: Unchanged.

    Level Adjustment: ---



    5E BEE-BLOODED

    Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Blooded Template. The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Type. Type changes to Aberration.

    Armor Class. The Base Creatures gains a +1 to AC.

    Attributes. +2 Dex, +2 Wis, -2 Int, -2 Cha

    Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet. It also gains Advantage 0n Wisdom (Perception) Checks based on Sight or Smell.

    Hivemind. All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

    Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Alien Mind. The Bee-Blooded has Advantage on Wisdom Saving Throws (except against it's creator). Charisma based Skill Checks and Wisdom (Insight) Skill Checks made against them have Disadvantage.

    Pheromones. Bee-Blooded have among the most complicated sets of pheromones as befits their hivelike society. Marking a creature or object with a Pheromone is a Bonus Action, and they can be detected by any creature with a Perception (Smell) (though only Bee-Blooded and other Bee creatures can understand them). Bee-Blooded can detect them at a range of 1 mile via Smell. They come in several varieties:

    Communication: The Bee-Blooded can leave any message up to 10 words. This is a race specific language, so only other Bees or Bee-like creatures can understand. It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

    Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive. The Hives Bees will become maddened, and gain Advantage on attack and damage rolls against the marked subject for 24 hours.

    New Action: Acid Spit. The Base Creature gains a Dexterity based ranged attack whose range and Acid damage and range are based on Size: Tiny 5/15 ft., 1d6), Small (10/30 ft., 2d4), Medium (10/30 ft., 2d6), Large (15/45 ft., 2d8), Huge (20/60 ft., 2d10), or Gargantuan (30/90 ft., 4d6). If the attack is successful the Acid continues to burn for 1d6 rounds, doing an additional amount of damage depending on the Base Creatures Size: Tiny to Medium (2 points), Large to Huge (3 points), Gargantuan (4 points).

    Bee-Blooded
    "What's your story anyway?"

    Weird Guys

    "Is that nervous tic a result of your time in the cult?"

    "Picked up a curse when they decided to part ways with me. I've almost learned to be a human again.."

    "Again?"

    "I sort of quit for a while."

    "Jebus. Why haven't you had the curse removed?"


    They Don't Look Like People On The Inside

    "We could recommend someone."

    "It would take someone not afraid of the cult to do it, and I'd have to be willing to get rid of it's upsides."

    "Such as?"

    "The power of barfing!"
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  10. - Top - End - #520
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Bee-Damned

    Bee-Damned is a Template that can be Acquired via the appropriate curse, and can be applied to any living, corporeal creature. You become a living hive for the Bees.

    Size and Type: Size is unchanged, Type becomes Aberration.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Natural Armor Bonus to AC increases by an amount equal to the Base Creature's Con Modifier (minimum +1).

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks:
    Retains all Special Attacks of the Base Creature, plus gains the following:

    UNLEASH THE SWARM! (Ex): The Bee-Damned are a living hive for a Bee Swarm. If the base creature is Huge or bigger it is instead home to a Big Bee swarm. If the Bee-Damned is Grapple by an opponent (or tries to grapple one itself) or is attacked in melee, that opponent automatically takes the damage listed for the Bee Swarms attack. Creatures adjacent to the Bee-Damned are also subject to the Bee Swarms distraction ability. The Save DC for the Bee Swarms poison and Distraction attacks use the Constitution modifier of the Swarm or the Base Creature, whichever is higher. If the Bee-Damned is killed it releases one or more swarms of bees (one swarm if the base creature is Medium or smaller, with one additional swarm for every Size Category above Medium).

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Immunity to Poison

    Swarm Defense (Ex): If the Bee-Damned is attacked by a Swam, it's own Swarm automatically deals it's own Swarm damage to the opposing swarm each round. Additionally the Bee-Damned are immune to the Distraction ability of Swarms.

    Hive-Mind (Ex): All Bee-Damned within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Damned in a group is considered flanked unless all of them are.

    Saves: Unchanged.

    Abilities: +2 Con, +2 Wis, -2 Int, -2 Cha.

    Skills: Unchanged.

    Feats: Unchanged.

    Environment: Any Warm or Temperate Land.

    Organization: Usually Solitary.

    Challenge Rating: +1 (plus the Swarm)

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment: ---


    5E BEE-DAMNED

    Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Damned Template. The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Type. Type changes to Aberration.

    Armor Class. The Base Creatures gains +1 to AC.

    Attributes. +2 Con, +2 Wis, -2 Int, -2 Cha.

    Damage Immunities. The base creature becomes immune to the following damage types: Poison.

    Condition Immunities. The base creature becomes immune to the following conditions: Poisoned.

    Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

    Hivemind. All Bee-Damned within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

    New Bonus Action: Unleash Swarm. As a Bonus Action you may release a Bee Swarm (a Big Bee Swarm if you are Huge or larger). You can return them inside your body without using an Action (though they may still have to travel to you). The Swarm uses your Ability Scores and Proficiency Bonus to make attacks.

    New Reaction: Swarm Defense. If you become Grappled, you can release the Swarm as a Reaction.

    Bee-Damned
    "Sorry we asked."

    Gives Off A Pervading Sense of Ick

    "Why does that poor man have holes in his skin?"

    "Where else would the bees live?"

    "Bees?"

    "Phil was cursed o be a living beehive."

    "Why hasn't he had the curse removed?"


    Never Quiet, Never Alone

    "We could still recommend someone."

    "He likes it. He says it's like a forever hug."

    "Are there more like him?"

    "They provide a lot of the food and security for the village."
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  11. - Top - End - #521
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    Default Re: Critters III! Now also in 5e!

    Bee-Shadowed

    Bee-Shadowed is a Template that can be Acquired through the appropriate curse. You have become an unwitting and non-consenting member of the hivemind. All that you know, the Bees know. Bee-Shadowed may be applied to any living, corporeal creature.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Hive Mind (Ex): All Bee-Shadowed within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Shadowed in a group is considered flanked unless all of them are.

    Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Involuntary Mental Access (Ex): Other (voluntary) members of the Hivemind can read your mind at will as per the Probe Thoughts spell as long as you are within 50 miles of your creator. Your creator can give you orders as per the Dominate Monster spell so long as you are within 500 ft. As long as you are within the 50 mile range of the Hivemind he can still give orders, but you gain a +2 Racial Bonus on the Save.

    Saves: Unchanged, but see above.

    Abilities: +2 Wis, -2 Cha

    Skills: Unchanged, but see Special Qualities.

    Feats: Unchanged, but see Special Qualities.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Unchanged (but see above).

    Advancement: Unchanged.

    Level Adjustment:
    ---



    5E BEE-SHADOWED

    Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Shadowed Template. The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

    Challenge. Do not recalculate the Challenge Rating.

    Attributes. +2 Wis, -2 Cha

    Hivemind. All Bee-Shadowed within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

    Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Involuntary Mental Access. Other (voluntary) members of the Hivemind can read your mind at will as per the Detect Thoughts spell as long as you are within 50 miles of your creator. Your creator can give you orders as per the Dominate Monster spell so long as you are within 500 ft. As long as you are within 500 feet to the 50 mile range of the Hivemind he can still give orders, but you gain Advantages on the Save.

    Bee-Shadowed
    "Who are those people running from Clucky?"

    Unwilling Participants

    "Well he is a Chicken Golem..."

    "They're involuntary members of the Hivemind. The cult uses them to see through."

    "I wonder if Clucky can sense this somehow, and is chasing them away."

    "Let's not get close to them."

    "So what is the cults purpose?"


    Depression Is Common Among Them

    "And why are they after us? We just host a nature show on the palantir."

    "It's a side gig for a minor Demon Prince that mushroomed out of control, and turned into a bid for world domination."

    "And us?"

    "Not sure. Could be some random prophecy that they think mentions you. A member could have a grudge. Etc"
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  12. - Top - End - #522
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    Default Re: Critters III! Now also in 5e!

    Kryfios

    Kryfios is an Acquired Template that can be applied to any Humanoid with at least 4 ranks in Hide and Move Silently.. It is usually used for soldiers or saboteurs to make them more stealthy.

    Size and Type: Size and Type are unchanged, but it gains the Augmented Subtype.

    Hit Dice: If the Hit Die type is less than d8, all current and future Hit Dice become d8's.

    Speed: Increase all base movement speeds by +10 feet.

    Armor Class: The Base Creatures Natural Armor Bonus improves by +1.

    Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

    Damage: Slam damage is 1d3 plus Strength modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Poison (Ex): The Base Creature can spit a glob of poison out to 20 feet. Contact, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dex.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Immunities: The base creature becomes immune to Poison, Sleep Effects and Fatigue/Exhaustion effects.

    See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Fast Healing 5

    Saves: The base creature gains a +2 Enhancement Bonus to Reflex Saves.

    Abilities: +4 Dex, +2 Wis

    Skills: Gains a +2 Competence Bonus to Hide and Move Silently..

    Feats: The base creature gains the following Feats as Bonus Feats: Dodge, Mobility, Spring Attack

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Neutral

    Advancement: Unchanged.

    Level Adjustment: +4

    Example of creature using template here:


    Stealth Dwarf (Dwarf/Rogue 3/Kryfios)
    Medium Humanoid (Augmented)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+3 Dex, +1 Natural, +4 Armor), touch 13, flat-footed 15 (+2 Leather)
    Base Attack/Grapple: +2/+4
    Attack: Short Sword +6 melee (1d6+3/19-20) or Slam +5 melee (1d3+2) or Short Bow +6 ranged (1d6+1/x3) (+1 sword and bow)
    Full Attack: Short Sword +6 melee (1d6+3/19-20) or Slam +5 melee (1d3+2) or Short Bow +6 ranged (1d6+1/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +2d6, Poison
    Special Qualities: Darkvision 60 feet, Dwarf traits, Trapfinding, Trap Sense +1, Evasion, Immunities, See in Darkness, Fast Healing 5
    Saves: Fort +4, Ref +8, Will +3
    Abilities: Str 15, Dex 16, Con 16 Int 10, Wis 15, Cha 6
    Skills: Balance +7, Climb +6, Disable Device +4, Escape Artist +7, Hide +9, Jump +6, Listen +6, Move Silently +9, Open Lock +7, Search +4, Spot +6, Tumble +7
    Feats: Combat Reflexes, Weapon Finesse, Dodge (B), Mobility (B), Spring Attack (B)
    Challenge Rating: 5
    Treasure: Unchanged
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4



    Toxotis

    Toxotis is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB. It is meant to enhance their abilities at ranged combat.

    Size and Type: Size and Type are unchanged, but it gains the Augmented Subtype.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: The Base Creatures Natural Armor Bonus improves by +1.

    Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

    Damage: Slam damage is 1d3 plus Strength modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Grievous Wounds (Ex): Increase the threat range of a critical hit by +1, and the critical multiplier by 1 on all ranged weapon attacks. I.e. if it normally threatens a criitical on a 20, and does z2 damage on a successful critical, it now threatens a critical on a 19-20, and does x3 damage.

    Skilled (Ex): Your ranged weapon attacks do not provoke attacks of opportunity.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Immunities: The base creature becomes immune to Glamers, Sleep Effects and Fatigue/Exhaustion effects.

    See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Fast Healing 5

    Saves: Gains a +2 Resistance Bonus to Fortitude Saves.

    Abilities: +4 Dex, +2 Wis

    Skills: The Base Creature gains a +2 Bonus to Autohypnosis and Spot Checks.

    Feats: The Base Creature gains the following as Bonus Feats: Point Blank Shot, Far Shot, Precise Shot.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Neutral

    Advancement: Unchanged.

    Level Adjustment: +4

    Example of creature using template here:

    Orc Hucker (Orc/Fighter 3/Toxotis)
    Medium Humanoid (Augmented)
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares) (20 ft. in armor)
    Armor Class: 20 (+3 Dex, +1 Natural, +6 Armor), touch 13, flat-footed 17 (+1 Brestplate)
    Base Attack/Grapple: +3/+7
    Attack: Slam +7 melee (1d3+4) or Orc Shotput +9 ranged (2d6+6/19-20, x3) (+2 returning orc shotput)
    Full Attack: Slam +7 melee (1d3+4) or Orc Shotput +9 ranged (2d6+6/19-20, x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Grievous Wounds
    Special Qualities: Darkvision 60 feet, Sunlight Sensitivity, Immunities, See in Darkness, Fast Healing 5
    Saves: Fort +7, Ref +4, Will +2
    Abilities: Str 19, Dex 17, Con 14, Int 8, Wis 12, Cha 6
    Skills: Autohypnosis +6, Climb +5, Jump +5 Spot +6, Swim +5
    Feats: Brutal Throw, Exotic Weapon Proficiency (Orc Shotput), Power Attack, Power Throw, Far Shot (B), Point Blank Shot (B), Precise Shot (B)
    Challenge Rating: 5
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +4



    Froura

    Froura is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB. It is meant for soldiers who are primarily guardsmen.

    Size and Type:
    Size and Type are unchanged, but it gins the Augmented Subtype.

    Hit Dice: Unchanged.

    Speed: Increase all base movement speeds by +10 feet.

    Armor Class: The Base Creatures Natural Armor Bonus improves by +3.

    Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

    Damage: Slam damage is 1d3 plus Strength modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Grappler: The Base Creature can make Grapple Checks without provoking an Attack of Opportunity, and takes no Size Penalties to Grapple Checks.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Immunities: The base creature becomes immune to Charms, Sleep Effects and Fatigue/Exhaustion effects.

    See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Fast Healing 5

    Saves: Gains a +2 Resistance Bonus to Fortitude Saves.

    Abilities: +4 Wis, +2 Con

    Skills:
    Gains a +2 Competence Bonus to Listen and Spot Checks.

    Feats: Gains the following as Bonus Feats: Alertness, Keen-Eared Scout (PHB 2), Recognize Impostor (Eberron Campaign Setting)

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating:
    +2

    Treasure: Unchanged.

    Alignment:
    Always Neutral

    Advancement: Unchanged.

    Level Adjustment: +4

    Example of creature using template here:


    Watch Gnome (Gnome/Fighter 3/Froura)
    Small Humanoid (Augmented)
    Hit Dice: 3d10+12 (28 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), 20 ft. in armor
    Armor Class: 26 (+1 Dex, +3 Natural, +9 Armor, +3 Shield), touch 11, flat-footed 25 (+1 Full Plate, +1 Heavy Steel Shield)
    Base Attack/Grapple: +3/-1
    Attack: Slam +3 melee (1d3) or Heavy Pick +4 melee (1d4+1, x4) (+1 Heavy Pick)
    Full Attack: Slam +3 melee (1d3) or Heavy Pick +4 melee (1d4+1, x4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Grappler
    Special Qualities: Low-Light Vision, Gnome traits, Immunities, See in Darkness, Fast Healing 5
    Saves: Fort +9, Ref +2, Will +5
    Abilities: Str 10, Dex 13, Con 19, Int 10, Wis 18, Cha 8
    Skills: Appraise +1, Climb +1, Decipher Script +1, Gather Information +1, Intimidate+1, Jump +1, Listen +6, Search +3, Spot +6
    Feats: Diligent, Investigator, Improved Initiative, Weapon Finesse, Alertness (B), Kean-Eared Scout (B), Recognize Impostor (B)
    Challenge Rating: 5
    Alignment: Always Neutral
    Advancement: By Character Class
    Level Adjustment: +4



    Exallos

    Exallos is an Acquired Template that can be applied to any Humanoid with the Rage ability. It is primarily meant to turn infantrymen into berserkers.

    Size and Type: Size and Type are unchanged, but it gins the Augmented Subtype.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: The Base Creatures Natural Armor Bonus improves by +3.

    Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

    Damage: Slam damage is 1d3 plus Strength modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Pounce (Ex): The base creature can make a Full Attack after a Charge.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Immunities: The base creature becomes immune to Mind-Affecting effects.

    Darkvision 60 ft.

    Fast Healing 5

    Swift (Ex): When Raging, your Movement does not provoke attacks of opportunity.

    Saves: Gains a +2 Resistance Bonus to Fortitude Saves

    Abilities: +4 Str, +2 Con if using Rage. +2 Str and +4 Dex if using the Whirling Frenzy variant of Rage.

    Skills: Gains a +2 Competence Bonus to Climb and Intimidate Checks.

    Feats:
    Gains the following as Bonus Feats: Extend Rage, Extra Rage, Instantaneous Rage.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Chaotic Neutral

    Advancement: Unchanged.

    Level Adjustment: +4

    Example of creature using template here:


    Goblin Berserker (Goblin/Barbarian 3/Exallos)
    Small Humanoid (Augmented)
    Hit Dice: 3d12+6 (25 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), 30 squares in armor
    Armor Class: 22 (+5 Dex, +3 Natural, +4 Armor), touch 17, flat-footed 17 (+1 Studded Leather)
    Armor Class (Raging): 24 (+5 Dex, +2 Dodge +3 Natural, +4 Armor), touch 19, flat-footed 17
    Base Attack/Grapple: +3/+0 (+2 Raging)
    Attack: Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3) (+2 Greataxe)
    Full Attack: Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3)
    Attack (Raging): Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3)
    Full Attack (Raging): 2 Slams +4 melee (1d3+1) or 2 Greataxes +6 melee (1d10+1, x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Whirling Frenzy 3/day, Pounce
    Special Qualities: Darkvision 60 ft., Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1, Immunities, Darkvision 60 ft., Fast Healing 5
    Saves: Fort +7, Ref +6 (+8 Raging), Will +2
    Saves (Raging): Fort +5, Ref +8, Will +2
    Abilities: Str 13, Dex 21, Con 14, Int 10, Wis 12, Cha 6
    Abilities (Raging): Str 17, Dex 21, Con 14, Int 10, Wis 12, Cha 6
    Skills: Climb +3, Handle Animal +2-, Hide +9, Intimidate +2, Jump +3, Listen +2, Move Silently +9, Ride +9, Survival +2
    Skills (Raging): Climb +5, Handle Animal +2-, Hide +9, Intimidate +2, Jump +5, Listen +2, Move Silently +9, Ride +9, Survival +2
    Feats: Cleave, Power Attack, Extend Rage (B), Extra Rage (B), Instantaneous Rage (B)
    Challenge Rating: 5
    Alignment: Always Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: +4



    Dynami

    Dynami is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB. It is meant to empower professional soldiers.

    Size and Type: Size and Type are unchanged, but it gins the Augmented Subtype..

    Hit Dice: Unchanged.

    Speed: All movement speeds increase by +10 feet..

    Armor Class: The Base Creatures Natural Armor Bonus improves by +3.

    Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

    Damage: Slam damage is 1d3 plus Strength modifier.

    Special Attacks: Retains all Special Attacks, plus gains the following:

    Pounce (Ex): The base creature can make a Full Attack after a Charge.

    Special Qualities: Retains all Special Qualities, plus gains the following:

    Immunities: The base creature becomes immune to Fear effects, Sleep Effects and Fatigue/Exhaustion effects.

    Darkvision 60 ft.

    Fast Healing 5

    Saves: Gains +1 Resistance Bonus to Fortitude and Willpower Saves.

    Abilities:
    +4 Str, +2 Con

    Skills: Gains a 2 Competence Bonus to Climb and Intimidate Checks.

    Feats: Gains Power Attack, Cleave and Great Cleave as Bonus Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Always Neutral

    Advancement: Unchanged.

    Level Adjustment: +4

    Example of creature using template here:


    Elf Juggernaut (Elf/Fighter 3/Dynami)
    Medium Humanoid (Augmented)
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (+2 Dex, +3 Natural, +6 Armor, +3 Shield), touch 12, flat-footed 22 (+1 Chainmail and Heavy Steel Shield)
    Base Attack/Grapple: +3/+7
    Attack: Slam +7 melee (1d3+4) or Longsword +8 melee (1d8+5/19-20) (+1 Longsword)
    Full Attack: Slam +7 melee (1d3+4) or Longsword +8 melee (1d8+5/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce
    Special Qualities: Low-Light Vision., Elf traits, Immunities, Darkvision 60 ft., Fast Healing 5
    Saves: Fort +6, Ref +3, Will +3
    Abilities: Str 19, Dex 15, Con 14, Int 10, Wis 12, Cha 8
    Skills: Climb +9, Intimidate +9, Jump +7
    Feats: Combat Reflexes, Cometary Collision (PHB2), Improved Bull Rush, Improved Sunder, Cleave (B), Great Cleave (B), Power Attack (B)
    Challenge Rating: 5
    Alignment: Always Neutral
    Advancement: By Character Class
    Level Adjustment: +4



    Super Soldiers
    "Wait, if some of your people act as an information source for the cult, how do you plan on defending yourselves?"

    Trading Your Personality For Power

    "Those critters won't hold them off forever."

    "SCIENCE!"

    "Oh (beep..."

    "We have rejected the unclean chaos of magic for pure, unreasonable SCIENCE!"

    "Harlan? Translation?"


    Prone To Solving Problems With Violence

    "They've hired some madman like Prak."

    "Indeed! We've hired a madman who will be putting us through a magical process that will turn us into supernaturally powerful warriors!"

    "Have you been talking to a Cocaine Wizard?"

    "That's considered a slur Jim."

    "Oh. My apologies."

    "Although they do process mountains of mid altering substances..."

    "We also got some secondary madman who makes giant monsters!"

    "A gold piece says it's Prak."
    Last edited by Bhu; 2023-05-07 at 10:46 PM.
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  13. - Top - End - #523
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    Default Re: Critters III! Now also in 5e!

    [QUOTE=Bhu;25774491]Cap-bee-ara inspired by LemonBadger[/QUOTEg
    Attack: Nip +5 melee (1d4+1 plus A World of Pain)
    Full Attack: Nip +5 melee (1d4+1 plus A World of Pain)
    +6. Don't forget the size bonus!

    Cap-bee-aras resemble black and gold striped Capybaras with bee eyes and cute, little, fluffy deely-bobber antennaes. They live in extended families, and generally maintain peace and tranquility in their territories. They are effectively a scourge for those who reign by violence. And occasionally even others (because sometimes you need a little violence).
    Also, aw.

    Sea of Tranquility (Su): A Cap-bee-ara radiates calm in a radius of 60 feet. Any creature making an attack other than a Cap-bee-ara that wishes to cause harm to another while in this radius must make a DC 14 Willpower Save (Save DC is Cha based). If it fails, it cannot use spells, attacks or abilities that cause damage or inflict conditions. This lasts until it leaves the area of effect, or the target itself is attacked.

    A World of Pain (Su): Targets bitten by a Cap-bee-ara suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks if they fail a DC 14 Willpower Save (Save DC is Cha based). This lasts for 1 Minute, while the Cap-bee-ara escapes.
    Is either of these mind-affecting?

    "Heads up Harlan, there are some rodents of an unusual size incoming."
    Rodents of unusual size? I don't think they exist.

    Names Tim.
    I imagine some call him that.

    Quote Originally Posted by Bhu View Post
    Hiveless Template
    Special Attacks:[/b] Retains all Special Attacks of the Base Creature except those requiring Hivemind or Advanced Hivemind.

    Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind, Advanced Hivemind, or any abilities based off of them. It also gains the following:

    Barred (Su): The Base Creature can never again become part of a Hivemind, and automatically fails all Charisma based Skilll Checks against the members of Hiveminds who now despise him.
    Challenge Rating: +0
    Level Adjustment:[/b] +0
    It gets nothing new other than a handful of hefty penalties under a set of specific circumstances, and removes a bunch of abilities that are, in turn, not bad ro great weight class on average. How's this a +0 on the CR front? And why would one want to play as a Hiveless?

  14. - Top - End - #524
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post
    Quote Originally Posted by Bhu View Post
    Cap-bee-ara inspired by LemonBadger[/QUOTEg

    Is either of these mind-affecting?
    yes, ill fix that!

    [quoye]It gets nothing new other than a handful of hefty penalties under a set of specific circumstances, and removes a bunch of abilities that are, in turn, not bad ro great weight class on average. How's this a +0 on the CR front? And why would one want to play as a Hiveless?
    You wouldn't. Hiveless is a template generated by a curse. The point is getting rid of it somehow.
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    Default Re: Critters III! Now also in 5e!

    The 16 hour days I put in this week has put me too far behind to catch up. I'll have to put the critters up next week.
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    Why do they keep doing this to you? Get some rest if possible, at any rate. I'll be here, standing by.

  17. - Top - End - #527
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    Quote Originally Posted by Metastachydium View Post
    Why do they keep doing this to you? Get some rest if possible, at any rate. I'll be here, standing by.
    Cause 1st shift keeps calling off, lol. And thank you.
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    Gargantua (Mystara)

    Gargantua is an Acquired Template that can be applied to any creature smaller than Huge that goes through a magical procedure by a Screwball Mage.

    Size and Type: Size becomes Gargantuan, Type is unchanged.

    Hit Dice: Quadruple Hit Dice (minimum of 20 HD).

    Speed: Double all movement speeds. If it can fly, maneuverability becomes clumsy.

    Armor Class: Adjust Natural Armor Bonus and Size Penalty due to Size Increase (see Improving Monsters in the Monster Manual).

    Attacks: Recalculate BAB due to change in Hit Dice (remember to include the increased Size Penalty).

    Damage: Adjust attack damage due to Size Increase (see Improving Monsters in the Monster Manual).

    Special Attacks: Retains all Special Attacks of the Base creature, which are modified as below:

    Save DC's: Recalculate Save DC's due to change in Hit Dice and Ability scores.

    Special Attack Damage: Adjust attack damage due to Size Increase (see Improving Monsters in the Monster Manual). For non standard damage amounts, use the following: Poison, or other unusual damage, is modified like weapon damage (i.e. a Medium Giant Spiders venom does 1d6 Dex. It's Size is modified by three steps, so the new poison damage is 1d6 to 1d8 to 2d6 to 3d6. For Breath Weapons or other similar attacks that roll masses of dice, break it up as follows: An Ankheg does 4d4 with it's Acid Spit, and it's Size increases by 2 steps. That's 1d4 to 1d6 to 1d8, times four, for a total of 4d8 damage now.

    Ranged Attacks and Area of Effects: The range of any ranged attacks is quadrupled, and any area of effect attacks are doubled.

    Plus it potentially gains one or more of the following:

    Improved Grab (Ex): All Gargantua's gain Improved Grab with their Primary natural attack if they don't already have it.

    To use this ability, the Gargantua must hit a Large or smaller opponent with its (primary natural) 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 try to swallow the foe the following round (if it has swallow whole).

    Swallow Whole (Ex): The base creature gains this ability if it has a Bite attack. The Gargantua can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes (2d8+1/2 Str modifier) points of crushing damage plus an identical amount of acid damage per round from the Gargantua’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Gargantua’s digestive tract (AC is 10 + 1/2 Natural Armor Bonus to AC). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Gargantua’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

    Rock Throwing (Ex): The Base Creature gains this attack if it is humanoid in form and has hands (or if the base creature is a Giant, and already has rock throwing, it is replaced by the following): A Gargantua can hurl rocks weighing 90 to 110 pounds each (Large objects) up to five range increments. The size of the range increment is 160 feet, and the rocks do 3d8 plus Str modifier.

    Trample: The base creature gains this attack if it has feet (see special abilities in the Monster Manual). If the creature has no Slam, base the Slam damage off it's Primary Natural attack..

    Special Qualities: Retains all Special Qualities of the Base creature, which are modified as below:

    Damage Reduction: Existing DR values increase by +5 and add the Epic tag. For example, a Babau has DR 10/ Cold Iron or Good. Now it would have DR 15/Epic and either Cold Iron or Good.

    Energy Resistance: Existing Resistance values increase by 10. For example if the base creature has Fire Resistance 10, it now has Fire Resistance 20.

    Fast Healing or Regeneration: Fast Healing or Regeneration heals double the normal amount.

    Ranged Abilities and Area of Effects: The range of special abilities are quadrupled, and abilities with an area of effect are doubled. The range of unusual senses is doubled.

    Spell Resistance: Take the original SR value and subtract the Base Creature's CR. Add the creatures CR after it has been modified by the template to find the new value. For example, a Babau has SR 14 minus CR 6, for a base of 8. Let us say the modified CR is 16. The new Gargantua's SR is (16+8) 24.

    Saves: Recalculate Saves due to change in Hit Dice and Ability Scores..

    Abilities: Adjust Ability scores due to Size Increase (see Improving Monsters in the Monster Manual).

    Skills: Recalculate Skill Points due to change in Hit Dice and Ability Scores..

    Feats: Remember to add Feats due to changes in Hit Dice.

    Environment: Unchanged.

    Organization:
    Solitary, possibly Unique.

    Challenge Rating: There is no good way to modify the CR for this. My best advice is to compare the end result to other (probably Epic) monsters, assign it a value, and then playtest it before you run it against your pc's.

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Up to double HD (Colossal)

    Level Adjustment: ---

    Example of creature using template here:

    Troll Gargantua
    Gargantuan Giant (Augmented)
    Hit Dice: 24d8+240 (348 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 19 (-4 Size, +1 Dex, 12 Natural), touch 7, flat-footed 18
    Base Attack/Grapple: +18/+44
    Attack: Claw +28 melee (2d6+14) or Rock 29 ranged (3d8+14)
    Full Attack: 2 Claws +28 melee (2d6+14) and 1 Bite +23 melee (2d6+7) or Rock 29 ranged (3d8+14)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Rend (4d6+22), Improved Grab, Swallow Whole, Rock Throwing, Trample (2d6+21, Save DC 36)
    Special Qualities: Darkvision 180 ft., Low-light Vision, Regeneration 10, Scent
    Saves: Fort +24, Ref +9, Will +9
    Abilities: Str 38, Dex 12, Con 31, Int 6, Wis 9, Cha 6
    Skills: Climb +16, Knowledge (Nature) +2, Listen +7, Spot +7, Survival +5, Swim +16
    Feats: Alertness, Awesome Blow, Improved Bull Rush, Improved Multiattack, Iron Will, Multiattack, Power Attack, Track, Weapon Focus (Rock)
    Environment: Cold Mountains
    Organization: Solitary
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+22 points of damage.

    Improved Grab (Ex): If the troll hits a Large or smaller opponent with its Claw 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 try to swallow the foe the following round.

    Swallow Whole (Ex): The Gargantua can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+7 points of crushing damage plus 2d8+7 acid damage per round from the Gargantua’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Gargantua’s digestive tract (AC is 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Gargantua’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

    Rock Throwing (Ex): A Gargantua can hurl rocks weighing 90 to 110 pounds each (Large objects) up to five range increments. The size of the range increment is 160 feet, and the rocks do 3d8+14 damage.

    Trample (Ex): Reflex half DC 36, Save is Str based.

    Gob was just a normal, everyday Troll, doing normal everyday Troll things, when some crazy bastard fell from the sky on him. When he woke up, Gob was over 20 feet tall. He is non-plussed to say the least.


    5E GARGANTUA

    Any creature that is Huge or smaller can become a Gargantua if it survives the magical process to turn it into one.

    Challenge. Recalculate the Challenge Rating after you apply the template.

    Sizes. Base creatures Size becomes Gargantuan.

    Armor Class. The Base Creatures AC becomes 25.

    Hit Points. Base creature increases to 30 Hit Dice.

    Speed. All movement speeds increase by +20 feet.

    Attributes. Strength and Constitution become 30, Dexterity resets to 10. Int, Wis and Cha do not change.

    Saving Throws. The creature becomes proficient in Saving Throws with any Ability score that is an 11 or less.

    Senses. If the base creature has a sense with a range value, double that range value.

    Altered Abilities. Abilities with a range or area of effect double in size. If the ability lists damage, double the damage. If the base creature has Regeneration, it heals twice as much.

    Altered Action: Attacks. Ranged attacks with a range value see that range doubled. Melee range increases to 10-20 feet. Attacks with an area of effect see the area doubled. Damage of attacks is doubled, and then compared to other Gargantuan monsters and adjusted as necessary. Remember to revise Save DC's. One of the base creature's attacks adds the text, and the target is considered Grappled (Escape DC x)'

    New Action: Rock Throwing. Ranged Weapon Attack. +x to hit, range 120/480, one target. Hit: 6d12+ Str modifier Bludgeoning damage.

    New Action: Stomp. Melee Weapon Attack. +x to hit, range 10 feet, one Prone target. Hit: 6d10+Str modifier Bludgeoning damage.

    New Action: Swallow Whole (If the Base Creature has a Bite attack). The Gargantua makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Gargantua, and it takes 48(16d6) acid damage at the start of each of the Gargantua’s turns.

    If the Gargantua takes 60 damage or more on a single turn from a creature inside it, the Gargantua must succeed on a DC (10 plus it's own Con modifier) Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gargantua. If the Gargantua dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.




    Gargantua
    "I can't believe we're off to meet a madman acting as the assistant to another madman, to coordinate the defense for a village of cultist apostates."

    Bigger Is Better

    "Sigh. Hello Prak.."

    "Harlan! Jim! What are you doing way out here?"

    "We came to see how we could best help defend the village from the same cult that's pursuing us.."

    "I love the villagers! They have oodles of stolen money!"

    "Well that explains why the cult is pursuing them anyway."


    Magically Created Abominations

    "So you've moved up to making Gargantuas."

    "I finally found a suck...er, patreon with the requisite money!"

    "So what's the plan?"

    "And how do we help?"

    "BEHOLD THE MIGHTY GOB!!"

    "What the (beep) have you gotten me into this time Prak?"
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    Gulguthhydra
    "I think this is gonna take more than one giant Troll."

    Stink Worse Than A Dead Mindflayer

    "Yes, what else do you have in reserve?"

    "You haven't smelled them yet?"

    "Oh no..."

    "We added some Gulguthhydras to the payroll."

    "They work for gold?"


    Bored Mages Are The Worst

    "Food is more likely."

    "Indeed! We promised 'em they could eat the dead after the battle."

    "As if they didn't smell bad enough."

    "How are you keeping them under control for now?"

    "They aren't well known for restraint."

    "At the moment they're being distracted by your little friend."

    "Wait, do you mean Clucky?"
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    Dhour
    Large Ooze (Extraplanar)
    Hit Dice: 7d10+42 (80 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares)
    Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
    Base Attack/Grapple: +5/+11
    Attack: Slam +6 melee (2d4+3 plus 2d6 acid)
    Full Attack: Slam +6 melee (2d4+3 plus 2d6 acid)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Psionics, Spell-Like Abilities. Acid, Improved Grab, Engulf
    Special Qualities: Blindsight 60 ft., Ooze traits, Immune to Bludgeoning damage, DR 10/Piercing, Telepathy 60 ft., Hunters Mark
    Saves: Fort +8, Ref +2, Will +5
    Abilities: Str 15, Dex 10, Con 22, Int 14, Wis 16, Cha 14
    Skills: Concentration +16, Knowledge (Psionics, The Planes) +12, Psicraft +12
    Feats: Combat Manifestation, Improved Initiative, Psionic Meditation
    Environment: Astral or Ethereal Planes
    Organization: Solitary, Pair or Group (3-8)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 8-10 HD (Large), 11-21 HD (Huge)
    Level Adjustment: ---

    Dhour are voracious hunters that have recently immigrated to the Astral and Ethereal Planes from somewhere. Their other intentions are unknown, as they eat whatever is in their path when hungry, and are so alien communication is only available via magic when they are not. They are formless blobs of protoplasm filled with shifting lights and organelles, and a 3 lobed brain is suspended in their center.

    Psionics: Dhour can manifest powers as a 10th Level Psion, with access to the Egoist, Nomad and Telepath lists. Typical Powers prepared are:
    1st: Astral Traveler, Detect Psionics, Mind Link, Primal Fear, Sense Link
    2nd: Aversion. Chameleon, Psychoportive Shelter, Read Thoughts
    3rd: Astral Caravan, Ectoplasmic Form, False Sensory Input, Touchsight
    4th: Aura Sight, Psionic Anchored Navigation, Psionic Dimensional Anchor, Psionic Dimension Door
    5th: Psionic Teleport, Teleport Trigger

    Spell-Like Abilities (Sp): 3/day: Displacement, Invisibility 1/day: Plane Shift

    Acid (Ex): A Dhour secretes a digestive acid that dissolves only flesh. Any melee hit or engulf attack deals acid damage

    Improved Grab (Ex): To use this ability, a Dhour must hit with its slam 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.

    Engulf (Ex):
    If the Dhour has a Large or smaller creature in a Grapple, it can make a Grapple Check to Engulf it. Engulfed creatures are subject to the Dhour’s acid, and are considered to be grappled and trapped within its body. They must hold their breath, or begin suffocating as well.

    Hunters Mark (Su): As a Swift Action, the Dhour can expend 11 power points to psionically 'mark' a victim. This mark is viewable via aura sight, and can be removed by Psychic Chirurgy or Dispel Psionics. While the mark is active, the Dhour always knows the exact location of the target, even if it isn't on the same plane.

    Combat: The Dhour are straight forward, seeking to engulf opponents at the earliest opportunity.




    Dhour
    "I thought Clucky was just a Chicken Golem?"

    As Alien As It Gets

    "Nothing of Big Bawb's is 'just a' anything."

    "My new blob friends seem to know her too."

    "Blob friends?"

    "I think they're called Dhour."

    "The Dhour? You made friends with alien super predators?"


    Very Approachable, If They Aren't Hungryt

    "They're dangerous Prak. Even to you."

    "They seem okay enough. They haven't tried to eat me."

    "They never eat you at first."

    "What's your plan for when they run out of cultists?"

    "Teleportation."

    "They can still trace you."
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    Bee-Gurl, Adopted

    Adopted is an Acquired Template that can be applied to any Female Humanoid. This is what become of the women who are recruited by the Hive after the Queen is done with them. They make excellent spies and infiltrators, and appear as they did before their transformation, though they may show some personality changes or bee-like behaviors.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed:
    Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Spell-Like Abilities (Sp): 1/Day: Poison, Polymorph (Self only, can only take the form of Bees or Bee-Like creatures).

    Poison Bite (Ex): The saliva of an Adopted is poisonous when ingested or introduced into the blood, though this ability is generally useless in combat. An Adopted can only inject its venom while grappling a foe with exposed skin. The Fortitude save to resist this poison has a DC of 10 + 1/2 the Adopted’s Hit Dice + its Constitution modifier. Victims who fail this save take 1d4 points of temporary Constitution damage. After 1 minute, they must make another save; failure means another 1d4 points of temporary Constitution damage. An Adopted's kiss is also poisonous via contact, though in this case the save DC is reduced by 2.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

    Spell Resistance (Ex): You gain SR equal to (11+CR).

    Saves: Unchanged.

    Abilities: +2 Wis.

    Skills: Unchanged.

    Feats: Gains Alertness as a Bonus Feat.

    Environment: Unchanged.

    Organization: Unchanged, but usually adopted by a Hive.

    Challenge Rating:
    +1

    Treasure: Unchanged.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment:
    ---





    Bee-Gurl, Male Drone

    Adopted is an Acquired Template that can be applied to any Male Humanoid. Few men are wanted or needed by the Hive, and taken only as manual laborers, egg guards, etc. After the Queen is done with them, they are almost mindless drones. Rage is common among them, and they all too often vent it on intruders. Males do not retain their appearance, now resembling wingless anthropoid bees.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed:
    Unchanged.

    Armor Class: Unchanged.

    Attacks: Gains a Primary Sting attack.

    Damage: Sting foes 1d3 plus Str Modifier if base creature is Small or 1d4 plus Str if Medium.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Defensive Rage (Ex): This is identical to the Barbarian Rage ability that Barbarians gain at 1st Level, and may be used once per day.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

    Spell Resistance (Ex): You gain SR equal to (11+CR).

    Mental Resistance (Ex): You are immune to Hold and Charm spells.

    Saves: Unchanged.

    Abilities: +2 Dex, +2 Wis, -4 Int, -4 Cha

    Skills: Unchanged.

    Feats: Gains Alertness as a Bonus Feat.

    Environment: Unchanged.

    Organization: Unchanged, but usually adopted by a Hive.

    Challenge Rating: +0

    Treasure: Unchanged.

    Alignment: Always Lawful Evil.

    Advancement: Unchanged.

    Level Adjustment: ---



    Bee-Gurl Adoptees
    "Greetings! I am Cassandra of the Hive! Who is in authority?"

    Humans Adopted By The Bee-Gurls. Not Always Willingly.

    "I'm Harlan Jurgens. And this is Prak and Jim.."

    "And behind me is the mighty Gob."

    "I am hear to accept your surrender."

    "Your terms?"

    "I think you can (beeeeep) your (beeeeeeeeeeeeeeep)."

    "Good lord Prak."


    Diplomats Who Sell The Cult of the Hive

    "You will pay for your vulgarity."

    "I'm fresh out of money. Been helping raise an army you know."

    "Madam, I am afraid you will find no takers here."

    "The Necromancers will feast on your bones."


    "Tell your low rent bee liches I said they can (beeeeeeeeeeeeeeeeeeep)."

    "Always the professional, eh Prak?"
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    Tholos

    Tholos is an Acquired Template that can be applied to any living creature that undergoes a magic ritual designed to protect it from death. This ritual requires 120,000 GP and 4,800 xp. It takes 4 hours. Once complete the Base Creature revives as a Tholos an hour after death. Often referred to as 'Bee Liches', because for the Humanoids that take it they find their skin forms an exoskeleton of a sort after death.

    Size and Type: The creature’s type changes to undead. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's, and hp are recalculated.

    Speed: Gains a Burrow speed equal to half base land speed.

    Armor Class: The Base Creatures Natural Armor Bonus to AC increases by +3.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

    Sting (Su): If the Base Creature has a Sting attack with poison, it retains that attack. Save DC is now 10 plus 1/2 Hit Dice plus Charisma Modifier. Poison becomes Injury, Fortitude, initial damage 1d6 Con, secondary damage death.

    Fear Aura (Su): Tholos are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Tholos must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Tholos' level. A creature that successfully saves cannot be affected again by the same Tholos' aura for 24 hours.

    Spells: A Tholos can cast any spells it could cast while alive.

    Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

    Turn Resistance (Ex): The Base Creature gains +4 Turn Resistance.

    DR 15/Bludgeoning and Magic

    Immunities (Ex): The Base Creature becomes immune to Acid and Cold damage. It is also immune to Mind-Affecting effects.

    Spell Resistance (Ex): Gains SR equal to 11 + CR.

    Saves: Unchanged.

    Abilities: +2 Str, +2 Wis, +2 Cha. Constitution score becomes -.

    Skills: Tholos have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

    Feats: Unchanged.

    Environment: Underground.

    Organization: Solitary or group (2-6).

    Challenge Rating: +2

    Treasure: Standard coins; double goods; double items.

    Alignment: Any evil.

    Advancement: Unchanged.

    Level Adjustment: +4



    "What did they say?"

    "A torrent of vulgar profanities. But they have the bird."

    "So Clucky rears her head at last. Very well. Begin the incantation."
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    Bee from Outside
    Large Outsider (Chaotic, Extraplanar, Psionic)
    Hit Dice: 66d8+990 (1518 hp)
    Initiative: +10
    Speed: 5 ft. (1 square), Fly 240 ft. (Perfect)
    Armor Class: 51 (-1 Size, +2 Dex, +40 Natural), touch 11, flat-footed 49
    Base Attack/Grapple: +66/+75
    Attack: Mind Sting +81 ranged touch (Psychic Poison)
    Full Attack: Mind Sting +81 ranged touch (Psychic Poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Psi-Like abilities, Summon Spirrax, Psychic Bomb, Psychic Poison
    Special Qualities: Abomination traits, Regeneration 20, SR 41, DR 15/ lawful and epic and cold iron, Hive Mind, Advanced Hive Mind, Hive Aura, Darkvision 120 feet
    Saves: Fort +50, Ref +43, Will +47
    Abilities: Str 20, Dex 15, Con 40, Int 28, Wis 22, Cha 42
    Skills: Autohypnosis +75, Bluff +85, Concentration +84, Decipher Script +78, Diplomacy +89, Hide +67, Intimidate +87, Knowledge (Arcana, the Planes0 +78, Knowledge (Psionics) +80, Listen +77, Move Silently +71, Psicraft +80, Search +78, Sense Motive +75, Spot +77, Use Psionic Device +85
    Feats: Alertness, Dodge, Combat Expertise, Combat Manifestation, Flyby Attack, Greater Power Penetration, Improved Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Overwhelming Assault (PHB2), Point Blank Shot, Power Penetration, Psionic Meditation, Run, Spring Attack, Weapon Focus (Mind Sting), Wingover Epic Feats: Epic Psionic Focus, Epic Reflexes, Epic Will, Superior Initiative
    Environment: The Far Realms
    Organization: Solitary
    Challenge Rating: 30
    Treasure: Standard
    Alignment: Always Chaotic Neutral
    Advancement: 67-80 HD (Large), 81-100 HD (Huge)
    Level Adjustment: ---


    No two Bees from Outside are the same. The only commonality is that they all have some bee-like features. Hailing from the Far Realms, their purposes are unknown and un-guessable. All that is truly known of them is their potent psychic power, and some sort of connection to the monstrous Spirrax.

    Psi-Like abilities (Ps): At will: Astral Seed, Cloud Mind, Crisis of Life, Detect Remote Viewing, False Sensory Input, Fission, Fusion, Null Psionics Field, Psionic Ethereal Jaunt, Psionic Plane Shift, Psychic Crush, Remote Viewing, Ultrablast. 5/Day: Psionic Sequester, Reality Revision, Time Hop.

    Summon Spirrax (Sp): A Bee from Outside can summon a Spirrax 5/day, as per the Summon Monster spell (see MM5 for stats).

    Psychic Bomb (Su): Psychic Bomb is a ranged attack with a maximum range of 240 feet. It is a 40 foot area radius, and anything within the area must make a DC 59 Willpower Save (Save DC is Cha based) or be Stunned 1d4 rounds. The Bee can use this every 1d4 rounds.

    Psychic Poison (Su): Your mind sting is a telepathic ranged touch attack with a range of 240 feet using your Cha modifier to hit. If it successfully hits your Opponent must make a DC 59 Willpower Save (Save DC is Cha based) or take 1d6 temporary Int, Wis, and Cha damage.

    Regeneration: Fire and cold iron deal normal damage to a Bee From Outside. If a Bee 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.

    Hive Mind (Ex): All Bees from Outside within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.

    Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

    Hive Aura (Su): A 30-foot-radius pyschic Aura spreads from each Bee from Outside. Members from that Bees Hive Mind within that area share the Bees Regeneration. Anything within that Area that isn't a member of the Hive Mind is Slowed as per the spell.

    Combat: Bees from Outside are pretty good strategists. Usually they open with Psychic Bomb to disperse opponents before hitting their Summon power.





    The Bees From Outside
    "What are they doing now?"

    So Rare As To Almost Be Unknown

    "They appear to be chanting."

    "Uh oh. That's a Gate."

    "Gates are always bad news."

    "Particularly since I recognize this one."

    "Where does it go to?"


    Immense Psionic Power

    "What is that?"

    "That, gentlepersons, is a Bee From Outside."

    "It makes my teeth itch."

    "We may need backup."

    "Let me get my friend Marcus on the Palantir."

    "Best hurry, it appears to be chanting too."
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    Spirrax
    "It appears to have summoned several floating shells of Adamantine."

    Creations of a Dead Demiplane

    "Spirrax. We're in big trouble Jim."

    "I get the feeling I may as well go help the villagers prepare to fight the bee people."

    "There won't be a fight if we don't stop the Spirrax first. They emit a psychic field that inhibits emotion. Unless we can shut it off, no one will commit to a fight.."

    "How do we shut it off?"


    Designed For Destruction

    "We need some form of widespread, miniscule violence to wake everyone up."

    "Is that Clucky down there?"

    "She's pecking everyone. Genius!"
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    Gibberlings
    "Uh oh. Another Gate coming up."

    The Army Ants of the Far Realm

    "What is...oh Gawds they're Gibberlings. What has Prak done?"

    "I called in some markers and got us a distraction while some real help arrives."

    "Define real help. We have one Giant, a village of mutants, a pack of hunting blobs, and a horde of small lunatics against a world ending threat."

    "You forgot the Gulguthhydras."

    "Ah yes, perhaps they'll drive away the immortal god monsters with their stink."


    Gibberslugs: Whimsical Corruptions of Nature

    "We'll bicker later."

    "The Gibberlings will be of more help than you think Jim. There are likely thousands of them."

    "That is a mighty big distraction I'll admit."
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    Wyste
    "What's that dark mass pouring out of the other Gate?\."

    Mindless Eating Machines

    "Wystes. Probably meant to fight the Gibberlings hunger with their own."

    "Marcus says we have a few moments to fight before our next wave arrives."

    "They'll be climbing over bodies by the time they get here."

    "Have faith. Marcus has friends in strange places."

    "Stranger than this?"
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    The Kaorti
    "And here comes Gate number three!"

    Former Wizards Suffering From Hubris

    "Skybleeders and Rukanyr. You made a pact with the Kaorti?."

    "More like called in a favor from someone who made a pact with the Kaorti.."

    "Prak, they're connected to an Elder Evil."

    "This cult can summon Spirrax and the Bees. They may very well be an Elder Evil too."

    "Fair enough, but the Kaorti are major bad news."


    Prolific Creators of Monsters

    "You're hoping they'll all kill each other aren't you?"

    "Maybe."

    "You're hoping we'll be able to wipe out whats left aren't you."

    "Maybe."

    "Jebus wept."
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    Foulspawn
    "Uh, there's another gate opening..."

    Originally Created By The Aboleths

    "Are those Foulspawn? I hate Foulspawn."

    "Why?

    "Their personality is toxic, their politics are eminently questionable, and they have their own language of sixty five thousand words, all of which are pronounced Fnord."

    "You're too picky about your friends."

    "Aren't they part of the Abolethic Sovereignty?"


    Obsessed With The Corruption Of The Prime

    "Wait, how do you know about the Abolethic Sovereignty?"

    "I have side quests you know."

    "In the Far Realm?"

    BAMF

    "Greetings! I am Jimdrik, Seer of Seers and commander of the Foulspawn armies! I t is an honor to fight by the side of General Clucky!

    "We need to have a long chat with Bawb when this is over."
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    Quote Originally Posted by Bhu View Post
    Gulguthhydra
    Ah, one of my favourite mix and match critters! It's so bad it's awesome (unless they came about naturally. [Shudders.] Perish thbe thought)!

    Quote Originally Posted by Bhu View Post
    Dhour
    Attack: Slam +6 melee (2d4+2 plus 2d6 acid)
    Full Attack: Slam +6 melee (2d4+2 plus 2d6 acid)
    That being its only attack, the usual 1.5×STR for a +3 to damage would be becoming.

    Quote Originally Posted by Bhu View Post
    Bee-Gurl, Adopted
    Spell-Like Abilities (Sp): Poison, Polymorph (Self only, can only take the form of Bees or Bee-Like creatures).
    At what frequency?

    Level Adjustment:[/b] ---

    Bee-Gurl, Male Drone
    Level Adjustment: ---
    These look like twists on the Yuan Ti Tainted one and Broodguard to me, complete with the "serves a creepy cult thing" flavour. Those have LA. Why not these?

    Quote Originally Posted by Bhu View Post
    Bee from Outside
    This is what slowed me down, for the record. Epic stuff are tough to numbers-check. (I'm working on an abomination right now myself, nevertheless.)

    Large Outsider (Chaotic, Extraplanar, Psionic)
    Hit Dice: 66d8+990 (1287 hp)
    Abominations get max hp/HD; that's an 1518 after Con.

    Attack: Mind Sting +82 ranged touch (Psychic Poison)
    Full Attack: Mind Sting +82 ranged touch (Psychic Poison)
    +81 (-1 size penalty).

    Skills: Autohypnosis +75, Bluff +85, Concentration +84, Decipher Script +78, Diplomacy +85, Hide +67, Intimidate +85, Knowledge (Arcana, the Planes, Psionics) +78, Listen +77, Move Silently +70, Psicraft +78, Search +78, Sense Motive +75, Spot +77, Use Psionic Device +85
    I'll assume Move Silently was meant to have a +71 with 69 ranks as everything else. Still, synergy bonuses remain unaccounted for across the board. With those factored in, you'll have Diplomacy +89; Intimidate +87; Knowledge (psionics) +80; and Psicraft +80.

    Quote Originally Posted by Bhu View Post
    Foulspawn
    "Their personality is toxic, their politics are eminently questionable, and they have their own language of sixty five thousand words, all of which are pronounced Fnord."
    Heh. Remind me: where's the original of these from?

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    Quote Originally Posted by Metastachydium View Post

    At what frequency?
    1/day, I has made edits to everything


    These look like twists on the Yuan Ti Tainted one and Broodguard to me, complete with the "serves a creepy cult thing" flavour. Those have LA. Why not these?
    Given the cults desires of not working with anyone outside the cult on pain of death, and the mental subordination adoptees undergo, LA would have been inappropriate.



    This is what slowed me down, for the record. Epic stuff are tough to numbers-check.
    I feel you. Jebus, that took forever.


    Heh. Remind me: where's the original of these from?
    4e MMI and III.


    I had to do some double shifts on top of the news I may be unemployed soon, so I'm behind. Critters will probably be split between tomorrow and Monday.
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