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Thread: Critters

  1. - Top - End - #1051
    Firbolg in the Playground
     
    Bhu's Avatar

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    Default Re: Critters

    Their Str is a 15 though. They only get +2 normally.
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  2. - Top - End - #1052
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    Default Re: Critters

    Hey Bhu! How good a flier is the combustible chicken?

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  3. - Top - End - #1053
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    Um...I spose it's as good as any other Chicken, why?
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  4. - Top - End - #1054
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    as puns go this one is prolly obscure

    Ghost Frog
    Fine Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +4
    Speed: Fly 10 ft. (2 squares), Perfect
    Armor Class: 23 (+8 Size, +4 Dex, +1 Deflection), touch 23, flat-footed 19
    Base Attack/Grapple: +0/-
    Attack: Nervously hesitant touch +4 melee touch (1d4 negative energy damage)
    Full Attack: Nervously hesitant touch +4 melee touch (1d4 negative energy damage)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Corrupting Touch, Abnormally Loud Ribbit
    Special Qualities: Dark Vision 60', Undead traits, Incorporeal traits, Manifestation, Rejuvenation, +2 Turn Resistance, Sense Living 60'
    Saves: Fort +0, Ref +4, Will +3
    Abilities: Str -, Dex 18, Con -, Int 6, Wis 12, Cha 10
    Skills: Hide +30, Listen +3, Move Silently +12, Spot +10
    Feats: Ability Focus (Abnormally Loud Ribbit)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 2 HD (Diminutive)
    Level Adjustment: ---

    "Bert...does that frawg look a little...unusual to you?"

    "That's cause hes daid Abner."

    Ghost Frogs haunt jungle rivers, hiding in the shallows and scaring the crap out of people by ribbiting suddenly in an abnormally loud voice. No ones quite sure how they come about, and assume some sort of weird curse or an easily ______ off God are responsible. Oddly enough for once no one is blaming a Wizard.

    Corrupting Touch (Su): The Ghost Frogs touch attack does 1d4 negative energy damage.

    Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frog will Ribbit. Unless it senses the living approaching, when it will remain quiet until they are close by before letting rip. Any creature within 10' of the Ghost Frog as it Ribbits must make a DC 12 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Panicked for 1 round, and Shaken for the duration of the encounter.

    Manifestation (Su): Identical to the Ghost Ability listed on page 118 of the MM.

    Rejuvenation (Su): Identical to the Ghost Ability listed on page 118 of the MM.

    Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

    Combat: Ghost Frogs rarely realize they're dead, and so rarely attack the living by any means other than accident. Their abnormally loud ribbits usually scare people badly enough that they get attacked, at which time something inside them snaps and they feel compelled to defend themselves. THey also noticeably dislike Clerics, staying well back out of their range if possible, then sneaking up when the priest is asleep to ribbit next to his head,
    Last edited by Bhu; 2010-01-05 at 06:16 AM.
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  5. - Top - End - #1055
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    Quote Originally Posted by Bhu View Post
    Um...I spose it's as good as any other Chicken, why?
    You left off their maneuverability.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  6. - Top - End - #1056
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    chikin is updated
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  7. - Top - End - #1057
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    Any thoughts on the Ghost Frogs CR? It doesnt really do a lot of damage or have many hp, but its hard to hit and incorporeal.
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  8. - Top - End - #1058
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    Default Re: Critters

    How about a CR of 1/2 for the ghost frog.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  9. - Top - End - #1059
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    You sure 1/2 is okay? I'm not sure the average 1st level party can kill one of these without a mage.
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  10. - Top - End - #1060
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    warning pic is a lil creepy

    The Angel of Death
    Medium Outsider (Angel, Extraplanar)
    Hit Dice: 40d8+400 (720 hp)
    Initiative: +18
    Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
    Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
    Base Attack/Grapple: +40/+50
    Attack: Sword of Death +50 (see below)
    Full Attack: Sword of Death +50/+45/+40/+35 (see below)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
    Special Qualities: DR 25/-, Dark Vision 120í, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
    Saves: Fort +42, Ref +42, Will +42
    Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
    Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
    Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
    * Feats can be found in Epic Level Handbook
    Environment: Any
    Organization: Unique
    Challenge Rating: 30
    Treasure: None
    Alignment: Neutral
    Advancement: 41+ HD (Medium)
    Level Adjustment: -----

    ĒAnd I looked, and behold a pale horse:
    and his name that sat on him was Death,
    and Hell followed with him. ď


    There are some crimes that cannot be forgiven or forgotten. Some that are so bad that the Gods themselves become involved. Or more specifically, a very special servitor of theirs. An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death. Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution. Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters. They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

    The Angel of Death has all goodness and mercy erased from itís being, becoming a cold emotionless being. This is necessary to perform its job. You canít be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong. Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears. While the Angel is not Evil, it is most definitely no longer a Good being either. Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down.


    Spell-Like Abilities (Sp): At will-Gate, Mordenkainenís Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

    Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours. The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet. In the case of city states this can obviously be quite large. Anything within this area of effect takes 120 points of untyped damage per round. This damage can only be healed normally day by day, and not by magic (assuming anything survives). The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

    Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it. Any being within 240í of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes. Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability. If the Save is successful, the victims are instead Shaken for the duration of the encounter.

    Sword of Death (Su): The Angel of Deathís Sword cannot be Sundered or Disarmed. If it is somehow removed from the Angels grasp it reappears there on the beginning of itís next turn. Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes. If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds. If the opponent is not itís target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds. If the Angel makes a successful critical hit with the sword, itís opponent must Save or die regardless if it is the Angels target.

    Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead. Only the Overdeity can bring back someone slain by the Angel of Death. Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

    Death Throes (Ex): If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly. If the Save is successful they take 10d6 damage instead.

    Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

    Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times. This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
    The Bonus provided to AC and Saves is +10 instead of +2
    The Bonus applies to all beings other than the Angel itself, not just Evil ones

    Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

    Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die. If it is destroyed it returns at full hit points within 24 hours. Once it has slain or destroyed itís assignment it can be destroyed normally.

    Sense Mark (Ex): Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if itís on another Plane). The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel. Effects that render the target Invisible against the Angel are ineffective.

    Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes. If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails. It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission. While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer. If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim. Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


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

    Lore
    Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    {table]DC|Lore
    50| The Angel of Death is the Godís chosen assassin. If there is a being or nation they need destroyed, it is the Angel who is sent to do it. It is virtually indestructible.
    55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into itís own death. Then a new Angel is chosen. It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow.
    60| The Angel of Death is virtually indestructible once it has been given an assignment. The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve itís goal and then manage to destroy it with the vain hope that one can somehow reverse itís deeds afterwards.
    65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.[/table]

    Plot Hook
    • The city of Sheol-Ka is the greatest in the world. The finest of all goods can be found there, it houses the worlds most wealthy and famous citizens, and it is the crown jewel of the world. A crown jewel that is rotting from within. The PC's have learned through the party Cleric that the Angel of Death is being sent to make an example of the city-state, which has fallen into slavery, debauchery, and corruption so foul even the Gods themselves have been personally affronted. Now they must race to rescue the few remaining friends or innocent people left there before the hammer falls.
    • One of the PC's has been informed in a dream that the Angel of Death is being sent for him. A local Mage has an Artifact that will block the Angels ability to sense the PC for a time, and the race is on to find out why the God of Gods has marked the PC for death. And also to find out why this local Mage is so willing to help...
    • The PC's come upon a being of great power dying in a field while traveling. The being asks them to approach, and tells them that it has been mortally wounded by Asmodeus himself, and its time is near. It gives a sword to whichever PC seems the most worthy, and informs him he is now the Angel of Death. He is still mortal, but the Sword of Death now recognizes him, and considers him it's owner. He must deliver it to the Gods in the Afterlife, without the Lord of Devils killing him first. Not long after both Angels and Devils begin pursuing the PC's while they try to figure out if the being is telling the truth, and what they can do about it regardless.
    • The PC's have all been recently slain, and a Trickster Deity has approached them with an offer: perform for me a service and I will restore you to life. The service he requires of them is to convince the current Angel of Death to step down. An Angel who seems to know what the Deity is up to, and the noose he has around the PC's necks. he is both unwilling to step down or help them, but suggests they can always ask his Master. Which would mean approaching the Overdeity himself...
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  11. - Top - End - #1061
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    Dire Platypus
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Spur +3 melee (1d6+1 plus poison)
    Full Attack: 2 Spurs +3 melee (1d6+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision, Hold Breath, Blindsense 30'
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 10
    Skills: Escape Artist +6, Listen +2, Search +2, Spot +2, Swim +10
    Feats: Blind-Fighting, Ability Focus (Poison), Weapon Finesse (B)
    Environment: Warm Aquatic
    Organization: Solitary, Pair, or Group (3-5)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Abner...the ducks here got fur..."

    "Thems not ducks, thems Beavers."

    "Beavers ain't got bills Abner..."

    Dire Platypi are (almost) harmless water dwelling critters that simply wish to be left in peace. And if they aren't, their poison will soon ensure that others DO leave them (perhaps not necessarily in peace). Do not try to pet the fluffehs in the water childrens...

    Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Constitution based), Initial damage is Paralysis for 1d4 minutes, Secondary damage is a -4 Penalty to all rolls for 24 hours, and a -2 to all Fortitude Saves for 1d6 days.

    Hold Breath (Ex): The Dire Platypus can hold it's breath for (8x Con modifier) rounds before it risks drowning.

    Blindsense (Ex): Dire Platypi can sense anything within 30' as long as they are underwater.

    Skills: Dire Platypi get a +8 Racial Bonus to Swim Checks, and may always take 10 on a Swim check. They may take the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus to Escape Artist and Search Checks.

    Combat: Dire Platypi usually swat their opponents with their spurs and hope the venom takes effect. If it doesn't they may repeat a round or two before fleeing. Considering it's effects opponents had really better hope they make that Fort Save.
    Last edited by Bhu; 2010-01-09 at 06:22 AM.
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  12. - Top - End - #1062
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    Any thoughts on the Dire Platypus venom as written?
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  13. - Top - End - #1063
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    Well, taking a look at http://en.wikipedia.org/wiki/Platypus_venom, I don't see any references to even brief paralysis. I can only suppose that you are refering to paralyzing pain, but that leaves at least a 6 round window between the primary and secondary effects. I would consider removing the secondary effects, and making the primary effects what you secondary effects currently are. Alternatively make the primary the -4 Penalty to all rolls for 24 hours, and the secondary -2 to all Fortitude Saves for 1d6 days. Also note that I do not believe there is any way of curing either of those, since they don't affect ability scores... thus you probably need to list some.... Heal should do the trick at the least.
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  14. - Top - End - #1064
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    Quote Originally Posted by DracoDei View Post
    Well, taking a look at http://en.wikipedia.org/wiki/Platypus_venom, I don't see any references to even brief paralysis. I can only suppose that you are refering to paralyzing pain, but that leaves at least a 6 round window between the primary and secondary effects. I would consider removing the secondary effects, and making the primary effects what you secondary effects currently are. Alternatively make the primary the -4 Penalty to all rolls for 24 hours, and the secondary -2 to all Fortitude Saves for 1d6 days. Also note that I do not believe there is any way of curing either of those, since they don't affect ability scores... thus you probably need to list some.... Heal should do the trick at the least.
    To be fair, these are much bigger platypi, with a much higher dose of venom. Platypus venom deteriorates and scars tissue from already little animals. Who knows what it does in larger doses?
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  15. - Top - End - #1065
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    Yeah it said the pain was enough to possibly incapacitate people, and since Pain or something similar isn't listed among the Conditions I went with paralysis (although I suppose I could just say you were helpless). Lemme think on it and Ill reword the venom.
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  16. - Top - End - #1066
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    http://1.bp.blogspot.com/_T9n9y1_Lkf...anPospisil.jpg

    Dinogloth
    Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
    Hit Dice: 30d8+450 (585 hp)
    Initiative: +1
    Speed: Swim 80 ft. (16 squares)
    Armor Class: 45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
    Base Attack/Grapple: +30/+61
    Attack: Bite +43 melee (3d6+15)
    Full Attack: Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
    Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
    Saves: Fort +32, Ref +18, Will +22
    Abilities: Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
    Skills: Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
    Feats: 11
    Environment: Infinite Layers of the Abyss (The Gaping Maw)
    Organization: Unique
    Challenge Rating: 26
    Treasure: Double Standard
    Alignment: Always Chaotic Evil
    Advancement: 31+ HD (Huge)
    Level Adjustment: ---


    "The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us. Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion. Like anything would be foolish enough to assault Demogorgon."

    The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire). Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

    Internal Fire: The Dinogloth has an incredibly poweful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life. Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage. Any melee weapon striking it must make a DC 40 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

    Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Descrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

    3/day: Demand, Mass Charm Monster, Symbol of Persuasion

    1/day: Mass Hold Monster, Programmed Amnesia

    Caster Level is 22.

    Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 30 Willpower Save (Save DC is Charisma based), or become terrified of the sea. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water. It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

    Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 30 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

    Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

    Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

    Skills: Dinogloth has a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check. He may use the Run Action while swimming in a straight line.

    Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions. If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.
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  17. - Top - End - #1067
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    http://3.bp.blogspot.com/_T9n9y1_Lkf...rge+Lacera.jpg

    Ptera-Gloth
    Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
    Hit Dice: 30d8+330 (465 hp)
    Initiative: +8
    Speed: Fly 120 ft. (24 squares)
    Armor Class: 46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
    Base Attack/Grapple: +30/+41
    Attack: Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
    Full Attack: 1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Form of Madness, Engulf, Spell-Like Abilities, Venom
    Special Qualities: Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
    Saves: Fort +28, Ref +21, Will +23
    Abilities: Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
    Skills: Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
    Feats: Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
    Environment: Infinite Layers of the Abyss (The Gaping Maw)
    Organization: Unique
    Challenge Rating: 26
    Treasure: Double Standard
    Alignment: Always Chaotic Evil
    Advancement: 31+ HD (Huge)
    Level Adjustment: ---


    "In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland. Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North. It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate. I have sent small armies to see only their leader return as some sort of abomination. I will send no more armies to be stolen from me. If you wish to investigate, be my guest. I will burn your corpse when it comes walking back."


    Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking). It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

    The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly. It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


    Venom: The Ptera-Gloth's tongue barbs are envenomed. Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death. Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness. This even affects Outsiders.

    Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

    3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

    1/day: Plague of Undead, Vile Death

    Caster Level is 22.
    Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky. This is a mind-affecting ability that does not affect Chaotic Evil Outsiders. A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours. If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest. It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

    Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself. If successful it engulfs it's opponent, and the effect largely depends on what that opponent is. If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth. If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control. Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

    Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

    Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected. Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

    Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it. If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

    Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army. Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.
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  18. - Top - End - #1068
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    DracoDei's Avatar

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    Quote Originally Posted by Bhu View Post
    Yeah it said the pain was enough to possibly incapacitate people, and since Pain or something similar isn't listed among the Conditions I went with paralysis (although I suppose I could just say you were helpless). Lemme think on it and Ill reword the venom.
    Something that causes you to drop prone and drop all objects held seems appropriate... As I said, I got your intention, and the paralysis mechanic was even "Close Enough" (although, as we have discussed it could be improved on). My major point was that there was a gap where things got much better for the victim before they got worse, which doesn't sound right.

    You could always look up Symbol of Pain and see if you like that mechanic, but i am not sure if it is a good one really.
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  19. - Top - End - #1069
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    WolfInSheepsClothing

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    Finally transferring some of your demon-dinos over, eh?
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  20. - Top - End - #1070
    Firbolg in the Playground
     
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    Quote Originally Posted by The Tygre View Post
    Finally transferring some of your demon-dinos over, eh?
    Yeah I cant believe i forgot em...

    Slight modification to platypus venom made. You guys think CR 1 is fair?
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  21. - Top - End - #1071
    Firbolg in the Playground
     
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    Anyone know if Cyanidesoul is okay? I'm supposed to be doing a critter for him, but he hasn't logged in in a while.
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  22. - Top - End - #1072
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    Troll Boar
    Small Magical Beast
    Hit Dice: 1d10+2 (7 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +3/-1
    Attack: Gore +6 melee (1d6)
    Full Attack: Gore +6 melee (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Dark Vision 60', Low Light Vision, Regeneration 3, Scent, Fearless
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 8
    Skills: Listen +2, Search +2, Spot +2, Survival +6
    Feats: Endurance, Weapon Finesse (B)
    Environment: Any except Aquatic
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Medium)
    Level Adjustment: ---

    "Bert...didn't we eat thet pig yesterday?"

    The village of La Mole needed a food source desperately for themselves and their poor truffle hunting pot bellied piggies. Truffles brought in some nice money, but the village crops were getting worse each year. In desperation they turned to a psychotic mage. A psychotic mage with a thing for interspecies cross breeding. In other words another in a long line of kooks who thought critters like the Owlbear were 'just spiffy'.

    Mixing the Pot Bellied Pigs with Troll genetic materia, he created a new form of black miniature pig that regenerated after being eaten. Of course constantly being flayed alive day after day has made the piggies a little...um...I believe crazy is the word most people would use.

    Ferocity (Ex): Troll Boars can fight and act normally from -1 to -9 hp.

    Regeneration (Ex): Troll Boar Regeneration doesn't work against Fire or Acid damage. If a body part is severed it regrows within 3d6 minutes, or reattaches immediately if pressed against the stump.

    Fearless (Ex): Troll Boars are immune to Fear.

    Skills: Troll Boars have a +4 Racial Bonus to Search and Survival Checks.

    Combat: Troll Boars usually squeal like, well...a pig, before rushing the opponent and messily devouring his toes. They have little to no fear being as they know they'll just heal back.
    Last edited by Bhu; 2010-01-14 at 05:54 AM.
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  23. - Top - End - #1073
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    So whaddya think, CR 1 or 2 for the Boar?
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  24. - Top - End - #1074
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    PirateGirl

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    CR 1. However shouldn't advancement be 2-4?

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  25. - Top - End - #1075
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    I have not been around for AGES! how is things going here?
    Made any potato-dryads while I were gone? HAHA.

    (love the trollboar btw)
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  26. - Top - End - #1076
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    Quote Originally Posted by Shademan View Post
    I have not been around for AGES! how is things going here?
    Made any potato-dryads while I were gone? HAHA.

    (love the trollboar btw)
    No but you did miss the Combustible Chickens

    Fixed the Troll Boars Advancement
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  27. - Top - End - #1077
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    hmmm...would the chickens be well done afte a 'splosions such as that?
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  28. - Top - End - #1078
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    PirateGirl

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    ::taps fingers:: I'm still waiting for you to stat out Bert and Abner.

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    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  29. - Top - End - #1079
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    Oh I second that! Bert and Abner! Give it a go!
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

  30. - Top - End - #1080
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    Well, that might pose something of a challenge since they may have gained a level or three over the course of the proceedings... so he would need to make them like the NPC charts in the DMG, but only covering a few levels?

    OTOH, their level losses from the occasional time that they ACTUALLY die might about keep pace with their XP gains from their victories.

    I do think it does sound like something that is probably worth doing in any case.
    Last edited by DracoDei; 2010-01-13 at 10:41 AM.
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