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  1. - Top - End - #661
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    Default Re: Critters III! Now also in 5e!

    Beholderflesh Golem
    Large Construct
    Hit Dice: 20d10+30 (140 hp)
    Initiative: +5
    Speed: 5 ft. (1 squares), Fly 20 ft. (Average)
    Armor Class: 30 (--1 Size, +1 Dex, +20 Natural), touch 10, flat-footed 29
    Base Attack/Grapple: +15/+25
    Attack: Bite +21 melee (3d6+9) and Random Eye Rays +10 ranged touch (effect varies)
    Full Attack: Bite +21 melee (3d6+9) and Random Eye Rays +10 ranged touch (effect varies)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Random Eye Rays, Berserk
    Special Qualities: All-Around Vision, Darkvision 60 ft., Flight, Construct traits, DR 10/Adamantine, Immunity to Magic, Low-light Vision
    Saves: Fort +8, Ref +7, Will +9
    Abilities: Str 22, Dex 12, Con -, Int 5, Wis 12, Cha 15
    Skills: Hide +2, Listen +8, Search +6, Spot +12, Survival +4
    Feats: Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (Bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Always Neutral
    Advancement: 21-30 HD (Large), 31-60 HD (Huge)
    Level Adjustment: ---

    "Sweet Jebus, you Wizards will make a Flesh Golem out of anything these days."

    Beholderflesh Golems are Golems cobbled together from random Beholderkin, making them relatively rare and expensive. There's also the complication that Beholderkin generally attempt to murder you on sight if you have one. They are weirdly intelligent for a construct, though not to any great capacity. They often fail to be able to reproduce speech, though that's more likely due to the patchwork quilt nature of their bodies. This makes them tricky Golems, as they're just intelligent enough to follow complex orders, but not so dumb that they can't tell they're being exploited it and resent their situation. Which tends to make them a bit...murdery...

    Random Eye Rays (Su): Each of a Beholderflesh Golem's 10 eye rays resembles a spell cast by a 13th Level caster with a range of 150 ft., and a Save DC of 22 (Save DC is Charisma based). Most are ranged touch attacks, choose at least 6 rays that do damage, and 4 that have another effect from the following list:

    Charm Monster: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

    Hold Monster: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

    Fear: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

    Flesh to Stone: The target must make a successful Fortitude Save or be affected as if it had failed a Save against the spell of the same name.

    Slow: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

    Telekinesis: A Beholderflesh Golem can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

    Dispel Magic: This works like the targeted dispel function of the spell. The Beholderflesh Golem’s dispel check is1d20+13.

    Ray of Exhaustion: The target must make a successful Fortitude Save or be affected as if it had failed a Save against the spell of the same name.

    Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).

    Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half).

    Damage: The target must make a Reflex Saving Throw or take 4d6 damage (half with a successful Save). Available damage types are acid, cold, electricity, fire or force.

    Each round the Beholderflesh Golem fires 1d3 random eye rays.

    Berserk (Ex): When a Beholderflesh Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

    All-Around Vision (Ex): The Beholderflesh Golem's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Flight (Ex): A Beholderflesh Golem's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    Immunity to Magic (Ex): A Beholderflesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a Beholderflesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Beholderflesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Beholderflesh golem golem gets no saving throw against attacks that deal electricity damage.

    Combat: Beholderflesh Golems generally charge and bite due to the random nature of their eyes going off. They can't really plan tactics around their eyes, so they just focus on the bite and let the eyes fire as they may.



    Beholderflesh Golem
    "This is Stinky. I find him well named."

    "Graah..."

    Don't Let Beholders See Them
    "You have a flesh golem made from Beholders at the zoo?"

    "We're studying what makes flesh viable to be made into a Golem, so we can be assured there will be no more like Stinky."

    Eyes Activate at Random
    "Stinky doesn't belong in a force prison."

    "No sir, Stinky isn't the subject. He's the cage for the subject. He's just behind the forcewalls because his eye rays activate at random."

    "GRAH!"

    "And he's bitey..."

    "It looks like there's something in his mouth..."

    "There is."

    "Sweet Jebus, that is disgusting."
    Last edited by Bhu; 2023-09-30 at 07:00 PM.
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  2. - Top - End - #662
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    Default Re: Critters III! Now also in 5e!

    Black Isopod
    Small Aberration (Psionic)
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Climb 20 ft.
    Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
    Base Attack/Grapple: +3/+2 (+10 when attached)
    Attack: Bite +7 melee (1d4+4)
    Full Attack: Bite +7 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, Blood Drain, Puppet Master, Psi-Like Abilities
    Special Qualities: Darkvision 60 ft., Telepathy 100 ft., Mindlink, Hide Mind, Host Protection, Immune to Acid
    Saves: Fort +6, Ref +3, Will +8
    Abilities: Str 16, Dex 14, Con 20, Int 11, Wis 14, Cha 14
    Skills: Climb +11, Hide +8, Listen +5, Move Silently +6, Sense Motive +4, Spot +5
    Feats: Ability Focus (Puppet Master), Iron Will
    Environment: Underground
    Organization: Solitary or Nest (6-20)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Neutral Evil
    Advancement: 5-6 HD (Small), 7-12 HD (Medium)
    Level Adjustment: ---

    "So this thing is now your tongue? I need a drink."

    Black Isopods are so called because they're black, and they look pretty much like Isopods. They even share the parasitic lifestyle of the Isopod, but are far more intelligent, and often endowed with psychic power. Their goal is to link up with a creature whose mouth or belly they will fit in, dominate it, and wear it like some sort of weird flesh vehicle. To say that they aren't popular is an understatement.

    Attach (Ex): If an Isopod hits with a Bite attack, it uses its many claws to latch onto the opponent’s body. An attached Isopod is effectively grappling its prey. The Isopod loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Isopods have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached Isopod can be struck with a weapon or grappled itself. To remove an attached Isopod through grappling, the opponent must achieve a pin against the Isopod.

    Blood Drain (Ex): An Isopod drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

    Puppet Master (Ex): If an Isopod is attached to a creature, the subject must make a DC 16 Willpower Save, or it acts as if Dominated (as per the Power). (Isopodss often seek to charm victims first and then “ask” to be picked up.) So long as the Isopod remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. Save DC is Cha based, with a +2 circumstance Bonus to the Save DC if the Isopod has already Charmed the subject.

    Psi-Like Abilities (Ps): 3/day: Detect Psionics, Mental Barrier, Psionic Charm (DC 14). Manifester level 4th. The save DCs are Charisma-based.

    Mindlink (Su): Once an Isopod has used it's Puppet Master ability on a target, it may see and hear through the targets senses instead of its own (it can switch between the subjects senses and it's own as a Swift Action once per round). It may also use the subjects vocal cords to speak through it. If separated, the Isopod always knows the targets location, so long as they are on the same plane, nothing would prevent telepathic communication, and they haven't been separated for more than 48 hours.

    Hide Mind (Su): An Isopod cannot be identified as psionic by divination spells or clairsentience powers.

    Host Protection (Ex): A Isopod in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the Isopod is specifically targeted. An Isopod that is attached to its host is treated as a creature in a grapple for the purpose of striking at the Isopod instead of the host (but the host is not considered grappled in turn). If the host is Large or larger, the Isopod rides inside it (assuming the host has a mouth big enough it replaces the tongue), gaining Total Cover against al attacks from outside the host.

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

    Combat: If the Isopod has no host, it will flee, returning later when the party is asleep. If it has a host, it's actions will depend on the perceived power level of the host versus the targets.



    Black Isopod
    "Open up Stinky."

    "Graah..."

    Parasite Lifestyle
    "What in the 9 Hells is that?"

    "It looks like a deep sea Isopod. Pretty much lives inside it's host mouth like one too.."

    Don't Pick Them Up!
    "An Isopod that parasitizes Beholders? Doesn't that seem unlikely to come about naturally."

    "Indeed. Worse yet, there are indications they may be intelligent."

    "GRAH!"

    "Hence why it lives in Stinky. On the odd chance it's magical, Stinky should be immune."

    "That is absolutely terrifying."

    "Indeed. We have a betting pool on whether it's telepathic as well."

    "Can this zoo get any more disturbing?"
    Last edited by Bhu; 2023-09-30 at 07:02 PM.
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  3. - Top - End - #663
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    Default Re: Critters III! Now also in 5e!

    Luchador
    Luchador is an Acquired or Inherited Template that can be applied to any Humanoid. Exactly how it is acquired is not well known, but it is inheritable in the children of those who gain this condition. It's not a bad condition to have, as it ensures health and athleticism, and more than a wee bit of fighting ability. Unfortunately you also go crackers, and believe you're a superhero or villain, often choosing extravagant names and costumes to 'battle evil' with. Evil being defined as whatever you damn well think it is. Maybe it's true evil. Maybe it's alcohol. Maybe it's your former tag partner. Whatever the thing you hate is, it keeps you awake nights when you aren't able to face it in battle.Even without the costumes you're easy to recognize. Those masks and weird make-up/tattoos people think you are wearing are actually your skin. It might be infectious too, as lots of people who hang out with Luchadors become one, but maybe that's because whatever changed the original Luchador is still present. They travel frequently to 'combat evil', and often get caught up with adventurers, daring them to face their 'mighty sugar hold'. Smart adventurers don't try the sugar hold.

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

    Hit Dice: Unchanged.

    Speed: Increase any one movement speed by +10 feet.

    Armor Class: Natural Armor Bonus to AC improves by an amount equal to your Constitution Modifier..

    Attacks: Base Attack Bonus becomes equal to Hit Dice.

    Damage: The Luchador gains an Unarmed Strike whose damage is listed below.

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

    Wrasslin' Maneuver (Ex): You have an Unarmed Strike that deals damage equal to a Monk whose Level is equal to your Hit Dice. You can boost the attack roll by voluntarily doing less damage. Reducing the damage by one step (i.e. a 1d6 to a 1d4) gives it a +1 Circumstance Bonus to hit (cannot reduce damage below 1d4 plus Strength Modifier in this manner). By taking a penalty to the attack roll, you can add one die to the maneuvers damage (maximum penalty possible is your Hit Dice divided by 5). The following penalties also increase or decrease damage or attack rolls:

    Your opponent falls Prone -1 to attack rolls
    You fall Prone +1 to attack rolls
    Must Charge Opponent +1 die per 10 feet you travel
    Must Leap off high point +1 die per 10 feet you travel, you take 1d6 of damage per 10 feet you fall, both you and the target finish Prone

    The above represents most strikes you can perform, but you can also performs slams and submission maneuvers. To do a Slam you perform a Grapple Check against an opponent you are already Grappling. If successful, you do your Unarmed Strike damage, the Grapple ends, and your opponent is Prone. You may modify the Grapple Checks in the same manner you modify Unarmed Strikes above to do more or less damage. You may use Stunning Fist with these Grapple Checks as well. In addition to the modifiers listed above, you can also apply the following to Slams:

    Grapple doesn't end -1 to the Grapple Check
    Successful Grapple also Pins opponent for free -1 to the Grapple Check

    Submission Holds are also done as Grapple Checks as well, doing your Unarmed Strike Damage on a successful Check. Unlike Slams, a success doesn't end the Grapple. Like the other Maneuvers above, you can increase damage by taking penalties to the Grapple Check. In addition, you can force a Constitution Save (Save DC is Str based) or suffer one of the following effects:

    Blinded for 1 round -1 to Grapple Check
    Dazed for 1 round -1 to Grapple Check
    Fatigued for 1 Minute -2 to Grapple Check
    Exhausted for 1 Minute -4 to Grapple Check
    Sickened for 1 Minute -2 to Grapple Check

    Signature Move: Choose one set of modifiers for you Wrasslin' Maneuver. For example Slam, you fall prone, grapple doesn't end. Whenever you perform the Maneuver with those exact modifiers, you do additional energy damage equal to your Charisma Modifier. Choose from the following energy types when applying the template: acid, cold, electricity, fire, force, negative energy or sonic. You may only do this Maneuver once every other round.

    Finisher (Su): This works like your Wrasslin' Maneuver, but you can only attempt it once every 4 rounds. Choose one set of modifiers, like you did with your Signature Move. It does double damage, half of which is the same energy type you chose for your Signature Move. For example, at three Hit Dice, your unarmed strike does 1d6. As a Finisher it does 1d6 Bludgeoning plus 1d6 energy damage. If your Strength modifier is +3, it adds to both damage types.

    Improvised Weapons (Ex): Luchadors do not take penalties to attack rolls when attacking with improvised weapons.

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

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

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

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

    Evasion (Ex): A Luchador can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Luchador is wearing light armor or no armor. A helpless Luchador does not gain the benefit of evasion.

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

    Energy Resistance (Ex): You gain Energy Resistance 10 to whatever type of any energy damage you do with your Signature Move and Finisher.

    Saves: All Saves are now Good Saves, and must be recalculated.

    Abilities: +4 Str, +4 Dex, +4 Can, +4 Cha.

    Skills: The Base Creature gains a +4 Racial Bonus to the following skills: Balance, Climb, Escape Artist, Intimidate, Jump, Perform and Tumble. Choose one of the following Skill Tricks from Complete Scoundrel when you qualify for it: Back on Your Feet, Escape Attack, Extreme Leap, Leaping Climber, Nimble Charge, Nimble Stand, Slipping Past, Speedy Ascent, Tumbling Crawl, Twisted Charge, Up The Hill, Wall Walker, Wall Jumper.

    Feats: You gain Improved Unarmed Strike and Improved Grapple as Bonus Feats.

    Environment: Unchanged.

    Organization: Solitary, Pair, Three Man Tag, or Federation (30+)

    Challenge Rating: +2

    Treasure: Unchanged.

    Alignment: Any, but usually Good or Evil.

    Advancement:
    Unchanged.

    Level Adjustment: +6

    Example of creature using template here:

    El Escritario (CG Male Dwarf Fighter 10/Luchadore)
    Medium Humanoid (Augmented)
    Hit Dice: 10d10+50 (105 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+4 Dex, +5 Natural), touch 24, flat-footed 15
    Base Attack/Grapple: +10/+15
    Attack: Unarmed Strike +15 (1d10+5)
    Full Attack: Unarmed Strike +15/+10 (1d10+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Wrasslin' Maneuver, Signature Move, Finisher, Improvised Weapons
    Special Qualities: Darkvision 60 ft., Dwarf traits, Powerful Build, Evasion, Improved Evasion, Sonic Resistance 10
    Saves: Fort +12, Ref +11, Will +9
    Abilities: Str 20, Dex 18, Con 20, Int 8, Wis 10, Cha 14
    Skills: Balance +10, Climb +10, Escape Artist +10, Intimidate +9, Jump +10, Perform (Wrasslin')+8, and Tumble +10
    Feats: Combat Reflexes, Extra Stunning (Complete Warrior), Extra Stunning (Complete Warrior), Iron Will, Greater Weapon Focus (Wrasslin' Maneuver, B), Greater Weapon Specialization (Wrasslin' Maneuver, B), Improved Grapple (B), Improved Unarmed Strike (B), Stunning Fist (B), Weapon Focus (Wrasslin' Maneuver, B), Weapon Specialization (Wrasslin' Maneuver, B)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Lawful Good
    Level Adjustment: +6

    "Has anyone told him his name translates to 'The Desk'.

    "That nut? He eats charcoal. I don't tell him squat. I try not to look in his direction."



    Luchador
    "And over there we have the Luchadors."

    "NORMAL PEOPLE, PEOPLE THAT WALK THE STREETS EVERY DAY, WE CANNOT UNDERSTAND!"

    An Odd Amount of Them Seem To Be Detectives
    "You have people in your zoo? Why am I not surprised."

    "Well, technically, we aren't sure they still are 'people' in the strictest sense of the term. They seem delusionary, impulsive, and compelled to act in certain manners as if they had no choice."

    They May Be Infectious
    "How did they come to be like this?"

    "Unsure. The syndrome only affects Humanoids, so we're keeping them isolated until we can figure out what causes it.."

    "I WANNA HOLLER THE LOUD, FUNNY WORDS!"

    "They don't even object. They think the 'daily cage matches' will 'make them the ultimate competitors'."

    "Who does their costumes and makeup?"

    "Those aren't masks. That's their skin."
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  4. - Top - End - #664
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    Default Re: Critters III! Now also in 5e!

    Shadow Ooze
    Medium Aberration
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +3/+9
    Attack: Slam +5 melee (1d4+2)
    Full Attack: 2 Slams +5 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Change Shape, Improved Grab, Constrict, Mutable
    Special Qualities: All-Around Vision, Darkvision 60 ft., Immunities, Spiderclimb, Vulnerability (Cold), Regeneration 5, Tactile Telepathy
    Saves: Fort +6, Ref +3, Will +5
    Abilities: Str 14, Dex 14, Con 21, Int 14, Wis 12, Cha 11
    Skills: Bluff +4, Climb +10, Disguise +8, Escape Artist +9, Hide +5 (+13 in shadow), Intimidate +4, Knowledge (any 1) +5, Listen +6, Move Silently +5, Search +6, Spot +7, Tumble +6
    Feats: Alertness, Improved Initiative
    Environment: Any
    Organization: Solitary, pair, gang (3-4), or band (5-8)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually Neutral or Neutral Evil
    Advancement: 5-6 HD (Medium), 7-12 HD (Large)
    Level Adjustment: ---

    Shadow Oozes are intelligent colony creatures formed of a cluster of glossy, black cells that can be formed into different shapes. Their arms can extend into rubbery, spiked or sharp tentacles, which they make good use of. Their goal is to terraform worlds they encounter in Wildspace, as some unexplained disaster has befallen their own. It is wise to avoid contact with them, as they can connect to the minds of those they touch. Shadow Oozes speak their own language and Common. They are proficient with Simple and Martial Weapons, and Firearms if the campaign allows them.

    Change Shape (Su): A Shadow Ooze can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The ooze can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

    Improved Grab (Ex): To use this ability, a Shadow Ooze must hit a Large or smaller opponent with a 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 constrict. Shadow Oozes receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

    Constrict (Ex): A Shadow Ooze deals 1d4+2 points of damage with a successful grapple check against a Large or smaller creature.

    Mutable (Ex): The Shadow Ooze may choose to do Bludgeoning, Piercing or Slashing damage with it's Slam or Constrict attacks. When making a Slam attack it may use it's Swift Action to extend it's reach to +5 feet (retracting it to 5 feet is also a Swift Action).

    All-Around Vision (Ex): The Shadow Ooze's skin gives it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Immunities: A Shadow Ooze is immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not subject to critical hits or flanking.

    Spiderclimb (Ex): A Shadow Ooze can climb sheer surfaces as though with a spider climb spell.

    Regeneration (Ex): Cold deals normal damage to a Shadow Ooze. If a Shadow Ooze 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.

    Tactile Telepathy (Su): The Shadow Ooze can telepathically communicate with any creature it is touching that has a language. If the subject fails a DC 14 Willpower Save (Save DC is Int based), the ooze can read it's mind as per the Detect Thoughts spell (Caster Level equal to Hit Dice).

    Skills: Shadow Oozes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also have a +8 Racial Bonus to Hide Checks in areas of dim light or darkness. They also have a +4 Racial Bonus to Disguise, Escape Artist and Tumble Checks,

    Combat: If they have weapons they will use them, but otherwise the Shadow Oozes go straight for constriction. It's what they're good at after all, but if they have access to guns...they'll take guns.



    Shadow Ooze
    "And this is Bobby. He's a Shadow ooze."

    "Howdy!"

    Hellbent On World Domination
    "Again, Bobby seems like people. In fact, he looks like a child."

    "They're shapeshifters. They aren't really Oozes, they seem more like intelligent colonies of cooperative creatures. We found them while exploring Wildspace."

    Can't Stand The Cold
    "Why is he in the zoo??"

    "He was found guilty of Attempting World Domination Without Being A Beholder. And the jails were full..."

    "Look, this is just a misunderstanding"

    "So you weren't caught monologuing like a madman while fiddling with a weather control artifact?"

    "Take after you, do they?"

    "I see where Jim gets his personality from."
    Last edited by Bhu; 2023-09-30 at 07:11 PM.
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  5. - Top - End - #665
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    Default Re: Critters III! Now also in 5e!

    Timmy
    Medium Outsider (Chaos, Evil, Native)
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (-1 Dex, +9 Natural, +5 Profane), touch 14, flat-footed 23
    Base Attack/Grapple: +12/+23
    Attack: Slam +19 melee (1d4+7) or Falchion +19 melee (2d6+10/18-20)
    Full Attack: 2 Slams +19 melee (1d4+7) or Falchion +19/+14/+9 melee (2d6+10/18-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear Aura, Improvised Weaponry
    Special Qualities: Darkvision 120 ft., The Power of Evil, Powerful Build, Invulnerability 5/-, Regeneration 5, Immunities, Quick Step, Lifesense
    Saves: Fort +18, Ref +12, Will +13
    Abilities: Str 25, Dex 8, Con 20, Int 8, Wis 11, Cha 20
    Skills: Climb +10, Hide +7, Intimidate +14, Jump +10, Knowledge (Arcana, Geography, The Planes, Religion) +8, Listen +8, Move Silently +7, Search +7, Spot +8, Survival +10, Swim +10
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Track
    Environment: Any
    Organization: Unique?
    Challenge Rating: 13
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 13+ HD (Medium)
    Level Adjustment: ---

    Timmy is a roughly 400 pound man, or man-like entity standing roughly 7 feet tall. He wears dirty, torn peasant clothes (or whatever he can find), as well as a crude mask he has carved. He is never seen without the mask, and will go to some lengths to get it back if taken. He also has a pet falchion he's rather fond of, which he uses to commit the bulk of his murders. Timmy was found in a dead crystal sphere in the far reaches of Wildspace. He killed the crew and snuck on board their ship before the last remaining one fled, and has haunted the realms since. Timmy appears inimical to all life, and if there is nothing to kill, he has been known to attack trees and grass in frustration (he prefers prey who can regret dying). At times he is so still he appears unconscious or dead, but this is merely a ruse to get prey close enough. Timmy does not communicate, he simply kills everything in front of him. He has been trapped many times, but somehow something always manages to free him. Timmy is proficient with all weapons (and we mean all, including the exotic ones). He appears to understand Abyssal, Celestial, Common and Infernal, but has never spoken.

    Fear Aura (Su): Timmy is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a DC 21 Will save or be affected as though by a fear spell from a sorcerer of his Hit Dice. A creature that successfully saves cannot be affected again by Timmy's aura for 24 hours.

    Improvised Weaponry (Ex): Timmy doesn't take penalties to attack rolls when attacking with improvised weapons.

    The Power of Evil (Su): Timmy adds his Charisma modifier as a bonus on all his saving throws, and as a profane bonus to his Armor Class. (The statistics block already reflects these bonuses).

    Powerful Build (Su): The physical stature of Timmy lets him function in many ways as if he were one size category larger.

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

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

    Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example Timmy has Invulnerability 5. That means it negates the first 5 points of damage from any attack (this includes untyped damage).

    Regeneration (Ex): No form of attack deals lethal damage to Timmy. Timmy regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If Timmy fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). Timmy is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

    Timmy can be slain only by raising his nonlethal damage total to his full normal hit points +10 (or 124 hit points) and using a wish or miracle spell to keep him dead.

    If Timmy loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

    Immunities: Timmy is immune to poison, sleep effects, paralysis, and disease. Not subject to ability drain, or energy drain. Timmy is immune to damage to his ability scores, as well as to fatigue and exhaustion effects. Timmy does not need food, water, air or sleep, and is effectively immortal.

    Quick Step (Su): Timmy can teleport up to 100 feet as a Move Action when he isn't being observed.

    Lifesense (Su): Timmy may automatically sense Living creatures within 100 ft. as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

    Combat: Timmy is patient, and will often follow victims quietly for miles before killing them. Despite his power, he insists on killing victims by surprise as often as he can. He never forgets a face, and will always pursue any victims who get away. He is immortal after all.



    Timmy
    "This is Little Timmy, murderer of a thousand worlds."

    "..."

    Compulsive Killer
    "Not a very talkative man, is he?"

    "He isn't a 'man' at all. His blood is the wrong color, his internal organs are so different we don't know what to make of them, and he's virtually unkillable."

    Hasn't Ever Spoken
    "Why is he in the zoo?"

    "Because after all he's done, we need a thousand sets of eyes on him at any given moment."

    "..."

    "Plus, again, the jails were full."

    "How do you know his organs are different?"

    "We vivsected him to see. Imagine our surprise when he lived."
    Last edited by Bhu; 2023-09-30 at 07:19 PM.
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    Housecat (The true statblock)
    Tiny Outsider (Chaos, Extraplanar)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 19 (+2 Size, +4 Dex, +3 Deflection), touch 19, flat-footed 15
    Base Attack/Grapple: +3/-9
    Attack: Claw +9 melee (1d2-4)
    Full Attack: 2 Claws +9 melee (1d2-4) and 1 Bite +4 melee (1d3-4)
    Space/Reach: 21/2 ft./0 ft.
    Special Attacks: Spell-Like Abilities, Sneak Attack +1d6
    Special Qualities: True Seeing, Spiderclimb, Scent, Unearthly Grace, Immunities, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Quick Step
    Saves: Fort +7, Ref +10, Will +9
    Abilities: Str 3, Dex 18, Con 12, Int 16, Wis 16, Cha 16
    Skills: Balance +15, Bluff +6, Climb +15, Diplomacy +6, Escape Artist +7, Hide +19*, Intimidate +6, Jump +15, Knowledge (any 3) +6, Listen +9, Move Silently +11, Search +6, Sense Motive +6, Spot +6, Survival +6, Swim +2, Tumble +7, Use Magic Device +6
    Feats: Stealthy, Weapon Finesse
    Environment: Any
    Organization: Solitary, Pair or Pack (3-10)
    Challenge Rating: 3
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: 4+ HD (Tiny)
    Level Adjustment: ---

    Some people say cats are more than they appear. Everyone laughs at them of course. Everyone except the cats. Cats appear to understand all languages when they feel like it, but have only ever been observed communicating in Purr.

    Spell-Like Abilities (Sp): 3/day: Charm Person, Detect Magic, Invisibility. Caster Level equal to Hit Dice.

    Sneak Attack (Ex): The Cat’s attack deals +1d6 extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cat flanks her target. Should the Cat score a critical hit with a sneak attack, this extra damage is not multiplied.

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

    True Seeing (Su): Housecats have a continuous true seeing ability, as the spell (caster level equal to Hit Dice).

    Spiderclimb (Su): Cats can climb sheer surfaces as though with a spider climb spell.

    Unearthly Grace (Su): Cats add their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class. (The statistics block already reflects these bonuses).

    Immunities: Cats are immune to Mind-affecting effects. They are also immune to any spell, power, ability or effect that would reveal that you are anything but a pwecious widdle piddy. Cats are immune to falling damage.

    Evasion (Ex): A Cat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Cat does not gain the benefit of evasion.

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

    Uncanny Dodge (Ex): A Cat can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge (Ex): The Cat can no longer be flanked. This defense denies another entity the ability to sneak attack the Cat by flanking her, unless the attacker has at least four more rogue levels than the Cat has Hit Dice.

    Quick Step (Su): Cats can teleport up to 100 feet as a Move Action when they aren't being observed.

    Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

    Combat: Cats scratch to show their displeasure. They are of course capable of much more, but will not reveal that when there are witnesses.



    Housecats
    "And this is our petting zoo, which features many adorable kitties."

    "Mows!"

    Furry Little Angels?
    "Beholders pet cats?"

    "Don't be silly Jim, we haven'y got hands. The kitties pet us."

    Too Adorable Not To Have Secrets
    "What?"

    "Princess Sparkle Fairy loves making biscuits on daddy!."

    "puuuurrrrr..."

    "I may need a drink."

    "Would you like to see more of the zoo?"

    "No, we've seen enough."
    Last edited by Bhu; 2023-09-30 at 07:50 PM.
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    Quote Originally Posted by Bhu View Post
    Beholderflesh Golem
    Saves: Fort +9, Ref +7, Will +9
    Fort +8

    "Sweet Jebus, you Wizards will make a Flesh Golem out of anything these days."
    Wizard: Ah, good of you to remind me! There's this beached dead Aboleth I'd need help hauling up the…
    Other Person: [Hits Wizard repeatedly with club.]

    Quote Originally Posted by Bhu View Post
    Black Isopod
    Tasty! (Or probably not, especially if it replaces the tongue.)

    Attack: Bite +7 melee (1d4+3)
    Full Attack: Bite +7 melee (1d4+3)
    Single bite looking for 1,5×STR on its damage!

    Puppet Master (Ex): If an Isopod is attached to a creature, the subject must make a DC 14 Willpower Save, or it acts as if Dominated (as per the Power). (Isopodss often seek to charm victims first and then “ask” to be picked up.) So long as the Isopod remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. Save DC is Cha based, with a +2 circumstance Bonus to the Save DC if the Isopod has already Charmed the subject.
    DC 16 (Ability Focus).

    Quote Originally Posted by Bhu View Post
    Shadow Ooze
    An intelligent Ooze!

    Medium Aberration
    Except, it's not an Ooze. I feel cheated.

    Skills: Bluff +3, Climb +10, Disguise +7, Escape Artist +9, Hide +5 (+13 in shadow), Intimidate +3, Knowledge (any 1) +5, Listen +6, Move Silently +5, Search +6, Spot +7, Tumble +6
    4 skill points appear to remain unspent (something something racial bonuses something?).

    Mutable (Ex): The Shadow Ooze may choose to do Bludgeoning, Piercing or Slashing damage with it's Slam or Constrict attacks. When making a Slam attack it may use it's Swift Action to extend it's reach to 10 feet (retracting itt to 5 feet is also a Swift Action).
    Does the 10' version work like a reach weapon? Or why else would it ever want not to have an increased reach? (Also, these things advance to Large. I'd reword this as the reach gaining an extra +5' or doubling, whichever is applicable.)

    Quote Originally Posted by Bhu View Post
    Timmy
    [Bad homemade cover of the Friday the 13th theme begins to play.]

    Base Attack/Grapple: +12/+19
    Grapple's +23 (Powerful Build).

    Skills: Climb +7, Hide +7, Intimidate +14, Jump +7, Knowledge (Arcana, Geography, The Planes, Religion) +7, Listen +8, Move Silently +7, Search +7, Spot +8, Survival +8, Swim +7
    I count 16 skill points still available.

    The Power of Evil (Su): Timmy adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).
    Statblock has profane and that's a better fit if you ask me.

    Regeneration (Ex): No form of attack deals lethal damage to Timmy. Timmy regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If Timmy fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). Timmy is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

    Timmy can be slain only by raising his nonlethal damage total to his full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep him dead.
    Well, damn. Someone ate a Tarrasque.

    Quote Originally Posted by Bhu View Post
    Housecat (The true statblock)
    Not gonna give a full breakdown, because my really not liking cats would colour it too much. Just a couple of things:

    Abilities: Str 3, Dex 18, Con 12, Int 16, Wis 16, Cha 16
    Cats are not particularly intelligent, not even in animal terms. Whatever intelligence they do have is purely emotional, which is not an INT stat thing. They aren't WIS predators either; they are "sneak up, ambush" things, fully DEX-reliant and they don't seem to care the least bit about what's around them.

    Skills: Balance +15, Bluff +6, Climb +15, Diplomacy +6, Escape Artist +7, Hide +19*, Intimidate +6, Jump +15, Knowledge (any 3) +6, Listen +9, Move Silently +11, Search +6, Sense Motive +6, Spot +6, Survival +6, Swim +2, Tumble +7, Use Magic Device +6
    Cats are good ath three things: handling humanoids; mobility; and murdering things that can't effectively fight back, often for the heck of it. What's with Knowledge and UMD in there? And how come there's no Handle Humanoid?

    Alignment: Usually Chaotic Neutral
    …otherwise Neutral Evil or Chaotic Evil (no, seriously, their one idea of active fun seems to be trying to harm something).

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

    Quote Originally Posted by Metastachydium View Post

    Does the 10' version work like a reach weapon? Or why else would it ever want not to have an increased reach? (Also, these things advance to Large. I'd reword this as the reach gaining an extra +5' or doubling, whichever is applicable.)
    It doesn't, but if you want to prevent people from realizing you're one of those nasty blob things they're looking for, you prollly don't walk about with tentacle arms.



    Cats are good ath three things: handling humanoids; mobility; and murdering things that can't effectively fight back, often for the heck of it. What's with Knowledge and UMD in there? And how come there's no Handle Humanoid?
    The cats are aliens, hence the UMD. They don't need the Handle Skill with Charm Person.


    I has modified the rest. Being as it's spooky season, tomorrow we take a brief break from Gnomeahaw to do some ghosties.
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    It doesn't, but if you want to prevent people from realizing you're one of those nasty blob things they're looking for, you prollly don't walk about with tentacle arms.
    Fair. I had one character who had those noodle arms from Inhuman Reach. Got some NPC reactions. Some PC reactions too.

    Being as it's spooky season, tomorrow we take a brief break from Gnomeahaw to do some ghosties.
    As you might have noticed, I'm not that big on Undead. Have you considered throwing some Deathless into the mix? I find they are a sadly underused opportunity that's fun to wring something-something out of.

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

    Quote Originally Posted by Metastachydium View Post
    Fair. I had one character who had those noodle arms from Inhuman Reach. Got some NPC reactions. Some PC reactions too.



    As you might have noticed, I'm not that big on Undead. Have you considered throwing some Deathless into the mix? I find they are a sadly underused opportunity that's fun to wring something-something out of.
    I'll try working some in. There's one you might like later in the month.

    Edit: actually you've just given me an idea...
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    LEGENDARY GHOST
    Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15. Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest. Their abilities exceed the norm.

    A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

    Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

    Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +5).

    Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

    Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

    Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

    Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

    Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

    1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
    2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
    3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
    4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
    5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
    6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
    7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

    Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

    Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

    Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the ghost may use it's Hungry Touch or Deadly Touch abilities if it has them, and the victims body gets no Saving Throw.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

    Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape (see Spell Compendium)once per day as a Supernatural ability.

    Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Legendary Ghost is automatically subjected to this ability and receives no Save.

    Embrace (Su): As a full round action, once a day the ghost may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to the ghost on the Ethereal Plane. Assuming he defeats the ghost, he must find his own way back to his home plane.

    Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost might require the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.

    Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

    Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

    Deathly Power (Ex): The Save DC's of all the ghosts special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier, or one third it's Hit Dice, whichever is higher (minimum of +5, applies only to ethereal encounters) unless it's already higher. Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

    Saves: Saves remain unchanged except for changes due to new stats.

    Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

    Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

    Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

    Environment: Any, often as Base Creature.

    Organization: Unique

    Challenge Rating: Same as Base Creature +5

    Treasure: None

    Alignment: Any

    Advancement: As Base creature

    Level Adjustment: Same as Base Creature +8

    Example of creature using template here:

    "No one visits the old Mind Flayer city anymore. We thought since the assault on it was successful, that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

    Wouldn't you know one of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

    And then it came back...one by one it kept taking people. We never found the bodies. And now, that fool of a king is sending an exorcist t get rid of it so he can use the land. Like we need him stirring it up more.You're young, so they'll likely draft you to escort them in. They'll think of you as disposable. Let them, just keep in mind the following:

    Don't go anywhere alone. Anyone who goes into the ruins alone disappears.

    If it appears, don't look it in the eye. If you do, you're dead.

    It will go for the priest first. Run while it's dealing with him, and don't look back."

    The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
    Medium Undead (Incorporeal)
    Hit Dice: 15d12 (97 hp)
    Initiative: +4
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
    21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
    Base Attack/Grapple: +13/+16
    Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
    Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
    Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
    Saves: Fort +7, Ref +8, Will +12
    Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
    Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
    Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral Evil
    Level Adjustment: +15

    The experiment is a hulking, spectral Illithid with what appears to re rotting flesh.

    Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. For the Experiment this only works against victims on the Ethereal Plane.

    Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

    Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.
    Power Points: 103
    1st: Astral Traveler, Conceal Thoughts, Detect Psionics, Mindlink, Psionic Charm
    2nd: Cloud Mind, Psionic Levitate, Psionic Suggestion, Read Thoughts
    3rd: Dispel Psionics, Eradicate Invisibility, False Sensory Input, Mind Trap
    4th: Correspond, Mindwipe, Psionic Dominate, Psionic Modify Memory
    5th: Mind Probe, Psionic Plane Shift

    Mind Blast (Su): This Psionic attack is a 60 foot Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell. The Experiment must have Manifested to use this power against opponents on the Material Plane.

    Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

    Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Unnatural Aura (Su): Animals will not come within 100 feet of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

    Lifesense (Su): The Experiment may automatically sense Living creatures within 100 ft. as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them. Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

    Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After which it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains.


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  12. - Top - End - #672
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    LEGENDARY SPECTER
    Legendary Specter is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15. Legendary Specters are among the most powerful of their kind. it is uncertain what events lead to a creation of a Specter this powerful, but they are far more dangerous than their weaker brethren. Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level opponents).

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

    Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

    Attacks: A Legendary Specter retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

    Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size). Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

    Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

    Energy Drain (Su): Each time an opponent is hit by the Legendary Specters incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Specter gains 5 temporary hit points.

    Create Spawn (Su): Any living being killed by the Legendary Specter rises as a Specter under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

    Terror (Su): Any living creature within 60 ft. of the Legendary Specter that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Specters within 24 hours.

    Hellish Scream (Su): The Legendary Specter may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Specters Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Specters Charisma modifier instead (but is immune to further effects from this Legendary Specters Hellish Scream for 24 hours).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the specter may use it's touch attack on the victim without needing a to hit roll.

    Deadly Curse (Su): The specter may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending the specters existence without permanently getting rid of it) a Legendary Specter is automatically subjected to this ability and receives no Save.


    Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

    Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Specter, and Panic if forced to do so (they remain Panicked so long as the Legendary Specter is within Range).

    Lifesense (Su): Legendary Specters may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Sunlight Powerlessness: Legendary Specters are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

    Deathly Power (Ex): The Save DC's of all the Specters special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Specter gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Specter gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Saves: Unchanged, except for changes due to the new stats.

    Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Specters have no Strength or Constitution score.

    Skills: Legendary Specter gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any, usually same as base Creature

    Organization: Solitary

    Challenge Rating: +5

    Treasure: Unchanged.

    Alignment: As Base Creature, but if it is not already Evil it becomes so.

    Advancement: As Base Creature.

    Level Adjustment: +9

    "There used to be a Giant in the rocks up in the mountains in the old days. An outcast, hated even by his own kind. We called him the Gray Man. Lost a lot of people to him too. He never did raid for food or possessions, always just to kill. We called for help from Noble after Noble to put him down and they all failed.

    Eventually the King decided the Giant was an embarrassment, and possibly a threat to his sovereignty. He sent his son, a great Knight, with a small army here. They fought and killed the Giant after a long battle. We feasted for days.

    The feasts were cut short when the Giant came back. But different this time. Like some kind of pale gray mist he was. Not substantial. Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch. After murdering the Kings son he set to destroying the rest of us.

    A few of us escaped. We've been trying to figure out what happened for years. And how to reverse it. Lucky for us he keeps to the rocks up there now. We've had mages scrying the place to learn what they can. My only hope is these priests with us are as good as they say. I'm hoping prayer can put down what our swords didn't."

    The Gray Man (Stone Giant/Barbarian 7/Legendary Specter)
    Large Undead
    Hit Dice: 21d12 (252 hp)
    Initiative: +6
    Speed: 50 ft. (8 squares), Fly 80 ft. (Perfect)
    Armor Class: 26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
    Armor Class: 24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
    Base Attack/Grapple: +17/+29 (+31 Raging)
    Attack: Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
    Full Attack: 2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
    Special Qualities: Dark Vision 60 ft., Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
    Saves: Fort +14, Ref +12, Will +9 (+11 Raging)
    Abilities: Str -, Dex 23, Con -, Int 14, Wis 16, Cha 19
    Skills: Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
    Feats: Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
    Challenge Rating: 20
    Treasure: Standard
    Alignment: Neutral Evil
    Level Adjustment: ---

    The Gray Man appears as a spectral Stone Giant covered in wounds.

    Energy Drain (Su): Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

    Create Spawn (Su): Any living being killed by the Gray Man rises as a Specter under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

    Terror (Su): Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Hellish Scream (Su): The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Shaken for 4 rounds instead (but is immune to further effects from this Legendary Specter's Hellish Scream for 24 hours).

    Unnatural Aura (Su): Animals will not come within 100 ft. of the Gray Man, and Panic if forced to do so (they remain Panicked so long as the Gray Man is within Range).

    Lifesense (Su): The Gray Man may automatically sense Living creatures within 100 ft. as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

    Unnatural Vitality (Ex): The Gray Man gains Maximum hit points per hit die.

    Sunlight Powerlessness: The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

    Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.

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  13. - Top - End - #673
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    Default Re: Critters III! Now also in 5e!

    LEGENDARY WRAITH

    Legendary Wraith is an Acquired Template that can be applied to any Humanoid. The Base Creature must also have a minimum CR of 15. They are men and women of exceptional evil (and power), who hold onto unlife through sheer force of will.

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

    Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3. For example if their Charisma Bonus is +5, they have a Deflection Bonus to AC of +8. (Unless it somehow already has a higher Deflection Bonus to AC).

    Attacks: A Legendary Wraith retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

    Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on it's size: Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8).

    Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Constitution Drain, Create Spawn, and Terrifying Appearance, plus one from the following list. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

    Constitution Drain (Su): Any living being struck by the Legendary Wraiths touch attack also takes Constitution damage. Constitution Damage depends on the Legendary Wraiths size: Fine (-), Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), and Colossal (2d8).

    Terrifying Appearance (Su): Any living being within 60 ft. of the Legendary Wraith must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Wraiths Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Legendary Wraith rises as a Wraith under it's control within 1d4 days (assuming the victim qualifies for the Wraith template).

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Wraiths within 24 hours.

    Necromantic Weapon (Su): In life the Legendary Wraith wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Wraith and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Wraiths normal Constitution damage. This is always a melee weapon.

    Hellish Scream (Su): The Legendary Wraith may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus a number of rounds equal to the Legendary Wraiths Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Legendary Wraiths Charisma modifier instead (but is immune to further effects from this Legendary Wraiths Hellish Scream for 24 hours).

    Deadly Curse (Su): The wraith may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending the wraith's existence without permanently getting rid of it) a Legendary Wraith is automatically subjected to this ability and receives no Save.


    Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus 1 other from the following list):

    Turn Immunity (Ex): Legendary Wraiths are immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Wraith, and Panic if forced to do so (they remain Panicked so long as the Legendary Wraith is within Range).

    Lifesense (Su): Legendary Wraiths may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Sunlight Powerlessness: Legendary Wraiths are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

    Damage Reduction: The Legendary Wraith has Damage Reduction 10/Epic.

    Deathly Power (Ex): The Save DC's of all the Wraith's special attacks are +1. If it have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Wraith gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Necromantic Armor (Su): The Legendary Wraith wore powerful magic armor in life, and appears to do so now. It's Deflection Bonus to Armor Class increases by +1 per 5 HD the Wraith has.

    Saves: Unchanged, except for changes due to the new stats.

    Abilities: +8 Dex, +6 Int, +6 Wis, +6 Cha. Legendary Wraiths have no Strength or Constitution score.

    Skills: Legendary Wraiths gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any, usually same as base Creature

    Organization: Solitary

    Challenge Rating: +5

    Treasure: None.

    Alignment: Always Lawful Evil.

    Advancement: As Base Creature.

    Level Adjustment: +9

    "Your father? He was a great man. Was. Not a good man, but still the best warrior we had. He saved us from so many monsters I can't remember them all. I wish we hadn't run into that Hag. She cursed your father when he ran her through. Nothing went right after that. The crops failed on any land he owned. The animals in his fields withered and died. And sometimes they came back when we buried them. Lots of things that died there came back. And we put them all down again. It took a toll on him after a while. He went mad. Killed himself one night, and the town buried him on his own land to prevent the curse from spreading.

    We should have known better. He came back like everything else did. But worse. So much worse. It's your job now. Go out into the world and find out what can be done Adolphus. Come back and kill your father. For good this time."

    The Old Baron (Human male, Fighter 15/Legendary Wraith)
    Medium Undead
    Hit Dice: 15d12 (97 hp)
    Initiative: +5
    Speed: Fly 80 ft. (16 squares), Perfect
    Armor Class: 26 (+5 Dex, +11 Deflection), touch 26, flat-footed 21
    Base Attack/Grapple: +15/-
    Attack: Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
    Full Attack: Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
    Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
    Saves: Fort +11, Ref +10, Will +9
    Abilities: Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
    Skills: Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
    Feats: Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude, Iron Will, Empowered Necromantic Weapon (B)
    Challenge Rating: 21
    Treasure: None
    Alignment: Lawful Evil
    Level Adjustment: +11

    The Baron is the pitch black shadow of an armored knight with glowing eyes and a smoking longsword.

    Constitution Drain (Su): Any living being struck by the Baron's touch attack also takes 1d4 Constitution damage.

    Terrifying Appearance (Su): Any living being within 60 ft. of the Baron must make a DC 22 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Baron's Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Baron rises as a Wraith under his control within 1d4 days (assuming the victim qualifies for the Wraith template).

    Necromantic Weapon (Su): In life the Baron wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Baron and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Barons normal Constitution damage.

    Unnatural Aura (Su): Animals will not come within 100 ft. of The Baron, and Panic if forced to do so (they remain Panicked so long as the Baron is within Range).

    Lifesense (Su): The Baron may automatically sense Living creatures within 100 ft. as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

    Sunlight Powerlessness: The Baron is powerless in natural sunlight and can only take a single move or attack action while in it. He will not willingly enter sunlight, and flees from it given the chance.

    Necromantic Armor (Su): The Baron wore powerful magic armor in life, and still appears to do so. His Deflection Bonus to Armor Class increases by +3.

    Combat: The Old Baron usually just charges in swinging. In death he seems to have abandoned tactics for simple butchery. Of course he also hasn't fought anyone or thing that could give him trouble.

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  14. - Top - End - #674
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    Default Re: Critters III! Now also in 5e!

    LEGENDARY SHADE

    Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15. Much like other Epic Undead, they are far more powerful versions of regular Shadows.

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

    Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3. For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

    Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

    Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

    Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

    Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

    Terrifying Appearance (Su): Any living being within 60 ft. of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template, see Libris Mortis).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body the Shade may use it's touch attack at will with no to hit roll.

    Deadly Curse (Su): The Shade may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Legendary Shade is automatically subjected to this ability and receives no Save.

    Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

    Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

    Banish Light (Su): You may cast Blacklight (see Spell Compendium) at will as a Supernatural ability.

    Clutching Shadows (Su): You may cast Shadow Binding (see Complete Arcane) at will as a Supernatural ability.

    Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

    Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

    Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100 ft. as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all the Shades special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Saves: Unchanged, except for changes due to the new stats.

    Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

    Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any, usually same as base Creature

    Organization: Solitary

    Challenge Rating: +5

    Treasure: None.

    Alignment: Always Chaotic Evil.

    Advancement: As Base Creature.

    Level Adjustment: +9

    "We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of 'em.

    Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

    The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
    Small Undead (air)
    Hit Dice: 16d12 (104 hp)
    Initiative: +17
    Speed: Fly 60 ft. (12 squares), perfect
    Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
    Base Attack/Grapple: +13/-
    Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
    Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
    Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60 ft., Natural Invisibility, Immunity to Magic
    Saves: Fort +8, Ref +18, Will +12
    Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
    Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
    Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
    Challenge Rating: 20
    Treasure: 1/10 Coins, 50% Goods, 50 % Items
    Alignment: Chaotic Evil
    Level Adjustment: -

    The Black Spot appears to be a floating ball of darkness.

    Strength Drain (Su): Any living being struck by the Black Spot's touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

    Terrifying Appearance (Su): Any living being within 60 ft. of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

    Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

    Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

    Unnatural Aura (Su): Animals will not come within 100 ft. of the Black Spot, and Panic if forced to do so (they remain Panicked so long as the Black Spot is within Range).

    Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +1. If it gains spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

    Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

    Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

    Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.

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  15. - Top - End - #675
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I'll try working some in. There's one you might like later in the month.

    Edit: actually you've just given me an idea...
    My attention's got.

    Quote Originally Posted by Bhu View Post
    LEGENDARY SHADE

    Legendary Shade is
    Quick reminder: Shade's the edgelord-y "I'm so powerful in the shadows" Realms templateRoF, probably MComp too. It has… Not much to do with undeath.

  16. - Top - End - #676
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    Default Re: Critters III! Now also in 5e!

    GHOST OF THE DEEPS
    Ghost of the Deeps is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, or Plant that has died in the ocean far from shore. The Ghosts of the Deeps are chaotic ravagers, destroying all in their path. All of them thus far have been sea creatures, or beings who died at sea and sank to the bottom. It is thought that something at the bottom of the ocean brings them back in a grotesque parody of life. It is whispered perhaps that it may be a dead God, resting in the sea instead of the Astral Plane who sends them forth to bring back souls to feed upon...

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Base Creature gains a Fly Speed of 50 ft. (Perfect) unless it already has better. It also gains a Swim Speed equal to it's Fly speed, unless it already has a faster Swim speed.

    Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a Ghost of the Deeps manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier (minimum of +1).

    Attacks: A Ghost of the Deeps retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

    Damage: Against ethereal creatures, the Ghost of the Deeps attacks normally. Against non ethereal targets the Ghost of the Deeps usually cant physically damage them but can use special attacks (see below).

    Special Attacks: A Ghost of the Deeps retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Ghost of the Deeps also gains the manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

    Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Ghost of the Deeps Strength or Dexterity Bonus). Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

    Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

    1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
    2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
    3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
    4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
    5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44 of the Magic Item Compendium).
    6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
    7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

    Hungry Touch (Su): This is a melee touch attack using the Ghost of the Deeps Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for a number of rounds equal to the Ghost of the Deeps Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

    Hellish Scream (Su): The Ghost of the Deeps may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus a number of rounds equal t0 the Ghost of the Deeps Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for a number of rounds equal t0 the Ghost of the Deeps Charisma modifier instead (but is immune to further effects from this Ghost of the Deeps Hellish Scream for 24 hours).

    Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Ghost of the Deeps is automatically subjected to this ability and receives no Save.

    Deep Magic (Sp): Choose one of the following spells to cast 1/Day: Control Weather, Depthsurge, Doom of the Seas, Mass Drown, Red Tide, Submerge Ship, Tsunami, Waterspout (spells not in PHB can be found in Spell Compendium or Stormwrack), This can be taken multiple times, choosing a new spell or gaining an additional daily use of one the Ghost already has.

    Special Qualities: A Ghost of the Deeps has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.

    Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Ghost of the Deeps, and Panic if forced to do so (they remain Panicked so long as the Ghost is within Range).

    Lifesense (Su): Ghosts of the Deeps may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all it's special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

    Spell Resistance (Ex): The Ghost of the Deeps gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Energy Resistance (Ex): The Ghost gains Energy Resistance 10 to Acid, Cold, and Fire.

    Fast Healing (Ex): The Ghost gains Fast Healing 5.

    Saves: Saves remain unchanged except for changes due to new stats.

    Abilities: +4 Str, +4 Dex, +4 Wis, +6 Cha. Ghosts of the Deeps have no Constitution Score.

    Skills: Ghosts of the Deeps have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, Spot, and Swim checks. They can always take 10 on a Swim check, even when distracted or endangered. Ghosts of the Deeps can use the Run action while swimming in a straight line.

    Feats: Ghosts of the Deeps get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

    Environment: Any Aquatic (only appears in oceans)

    Organization: Unchanged, usually Solitary

    Challenge Rating: +4

    Treasure: Unchanged

    Alignment: Always Chaotic Evil

    Advancement: As Base Creature

    Level Adjustment: +8

    Example of creature using template here:

    "Old Captain Obed, he was one of the best traders on the seas. I wouldn't be where I am now without him. It grieved me terribly to see him laid low in the end.

    We were in a waterfront bar drinking after a successful run. Blowing off steam, as usual. Thinking about what to do next. And this madman comes in screaming he wants to hire a ship to take him into the middle of the ocean. Says he has a map that shows him where the Trench is. It's an old legend that there's a trench on the ocean floor containing the body of a dead god that hungers for souls and pulls men down to it. He says that we can salvage all the wrecks around it and make a fortune.

    Obed must have been out of his mind to listen, but he did. Says to me 'Lets do it. His gold is as good as anyone else's, and we can throw him off ship if he is mad or causes too much trouble'. Besides there were riches aplenty along the way.

    My father fell ill. I had to stay behind and take care of him. He barely pulled through, even with the help of the local doctor.

    Lucky me. The trip was a wash. Months went by, and no one returned. 10 years later Obed came into town, saying all hands had gone down and that only he was left. He'd been rescued on a small island that shouldn't have had enough food or shelter to keep him going. He said his new God had kept him alive. He had found the Trench but the wrecks were too deep too salvage without magical help.

    Apparently he'd convinced someone to take him back out there, cause next I knew there was a big fancy expedition mounted. Wizards and Clerics in tow even. It didn't come back either. But Obed did. He flew in from the sea one night, dead as a beached whale. A big glowing skeleton flying around shrieking. But I knew it was him. He told me. He touched down by my side and called me by name. Said he'd become death itself. Said the world was ending. Said he'd given me the gift of being eaten last so I could watch it all.

    We've tried everything to get rid of him. Priests, spells, magic weapons. Nothings worked. I don't want to see the world eaten. I've arranged to have my body burned tonight when it's found. Good bye nephew, and good luck.

    If you're sane you'll join me."

    Captain Obed (Male Human, Rogue 8/Ghost of the Deeps)
    Medium Undead (Incorporeal)
    Hit Dice: 8d12 (52 hp)
    Initiative: +9
    Speed: Fly 50 ft. (10 squares), Perfect
    Armor Class: 21 (+5 Dex, +6 Natural), touch 15, flat-footed 21
    Agains non ethereal: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 21
    Base Attack/Grapple: +6/+9
    Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
    Full Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak Attack +4d6, Manifestation, Call Storm, Whirlpool, Necromantic Weapon (Slashing)
    Special Qualities: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Deathly Power
    Saves: Fort +2, Ref +11, Will +7
    Abilities: Str 17, Dex 20, Con -, Int 10, Wis 16, Cha 22
    Skills: Balance +5, Bluff +10, Climb +8, Diplomacy +10, Gather Information +10, Hide +18, Intimidate +18, Knowledge (Local) +10, Knowledge (Geography) +10, Listen +16, Move Silently +18, Profession (Captain) +9, Search +13, Spot +16, Swim +20
    Feats: Weapon Finesse, Improved Initiative, Iron Will, Extra Special Attack (Slashing Necromantic Weapon)(B)
    Challenge Rating: 12
    Treasure: None
    Alignment: Chaotic Evil
    Level Adjustment: +8

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Call Storm (Su): Captain Obed may cast Control Weather once per day as a Supernatural Ability.

    Whirlpool (Su): Captain Obed can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).
    Save DC 20.

    Necromantic Weapon (Su): In life Captain Obed wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of his Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. A crackling black longsword it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities (see pages 444-45 of the Magic Item Compendium).

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort. In Captain Obed's case he is willed into existence by an Undead God. Destroying his creator destroys him.

    Turn Immunity (Ex): Captain Obed is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100' of Captain Obed, and Panic if forced to do so (they remain Panicked so long as Obed is within Range).

    Lifesense (Su): Captain Obed may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if they had cast Deathwatch.

    Deathly Power (Ex): The Save DC's of all Obed's special attacks are +1.

    Combat: Captain Obed usually appears long enough to use one of his special attacks to disrupt shipping or destroy a vessel before disappearing again. If confronted by an opponent capable of flying after him he will rely on his sword or the storms he can call to dissuade them.

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  17. - Top - End - #677
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    Default Re: Critters III! Now also in 5e!

    THE GRAY COMPANY
    The Gray Company is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid that has a CR of at least 15. Once upon a time in the dim past a God whose name has long been forgotten assembled 10,000 of his most ardent worshippers to inform them that he was going to battle with a being of unknown origin and power, and that he might not return to them. In the end the deity lost, not to the being he had bravely opposed, but by the treachery of his fellow Gods, who wiped him from the collective memory of the world (as well as the reason for their deeds). But his servants remembered due to their connection with him. Gathering around their dying master he imparted them with his power, slaying them all, but raising them again in horrible unlife. They would be his vengeance upon the world. He told them to march forth and slay the worshippers of his betrayers, for all Gods needed worshippers to exist. By destroying them his slayers would fade from memory just as he was. They killed everything living in their path, becoming forgotten years after they were led to a portal dispersing them to other planes of existence. The trick only worked so long. They have gathered again on the Ethereal Plane and now cleanse world after world. They can be summoned by magic ritual to take revenge for someone they deem worthy, at the cost of his/her life. He/she gains revenge on those who have wronged him or her, but must join the Gray Company afterwards. Unfortunately they then go on to wipe out everything in their path. The Gray Company is always at 10,000 members. Should one of them be destroyed, the next opponent they slay that qualifies for the template will join them.

    Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: All Base movement rates increase by +20. If the Base Creature has a Fly Speed and the Maneuverability is less than Perfect, it becomes Perfect. If it has no Flight speed, it gains one at 60 ft. (Perfect).

    Armor Class: Members of the Gray Company lose their Natural Armor Bonus (if any) and gain a Deflection Bonus equal to their former Natural AC Bonus (minimum +16).

    Attacks: Attacks are unchanged.

    Damage: Physical attacks now do Negative Energy damage instead of physical damage, but the Gray Company must Manifest to use them.

    Special Attacks: Keeps all Special Attacks of the base creature, plus gains the following:

    Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype. If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

    Necromantic Weapon (Su): In life the members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

    1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
    2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
    3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
    4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
    5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
    6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
    7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium)

    Terrifying Appearance (Su): Any living being within 60 ft. of the Gray Company must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular members Terrifying Appearance for 24 hours.

    Godslayer (Su): The Gray Company gets bonuses when fighting anything that has a Deity as a Patron (Clerics and other divine casters), is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such). When fighting these beings the Gray Company gains a Divine Bonus to all Attack and Damage rolls equal to their Charisma modifier.

    Special Qualities: Keeps all Special Qualities of the base creature, plus gains the following:

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed. Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them. They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end, they will never be destroyed.

    Immunities (Ex): The Gray Company is Immune to Turn/Rebuke Undead attempts, positive or negative energy damage or effects, and Exalted/Profane/Sacred/Vile damage. Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against members of the Gray Company.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a member of the Gray Company, and Panic if forced to do so (they remain Panicked so long as the member is within Range).

    Lifesense (Su): The Gray Company's members may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Invulnerability 10 (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Gray Company has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

    Spell Resistance (Ex): The Gray Company gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Spell-Like Abilities (Sp): 3/Day: Greater Teleport, Plane Shift. 1/Day: Gate

    Darkvision 60 ft.

    Saves: +3 Racial Bonus to all Saving Throws.

    Abilities: +6 Strength, +4 Dex, +4 Wis, and +4 Cha. Members of the Gray Company have no Constitution Score.

    Skills: Members of the Gray Company gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

    Feats: The Base Creature gains 1 Ghost Feat.

    Environment: Any

    Organization: The Gray Company has 10,000 members. If it should go below that it will recruit (see above).

    Challenge Rating: +5

    Treasure: None

    Alignment: Always Neutral.

    Advancement: As Base Creature.

    Level Adjustment: ---

    Example of creature using template here:

    Jerusalem (15th Level Neutral Male Human Fighter/member of the Gray Company)
    Medium Undead (Incorporeal)
    Hit Dice: 15d12 (97 hp)
    Initiative: +8
    Speed: 50 ft. (10 squares)
    Armor Class: 30 (+4 Dex, +16 Deflection), touch 30, flat-footed 30
    Base Attack/Grapple: +15/+21
    Attack: Necromantic Scimitar +25 melee (2d6+13/19-20)
    Full Attack: Necromantic Scimitar +25/+20/+15 melee (2d6+13/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal Manifestation, Necromantic Weapon (scimitar), Terrifying Appearance, Godslayer
    Special Qualities: Rejuvenation, Immunities, Unnatural Aura, Lifesense, Invulnerability 10, Spell Resistance 22, Darkvision 60 ft., Spell-Like Abilitiea
    Saves: Fort +14, Ref +14, Will +13
    Abilities: Str 22, Dex 18, Con -, Int 11, Wis 16, Cha 18
    Skills: Climb +18, Hide +12, Intimidate +17, Jump +18, Knowledge (History, Planes, Religion) +2, Listen +11, Move Silently +12, Search +8, Spot +11, Swim +18
    Feats: Adaptable Flanker, Cleave, Combat Reflexes, Danger Sense, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Great Cleave, Great Fortitude, Improved Critical (Scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Critical (Scimitar), Power Attack, Vexing Flanker, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Empowered Necromantic Weapon (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: ---

    "So it's revenge you want is it? Well, I can't give you revenge on the King and his armies. But...there is something that can. If you're willing to pay the price. Are you willing to lose your soul for revenge? Are you willing to damn the world to an early grave for one selfish moment? Are you willing to spend all eternity washing world after world in the blood of it's peoples? If you are willing to pay such a price there are those who will help you..."

    Jerusalem is a severe looking man who seems to be covered in a fine gray ash.

    Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype. If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

    Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Jerusalem uses a scimitar that does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities.

    Terrifying Appearance (Su): Any living being within 60' of the Jerusalem must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to Jerusalems Terrifying Appearance for 24 hours.

    Godslayer (Su): Jerusalem gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such). When fighting these beings the Gray Company gains a +4 Divine Bonus to all Attack and Damage rolls.

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed. Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them. They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

    Immunities (Ex): Jerusalem is Immune to Turn/Rebuke Undead attempts, positive or negative energy damage or effects, and Exalted/Profane/Sacred/Vile damage. Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against Jerusalem.


    Invulnerability 10 (Ex):
    Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Gray Company has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

    Unnatural Aura (Su): Animals will not come within 100 ft.of Jerusalem, and Panic if forced to do so (they remain Panicked so long as Jerusalem is within Range).

    Lifesense (Su): Jerusalem may automatically sense Living creatures within 100 ft. as though he had Blindsight. He also automatically know the strength of their life force as if he had cast Deathwatch.

    Spell-Like Abilities (Sp): 3/Day: Greater Teleport, Plane Shift. 1/Day: Gate

    Combat: Jerusalem closes and begins swinging. Being immortal and nearly invulnerable has made him cocky, and he doesn't always use the best tactics anymore. It isn't too often something gives him a challenge.

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  18. - Top - End - #678
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    Default Re: Critters III! Now also in 5e!

    Primordial Ghost
    Primordial Ghost is an Acquired Template that can only be applied to a Ghost that has lived long enough to have gotten the Evolved Undead Template at least 12 times. This can be any type of Ghost (Ghost, Ghost Brute, Legendary Ghost, Ghostly Paramour, Ghost of the Deeps, Demoniac Spirit, etc.) so long as the Ghost cannot become Corporeal. Primordial Ghosts are ghosts of beings who are thousands, perhaps millions of years old. Most of them are of species that have gone extinct. This makes them particularly difficult to get rid of, as no one alive will likely know what they're motivation is. It may require the intervention of a God to permanently destroy a Primordial Ghost if the PC's cannot find a way to look back into time and figure out what is necessary to put it to rest.

    Size and Type: Unchanged.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Primordial Ghost retains all the Special Attacks of the Base Creature, modified as follows:

    If the Base Creature has Deadly Gaze or Corrupting Gaze, it gets Withering Gaze instead.
    If the base Creature has Corrupting Touch or Hungry Touch it gets Aura of Black Dust instead.
    If the Base Creature has Deadly Touch, Draining Touch, or Slavering Doom it gains Smite Soul instead.
    If the Base Creature has Bloodcurling Howl, Frightful Moan, or Hellish Scream it gains Howl of Doom instead.
    If the Base Creature has Horrific Appearance, Loom, or Terror it gains Walking Nightmare instead.
    If the Base Creature has Malevolence or Possession it gains Inhabit Shell instead.
    If the Base Creature has Necromantic Weapon it gains Epic Necromantic Weapon instead.
    If the Base Creature has Telekinesis or Psychokinesis it gains Totengeist instead.
    If the Base Creature has Ghosts Curse, it gains Mark of Doom instead.
    If the Base Creature has Numbing Touch it gains Paralytic Aura instead.
    If the Base Creature has Slay Memory the ability destroys all of the victims memories, not just the last 24 hours.
    If the Base Creature has Charm it gains Aura of Beauty instead.
    If the Base Creature has Loving Touch it does 1d3 Negative Levels, and the Ghost may drain up to 5 levels per day.
    Any Spell Like or Supernatural Abilities that mimic spells may be used more often. 1/week is now 1/day. 1/day is now 3/day. More than once per day gets an additional use per day.

    Other abilities are otherwise unchanged.

    Withering Gaze (Su): Gaze attack, 60 ft., Death, Fortitude Save Partial (opponent takes 3d6 damage instead of dying), Save DC is Charisma based. Opponents slain by the Withering Gaze become Ghosts in 1d4 rounds.

    Aura of Black Dust (Su): Any living creature coming within 30 ft. of the Primordial Ghost begins to die and shrivel away into dust. It must make a Fortitude Save (Save DC is 10 plus Half Hit Dice plus Charisma Modifier) each round it is within range or die. If the Save is successful the opponent takes 3d6 damage instead. If he dies he may not be Raised or Resurrected unless Miracle or Wish is cast first.

    Smite Soul (Su): By making a touch attack the Primordial Ghost can force it's opponent to make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die as his soul is sundered from his body. The opponent immediately gains the Legendary Specter Template (Spectral Creature Template if it fails to qualify), and awakens in 1d4 rounds.

    Howl of Doom (Su): When the Primordial Ghost howls every living being within 120 ft. must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after. If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours. If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

    Walking Nightmare (Su): Any living creature within 120 ft. of the Primordial Ghost must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 2d4 temporary Strength, Dexterity, and Constitution Damage. If the Save is successful the opponent is immune to this Primordial Ghosts Walking Nightmare Ability for 24 hours.

    Inhabit Shell (Su): This is identical to the Possession ability, but when the ghost successfully possess a victim, their soul is displaced effectively killing them. They go to the afterlife and the ghost can inhabit the body as long as it wishes, as the body is now effectively a Zombie.

    Epic Necromantic Weapon (Su): In life the Primordial Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 3d6 negative energy damage and is considered a +5 weapon (2d6 damage and considered +2 if Twin weapons). It criticals on a 19-20 doing x3 damage. It also has one ability from the following list:

    1) Reach weapon. It has the Bodyfeeder and Bloodfeeding abilities (See pages 29-30 of the Magic Item Compendium). It is also considered a Reach weapon of course.
    2) Ranged weapon. It has the Implacable and Maiming abilities (See pages 37-38 of the Magic Item Compendium). Range increment is 80 feet regardless of appearance.
    3) Exotic weapon. It has the Cursespewing and Paralyzing abilities (See pages 31 and 39 of the Magic Item Compendium).
    4) Slashing Weapon. It has the Bloodfeeding, Stygian and Vampiric abilities (See page 29 and 44-45 of the Magic Item Compendium).
    5) Piercing Weapon. It has the Enervating, Soulbreaker, and Souldrinking abilities (See pages 34 and 44-45 of the Magic Item Compendium).
    6) Blunt Weapon. It has the Profane, Profane Burst, and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
    7) Twin Weapons. They have the Defending, Defensive Surge, and Blurstrike abilities (See pages 27 and 30 of the Magic Item Compendium).

    Mark of Doom (Su): The ghost may cast Greater Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Primordial Ghost is automatically subjected to this ability and receives no Save.

    Totengeist (Su): The ghost may use Telekinesis at will, with a few changes. When using the Sustained Force or Violent Thrust options, maximum weight is 75 pounds per caster level. When using the Combat Maneuver it gains a +4 Bonus to the opposed roll.

    Paralytic Aura (Su): Any living creature approaching within 30 ft. of the Primordial Ghost must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d6 rounds.

    Aura of Beauty (Su): Any creature within 60 ft. of the Primordial Ghost who looks at it must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be permanently Charmed as per the Charm Monster spell.

    Special Qualities: The Primordial Ghost retains all the Special Qualities of the base Creature, modified as follows:

    If the Base Creature has Turn Resistance it gains Turn Immunity instead.
    If the Base Creature has Unnatural Aura or Lifesense the ranges are doubled.
    If the Base Creature has Damage Reduction it becomes DR 20/Epic (unless it has better).
    If the Base Creature has Spell Resistance, it becomes 16 plus 1/2 Hit Dice plus Charisma modifier.
    If the Base Creature has Necromantic Armor, increase the Deflection Bonus by another +5.
    If the Base Creature has Protective Charm, the Bonus is +4 instead.
    Other Special Qualities are unchanged.

    Saves: Unchanged.

    Abilities: Unchanged.

    Skills: Unchanged

    Feats: The Primordial Ghost gains 3 Ghost Feats as Bonus feats.

    Environment: Any

    Organization: Solitary (usually Unique)

    Challenge Rating: +2

    Treasure: Unchanged

    Alignment: Unchanged if it is evil, otherwise it becomes evil

    Advancement: As Base Creature

    Level Adjustment: ---

    Example of creature using template here:


    It is rare for anyone to go into the Red Valley. The plants there are unhealthy looking, and some seem to paw at you if you get too close. All the animals there eat meat. Rest is impossible. Nowhere is safe.

    And then there's the dragon. Scar. Called that because of the scar over his destroyed left eye. You'd always heard it was a dragon anyway. And now you have to find out how to kill it. An outcast member of the tribe fled into the Red Valley after being caught murdering the Chiefs daughter when she refused to be wed to him. That night you heard roars from the valley, along with his screams. The next day a few braver souls ventured into the Valley and saw his corpse shriveling into dust and blowing away on the wind. But not before it looked at them and asked for help.

    Since then something comes out of the Valley hunting at night, and more tribesmen have been found dead. The creature they describe isn't a dragon. A huge reptile with small forepaws and enormous jaws. It looks like the paintings in the caves of the Old Ones. Old Ones who were dead before your tribes ancestors existed. An impossibility.

    And yet tonight you are tracking it. Or trying to. It's then that the animals run by you, some of them dying on the spot. You hide in a nearby cave and wait for it. It doesn't take long. The thing walks out of the gloom, pale and insubstantial. Like a ghost. The plants die as it touches them, and shrivel into black dust. You smell nothing. It makes no noise. It's like it isn't there. And then it roars. Your ears bleed.

    Your tribe cannot fight this. And you know it will not leave until you come out to face it. Better to fall on your own spear than die like the others have.

    Scar (Tyrannosaurus Rex, Ghost Brute, Evolved Undead Template x12, Primordial Ghost)
    Huge Undead
    Hit Dice: 18d12+9 (126 hp)
    Initiative: +1
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 26 (-2 Size, +1 Dex, +28 Natural), touch 9, flat-footed 25
    Armor Class against Non Ethereal: 37 (-2 Size, +1 Dex, +28 Deflection), touch 37, flat-footed 36
    Base Attack/Grapple: +13/+30
    Attack: Bite +20 melee (2d6+13, only against ethereal opponents)
    Full Attack: Bite +20 melee (2d6+13, only against ethereal opponents)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Spell Like Abilities, Aura of Black Dust, Howl of Doom
    Special Qualities: Fast Healing 3, Manifestation, Rejuvenation, Turn Immunity, SR 40
    Saves: Fort +16, Ref +12, Will +8
    Abilities: Str 28, Dex 12, Con -, Int 2, Wis 15, Cha 42
    Skills: Hide +6, Listen +22, Search +4, Spot +22
    Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness x3, Track, Ability Focus (Aura of Black Dust), Extra Special Attack: Howl of Doom (B), Extra Special Quality: Spell Resistance (B)
    Environment: The Red Valley
    Organization: Unique
    Challenge Rating: 24
    Treasure: None
    Alignment: Neutral
    Level Adjustment: ---

    The Red Valley is avoided by all due to it's most infamous resident: Scar. A ghostly Tyrannosaur that has haunted the area since time immemorial. Almost nothing lives in the valley now, and what little roams there is either undead or cursed.

    Spell Like Abilities (Sp): Caster Level 18
    2/day:Circle of Death (DC 32), Confusion (DC 30), Contagion (DC 30), Greater Invisibility, Haste,
    1/day: Creeping Doom, Hold Monster (DC 32)
    1/day: Unholy Blight (DC 30)

    Aura of Black Dust (Su): Any living creature coming within 30 ft. of Scar begins to die and shrivel away into dust. It must make a DC 35Fortitude Save each round it is within range or die. If the Save is successful the opponent takes 3d6 damage instead. if he dies he may not be Raised or Resurrected unless Miracle or Wish is cast first.

    Howl of Doom (Su): When Scar howls every living being within 120 ft. must make a DC 35Willpower Save or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after. If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours. If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

    Manifestation (Su): Same as the Ghost Ability listed in the MM).

    Rejuvenation (Su): In most cases, it’s difficult to destroy a primordial ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A primordial ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a primordial ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Not that there will be any mortal being that knows this, unless they can see into the dim past. Without divine intervention, you may need to reduce it to -10 hit points and cast an Epic Spell of some sort.

    Combat: Scar generally howls, and then lets his aura do it's work while closing in.


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  19. - Top - End - #679
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    Default Re: Critters III! Now also in 5e!

    Demoniac Spirit

    Demonic Spirit is an Acquired Template that can be applied to any humanoid (or native Outsider) with a fiendish ancestry. It mush have Fiendish Heritage Feats, or the Half Fiend or Unholy Scion Templates, or be a Tiefling, or something similar acceptable to the DM.

    Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: Gains a Fly speed equal to it's land speed (maneuverability perfect), unless the Base Creature already has a higher Fly speed.

    Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

    Attacks: A Demoniac Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

    Damage: Against ethereal creatures, the Demoniac Spirit attacks normally. Against non ethereal targets the Demoniac Spirit usually cant physically damage them but can use special attacks when it Manifests (see below).

    Special Attacks: A Demoniac Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Demoniac Spirit also gains the Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

    Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

    Hungry Touch (Su): This is a melee touch attack using the Demoniac Spirits Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for a number of rounds equal to the Demoniac Spirits Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

    Hellish Scream (Su): The Demoniac Spirit may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus a number of rounds equal to the Demoniac Spirits Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Demoniac Spirits Charisma modifier instead (but is immune to further effects from this Demoniac Spirits Hellish Scream for 24 hours).

    Mind Break (Su):Any living creature within 60 ft. of the Demoniac Spirit that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Possession (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. While possessing a body you may use your Hungry Touch or Deadly Gaze abilities if you have them on the targets own body, and the victim gets no Saving Throw.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily or permanently ending it's existence) a Demoniac Spirit is automatically subjected to this ability and receives no Save.

    Embrace (Su): As a full round action, once a day the ghost may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to the ghost on the Ethereal Plane. Assuming he defeats the ghost, he must find his own way back to his home plane.


    Special Qualities: A Demoniac Spirit has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. It is much more difficult to release a Demoniac Spirit because their goals are far more epic in scope than a regular ghosts. Usually they will be tied to a specific place or object which must be destroyed to also destroy them. A common example is that the ghost can only be truly slain by a weapon it wielded in life, which must be used by a Good opponent. Optionally a Cleric can cast Miracle after destroying a Demoniac Spirit to get rid of it. Some can be banished to their Fiendish parents plane of existence, but they may come back.

    Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of a Demoniac Spirit, and Panic if forced to do so (they remain Panicked so long as the Demoniac Spirit is within Range).

    Lifesense (Su): Demoniac Spirits may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. They also can sense Good creatures within the same radius of effect.

    Damage Reduction: The Demoniac Spirit has Damage Reduction 10/Epic.

    Deathly Power (Ex): The Save DC's of all the ghost's special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class, you may optionally apply this to one set of them instead.

    Spell Resistance (Ex): The Demoniac Spirit gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Unnatural Vitality (Ex): The Demoniac Spirit gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

    Saves: Saves remain unchanged except for changes due to new stats.

    Abilities: +4 Dex, +2 Int, +2 Wis, +8 Cha. Demoniac Spirits have no Constitution Score.

    Skills: Demoniac Spirits have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

    Feats: Demoniac Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

    Environment: Any.

    Organization: Same as Base Creature.

    Challenge Rating: +4

    Treasure: As Base Creature.

    Alignment: Unchanged, unless Base creature wasn't Evil, in which case it becomes Evil.

    Advancement: As Base Creature

    Level Adjustment: +8

    Example of creature using template here:

    "The DeLarosa's were always an evil family. Tyrants one and all, down to the very last of them. When Baron DeLarosa and his wife left on holiday we were so glad to be rid of them, even if only for a while.

    It was worse when they came back. Much worse. There was an unspoken wall between the Baron and his wife. Nothing went well in the Barony after that. Wells dried. The fields caught fire and burned in the suns light. The country was dying. But the Barons wife Emilie was doing well. Pregnant with child, and growing angrier by the day. A child, rumor finally had it, that wasn't the Barons.

    He murdered the gossipers in the public square many times, but it didn't stop them at all. It was said the baroness' child was cursed, a monster devouring the land to sustain its own hideous life. There were worse rumors. That the Baroness had taken to devouring children, and would no longer eat normal food. That she had gone mad. I lost track of the deeds laid at their feet.

    Things continued to get worse until the child was born. The Baroness died giving birth, and in his 'grief' the Baron withdrew into himself. His underlings squabbled for power, further pressing the people down in their fighting and bloodshed. On his daughters 13th birthday we rose up and killed the Baron and all his court, down even to the children and the infirm.

    Or so we thought. His daughter Elisha came back. At least we thought she was his daughter. Elisha was never truly human in life, and she's worse now in death."

    Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
    Medium Undead (Evil, Incorporeal
    Hit Dice: 6d12 (39 hp)
    Initiative: +8
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
    22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
    Base Attack/Grapple: +4/+4
    Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
    Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
    Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60 ft., Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
    Saves: Fort +3, Ref +5, Will +8
    Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
    Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
    Feats: Ability Focus (Hellish Scream)(B), Great Fortitude, Improved Initiative, Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: By character class
    Level Adjustment: +13

    Elisha appears as a dark haired, young girl soaked in blood from her wounds. The expression on her face is not that of a human being, and the air seems to boil around her.

    Spell-Like Abilities (Sp): Elisha may cast the following as spell like abilities: Charm Person (DC 19), Dominate Person (DC 23), Enervation, and Protection From Good 3/day. Desecrate 1/day. Caster Level is 6.

    Unholy Strike (Su): Elisha's natural and melee weapons are treated as evil for purposes of overcoming Damage Reduction, and do +2d6 damage against good opponents.

    Hellish Scream (Su): Elisha may scream, causing all living opponents within 100 ft become Panicked for 16 rounds unless they make a DC 21 Will Save. If the opponent Saves successfully he is Shaken for 8 rounds instead (but is immune to further effects from Elisha's Hellish Scream for 24 hours).

    Terror (Su): Any living creature within 60 ft. of the Elisha that can see her must make a DC 21 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

    Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

    Hungry Touch (Su): This is a melee touch attack using the Elisha's Strength or Dexterity modifier, whichever is greater. If she successfully hits the opponent takes 1d6 negative energy damage for 8 rounds. The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To destroy Elisha it is necessary to kill the people responsible for her undeath, namely the peasants who revolted and murdered the Baron and his family.

    Unnatural Aura (Su): Animals will not come within 100' of Elisha, and Panic if forced to do so (they remain Panicked so long as Elisha is within Range).

    Lifesense (Su): Elisha may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch. She also can sense Good creatures within the same radius of effect.

    Combat: Elisha will usually try to corner and Charm or Dominate lone investigators to do her bidding or cause confusion. Assuming her Terror ability doesn't render them senseless. Then she brings the Touch into play. If she faces a group she'll unleash the Hellish Scream, and then begin using her Touch.






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    GHOSTLY PARAMOUR
    Ghostly Paramour is an Acquired Template that can be added to any Humanoid or Monstrous Humanoid. Ghostly Paramours are men or women who lived lustful lives and died regretting not finding actual love. They carry on as corporeal ghosts haunting the home they lived in, seducing anyone they find attractive that enter it, and destroying or driving off any others. They will slowly consume the life of their intended, hoping that he/she will be the true love they are looking for, so they can move on into the afterlife. They can even create half ghost children.


    Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

    Hit Dice: All current and future Hit Dice become d12's.

    Speed: The Ghostly Paramour has a Flight Speed of 50 (Perfect) unless it already has better.

    Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters (unless the Ghostly Paramour has manifested).

    Attacks: A Ghostly Paramour retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested).

    Damage: Against ethereal creatures, the Ghostly Paramour attacks normally. Against non ethereal targets the Ghostly Paramour usually cant physically damage them but can use special attacks (unless it has manifested).

    Special Attacks: A Ghostly Paramour retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Ghostly Paramour also gains the Corporeal Manifestation Ability, Loving Touch, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

    Corporeal Manifestation (Su): A Ghostly Paramour can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype.

    Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Ghostly Paramour is automatically subjected to this ability and receives no Save.

    Numbing Touch (Su): The ghosts touch is cold and numbs the body of their victims. If a Paramour successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Ghostly Paramour releases it's hold.

    Slay Memory (Su): The Ghostly Paramour may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

    Strike Dumb (Su): The Ghostly Paramour may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Ghostly Paramour, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

    Charm (Su): The Ghostly Paramour may cast Charm Monster as a Supernatural ability at will.

    Loving Touch (Su): Any creature the ghost makes a touch attack against must make a Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but it can only drain 2 levels per victim per day. the touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a Willpower Save to even realize it is an attack. If the victim truly loves the Ghostly Paramour (and dies from this), he will become a Ghost himself the following night, and the Ghostly Paramour and he will go on to the afterlife.

    Special Qualities: A Ghostly Paramour has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

    Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Paramour is for the object of their affection to truly fall in love with them and join them willingly in the afterlife.

    Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 30 ft. of a Ghostly Paramour, and Panic if forced to do so (they remain Panicked so long as the Ghostly Paramour is within Range).

    Lifesense (Su): Ghostly Paramours may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Lifelike Appearance (Su): When manifested, Ghostly Paramours appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Ghostly Paramour as she was when she died. The Ghostly Paramour cannot maintain this facade on Hallowed ground. Ghostly Paramours are even capable of producing children (see the Half Ghost template) while their Appearance is maintained. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Paramour gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Paramour has lost it's Lifelike Appearance.

    Spell Resistance (Ex): The Ghostly Paramour gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

    Unholy Grace (Su): The Ghostly Paramour adds a Profane Bonus to it's AC and Saving Throws equal to it's Charisma modifier.

    Protective Charm (Su): The Ghostly Paramour can give their chosen one a charm to protect them. This can be virtually anything as long as the Ghostly Paramour has spent at least 24 hours with it. It must spend this time attuning itself to the object. As long as their chosen one carries it on their person (and the Ghostly Paramour still wants it to function), they gain a +2 Profane Bonus on all Saving throws.

    Improved Lifelike Appearance (Su): Feats, skills, or abilities that would normally key off the ghosts Constitution modifier (for example Rage or Concentration checks), may now use their Charisma modifier instead.

    Saves: Saves remain unchanged except changes due to new stats.

    Abilities: +4 Dex, +2 Int, +4 Wis, +6 Cha. Ghostly Paramours have no Constitution Score.

    Skills: Ghostly Paramours have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

    Feats: Ghostly Paramours get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

    Environment: Any (usually same as Base Creature).

    Organization: As Base Creature (usually Solitary).

    Challenge Rating: +4

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: As Base Creature.

    Level Adjustment: +8


    "We camped in an abandoned town back in November. The war with the Flayers had gotten worse, and there were few places they wouldn't chase us. We chose a crumbling brothel as our temporary shelter from the snows. It looked to be the sturdiest building still up. And surprisingly the cleanest. There was no dust inside, like it had been kept up. That should have warned us. Especially when we found food and water, but no one living. Supplies were hard to come by due to the war.

    Young James was the first to go. After the first heavy snows trapped us inside, he began to waste away. His health failed and his mind began to go. He couldn't remember things. Eventually he died, and we heard a woman wailing in the night. We found no one.

    Then others began to go one by one, the same way. The guards swore they caught glimpses of a 'white lady' at night. We could never find her. And we tried day after day. Eventually it came down to myself, the priest, and a grizzled old killer named Karl. I didn't relish being with him at all, let alone trapped here with the thought that if the snow melted tomorrow I'd have to make the long trek to civilization with him lying next to me at night with only the priest between us. Wondering when he'd murder me for fun, or maybe even food if the rations ran out. The Flayers had done things to him. He wasn't much human anymore.

    She came for us eventually and made us a deal. Said if one of us would stay with her to keep her company, she'd let the others go. Karl jumped at the chance. I knew his intentions weren't exactly what most men would call good, but the woman was a monster of some kind herself. Karl wanted the same power she had, hoping he could use it to go after the Flayers. Poor bastard was too blind to realize he'd have to die to get that power.

    The priest and I fled. We came back after the war was over during the spring. We found Karl's corpse laying on a bed, wasted away to a skeleton. We both ran when we heard a woman's voice say 'He just wasn't the right one you know. He couldn't love me.' No one has gone into that town anymore. They know it's cursed, and it'll never be rebuilt. You're young, and you have a long life ahead of you. Forget stories about ghost women hiding treasure boy. They're just stories. The only thing waiting for anyone in that place is death."

    The Pale Woman (Human Female, Beguiler 11/Ghostly Paramour)
    Medium Undead
    Hit Dice: 11d12 (71 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
    Armor Class: 23 (+3 Dex. +5 Natural, +5 Profane), touch 18, flat-footed 18
    Base Attack/Grapple: +5/+5
    Attack: Touch +8 melee touch (energy drain) or Grapple +5
    Full Attack: Touch +8 melee touch (energy drain) or Grapple +5
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spells, Surprise Casting, Cloaked Casting, Corporeal Manifestation, Loving Touch, Charm, Numbing Touch, Slay memory
    Special Qualities: Armored Mage, Trapfinding, Rejuvenation, Turn Immunity, Unatural Aura, Lifesense, Lifelike Appearance, Unholy Grace, Advanced Learning (Serene Visage, Mesmerizing Glare, Illusory Feast)
    Saves: Fort +8, Ref +11, Will +17
    Abilities: Str 10, Dex 16, Con -, Int 19, Wis 17, Cha 20
    Skills: Bluff +24, Concentration +16, Diplomacy +24, Disguise +15, Gather Information +16, Hide +14, Intimidate +13, Knowledge (Arcana, Local) +14, Listen +22, Move Silently +14, Sense Motive +14, Spellcraft +14, Spot +22
    Feats: Silent Spell (B), Still Spell (B), Spell Focus (Illusion, Enchantment), Greater Spell Focus (Illusion, Enchantment), Ability Focus (Loving Touch)(B)
    Challenge Rating: 13
    Treasure: None
    Alignment: Neutral
    Level Adjustment: +5

    The Pale Woman has pale white skin and hair, with piercing blue eyes. She is usually dressed in diaphanous robes, usually white as well.

    Spells: 0: 6/day, DC 14 (18 if Illusion, Enchantment)
    1st: 7/day, DC 15 (19 Illusion, Enchantment)
    2nd: 7/day, DC 16 (20 Illusion, Enchantment)
    3rd: 7/day, DC 17 (21 Illusion, Enchantment)
    4th: 7/day, DC 18 (22 Illusion, Enchantment)
    5th: 4/day, DC 19 (23 Illusion, Enchantment)

    Surprise Casting (Ex): The Pale Woman may make a Bluff check to feint in combat as a move action. If successful her target is Denied it's Dex Bonus to AC for the next melee attack or spell cast. She must remain in melee with the target.

    Advanced Learning (Ex): The spells listed are added to the Pale Woman's spell list: Ventriloquism, Heroism, Dream.

    Cloaked Casting (Ex): The Pale Woman's spells gain a +1 to their Save DC if your opponent is Denied his Dex Bonus to AC. She also is +2 on rolls to overcome their Spell Resistance.

    Corporeal Manifestation (Su): The Pale Woman can emerge from the Ethereal Plane at will. She manifests as a physical being temporarily losing her Incorporeal Subtype.

    Charm (Su): The Pale Woman may cast Charm Monster as a Supernatural ability at will (DC 20).

    Loving Touch (Su): Any creature she makes a touch attack against must make a DC 22 Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but she can only drain 2 levels per victim per day. The touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a DC 22 Willpower Save to even realize it is an attack. If the victim truly loves the Pale Woman (and dies from this), he will become a Ghost himself the following night, and the Pale Woman and he will go on to the afterlife.

    Numbing Touch (Su): The Pale Woman's touch is cold and numbs the body of her victims. If a she successfully Grapples a victim that victim must make a DC 20 Fortitude Save or become Paralyzed until she releases the hold.

    Slay Memory (Su): The Pale Woman may psychically assault victims to erase their memories. As a Full Round Action she may choose 1 opponent within 30 feet, and that victim must make a DC 20 Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The only way to truly rid the world of a Ghostly Paramour is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

    Unnatural Aura (Su): Animals will not come within 30' of The Pale Woman, and Panic if forced to do so (they remain Panicked so long as the Pale Woman is within Range).

    Lifesense (Su): The Pale Woman may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically knows the strength of their life force as if she had cast Deathwatch.

    Lifelike Appearance (Su): When manifested Ghostly Paramours appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 20 for the Pale Woman) to see through it. In which case they see the Ghostly Paramour as she was when she died. The Ghostly Paramour cannot maintain this facade on Hallowed ground. Ghostly Paramour's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Paramour gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Paramour has lost it's Lifelike Appearance.

    Unholy Grace (Su): The Pale Woman adds a +5 Profane Bonus to her AC and Saving Throws.

    Armored Mage (Ex): The Pale Woman does not suffer Arcane Spell failure chance in Light Armor.

    Trapfinding (Ex): Identical to the ability listed on page 50 of the PHB.

    Combat: The Pale Woman usually uses her spells from a distance to sow discord and confusion or trap interlopers. When she has separated a man she desires, she will attempt to seduce him into undeath.



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  21. - Top - End - #681
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    Half Ghost

    Half Ghost is an Acquired Template that can be applied to any Humanoid that has the Tomb Tainted Soul Feat. Half Ghosts are the children of Corporeal Spirits or Ghostly Paramours and the living. Many devote their lives to destroying evil incorporeal undead due to the powers their half dead nature gives them. Unfortunately their lives usually end tragically. When a Half Ghost dies it is almost a given that the Half Ghost template will be replaced by one making them some sort of incorporeal undead, usually evil. At which points their comrades will have to destroy them.

    Size and Type: Size and type remain unchanged. However spells or abilities that detect undead may detect the Half Ghost as such (see below).

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Base Creature gains a Deflection Bonus to it's Armor Class equal to it's Natural Armor Bonus or it's Charisma modifier, whichever is higher. This Bonus ONLY applies to attacks made by incorporeal undead.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: The Half Ghost retains all the Special Attacks of the Base Creature, plus as follows:

    Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by the Half Ghost are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

    Final Rest (Su): If a Half Ghost destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

    Special Qualities: The Half Ghost retains all the Special Qualities of the base Creature, plus as follows:

    Ghost Touch (Su): The Half Ghosts armor and equipment have the Ghost Touch special ability while he is wearing them.

    See Invisible (Ex): The Half Ghost can See Invisible as per the spell at will.

    Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their species. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead half the time. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

    Immunities (Ex): Half Ghosts are immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

    Detect Ghost (Su): The Half Ghost automatically knows if an incorporeal Undead is within 50 feet. He does not know the exact location, only that it is nearby.

    Saves: The Base Creature gains a +2 Profane Bonus on all Saves against Undead attacks or abilities.

    Abilities: +2 Cha

    Skills: Unchanged

    Feats: Unchanged.

    Environment: As Base Creature.

    Organization: As Base Creature.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: As Base Creature.

    Level Adjustment: +4

    "Your mother hasn't told you about your father has she? Years ago when she was young, a man came to the village. He said his name was Wotan, and the warriors of his tribe had outcast him after his father had broken an oath. Him and all his family were sent out into the snow. He was the last one left, he'd said the journey from the frozen wastelands had killed the others. We fed and cared for him, and your mother nursed him back to health. She even fell in love with him after a time.

    And then the deaths started. People found drained of blood. We suspected a wampir but could find none. Ogres began swarming from the mountains, and for a time there was war, and the deaths were forgotten. Until we found Ogre corpses drained the same way. The Jarl called for a meeting with the Ogres. A temporary truce until we found out who or what our common enemy was. The Ogres had an old witch woman who said she would track it down. She was the most terrifying hag I'd ever seen.

    But not half so terrifying as what she found. She called the dead up to speak to them and they led her to my door. She died fighting Wotan, as did many others. The wounds I have that made me unfit for fighting I gained that night. The Ogres left the next day, calling our village cursed. Your mother and I were nearly burned for housing Wotan. And then it got worse when it was known that she was with child. We were nearly killed many times, and moved often before you were born.

    Your father was a monster. A dead thing that should have been in his grave. He is why you can see things no one else can. He is why you are cursed. He is why you will be the greatest help to the village when you learn to control what you can do. You are a ghost killer. Not human, but not yet a monster. I am sorry. But there is nothing else I can do for you. The shamans will take you today to train you for your destiny."

    Example of creature using template here:

    Slaine (Human, 24 years old, Fighter 12/Half Ghost)
    Medium Humanoid (Human)
    Hit Dice: 12d10+36 (102 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +12/+17
    Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +17
    Full Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +17
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ghost Touch, Final Rest
    Special Qualities: Ghost Touch, See Invisible, Partially Dead, Immunities, Detect Ghost, Save Bonus, AC Bonus
    Saves: Fort +13, Ref +5, Will +7
    Abilities: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
    Skills: Climb +9, Handle Animal +8, Intimidate +9, Jump +9, Ride +9, Swim +9
    Feats: Earths Embrace, Endurance, Great Fortitude, Iron Will, Superior Unarmed Strike, Tomb Tainted Soul Blind-Fight (B), Greater Weapon Focus (Grapple, B), Improved Unarmed Strike (B), Improved Grapple (B), Improved Initiative (B), Power Attack (B), Weapon Focus (Grapple, B)
    Challenge Rating: 16
    Treasure: See below
    Alignment: Neutral
    Level Adjustment: +4

    Slaine will have the money/equipment of a typical 12th level PC

    Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by Slaine are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

    Final Rest (Su): If Slaine destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

    Ghost Touch (Su): Slaine's armor and equipment have the Ghost Touch special ability while he is wearing them.

    See Invisible (Ex): Slaine can See Invisible as per the spell at will.

    Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their species. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

    Immunities (Ex): Slaine is immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

    Detect Ghost (Su): Slaine automatically knows if an incorporeal Undead is within 50 feet. He does not know the exact location, only that it is nearby.

    Combat: Slaine has specialized in destroying ghosts by grappling with them. he finishes many mortal opponents the same way.

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  22. - Top - End - #682
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    Kiseichuu Yuurei
    Medium Undead (Incorporeal)
    Hit Dice: 10d12 (65 hp)
    Initiative: +4
    Speed: Fly 80 ft (16 squares), Perfect
    Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
    Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
    Base Attack/Grapple: +5/-(+10 Corporeal)
    Attack: Touch +9 melee touch (1d4 Con)
    Attack (Corporeal): Claw +10 melee (1d4+5)
    Full Attack: Touch +9 melee touch (1d4 Con)
    Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
    Special Qualities: Dark Vision 60 ft. Rejuvenation, Life Sense 60 ft., Turn Immunity, Weaknesses
    Saves: Fort +3, Ref +7, Will +12
    Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
    Skills: Bluff +16, Craft (any one) +15, Diplomacy +18, Hide +20, Intimidate +20, Listen +16, Move Silently +20, Search +15, Sense Motive +16, Spot +16
    Feats: Ability Focus (Terrifying Presence), Flyby Attack, Lifebond*, Necrotic Reserve*
    Environment: Any
    Organization: Solitary, plus possible family members depending on how things have gone
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 11+ HD (Medium) or by Class
    Level Adjustment: -----

    * See Libris Mortis.

    ”Our daughter Sadako does not see anyone, not even those she went to school with…”

    ”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble. Is she home?”

    ”You are mistaken somehow. Sadako does not live here anymore, and would see no one if she did.”

    ”But I was told she still resided here…”

    ”Walk away.”

    ”What!”

    ”Walk away while the choice is still yours.”

    ”Who is at the door father?”

    Most parents want to protect their children, but there are exceptions. Among those parents are controlling narcissists who accuse their adult children living at home of all manner of things, including not paying rent, or helping with the chores, abuse, theft, and not trying to find jobs. Things take a turn when a seemingly well-meaning parent turns out to be a selfish sociopath who was only being polite to maintain a facade in society. They eventually plan the murder of a child who they claim intends to seem to be "hell-bent on draining the life from them". They murder their children in quiet ways, such as poison, or a pillow over the face, and bury the body within the house somewhere to avoid suspicion. After all their child is already a recluse, so initially no one suspects anything.

    The problem comes when the child comes back.

    The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure. Unable to move on to the next life, they torment the living, in this case their murderous parents. Eternally hungry, the child now forces it’s parents to find it food, specifically the living. Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults. And if the parents refuse, it can punish them by draining their life away. Being obsessed with revenge, the ghost will torment them every night in some way, and make life for those nearby horrifying as well. At some point either an exorcist will successfully destroy it, or it will devour the whole village. Many villagers will not ask for help as they will be terrified of the consequences should the exorcist fail. They will be turned into lures, designed to bring is strangers and feed them to the ghost in an attempt to appease it. Most feel pressured to do it either by shame, or by fear. Regardless of which they end up bound to a dead tyrant of their own making.

    Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype). While corporeal, it has a Strength score, and a Natural Armor Bonus. When Incorporeal, their Natural Armor Bonus to AC becomes a Deflection Bonus.

    Terrifying Presence (Su): As a Free Action, at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror. Any being within 60 ft. of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave. The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack. If the opponent rolls a natural 1 on their Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly. If they succeed in the Save they take 3d6 damage instead.

    Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills. It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based). It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding. It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for causing their death is only DC 10).

    Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as new abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates). If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below). In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

    Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60 ft. as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

    Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it. An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol). To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier). If you successfully Feint the round before attempting this the DC does not include the ghosts Dexterity Modifier. The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it. If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed. Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

    Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as she was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen through as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

    Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate, Listen, Move Silently, Search and Spot checks.

    Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's. If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it. Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them.


    -=-=-=-=-=-=-

    Lore
    Characters with ranks in Knowledge (Religion) may have heard the stories about the Kiseichuu Yuurei. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    DC|Lore
    20|Some children live with their parents long after they should have left the house (at least, in the opinions of their parents or other elders), seeming to suffer from some sort of anxiety or depression. Occasionally one is murdered by the parents out of selfishness or cruelty, and it returns as an undead..
    25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible. Terror emanates from them in waves, and even if you can get past it to get at them, simply destroying it's physical manifestation will not be enough to be rid of it.
    30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers. Destroying them may get rid of it. If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest.

    Plot Hook
    • After many months away adventuring one of the PC's returns home to find his family shattered. His parents are in very poor health, and his younger sister has changed, being a half insane recluse who viciously drives her mother and father out to work despite their condition. Eventually he finds his sister eating a small child, with her fleeing when she notices him. When he confronts his father he is told tearfully "We're sorry..." before his father flings himself from the window without further explanation. Distraught at the funeral, his mother is little help in providing an explanation much like the other villagers who seem terrified of speaking.
    • Stopping at an Inn the PC's are waited on by an elderly couple who seem to ask a few too many personal questions in between slavishly waiting on their daughter hand and foot. Before retiring a village boy pulls one of them to the side and tells them to leave while they can, or the daughter of the Innkeeper will come for them in the night...
    • The PC's come upon a dead town. Seemingly deserted there are signs of former occupation everywhere, with valuables left behind, and obvious signs of occasional struggle. There are also a great many graves. Staying in the towns largest hall they come upon a stack of corpses in the basement that look like something just sucked them dry. Hiding in the same house is a young girl who appears to be mute and in shock. A young girl who seems particularly terrified of the parties priest.
    • The PC's have been defending a town from raiding brigands for weeks on end. They don't seem interested in taking food or valuables, just people. Asked to help negotiate peace, the tearful leader of the raiders asks the PC's to murder his daughter, and he will gladly stop raiding. Should the PC's say they don't murder the innocent, they will be informed that his daughter is neither innocent nor living...and the people they've been kidnapping are to feed to her to prevent her from devouring the whole clan.

    Last edited by Bhu; 2023-10-18 at 06:32 PM.
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  23. - Top - End - #683
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    Default Re: Critters III! Now also in 5e!

    The Black Mask
    Medium Undead
    Hit Dice: 20d12 (240 hp)
    Initiative: +3
    Speed: 40 ft (8 squares)
    Armor Class: 33 (+3 Dex, +10 Natural, +5 Profane, +5 Deflection), touch 23, flat-footed 30
    Base Attack/Grapple: +20/+36
    Attack: Unarmed Strike +28 melee (2d6+8)
    Full Attack: Unarmed Strike +28/+23/+18/+13 melee (2d6+8)
    Space/Reach: 5ft./5 ft.
    Special Attacks: Terrifying Appearance, Possession, Skilled Fighter, Finishing Move
    Special Qualities: Immortal, Undead traits, Dark Vision 60 ft., Turn Immunity, Unnatural Aura, Lifesense, Unnatural Vitality, Damage Reduction 10/Special, Powerful Build, Spell Resistance 26
    Saves: Fort +6, Ref +9, Will +15
    Abilities: Str 26, Dex 16, Con -, Int 12, Wis 17, Cha 14
    Skills: Climb +18, Hide +20, Intimidate +13, Jump +18, Knowledge (History, Local, Religion) +11, Listen +20, Move Silently +12, Perform (Wrestling) +11, Search +18, Spot +20
    Feats: Earth's Embrace, Freezing the Lifeblood, Improved Grapple, Improved Unarmed Strike, Pain Touch, Superior Unarmed Strike, Stunning Fist
    Environment: Any
    Organization: Unique
    Challenge Rating: 15
    Treasure: None
    Alignment: Neural Evil
    Advancement: 21+ HD (Medium)
    Level Adjustment: -----

    ”My father used to take me to the wrestling matches down at the arena on the weekends. Rumor had it some of the matches were fixed, but we didn’t care. It was great. The crowds, the spectacle, the fights, it was all bigger than life. My favorite was a wrestler called the Black Mask. He was a huge man. He must have been at least seven feet tall, and he had never been beaten in the ring. He wore a full head mask, all in black, like some sort of grim executioner. My father always crossed himself when we saw him. Never did explain why until the bad times started. I wish he had taken the knowledge to his grave with him.”


    The legendary wrestler known as the Black Mask began as a humble boy named Lazero Sesumaga. His father was a wrestler, as was his father before him. Fighting ran in the family. It was all they knew. Eventually Lazero drifted into the trade, becoming a helper at the matches, setting up and taking down the ring. Selling food or tickets. Whatever menial task he could do while becoming a wrestler himself. The training was brutal. Many other children died or were maimed permanently. Lazero was lucky. He also had a growth spurt that never seemed to stop. At 15 years old he was already over 6 feet tall. At the tender age of 17, his father passed away from illness. Rumor had it the Trijillo family who owned the local fighting promotions were disappointed in profits, and were finding ways to increase them by adding bloodsports, or fixing the matches. Lazero’s father objected loudly, and many believed his illness was simple poisoning. Not that anyone could prove it.

    Lazero became a wrestler because he had no other career options that would support his family. He was fairly good too. The fake aspects of what he did ate at him, but the pre-conceived storylines allowed him time off to spend with his loved ones. He even went adventuring on the side. Lazero never lost a match. He was so big the owners didn’t think anyone would believe his losing wasn’t a fix, so he was always booked to win. But the Trijillos and he never got along well, and sometimes their arguments were fairly bitter. So bitter, that at one point Lazero was finally ordered to disgrace himself in the ring. To not only lose, but lose in a way that would end his career. Unfortunately for the Trijillos, Lazero had a problem: pride. Pride wouldn’t let him take a fall, let alone grovel like they wanted him too. His opponent died that evening. Lazero had been booked to win for so long, everyone had forgotten just how capable a fighter he truly was. Fleeing the ring, he found his wife and children brutally murdered. He knew who was responsible, and he knew that he wouldn’t be able to settle the score. The Trijillos were the biggest crime family in the country. They were everywhere, and he could never get to them on his own.

    That evening Lazero donned his famous mask for the last time. In the next week he hunted down the Trijillos and their men non-stop, not pausing for food or sleep, knowing he would die in the end. Lazero personally murdered over 200 men in his last week alive before being brought down by a small army of hired muscle. Most people figured it was over after that. The locals who were sympathetic to him took his mask, and placed it in a shrine at the local church of St. Cuthbert as a sign of respect, and hope that he would get peace. Angered, the Trijillos burned the church to the ground, and began a massacre. The mask was thought destroyed.


    It wasn’t. 6 years later a young wrestler joined the circuit wearing the mask. Calling himself the Black Mask, he started as a fairly scrawny boy, but began to resemble the original wrestler more and more over time. Eventually people thought he was Lazero reincarnated. Fellow wrestlers began to complain he was as cold as the grave, and smelt like one too. They were refusing to fight him. The Trijillos began offering bounties to whoever could kill him in the ring and make it look like an accident or a fair fight. All of them died, and the Black Mask just kept getting more terrifying over time. People swore he wasn’t human, and they started to avoid both the matches and the Trijillos. That was the final straw. Fear of some sort of curse had held the Trijillo family back, but they wouldn’t accept the loss of their money. It took many men, a Cleric of Hextor, and several hired mercenaries, but eventually the new Black Mask was killed as well. When the mask was stripped from his face as he lay dying, he reverted to the scrawny boy everyone had known. He said his name was Juan, and he had merely wanted to be a wrestler. Dreamed of it since he could walk. One day he had found the Mask and it had spoken to him, and promised to make him a wrestler if he wore it. But every time he entered the ring he was getting hurt, badly. The Mask always offered to make him more powerful. Just a little bit more powerful each time. Just powerful enough to beat his current foe. Eventually the Mask was in control, and he was a prisoner in his own body. He said the original Black Mask had returned, and he wouldn’t stop until the entire Trijillo family was dead.

    Horrified, the Trijillos burned the Mask, and began to work feverishly to find out what had happened. It took a while, and a lot of torture of the local priests, but the truth was made known to them eventually. Lazeros had made a deal with St. Cuthbert himself to get revenge on his families killers. In return he would serve the God in the afterlife on a mission Cuthbert had in mind for him. But Lazeros’ pride intervened again. He believed all the Trijillos’ were responsible for the death of his family, and even after the original murderers were dead, he didn’t stop killing. St. Cuthbert was furious at Lazeros for breaking his oath, and cursed him to walk the earth for all time or until every last member of the Trijillo family was dead. He would be trapped in his mask, and could attempt possession of anyone wearing it, but would be incapable of affecting the world otherwise. The locals took it to the Church, not out of respect this time, but to hide it away from the world who didn’t know the truth. Over the years Lazeros’ humanity burned away, and his revenge was all he had left.

    17 years later the Mask appeared again. An undead monster fitting the description of the Black Mask came into the city of Castille, and began murdering members of the Trijillo family. It was stopped again at great cost, and the Trijillos fled their home country and scattered across the world in hopes of fleeing their eternal foe. It has not helped them. For every possessed victim they put down, another eventually rises. No matter how often the Mask is destroyed it eventually comes back, and the Trijillos have begun to fear that the Mask will pursue them until the end of time if necessary.

    Terrifying Appearance (Su): Any living being within 60 ft. of the Black Mask must make a DC 22 Fortitude Save (Save DC is Cha based) or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Masks Terrifying Appearance for 24 hours. This only works when the Mask is possessing a body.

    Possession (Su): Normally Lazero is an incorporeal spirit trapped in his old mask. If someone puts the Mask on, he may communicate with them telepathically as long as they wear it. Lazero will promise them power in exchange for favors. At first these favors will seem benign (i.e. joining a wrestling organization or some kind of group). He will repay these favors by sculpting the wearers body into physical perfection. For the most part this alteration is insignificant. While they look cut, and in incredible physical shape, their stats aren't altered at all. It's all for show. Inevitably many will find themselves in a jam because they're showing off, or they've gotten in a fight and they need help. Lazero will offer them power in exchange for more help (i.e. do this for me, and I'll make you a real warrior) once they're in physical danger and unable to back out of the fight. If they agree their Strength, Dexterity, and Constitution raise 2 points from then on whenever they wear the mask (maximum possible they can become is equal to Lazero's stats, these bonuses stack as they gain a +2 to each of the physical stats each time they accept Lazero's bargain), and they have access to the Black Masks Damage Reduction ability. Events will get worse and worse, and they will continually have to ask Lazero for more power. Each time they accept Lazero's bargain they must make a DC 22 Willpower Save (Save DC is Charisma based), or become slightly more like Lazero, gaining an inch in height and 10 pounds until they are 7'2" and 500 pounds. Their hair color will begin to change, as well as their voice and mannerisms, and eventually they will look just like Lazero. When their physical stats match Lazero's they become a prisoner in their own body, and the Black Mask takes over transforming the body to look like his original (though obviously undead) It will become apparent that all the favors were merely information gathering for his plans of revenge, or putting him in a position to be close to the Trijillo's. Once he has full possession of a body Lazero can use the stat block listed above. Otherwise he is limited to watching events from the Mask (he has full vision and hearing, and all non physical skills but is immobile and can't affect the physical world). Once he has full possession of a person he cannot be removed except by that persons death, but they may be Raised or Resurrected normally.

    Skilled Fighter (Ex): Unlike most Undead, the Black Mask has retained his fighting skills, and his BAB is equal to his Hit Dice.

    Finishing Move (Ex): If the Black Mask can successfully Pin his opponent in a Grapple for 3 consecutive rounds they must make a DC 28 Fortitude Save (Save DC is Strength Based) or die.

    Immortal (Su): This works like the Rejuvenation ability on page 118 of the Monster Manual with 2 exceptions. If his possessed victim is destroyed, the Black Mask returns to his mask immediately. If the mask is destroyed it appears again from 1 to 30 years later. How long it takes appears to be random. Unless he is destroyed by a being with Divine Rank, or the terms of his curse are fulfilled (i.e. all living relatives of the Trijillos are killed), the Black Mask can never be destroyed. If released from his curse by St, Cuthbert he may be put down like any other Ghost, though he will still try to return as long as the Trijillos are alive.

    Unnatural Aura (Su): Animals will not come within 100 ft. of anyone possessed by the Black Mask, and Panic if forced to do so (they remain Panicked so long as the Black Mask is within Range).

    Lifesense (Su): The Black Mask may automatically sense Living creatures within 100 ft. as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

    Unnatural Vitality (Ex): The Black Mask gains Maximum hit points per hit die. Additionally, he gains a +5 Profane Bonus and a +5 Deflection Bonus to AC.

    Damage Reduction (Ex): The Black Masks Damage Reduction can only be penetrated by a member of the Trijillo bloodline who is of Good Alignment.

    Spell Resistance (Ex): The Black Mask has Spell Resistance 25.

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

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

    Skills: The Black Mask has a +8 Racial Bonus to Hide, Listen, Search, and Spot checks.

    Combat: If going for a Trijillo, Lazero will always concentrate on them to the exclusion of all else. Being immortal he knows time is on his side, so if his current body is destroyed while killing his victim he really doesn't care. He knows he'll be back. Lazero will always attempt a Grapple, and then try to Pin his opponent to finish him as quickly as possible. If there are multiple opponents he will try to paralyze a few using his Feats first and then Grapple one at a time.


    -=-=-=-=-=-=-

    Lore
    Characters with ranks in Knowledge (History or Local) can learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

    DC|Lore
    10|The Black Mask was once a famous local wrestler who died after committing an astonishing week of murder and mayhem.
    15|The Black Mask persona has been used by many wrestlers over the years, all of whom have been murderers, and all of whom have met violent ends.
    20|The Trijiilo family, a local crime organization, and the Church of St. Cuthbert both have some sort of grudge against people portraying the Black Mask.
    25|The Black Mask is actually the ghost of the original wrestler, returned for revenge on the family that killed him.
    30|The Black Mask has been cursed by St. Cuthbert to walk the world until every living relative of the Trijillo family is dead.


    Characters with ranks in Knowledge (Religion) who have St. Cuthbert as a patron can also learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

    DC|Lore
    10|The Black Mask was once a famous local wrestler who died after committing an astonishing week of murder and mayhem.
    15|The Black Mask violated a deal with St. Cuthbert, and is cursed for all eternity because of it.
    20|The Mask itself is possessed by the ghost, and so is anyone who wears it.
    25|Short of convincing St. Cuthbert to remove his curse, having a deity intervene, or killing all of the Trijillo’s, there appears to be no way of putting the spirit of the Black Mask to rest.


    Plot Hook

    • The PC’s are hired by Faustino Trijillo, a local carnival owner and fighting promoter. His performers are being found dead, with their backs broken or their guts torn out, hanging from the cities lamp posts. He wants the PC’s to find out who, or what, is responsible and stop them. It is obvious he knows more than he is telling. He even gives him a description of what he believes the culprit to look like despite no one ever having survived an attack. But if asked how he knows he is uncharacteristically tight lipped, and even fearful.
    • One of the PC’s is being pursued by Hermelinda Trijillo, a local beauty, and wealthy heiress. But is she actually interested in him? Or is she merely clinging to him because of his reputation for being a tough man who can solve problems with a sword? And why is she always glancing over her shoulder? Why does she always seem to know something about all the dead bodies that keep appearing in the fields outside the village, piled up night after night? And what will he do once he discovers they’re all criminals, and somehow related to his new love interest?
    • One of the PC’s is a priest of St. Cuthbert attempting to put down the Trijillos, a notorious local crime family responsible for extortion, murder, and all manner of violent crime. One night a huge, hulking giant of a man appears to save the PC from a trap by tearing the assassins sent to kill him limb from limb. Before he leaves the PC promises to repay him somehow. In his dreams that night the PC is visited by St. Cuthbert himself, and told that he must carry out his promise, for his word is his bond. But he is also told that he faces possible excommunication for helping an enemy of the Church if he takes it too far, and his own possible damnation. What will he do?
    • One of the PC’s is the friend of a local rogue named Everado Trijillo. Everado is a mentor to him, perhaps even a father figure. But Everado is not as good hearted as he appears, and his past catches up with him in the form of the Black Mask. It won’t take forever for the PC to figure out the story. Will he help someone he believes to be a friend? Will he have a choice once it is revealed he is Everado’s son?


    Last edited by Bhu; 2023-10-18 at 06:37 PM.
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  24. - Top - End - #684
    Titan in the Playground
     
    Bhu's Avatar

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

    Next wek I should have the Ghost Feats done, and we will have our first new deathless.
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  25. - Top - End - #685
    Firbolg in the Playground
     
    Metastachydium's Avatar

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

    And I'm still here! I'm just very tired from something I really shouldn't be doing. Also, still not very good at templates. The Half-Ghost is very solid, nevertheless. Special mention goes to Final Rest (is there any other reliable counter to Rejuvenation?) and Partially Dead is pretty solid.

    Moving on:

    Quote Originally Posted by Bhu View Post
    Kiseichuu Yuurei
    Medium Undead (Incorporeal)
    Hit Dice: 10d12 (65 hp)
    Initiative: +4
    Speed: Fly 80 ft (16 squares)
    What maneuverability?

    Skills: Bluff +16, Craft (any one) +15, Diplomacy +16, Hide +20, Intimidate +18, Listen +16, Move Silently +20, Search +15, Sense Motive +16, Spot +16
    6 skill points would seem to remain unspent. (Synergy to Diplomacy and Intimidate not accounted for?)

    Organization: Solitary
    Doesn't it normally has a family meber about?

    Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it. An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol). To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier). If you successfully Feint the round before attempting this the DC does not include the ghosts Dexterity Modifier. The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it. If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed. Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.
    Finally, a task for the Shugenja!

    Quote Originally Posted by Bhu View Post
    The Black Mask
    Medium Undead
    Base Attack/Grapple: +20/+28
    Grapple's +36 (+4 "size", +4 feat).

    Feats: Earth's Embrace, Freezing the Lifeblood, Improved Grapple, Improved Unarmed Strike, Pain Touch, Superior Unarmed Strike, Stunning Fist
    It's a tad weird it doesn't just have IUS by default. As a bonus feat, perhaps?

    Skills:
    I think I counted 1 skill point still available.

    Damage Reduction (Ex): The Black Masks Damage Reduction can only be penetrated by a member of the Trijillo bloodline who is of God Alignment.
    Yes, yes, we get it, it takes a divine rank.

    Quote Originally Posted by Bhu View Post
    Next wek I should have the Ghost Feats done, and we will have our first new deathless.
    C-o-o-l. I'm very curious what's it gonna be.

  26. - Top - End - #686
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    Default Re: Critters III! Now also in 5e!

    EPIC ZOMBIE
    Epic Zombie is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system. There are few Epic Zombies in the world. Necromancers love the idea in theory, but they tend to create zombie plagues, and thus quickly drawing unwanted attention. They make great shock troops for the undead horde though, so expect to keep seeing them.

    Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.

    Hit Dice: All current and Future Hit Dice become d12's.

    Speed: Unchanged.

    Armor Class: The Epic Zombie gets a Natural Armor Bonus equal to it's Hit Dice, and a Profane Bonus to AC equal to half that amount. If it's natural armor Bonus to AC already exceeds it's it Dice, it improves by +1 per 5 Hit Dice the base creature has.

    Attacks: The Epic Zombies BAB is now equal to it's Hit Dice, if it wasn't already.

    Damage: Epic Zombies who have no Natural Attacks gain a Slam Attack whose damage depends on their size, as well as a Secondary Bite attack (damage is the same for both):

    Fine: 1 pt.
    Diminutive: 1d2
    Tiny: 1d3
    Small: 1d4
    Medium: 1d6
    Large: 1d8
    Huge: 2d6
    Gargantuan: 2d8
    Colossal: 4d6

    Special Attacks: The Epic Zombie keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Bonus instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. The base creature also gains the following:

    Terrifying Appearance (Su): Any living being within 60 ft. of the Epic Zombie must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Zombies Terrifying Appearance for 24 hours.

    Infectious Bite (Su): Any creature bitten by the Epic Zombie must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus 4) or contract Mummy Rot. Unlike normal, if the opponent dies it becomes a Zombie (or an Epic Zombie if it qualifies for this template).

    To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Zombie if they are within 120 ft. of it, and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies. This does not require any form of Action on the Zombie's part.

    Improved Grab (Ex): If the Epic Zombie hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

    Constrict (Ex): If the Epic Zombie has a Primary Natural Attack, it does that damage with a successful Grapple Check. Otherwise it does it's normal Slam damage.

    Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.

    Special Qualities: The Epic Zombie keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:

    Turn Immunity (Ex): The zombie is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of an Epic Zombie, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

    Lifesense (Ex): Epic Zombies may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Spell Resistance (Ex): The Epic Zombie gains Spell Resistance equal to 16 plus half its hit Dice.

    Damage Reduction (Ex): Gains Damage Reduction 15/Slashing and Epic.

    Regeneration (Ex): Epic Zombies gain Regeneration 5. Fire does normal damage to an Epic Zombie.

    Unnatural Vitality (Ex): The Epic Zombie gains maximum hit points per hit die.

    Negative Energy Aura (Ex): All Undead within 60 ft. of an Epic Zombie gain Turn Immunity.

    Saves: Unchanged.

    Abilities: -2 Dex. It has no Int or Con score. Strength increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Str). Charisma drops to 1.

    Skills: Unlike other Mindless creatures Epic Zombies retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

    Feats: Epic Zombies retain all Feats, but do not get more Feats with further Hit Dice or Levels.

    Environment: Any Land or Underground

    Organization: Unchanged, usually Solitary

    Challenge Rating: +4 (+5 if former Spellcaster)

    Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

    Alignment: Always Neutral or Chaotic Evil

    Advancement: An Epic Zombie can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Zombie may possibly advance by Character Levels (see above).

    Level Adjustment: ---



    Really Dead Bob (CE Male Human, 21st Level Barbarian)
    Medium Undead.
    Hit Dice: 21d12 (252 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 41 (+21 Natural, +10 Profane), touch 20, flat-footed 41
    Armor Class (Raging): 39 (-2 Rage, +21 Natural, +10 Profane), touch 18, flat-footed 39
    Base Attack/Grapple: +21/+36
    Attack: Slam +36 melee (1d6+15) or by Weapon +36 melee
    Full Attack: 2 Slams +36 melee (1d6+19) and 1 Bite +31 melee (1d6+7) or by Weapon +36/+31/+26/+21 melee and 1 Bite +31 melee (1d6+7)
    Attack (Raging): Slam +40 melee (1d6+19) or by Weapon +40 melee
    Full Attack (Raging): 2 Slams +40 melee (1d6+19) and 1 Bite +35 melee (1d6+9 plus disease) or by Weapon +40 melee and 1 Bite +35 melee (1d6+9 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Mighty Rage 8/day, Tireless Rage, Terrifying Appearance (DC 24), Infectious Bite (DC 24), To Me Mah Mindless Companions!, Improved Grab, Constrict (1d6+19)
    Special Qualities: DR 5/-, Trap Sense +7, Indomitable Will, Uncanny Dodge, Improved Uncanny Dodge, Turn Immunity, Unnatural Aura, Lifesense, SR 41, DR 15/Epic and Slashing, Unnatural Vitality, Regeneration 5, Negative Energy Aura
    Saves: Fort +14, Ref +6, Will +7 (+11 Rage)
    Abilities: Str 41 (49 Rage), Dex 11, Con -, Int -, Wis 12, Cha 1
    Skills: Climb +25, Jump +27, Listen +11, Swim +25
    Feats: Extra Rage, Greater Powerful Charge, Great Fortitude, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Powerful Charge, Reckless Charge (B)
    Environment: Any Land or Underground
    Organization: Solitary
    Challenge Rating: 25
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: By Class Levels
    Level Adjustment: ---

    "Bert...there's something different about this one..."

    "Seein' as he done bit the horses we can't run away. I'll keep him busy whilst you look fer somethin' to help.

    Dead Bob wasn't your average barbarian warrior. He was called that because he looked like a walking corpse. Smelled like one too. No one was sure what was wrong with him, and the Shaman was never able to find any disease or curses. So Dead Bob made a living pretending to be undead to scare people away from his village. At least until he met the real thing. Now he really is Dead Bob. Not that his new circumstances change much. He still guards the village, and still spends a lot of time staring blankly into space. He just bites a bit more often now. He appears as fairly well preserved corpse of a tall, bearded man covered in tribal tattoos. Someone of a prankish nature has hung a sign around his neck saying "free hugs". Sadly, Bob is no longer capable of appreciating the signs humor.

    Last edited by Bhu; 2023-11-04 at 06:32 PM.
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  27. - Top - End - #687
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    Default Re: Critters III! Now also in 5e!

    Epic Skeleton

    Epic Skeleton is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system. Due to their less infectious nature, they are preferred to zombies.

    Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.

    Hit Dice: All current and Future Hit Dice become d12's.

    Speed: Unchanged. Winged skeletons flight is now a Supernatural ability.

    Armor Class: The Epic Skeleton gets a Natural Armor Bonus equal to it's Hit Dice. If it's natural armor Bonus to AC already exceeds it's it Dice, it improves by +1 per 5 Hit Dice the base creature has.

    Attacks: The Epic Skeleton BAB is now equal to it's Hit Dice, if it wasn't already.

    Damage: If the base creature has no Natural Weapons but does have fingers it gains a Claw Attack:
    Diminutive or Fine: 1 point
    Tiny: 1d2
    Small: 1d3
    Medium: 1d4
    Large: 1d6
    Huge: 1d8
    Gargantuan: 2d6
    Colossal: 2d8

    Special Attacks: The Epic Skeleton keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:

    Terrifying Appearance (Su): Any living being within 60 ft. of the Epic Skeleton must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Skeletons Terrifying Appearance for 24 hours.

    To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Skeleton if they are within 120 ft., and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies. This does not require an Action from the Skeleton.

    Improved Grab (Ex): If the Epic Skeleton hits with it's Primary Natural Attack (usually it's Claw) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

    Choke (Ex): The skeleton may Choke opponents with a successful Grapple Check. This does double it's Claw damage plus double it's Strength Modifier, and if the opponent requires air, it begins to suffocate (See DMG for suffocation rules).

    Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.

    Special Qualities: The Epic Skeleton keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:

    Turn Immunity (Ex): The skeleton is Immune to Turn/Rebuke Undead attempts.

    Unnatural Aura (Su): Animals will not come within 100 ft. of an Epic Skeleton, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).

    Lifesense (Ex): Epic Skeletons may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

    Spell Resistance (Ex): The Epic Skeleton gains Spell Resistance equal to 16 plus half its hit Dice.

    Damage Reduction (Ex): Gains Damage Reduction 15/Bludgeoning and Epic.

    Regeneration (Ex): Epic Skeletons gain Regeneration 5. Fire does normal damage to an Epic Zombie.

    Unnatural Vitality (Ex): The Epic Skeleton gains Maximum hit points per hit die.

    Negative Energy Aura (Ex): All Undead within 60 ft. of an Epic Skeleton gain Turn Immunity.

    Immunity to Cold damage (Ex)

    Uncanny Dodge (Ex): The skeleton retains it's Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses it's Dexterity bonus to AC if immobilized.

    Improved Uncanny Dodge (Ex): The Skeleton can no longer be flanked. This defense denies another creature with sneak attack the ability to sneak attack the skeleton by flanking it, unless the attacker has at least four more Hit Dice than the skeleton does.

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

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

    Saves: Unchanged, but will need to be recalculated due to ability score changes.

    Abilities: It has no Int or Con score. Dexterity increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Dex). Charisma drops to 1.

    Skills: Unlike other Mindless creatures Epic Skeletons retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

    Feats: Epic Skeletons retain all Feats, but do not get more Feats with further Hit Dice or Levels. It also gains Improved Initiative if it doesn't have it already (and Superior Initiative if it does).

    Environment: Any Land or Underground

    Organization: Unchanged, usually Solitary

    Challenge Rating: +4 (+5 if former Spellcaster)

    Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)

    Alignment: Always Neutral or Chaotic Evil

    Advancement: An Epic Skeleton can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Skeleton may possibly advance by Character Levels (see above).

    Level Adjustment: ---

    "Awfully quick for a dead guy."

    Epic Skeletons are rarer than Zombies due to being a bit more fragile, but they're mighty tough suckers to hit.

    Example of creature using template here:

    Dead Tom (CE Male Human, 21st Level Swashbuckler)
    Medium Undead
    Hit Dice: 21d12 (136 hp)
    Initiative: +17
    Speed: 30 ft. (6 squares)
    Armor Class: 48 (+13 Dex, +4 Dodge, +21 Natural), touch 27, flat-footed 32
    Base Attack/Grapple: +20/+21
    Attack: Claw +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
    Full Attack: 2 Claws +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Terrifying Appearance (DC 24), To Me Mah Mindless Companions!, Improved Grab, Choke (1d4+5), Insightful Strike +4, Acrobatic Charge, Improved Flanking, Wounding Critical
    Special Qualities: Dark Vision 60 ft., undead traits, Turn Immunity, Unnatural Aura, Lifesense, SR 41, DR 15/Bludgeoning and Epic, Regeneration 5, Cold Immunity, Unnatural Vitality, Negative Energy Aura, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Dodge Bonus +4, Lucky, Acrobatic Skill Mastery, Slippery Mind
    Saves: Fort +12, Ref +19, Will +6
    Abilities: Str 13, Dex 37, Con -, Int -, Wis 10, Cha 1
    Skills: Climb +13, Jump +13, Swim +13
    Feats: Adaptable Flanker, Combat Reflexes, Deft Opportunist, Dodge, Mobility, Vexing Flanker, Improved Initiative, Weapon Finesse (B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 25
    Treasure: None
    Alignment: Chaotic Evil
    Advancement: By Class Levels
    Level Adjustment: ---

    "So ye want ter know about Tom Cole? What can I says, but he were a pirate. Like most of us here, he turned privateer in the Great War. Also, like most of us, he didn't stop after the war was over. Made a pretty penny as I recall. But we all get caught eventually. Tom was burying some of his gold, so the story goes, when he was come upon by someone. The stories vary as ter who, but they all agree he was dead after it's over."

    "What about the gold?"

    "What about it? No one kills a man and doesn't take his money. Are you another fool with a map to dead Tom's grave? HA! There's no gold where that map leads boy. It's a trap, like all the other maps have been. Old dead Tom still has some secrets they say, and he lies in wait for those who come looking for them. There's a hundred different stories about Tom, and none of them probably true. But they all say the same thing: we all get caught eventually. Burn that map and go home, if yer knows whats good fer yer."

    Last edited by Bhu; 2023-11-04 at 06:36 PM.
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  28. - Top - End - #688
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    Default Re: Critters III! Now also in 5e!

    Grave Eel
    Medium Dragon
    Hit Dice: 13d12+26 (110 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares), Swim 60 ft., Burrow 30 ft.
    Armor Class: 24 (+2 Dex, +12 Natural), touch 12, flat-footed 22
    Base Attack/Grapple: +13/+16
    Attack: Bite +17 melee (2d4+4 plus poison)
    Full Attack: Bite +17 melee (2d4+4 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Frightful Presence, Poison, Polluter of Graveyards
    Special Qualities: DR 5/Magic, Blind, Blindsight 60 ft., Tremorsense 60 ft., Immunities
    Saves: Fort +10, Ref +10, Will +10
    Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 15, Cha 8
    Skills: Climb +10, Escape Artist +10, Hide +10, Intimidate +9, Listen +10, Move Silently +10, Search +8, Survival +7, Swim +11
    Feats: Ability Focus (Poison), Improved Initiative, Power Attack, Swim-By Attack, Weapon Focus (Bite)
    Environment: Any Temperate or Underground
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: 14-26 HD (Large)
    Level Adjustment: ---

    “It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be left alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests.”

    Grave Eels are corpse eaters, who look like eyeless serpents with pale hide like a fishes belly. They refuse to eat living creatures, vastly preferring the dead in an advanced state of decay. But if food is scarce, and it has been long since they've eaten (they can go months without food), they will kill men and leave them to rot first. Worse yet, the dead are offended by their graves being desecrated, and often rise as vengeful spirits. Physical Undead are terrified of the Eels, and will often aid in the Eel's destruction if they can do so without revealing their true nature. Unlike most dragons, the Eel's do not care for power or treasure, and are closer to simple predators than their relatives. Presumably they understand Draconic, but do not apparently have the ability to speak.

    Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or burrows underneath. Creatures within a radius of 90 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a DC 15 Will save (Save DC is Cha based) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. Corporeal Undead are also affected by this ability, despite normally being immune to fear.

    Poison (Ex): Injury, DC 20 Fortitude Save (Save DC is Con based), Initial damage is 1d6 Con, Secondary damage is 2d6 Con.

    Polluter of Graveyards (Su): Anytime a Grave Eel eats a corpse, there is a 70% chance that the soul of that corpse rises from the grave as a Wraith in 1d6 days.

    Blind (Ex): The Eels are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Immunities (Ex): Grave Eels are immune to poison, sleep effects, paralysis and disease. It is also not subject to Ability Drain or Energy Drain, and is immune to damage to it's physical ability scores.

    Skills: A Grave Eel 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.

    Combat: Grave Eels rely on their venom and their sheer toughness to carry the day. If it becomes clear that isn't enough, they will burrow into the ground and flee. It is not above hiding among the wraiths, being as it's immune to them.


    Last edited by Bhu; 2023-11-04 at 06:39 PM.
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  29. - Top - End - #689
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    GHOST FEATS

    Devouring Touch
    Your touch attack is contagious.
    Prerequisites: Must have the Hungry Touch Special Attack, Cha 15+
    Benefits: If you successfully attack someone with your Hungry Touch, any creature touching them must make a Willpower Save (Save DC is Cha based) or take the same damage the original target does each turn. If a creature saves successfully, it is immune to your Devouring Touch for 24 hours.

    Empowered Ghost's Curse
    Your curse is powerful.
    Prerequisites: Must have the Ghost's Curse Special Attack, 15+ HD.
    Benefits: You may cast Greater Bestow Curse as a Supernatural Ability 1/day. You also cast it on anyone 'slaying' you as a final act, and they receive no Saving Throw.

    Empowered Necromantic Weapon
    You have more skill with your weapon
    Prerequisites: Must have the Necromantic Weapon Special Attack, HD 13+.
    Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon, and you may take them for your Necromantic Weapon even if you do not have Fighter Levels.

    Extra Special Attack
    You have a more potent offense than usual.
    Prerequisites: Any Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
    Benefits: You may choose one additional Special Attack from the list on the Template. If the list has a Attack with limited daily uses, you may choose it instead and gain one more use per day.

    Extra Special Quality
    You are a more versatile Undead.
    Prerequisites: Any Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
    Benefits: You may choose one additional Special Quality from the list on the Template. If the list has a Quality with limited daily uses, you may choose it instead and gain one more use per day.

    Greater Bestial Rage
    Your Rage is improved.
    Prerequisites: Bestial Rage, 11+ HD
    Benefits: This is identical to the Barbarian Greater Rage ability, plus your claws do damage as if you were one Size Category bigger (4d6 for Colossal).

    Improved Flight
    You can Fly faster.
    Prerequisites: Undead or Deathless with a Flight speed
    Benefits: Your Flight speed improves by +10 feet.

    Improved Lifebond
    You gain bonuses when defending your bonded.
    Prerequisites: Lifebond, Divine Protection or Protective Charm ability
    Benefits: When fighting within 60 feet of the creature you share a Lifebond with, you get a +2 Sacred Bonus on attack and damage rolls if you are a Deathless (or Profane Bonus if you're undead).

    Improved Malevolence
    You can use your abilities while possessing a body.
    Prerequisites: Malevolence or Possession or Inhabit Shell Special attack, Cha 15+
    Benefits: When you possess a body, you gain the use of the Special Attacks and Qualities gained via the template that made you Incorporeal Undead. If you have the Malevolence speial attack, you may use your Special attacks on the body while possessing it, and it gains no save. You may also possess any dead body at will and it gets no save. It re-animates as a skeleton or zombie for the duration of the possession.

    Invisibility
    You can choose to remain unseen when Manifested.
    Prerequisites: Undead or Deathless, 10+ HD
    Benefits: You remain invisible even when you attack. This ability is constant, but you can suppress or resume it as a free action.

    Living Disguise
    You may appear as living mortal.
    Prerequisites: Undead or Deathless, 6+ HD
    Benefits: When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

    Memory Manipulator
    Your Slay Memory attack is more versatile.
    Prerequisites: Slay Memory special attack, 12+ HD, Cha 15+
    Benefits: You may cast Modify Memory 3/day as a Spell-Like Ability.

    Mighty Bestial Rage
    Your Rage is improved.
    Prerequisites: Greater Bestial Rage, 20 + HD
    Benefits: This is identical to the Barbarian Mighty Rage ability, plus your claws do damage as if you were two Size Categories bigger (4d6 for Gargantuan, 6d6 For Colossal).

    Versatile Manifestation
    You can Manifest as a physical or incorporeal being.
    Prerequisites: Undead or Deathless, Manifestation or Corproreal Manifestation Ability, Cha 15+
    Benefits: When you Manifest, you can choose to be corporeal or incorporeal. If you choose to manifest physically you regains your Strength score and corporeal attacks. You also regain any natural armor bonus you may have to AC. If you have the Necromantic Armor ability, the Deflection Bonus you get from it becomes an Armor Bonus instead, and is considered to have the Ghost Touch property.

    Epic Deep Magic (Epic)
    You can a single Epic Spell.
    Prerequisites: Deep Magic, Cha 25+, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks
    Benefits: You learn one of the following spells: Call Forth the Master, Epic Maelstrom, Epic Storm, or Epic Tsunami.

    Epic Iron Skin (Epic)
    You become tougher.
    Prerequisites: Iron Skin
    Benefits: Your DR becomes DR 10/-.

    Epic Protective Charm (Epic)
    You become tougher.
    Prerequisites: Protective Charm, Cha 20+
    Benefits: The Bonus to Saves from your Protective Charm increases to +4 or equal to your Charisma Modifier, whichever is higher.

    The following Feats are for Deathless:

    Deathsense
    You can sense Undead.
    Prerequisites: Deathless, Cha 13+
    Benefits: Undead creatures you can see appear as roving shadows with glowing eyes to you.

    Hallowed Aura
    Undead are less effective near you.
    Prerequisites: Hallowed Presence
    Benefits: Undead within 60 feet of you gain a -2 Penalty to their attack rolls and saving throws.

    Hallowed Presence
    Undead are easier to turn near you.
    Prerequisites: Deathless, Cha 15+
    Benefits: Undead within 60 feet of you have their Turn Resistance lowered by -4.

    Negative Energy Resistance
    Can resist negative energy.
    Prerequisites: Deathless type
    Benefits: You gain resistance 10 against negative energy effects, such as Inflict spells.

    The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Bolster Resistance, Contagious Paralysis, Corpsecrafter, Corrupted Wild Shape, Daunting Presence, Deadly Chill, Death Master (change Type Prerequisite to Deathless or Undead), Destruction Retribution, Empowered Ability Damage (change Type Prerequisite to Deathless or Undead), Endure Sunlight, Energize Spell (Deathless only), Enervate Spell, Eviscerator (change Type Prerequisite to Deathless or Undead), Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Ghost Scarred, Hardened Flesh, Improved Energy Drain, Improved Paralysis (change Type Prerequisite to Deathless or Undead), Improved Turn Resistance (change Type Prerequisite to Deathless or Undead), Life Drain, Lifebond (change Type Prerequisite to Deathless or Undead), Lifesense, Necromantic Might, Necromantic Presence, Necropotent, Necrotic Reserve, Nimble Bones, Positive Energy Resistance, Profane Lifeleech, Profane Vigor, Quicken Manifestation, Requiem, Spell Drain, Undead Leadership, Unquenchable Flame of Life.

    The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Improved Flyby Attack, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze.

    The following Feats from Ghostwalk may be taken as Ghost Feats: Ectoplasm, Ethereal Sidestep, Ghost Healing, Ghost-Touch Spell, Greater Witchlight, Incorporeal Spell Targeting, Incorporeal Target Fighting, Witchlight.

    The following Feats from the Monster Manual may be taken as Ghost Feats: Flyby Attack.

    The following Feats from Magic of Incarnum may be taken as Ghost Feats: Undead Meldshaper.


    The following are updated Feats from Ghostwalk:

    Enervating Touch
    Your Corrupting Touch has a new effect.
    Prerequisites: Corrupting Touch special attack, Non-Good Alignment, Cha 15+
    Benefits: Instead of the usual effect, when you successfully attack a living creature with your Corrupting Touch, it gains one negative level. The save DC to remove the level is Charisma-based. For each such negative level bestowed, the ghost gains 5 temporary hit points.

    Ethereal Sidestep
    You have a limited teleport ability.
    Prerequisites: Incorporeal Undead or Deathless, Wis 13+
    Benefits: As a standard action, you can transfer yourself up to 30 feet from your current position, as the spell dimension door.

    Freezing Touch
    Your Corrupting Touch has a new effect.
    Prerequisites: Corrupting Touch special attack
    Benefits: When you attack a creature with your Corrupting Touch, you may choose to do cold damage instead of negative energy damage.

    Grand Malevolence (Epic)
    You can possess multiple creatures.
    Prerequisites: Iron Will, Improved Malevolence, Cha 17+
    Benefits: As the Improved Malevolence feat, except that you can possess a number of creatures equal to your Charisma bonus. Each possession attempt takes a standard action, requires you to move into the target’s square (drawing an attack of opportunity), and affects one creature. After the first possession you must make a touch attack on each creature after the first. You may divide your actions among your hosts in any way you see fit. Distance is not a factor. For example, if you are possessing a dwarf, an elf, and a human, you could have the dwarf reload his crossbow
    (a move-equivalent action), have the elf attack (a standard action), and have the human take a 5-foot step. Alternatively, you could have the dwarf take a 5-foot step and the elf do a full attack (a full
    round action), leaving the human with no actions for the round. Since relaxing control on a host is a free action, you can allow any or all of your hosts to act normally in the same round without penalty. When you leave your last possessed host, your ghost touch equipment reappears with your reformed ghost body.

    Improved Deflection
    Your Deflection Bonus to AC from your Ghost Template improves.
    Prerequisites: Deflection Bonus to Armor Class.
    Benefits: Your Deflection Bonus to Armor Class improves by +1. This Feat may be taken multiple times, and it's effects stack. If you manifest physically, this improves your Natural Armor Bonus to AC by +1.

    Nauseating Touch
    Your Corrupting Touch has a new effect.
    Prerequisites: Corrupting Touch Special attack, Cha 13+
    Benefits: When you attack a creature with your Corrupting Touch, instead of damage you may Nauseate them for (1d4 plus Charisma modifier) rounds if they fail a Fortitude Save (Save DC is Cha based).


    Call Forth the Master
    Conjuration (Summon)
    Spellcraft DC: 70
    Components: V, S
    Casting Time: 1 Minute
    Range: 75 ft.
    Effect: 1 summoned creature
    Duration: 20 rounds (D)
    Saving Throw: Willpower negates (see text)
    Spell Resistance: Yes (see text)
    To Develop: 630,000 GP, 13 days, 25,200 XP, Seeds: Summon (DC 14), summon CR 30 Undead (+66 DC), summoner has no control over the summoned (-10)
    Upon casting this spell you summon a CR 30 Elder Evil that happens to be a nearly god tier, undead, alien monstrosity that is responsible for creating Ghosts of the Deeps in your campaign. Examples of which I will make at some point depending on how many requests I get.

    Epic Maelstrom
    Conjuration (Creation)
    Spellcraft DC: 90
    Components: V, S
    Casting Time: 1 Minute
    Range: 1500 ft.
    Effect: Whirlpool 120 ft. wide and 60 ft. deep
    Duration: 32 rounds
    Saving Throw: Reflex Half
    Spell Resistance: No
    To Develop: 810,000 GP, 16 days, 32,400 XP, Seeds: Conjure (DC 21) and Energy (DC 19), increased area (+18 DC), increased range (+8 DC), increased duration (+12 DC), no Spell Resistance allowed (+10 DC), +1 Save DC (+2 DC)
    This spell causes a deadly vortex to form in water. A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in. These creatures take 2d6+20 points of damage upon being sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw. Once inside, creatures and objects take 2d6+20 points of battering damage each round. They remain trapped for 2d4 rounds. Subjects of Large or smaller size are ejected from the bottom of the vortex. Huge, Gargantuan, or Colossal subjects are ejected from the top.

    Epic Storm
    Transmutation
    Spellcraft DC: 88
    Components: V, S
    Casting Time: 1 Minute
    Range: 9600 ft. (10, 240 ft. radius centered on caster)
    Effect: 1 storm
    Duration: 20 Hours
    Saving Throw: Reflex Half
    Spell Resistance: No
    To Develop: 79,200 GP, 16 days, 31,680 XP, Seeds: Transform (DC 21) and Energy (DC 25), +9 minutes casting time (-18 spell DC), 10240 ft. radius (+38 DC), increased range (+10 DC), no Spell Resistance allowed (+10 DC)
    For the duration of the spell rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

    Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

    Anything within the spells area of effect has a 50% chance per round of taking 2d6+20 bludgeoning, cold, electricity or sonic damage.

    Epic Tsunami
    Conjuration (Creation)
    Spellcraft DC: 100
    Components: V, S
    Casting Time: 1 Minute
    Range: 600 ft.
    Effect: wave 400 ft. wide by 10 feet long by 60 feet high
    Duration: 128 Rounds
    Saving Throw: Reflex Half
    Spell Resistance: No
    To Develop: 900,000 GP, 18 days, 36,000 XP, Seeds: Afflict (DC 14), Conjure (DC 21) and Energy (DC 19), increased range (+2 DC), no spell resistance allowed (+10 DC), +10d6 damage (+20 DC), increased duration (+16 DC)
    This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 20d6 points of bludgeoning damage to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Colossal or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC is the same as the spell Save DC +10) to cast a spell. Creatures caught in a tsunami take a -4 penalty to Dexterity and a -2 penalty on attack rolls. They can escape the wave by making successful Swim checks (DC is same as Spell Save DC), as long as they end their movement outside the effect of the tsunami.

    Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami's movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim. Extracting a victim in this manner requires a Strength check (DC is same as Spell Save DC).

    A tsunami's progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.

    Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a -4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell's initial range.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
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  30. - Top - End - #690
    Titan in the Playground
     
    Bhu's Avatar

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

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

    Ghost Pet, Registered Emotional Companion

    Ghost Pet is an Acquired Template that can be applied to any animal normally kept as a pet (or even some exotic pets) that has the Ghost Brute template. Registered Emotional Companions had strong emotional ties to their 'owners' in life, and they continue to have them in death. So much so that they have successfully petitioned the Afterlife Bureaucracy to let them 'haunt' their former companions in order to protect them. Because they are the 'goodest boy', the Bureaucracy allows this (who knew they would have a soft spot for animals?). Ghost Pets appear as regular floofs, until someone threatens their 'owner'. Then they appear as the ghosts they truly are. Likewise their bonded person is quite fond of them, and the Gawds help the exorcist who tries sending them back to the Afterlife.

    Size and Type: Type changes to Deathless.

    Hit Dice: Unchanged.

    Speed: Unchanged.

    Armor Class: Deflection Bonus to AC improves by +1.

    Attacks: Unchanged.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

    Corrupting Touch: Damage type changes from negative energy to positive energy.

    Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being. If it choose to manifest physically it regains it's Strength score and corporeal attacks. It also regains any natural armor bonus it may have to AC.

    Slavering Doom: Damage type changes from negative energy to positive energy.

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

    Locate Protected (Su): The Ghost can detect the exact location of it's charge so long as they are on the same plane of existence. It also knows their status, as if it permanently had the benefits of the Deathwatch spell.

    Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

    Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

    Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

    Sacred Grace (Su): The Ghost adds it's Charisma modifier as a Sacred bonus on all it's saving throws, and as a sacred bonus to it's Armor Class.

    Divine Protection (Su): So long as it's charge is within 60 feet of the ghost, the charge gets a +2 Sacred Bonus on all Saving Throws.

    Divine Immunities: The ghost is immune to transmutation spells, energy drain, ability drain, ability damage, and mind-affecting spells and abilities.

    Saves: Unchanged.

    Abilities: +3 Int

    Skills: Gains a +8 Racial Bonus on Sense Motive Checks.

    Feats: Base creature gains Lifebond and Improved Lifebond as Bonus Feats.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Unchanged.

    Advancement: Unchanged.

    Level Adjustment:
    ---

    Example of creature using template here:

    Sparky (Dog/Ghost Brute/Ghost Pet)
    Small Deathless (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +3
    Speed: Fly 30 ft. (6 squares), Perfect
    Armor Class: 19 (+1 Size, +3 Dex, +3 Deflection, +2 Sacred), touch 19, flat-footed 16
    Base Attack/Grapple: +0/-
    Attack: Slavering Doom +4 melee tough (DC 12 Fortitude Save or 1d6 negative energy)
    Full Attack: Slavering Doom +4 melee tough (DC 12 Fortitude Save or 1d6 negative energy)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Slavering Doom
    Special Qualities: Low-light Vision, Scent, Manifestation, Rejuvenation, +2 Turn Resistance, Locate Protected, Cross Over, Earthly disguise, Walk Unseen, Sacred Grace, Divine Protection, Divine Immunities
    Saves: Fort +4, Ref +7, Will +3
    Abilities: Str - (13), Dex 17, Con -, Int 5, Wis 12, Cha 14
    Skills: Hide +11, Jump +7, Listen +11, Search +5, Sense Motive +9, Spot +11, Survival +1 (+5 when tracking by Scent)
    Feats: Alertness, Improved Lifebond (B), Lifebond (B), Track (B)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: ---

    Sparky was thought lost in a raid by the humans, but he soon appeared in the nearby cities searching through the refugee camps. Eventually he found little Sally Tonguebiter, along with what was left of her family. They thought Sparky had died, and were most surprised to see him. They haven't figured out yet he did pass on. He just raised so much Hell once he got to the Afterlife, they let him come back. He panicked when he didn't see Sally, and was afraid the bad men had gotten to her. So now he tries to fool people into thinking he's still alive, and seeking ways to avenge Sally's parents.


    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here

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