Results 151 to 180 of 330
Thread: Resident Evil D20
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2007-07-15, 11:39 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Licker, Regis / Suspen-Dead*
Spoiler
Games: OB1, OB2
Medium Undead (T-Virus Carrier)
Hit Dice: 6d12+21 (60HP)
Initiative: +5
Speed: 0 (0 squares)
Armor Class: 17 (+5 Dex, +2 natural); touch 15; flat-footed 12
Base Attack/Grapple: +3/+9
Attack: Tongue Lash +9 melee (1d8+6)
Full Attack: 2 Tongue Lashes +9 melee (1d8+6)
Space/Reach: 5/5
Special Attacks: Constrict, Improved Grab, Long Reach
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Blindsense, Scent
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 23 (+6), Dex 20 (+5), Con 16 (+3), Int 2 (-4), Wis 15 (+2), Cha 7 (-2)
Skills: Balance +5, Climb +6, Hide +5, Move Silently +5, Tumble +5
Feats: Improved Natural Attack, Power Attack, Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 5
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Constrict (Ex): on a successful grapple check, a Licker deals 2d8+12 points of damage
Improved Grab (Ex): to use this ability, a Licker must hit with a Tongue Lash 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 & can Constrict
Long Reach (Ex): a Licker can lash out with its Tongue Lash attack once every 1d4 rounds, hitting opponents up to 15 away (NOTE: it may also hit opponents that are only 5 or 10 away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tongue Lash attack
Blindsense (Ex): a Licker notices & locates creatures within 30; opponents still have total concealment (50% miss chance) against a creature with Blindsense
Scent (Ex): the creature can detect opponents by sense of smell within 30 (Χ2 for upwind opponents, Χ½ for downwind opponents)Last edited by Zeta Kai; 2008-11-09 at 11:04 PM. Reason: added image
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2007-07-15, 11:40 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Lion, Zombie / Stalker / Max (Lion base, Template #1)
Spoiler
Games: OB2
Large Undead (T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +1
Speed: 40 (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
Space/Reach: 10/5
Special Attacks: Pounce, Improved Grab, Rake
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: 11-13HD (Large)
Level Adjustment: N/A
Pounce (Ex): if a Lion charges a foe, it can make a full attack, including two Claw attacks & a Bite attack
Improved Grab (Ex): to use this ability, a Lion must hit with its Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rake
Rake (Ex): +10 melee; 1d4+6 damage
Scent (Ex): a Lion can detect opponents by sense of smell within 30 (Χ2 for upwind opponents, Χ½ for downwind opponents)Last edited by Zeta Kai; 2008-11-09 at 11:08 PM. Reason: added image
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2007-07-15, 11:41 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Lioness, Zombie (Lion base, Template #1)
SpoilerGames: OB2
Large Undead (T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +1
Speed: 40 (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 Claws +10 melee (1d4+6) & Bite +5 melee (1d8+3)
Space/Reach: 10/5
Special Attacks: Pounce, Improved Grab, Rake 1d4+6
Special Qualities: Low-Light Vision, Scent, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 23 (+6), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: any
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: 11-13HD (Large)
Level Adjustment: N/A
Pounce (Ex): if a Lioness charges a foe, it can make a full attack, including two Claw attacks & a Bite attack
Improved Grab (Ex): to use this ability, a Lioness must hit with its Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rake
Rake (Ex): +10 melee; 1d4+6 damage
Scent (Ex): a Lioness can detect opponents by sense of smell within 30 (Χ2 for upwind opponents, Χ½ for downwind opponents)Last edited by Zeta Kai; 2008-11-09 at 11:11 PM.
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2007-07-15, 11:42 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Lisa Trevor (Human Commoner 1 base)*
Spoiler
Games: RE1
Medium Aberration (T-Virus Carrier)
Hit Dice: 20d12+83 (213HP)
Initiative: -4
Speed: 20 (4 squares)
Armor Class: 16 (-4 Dex, +10 natural); touch 6; flat-footed 16
Base Attack/Grapple: +15/+21
Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
Full Attack: Slam +21 melee (3d6+6) or Tentacle +21 melee (2d8+6)
Space/Reach: 5/5
Special Attacks: N/A
Special Qualities: Aberration traits, T-Virus Carrier traits, Single Actions Only, Immunities, Damage Reduction 20/-, Fast Healing 100, Regeneration
Saves: Fort +10, Ref +2, Will +12
Abilities: Str 22 (+6), Dex 3 (-4), Con 18 (+4), Int 3 (-4), Wis 10 (+0), Cha 3 (-4)
Skills: Listen +13, Spot +13
Feats: Toughness
Challenge Rating: 15
Treasure: N/A
Alignment: Chaotic Neutral
Immunities (Ex): Lisa Trevor has immunity to death, sleep & paralysis effects, disease, poison, acid-, cold-, electricity-, fire-, & sonic-based damage; in addition, Lisa is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damageLast edited by Zeta Kai; 2008-11-09 at 11:23 PM. Reason: added image
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2007-07-15, 11:44 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Lurker (Toad base, Template #2)*
Spoiler
Games: RE0
Small Aberration (T-Virus Carrier)
Hit Dice: 2d8 (9HP)
Initiative: -1
Speed: 10 (2 squares), Swim 20 (4 squares)
Armor Class: 12 (+1 Size, +1 Dex); touch 12; flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 5/5
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Amphibious, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 7 (-2), Dex 8 (-1), Con 11 (+0), Int 1 (-5), Wis 14 (+2), Cha 4 (-3)
Skills: Hide +11, Listen +4, Spot +4
Feats: Alertness
Environment: temperate marshes
Organization: solitary, swarm (10-100)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Improved Grab (Ex): to use this ability, a Lurker must hit with a bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole
Swallow Whole (Ex): if a Lurker begins its turn with an opponent (up to Medium size) held in its mouth (see Improved Grab, above), it can attempt a new grapple check (as though attempting to pin the opponent); if successful, it swallows its prey, & the opponent takes bite damage; a swallowed creature is considered to be grappled, while the Lurker is not; a swallowed creature can try to cut its way free with any light slashing or piercing weapon dealing 3 points of damage (against AC12), or it can just try to escape the grapple; if the swallowed creature escapes the grapple, success puts it back in the attackers mouth, where it may be bitten or swallowed againLast edited by Zeta Kai; 2008-11-09 at 11:16 PM. Reason: added image
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2007-07-15, 06:50 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Department of Smiting
- Gender
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2007-07-16, 10:47 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Maggot / Baby Moth
SpoilerGames: RE2, OB1
Diminutive Aberration (T-Virus Carrier)
Hit Dice: ½d8-1 (1HP)
Initiative: -5
Speed: 5 (1 square), Climb 5 (1 square)
Armor Class: 9 (+4 size, -5 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: ½/0
Special Attacks: Poison Spray
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort -1, Ref -5, Will +0
Abilities: Str 0 (--), Dex 1 (-5), Con 9 (-1), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +7, Jump +2
Feats: N/A
Environment: any land or underground
Organization: solitary, pair, clutch (3-5)
Challenge Rating: 1/10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Poison Spray (Ex): a Maggot can emit a 5 cone of poisonous acid (1d8 damage, Reflex save DC12 for half damage) once every 1d4 rounds (poison via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity)
Rapid Growth (Ex): a Maggot will eventually (after 1d12+9 hours) form chrysalis, becoming a harmless pupa, during which it gains 1 size category to become Tiny, at which point it becomes a MothLast edited by Zeta Kai; 2008-11-13 at 04:00 PM.
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2007-07-16, 10:48 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Mega Bite*
Spoiler
Games: OB2
Small Aberration (T-Virus Carrier)
Hit Dice: 1d8+1 (5HP)
Initiative: +5
Speed: 5 (1 square)
Armor Class: 16 (+1 size, +5 Dex); touch 16; flat-footed 11
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d4+2)
Full Attack: 2 Bites +3 melee (1d4+2)
Space/Reach: 5/5
Special Attacks: Blood Drain, Improved Grab, Pounce
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +1, Ref +5, Will -1
Abilities: Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 0 (--), Wis 8 (-1), Cha 2 (-4)
Skills: Hide +10, Jump +10
Feats: N/A
Environment: any land or underground
Organization: solitary, nest (2-10), or circus (11-20)
Challenge Rating: 1
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Blood Drain (Ex): a Mega Bite that is attached to its opponent deals 1 point of Constitution damage per round until it reaches a total of 6 points, at which point it detaches from its victim & retreats to digest its meal
Improved Grab (Ex): to use this ability, a Mega Bite must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Blood Drain
Pounce (Ex): if a Mega Bite charges an opponent, it can make a full attack, including 2 BitesLast edited by Zeta Kai; 2008-11-09 at 09:57 PM. Reason: added image
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2007-07-16, 10:49 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Militia / Soldier (Human Fighter 2 base, Plagas Template)
SpoilerGames: RE4
Medium Aberration (Beta/Gamma Plagas Carrier)
Hit Dice: 3d8+6 (28HP)
Initiative: +2
Speed: 30 (6 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d3+3)
Full Attack: Slam +6 melee (1d3+3)
Space/Reach: 5/5
Special Attacks: N/A
Special Qualities: Aberration traits, Plagas Carrier traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 7 (-2), Wis 10 (+0), Cha 9 (-1)
Skills: Climb +4, Intimidate +3, Jump +6, Ride +3
Feats: Dodge, Quick Draw, Rapid Reload, Run
Environment: any land or underground
Organization: any
Challenge Rating: 3
Treasure: standard
Alignment: Lawful Evil
Advancement: by character class
Level Adjustment: N/A
Weapon Variants
- Dynamite +5 ranged (2d6 concussion, 5 burst radius, 10 range increment)
- Throwing Axe +5 ranged (1d6+3, 10 range increment)
- Tower Shield (+4AC/cover, max dex +2, check pen -10, spell fail 50%, -2 attack), often paired with Flail or Stun Rod
- Flail +6 melee (1d8+3)
- Light Crossbow +5 ranged (1d8, 19-20/Χ2 critical, 80 range increment)
- Gatling Gun Turret +5 ranged (2d12, 110 range increment, stationary, infinite ammo)
- Rocket Launcher +5 ranged (10d6/3d6 splash, concussion, 150 range increment)
- Stun Rod (2d8 electricity, 19-20/Χ2 critical)
- Warhammer +6 melee (1d8, 20/Χ3 critical)
Last edited by Zeta Kai; 2008-11-09 at 11:26 PM.
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2007-07-16, 10:51 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Mimicry Marcus Human Form (Undead Swarm-Shifter base, Template #1)*
SpoilerGames: RE0
Medium Aberration (Shapechanger, T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: -1
Speed: 20 (4 squares)
Armor Class: 9 (-1 Dex); touch 9; flat-footed 9
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3) or Slam +8 melee (1d3+3)
Full Attack: Bite +8 melee (1d6+3) or 2 Slams +8 melee (1d3+3)
Space/Reach: 5/5
Special Attacks: Blood Drink, Improved Grab, Long Reach, Self-Detonation
Special Qualities: Aberration traits, Shapechanger traits, T-Virus Carrier traits
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 16 (+3), Dex 8 (-1), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Toughness
Environment: any land or underground
Organization: solitary
Challenge Rating: 6
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Blood Drink (Ex): Marcus can drink the blood of a grabbed victim with a successful grapple check, dealing 2d4 points of Constitution damage
Improved Grab (Ex): to use this ability, Marcus must hit with a Bite attack or a Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Blood Drain
Long Reach (Ex): Marcus can lash out with his Slam attack once every 1d4 rounds, hitting opponents up to 10 away (NOTE: he may also hit opponents that are only 5 away at no penalty, if he chooses); this attack is identical in all other respects to the normal Slam attack
Self-Detonation (Ex): when Marcus is reduced to 25% or less of his total HP, he will explode on his next turn, even if he has been killed; the explosion will center on his position, & will deal 4d6 splash damage to everything within a 10 radius (Reflex save DC12 for half damage); this explosion is always fatal to Marcus, dealing maximum damage with no saving throw
Mimicry Marcus Swarm Form
SpoilerGames: RE0
Diminutive Vermin (Aquatic, Swarm, T-Virus Carrier)
Hit Dice: 10d12+3 (68HP)
Initiative: +2
Speed: 5 (1 square), Swim 30 (6 squares)
Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
Base Attack/Grapple: +5/-- (cannot grapple or be grappled)
Attack: N/A
Full Attack: N/A
Space/Reach: 10/0
Special Attacks: Distraction, Swarm Bite, Wounding
Special Qualities: Undead traits, Shapechanger traits, T-Virus Carrier traits, Darkvision 60, Hive Mind, Immune to Weapon Damage, Swarm Form, Tremorsense
Saves: Fort +3, Ref +6, Will +7
Abilities: Str 6 (-2), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A (Disguise +10 to act like normal leeches)
Feats: Toughness
Distraction (Ex): any living creature vulnerable to a swarms damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC15) negates the effect; even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC20 + spell level); using skills requiring patience &/or concentration requires a Concentration check (DC20); the save DC is Constitution-based
Swarm Bite (Ex): when in swarm form, Marcus automatically damages any creature in his space when he ends his move; this attack deals 1d6 points of damage, plus Wounding (see below)
Wounding (Ex): a living creature damaged by the Swarm Bite attack continues to bleed for an additional 1 point of damage per round thereafter; multiple wounds do not result in cumulative bleeding loss; the bleeding can only be stopped by a successful Heal check (DC10) or the application of some healing spell or device
Hive Mind (Ex): Marcus is immune to any spell or effect that targets a specific number of creatures (including single-target spells, such as disintegrate), with the exception of effects that hold or command vermin specifically
Immune to Weapon Damage (Ex): weapon attacks are useless against a swarm of Diminutive creatures
Swarm Form (Su): Marcus can take the form of a swarm of leeches at will; changing shape to or from swarm form is a standard action that heals 1HP of damage per Hit Die; Marcus cannot change from swarm form to human form in an area where his body would not normally fit; as with an alter self spell, Marcuss items are absorbed into the swarm form & provide no benefit; if killed in either form, Marcus becomes a disorganized collection of leeches; although changing shape is a supernatural effect, remaining in one form or another is not supernatural, & Marcus does not change shape when entering an antimagic field; true seeing & similar magic reveals both forms; while in swarm form, Marcus cannot speak
Tremorsense (Ex): Marcus can pinpoint the location of anything in contact with the ground or in the water with him within 30Last edited by Zeta Kai; 2008-11-09 at 11:34 PM.
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2007-07-16, 10:55 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Moth*
Spoiler
Games: RE2, CV, OB1, Sur
Tiny Aberration (T-Virus Carrier)
Hit Dice: Όd8 (1HP)
Initiative: +3
Speed: 5 (1 square)
Armor Class: 16 (+2 size, +3 Dex, +1 natural); touch 15; flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4 plus poison)
Full Attack: Bite -2 melee (1d3-4 plus poison)
Space/Reach: 2½/0
Special Attacks: Poison, Wing Powder, Egg Implantation
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3 (-4), Dex 16 (+3), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +12, Jump +6
Feats: N/A
Environment: any land or underground
Organization: solitary, pair, family (3-12) or swarm (20-40)
Challenge Rating: Ό
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Poison (Ex): via injury (or inhalation); Fortitude DC15; initial damage Paralysis 2d8 rounds (Fortitude DC13 to resist); secondary damage 1d6 Dexterity
Wing Powder (Ex): every 1d6+4 rounds, a Moth can emit a cloud of poisonous floating powder; the cloud has a 10 radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the moths poison (see above)
Scent (Ex): a Moth can detect opponents by sense of smell within 30 (Χ2 for upwind opponents, Χ½ for downwind opponents)
Egg Implantation (Ex): a Moth can attach an egg to a creatures back with a successful grapple attempt (with a +12 bonus to their regular grapple modifier); an egg has AC13; an attached egg can be grappled; to remove an attached egg via grappling, an opponent must achieve a pin against the egg; an egg will hatch in 1d4 rounds, releasing a Maggot or a ParasiteLast edited by Zeta Kai; 2008-11-13 at 04:03 PM. Reason: added image
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2007-07-16, 10:56 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Nautilus
Spoiler
Games: DA
Medium Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 4d8+7 (25HP)
Initiative: +2
Speed: Swim 20 (4 squares)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Arms +4 melee (1d3+4)
Full Attack: Arms +4 melee (1d3+4)
Space/Reach: 5/5
Special Attacks: Spawn Torpedo Kid
Special Qualities: Darkvision 60, Aberration traits, T-Virus Carrier traits
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 18 (+4), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
Skills: Escape Artist +12, Hide +10, Listen +2, Spot +5, Swim +12
Feats: Toughness
Environment: any aquatic or underground
Organization: solitary, pair, or league (3-4)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Spawn Torpedo Kid (Ex): a Nautilus has the ability to spawn tiny offspring (see Torpedo Kid, below); she can spawn 2 of these creatures every 1d4 roundsLast edited by Zeta Kai; 2008-11-14 at 10:14 AM. Reason: added image
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2007-07-16, 10:57 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Neptune Boss / Fi-3 (Shark: Large base, Template #2)
Spoiler
Games: RE1, OB1
Gargantuan Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 9d8+45 (85HP)
Initiative: +5
Speed: Swim 60 (12 squares)
Armor Class: 18 (-4 size, +1 Dex, +11 natural); touch 7; flat-footed 17
Base Attack/Grapple: +6/+29
Attack: Bite +13 melee (2d8+11)
Full Attack: Bite +13 melee (2d8+11)
Space/Reach: 20/15
Special Attacks: N/A
Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 33 (+11), Dex 13 (+1), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +7, Spot +8, Swim +19
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: cold aquatic
Organization: solitary, school (2-5), or pack (6-11)
Challenge Rating: 5
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Blindsense (Ex): a Shark can locate creatures underwater within a 30 radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense
Keen Scent (Ex): a Shark can notice creatures by scent in a 180 radius & detect blood in the water at ranges of up to 1 mile (5,280)Last edited by Zeta Kai; 2008-11-09 at 11:41 PM. Reason: added image
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2007-07-16, 10:58 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Neptune Mini / Fi-3 (Shark: Medium base, Template #2)
Spoiler
Games: RE1, OB1
Huge Aberration (Aquatic, T-Virus Carrier)
Hit Dice: 5d8+25 (47HP)
Initiative: +1
Speed: Swim 60 (12 squares)
Armor Class: 16 (-2 size, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +3/+20
Attack: Bite +10 melee (2d6+9)
Full Attack: Bite +10 melee (2d6+9)
Space/Reach: 15/15
Special Attacks: N/A
Special Qualities: Blindsense, Keen Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 29 (+9), Dex 11 (+0), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Listen +6, Spot +6, Swim +17
Feats: Alertness, Weapon Finesse (Bite)
Environment: cold aquatic
Organization: solitary, school (2-5), or pack (6-11)
Challenge Rating: 4
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Blindsense (Ex): a Shark can locate creatures underwater within a 30 radius; this ability works only when a Shark is underwater; opponents still have total concealment (50% miss chance) against a creature with Blindsense
Keen Scent (Ex): a Shark can notice creatures by scent in a 180 radius & detect blood in the water at ranges of up to 1 mile (5,280)Last edited by Zeta Kai; 2008-11-09 at 11:41 PM. Reason: added image
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2007-07-16, 11:01 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Nosferatu / Alexander Ashford*
Spoiler
Games: CV
Medium Undead (T-Virus Carrier)
Hit Dice: 20d12 (130HP)
Initiative: -2
Speed: 20 (4 squares)
Armor Class: 16 (-2 Dex, +8 natural); touch 8; flat-footed 16
Base Attack/Grapple: +15/+23
Attack: Tentacle +23 melee (2d6+8)
Full Attack: Tentacle +23 melee (2d6+8)
Space/Reach: 5/5
Special Attacks: Poison Gas, Long Reach
Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Powerful Build
Saves: Fort +6, Ref +6, Will +12
Abilities: Str 26 (+8), Dex 7 (-2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (Χ3), Power Attack
Challenge Rating: 8
Treasure: N/A
Alignment: Neutral
Poison Gas (Ex): every 1d4+2 rounds, the Nosferatu can emit a cloud of poisonous spores; the cloud has a 10 radius & lasts for 1d4+2 rounds; all creatures within the cloud are exposed to the Nosferatus poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)
Long Reach (Ex): the Nosferatu can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 15 away (NOTE: it may also hit opponents that are only 5 or 10 away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack
Powerful Build (Ex): whenever the Nosferatu is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect it; the Nosferatu can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subjects size categoryLast edited by Zeta Kai; 2008-11-09 at 11:43 PM. Reason: added image
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2007-07-16, 11:03 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Novistador, Flying
Spoiler
Games: RE4
Medium Aberration
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 40 (8 squares), Climb 30 (6 squares), Fly 20 (4 squares, good maneuverability)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: 2 Claws +9 melee (1d6+2)
Space/Reach: 5/5
Special Attacks: Acid Spray, Improved Grab, Pounce
Special Qualities: Aberration traits, Flight
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
Feats: Dodge, Hover, Mobility
Environment: any land or underground
Organization: solitary, pair, or glimpse (3-6)
Challenge Rating: 5
Treasure: ½ standard
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Acid Spray (Ex): a Novistador can emit a 20 cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds
Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Acid Spray
Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacks
Flight (Ex): a Novistador can cease or resume flight as a free action; in addition, it can also make dive attacks, which work just like a charge, but it must move a minimum of 30 & descend at least 10; it can make only Claw attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line; a Novistador cannot fly while invisible, nor can it be invisible while flyingLast edited by Zeta Kai; 2008-11-09 at 11:45 PM. Reason: added image
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2007-07-16, 11:05 AM (ISO 8601)
- Join Date
- Feb 2007
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- The Final Chapter
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Re: Resident Evil D20
Novistador, Unseen
SpoilerGames: RE4
Medium Aberration
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 40 (8 squares), Climb 30 (6 squares)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: 2 Claws +9 melee (1d6+2)
Space/Reach: 5/5
Special Attacks: Acid Spray, Improved Grab, Pounce
Special Qualities: Aberration traits, Invisibility
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 13 (+1), Int 4 (-3), Wis 15 (+2), Cha 2 (-4)
Skills: Balance +5, Hide +5, Jump +3, Listen +3, Move Silently +5, Spot +3
Feats: Dodge, Mobility, Spring Attack
Environment: any land or underground
Organization: solitary or pair
Challenge Rating: 5
Treasure: ½ standard
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Acid Spray (Ex): a Novistador can emit a 20 cone of acid (2d6 damage, Reflex save DC14 for half damage) every 1d4+1 rounds
Improved Grab (Ex): to use this ability, a Novistador must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Acid Spray
Pounce (Ex): if a Novistador charges a foe, it can make a full attack, including two Claw attacksLast edited by Zeta Kai; 2008-11-09 at 11:46 PM.
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2007-07-16, 11:06 AM (ISO 8601)
- Join Date
- Feb 2007
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- The Final Chapter
- Gender
Re: Resident Evil D20
Nyx (Tyrant base)
Spoiler
Games: OB2
Large Ooze (T-Virus Carrier)
Hit Dice: 12d10+84 (150HP)
Initiative: -1
Speed: 10 (2 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural); touch 7; flat-footed 17
Base Attack/Grapple: +9/+32
Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
Full Attack: Tentacle +22 melee (2d6+15) or Slam +22 melee (2d6+15)
Space/Reach: 15/15
Special Attacks: Absorb, Catapult, Improved Grab
Special Qualities: Ooze traits, T-Virus Carrier traits, Immunities, Frightful Presence
Saves: Fort +7, Ref -1, Will +0
Abilities: Str 41 (+15), Dex 8 (-1), Con 24 (+7), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Challenge Rating: 12
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Absorb (Ex): Nyx can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+15 points of crushing damage plus 1d8 points of acid damage per round from Nyxs digestive juices; a swallowed creature can cut its way out by dealing 50 points of damage to Nyxs digestive tract (AC7); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; Nyxs gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 Diminutive or smaller creatures
Catapult (Ex): Nyx can launch a small stone high into the air every 3 rounds; this stone deals 2d6+3 damage, has a range increment of 50 (no minimum distance), & can be avoided with a successful Reflex save (DC12); in all other respects, this attack is identical to the use of a Light Catapult (see Siege Engines, in the DMG)
Improved Grab (Ex): to use this ability, Nyx must hit with its Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Absorb
Immunities (Ex): Nyx has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Nyx is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage
Frightful Presence (Ex): Nyx can inspire terror by charging or attacking; affected creatures must succeed on a DC12 Will save or become shaken, remaining in that condition as long as they remain with 20 of Nyx; the save DC is Constitution-basedLast edited by Zeta Kai; 2008-11-09 at 11:48 PM. Reason: added image
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2007-07-16, 06:55 PM (ISO 8601)
- Join Date
- May 2007
Re: Resident Evil D20
wow. this is awesome, it is by far your best work. sorry to see you go, i have lost many an hour on your creations. well goodbye hope other can be as creative as you.
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2007-07-17, 07:35 AM (ISO 8601)
- Join Date
- Feb 2007
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- The Final Chapter
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Re: Resident Evil D20
Thank you, detrevnisisiht. That's the nicest thing I've heard about this project yet. I will miss this forum (that is why I've contributing as much as I can, while I can). I hope to return one day, when my issues are cleared up.
On a different note, expect more creatures later today: Osmund Saddler (2 forms), Parasites, Plagas (4 types), Plague Crawlers, Plant 42, Pluto, & Poison Ivy. Enjoy!Last edited by Zeta Kai; 2007-07-17 at 07:36 AM.
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2007-07-17, 10:36 AM (ISO 8601)
- Join Date
- Feb 2007
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Re: Resident Evil D20
As you cautiously inch foward, you can hear the faint padding of footsteps around the corner. Drawing your gun, you see a robed man walking towards you. He stands at around 6½ tall, with deathly pale skin & gray hair. His robe is ornately crafted, & inscribed with various religious symbols. But of all things, it is his staff that sends a shiver down your spine. Atop the scepter is a writhing creature, its lone eye gazing with contempt. Short tentacles wave around in the air, it drips with a yellowish ooze. You return your attention to the man, only to see his eyes change from a pastel blue to an eerie yellow. Hahaha... Writhe in my cage of torment, my friend
Osmund Saddler (normal)*
Spoiler
Games: RE4
Medium Human Cleric 8th Level / Aristocrat 4th Level (Queen Plagas Carrier)
Hit Dice: 12d8+12 (66HP)
Initiative: +5
Speed: 30 (6 squares)
Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
Base Attack/Grapple: +9/+11
Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
Full Attack: Quarterstaff +11 melee (1d6/1d6+2) or Tail +11 melee (1d4+2)
Space/Reach: 5/5
Special Attacks: Spells
Special Qualities: Human traits, Plagas Carrier traits, Rebuke Undead (6 Χ per day @ a +2 bonus), Impale, Resurgent Form, Alignment Aura, Spontaneous Casting (inflict spells)
Saves: Fort +8, Ref +4, Will +13
Abilities: Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 18 (+4), Wis 17 (+3), Cha 7 (+3)
Skills: Bluff +20, Concentration +5, Diplomacy +21, Disguise +15, Forgery +8, Gather Info +11, Intimidate +25, Knowledge (arcana) +10, Knowledge (history) +6, Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility) +10, Knowledge (religion) +14, Perform +9, Sense Motive +9, Spellcraft +12
Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
Challenge Rating: 12
Treasure: N/A
Alignment: Lawful Evil
Domains: Evil & Trickery
Spells: Casts 0-level (6/day), 1-level (5/day +Domain), 2-level (4/day + Domain), 3-level (4/day + Domain), 4-level (2/day + Domain)
Notes: 61 tall; 175 lbs.; gray skin; gray eyes; white hair; channels negative energy
Impale (Ex): on a successful Tail strike, Saddler can impale an opponent with his Tail, dealing 2d8+4 points of damage; Reflex save DC25 for half damage
Resurgent Form (Ex): when Saddlers hit points fall below 1, he will transform into his mutated form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunityLast edited by Zeta Kai; 2008-11-14 at 10:20 AM. Reason: added image
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2007-07-17, 10:38 AM (ISO 8601)
- Join Date
- Feb 2007
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Re: Resident Evil D20
Osmund Saddler (mutated)*
SpoilerGames: RE4
Huge Aberration (Queen Plagas Carrier)
Hit Dice: 16d8+80 (152HP)
Initiative: +3
Speed: 30 (6 squares)
Armor Class: 12 (-2 size, -1 Dex, +5 natural); touch 7; flat-footed 12
Base Attack/Grapple: +12/+30
Attack: Talon +20 melee (2d6+10) or Claw +20 melee (2d6+10)
Full Attack: 2 Talons +20 melee (2d6+10) or Claw +20 melee (2d6+10) & Tail +15 melee (1d8+5)
Space/Reach: 15/15
Special Attacks: Improved Grab, Powerful Charge, Throw
Special Qualities: Aberration traits, Plagas Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presense
Saves: Fort +12, Ref +2, Will +13
Abilities: Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 14 (+2), Wis 17 (+3), Cha 7 (+3)
Skills: Bluff +20, Concentration +9, Diplomacy +21, Disguise +13, Forgery +8, Gather Info +11, Hide -10, Intimidate +25, Knowledge (arcana) +8, Knowledge (history) +4, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +8, Knowledge (religion) +12, Perform +9, Sense Motive +9, Spellcraft +10
Feats: Awesome Blow, Improved Initiative, Leadership, Persuasive, Power Attack, Skill Focus (Bluff), Skill Focus (Intimidate)
Challenge Rating: 13
Treasure: 3Χ standard
Alignment: Lawful Evil
Improved Grab (Ex): to use this ability, Lord Saddler must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Throw
Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Lord Saddler to make a single Talon attack with a +20 attack bonus that deals 4d6+20 points of damage
Throw (Ex): Lord Saddler can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10) + Lord Saddlers Strength modifier (+10); Lord Saddler will lift a grappled creature 1d4Χ5 above the ground before throwing
Immunities (Ex): Lord Saddler has immunity to sleep & paralysis effects; in addition, Lord Saddler is not subject to subdual damage, ability damage, ability drain, or death from massive damage
Frightful Presence (Ex): Lord Saddler can inspire terror by charging or attacking; affected creatures must succeed on a DC10 Will save or become shaken, remaining in that condition as long as they remain with 20 of Lord Saddler; the save DC is Constitution-basedLast edited by Zeta Kai; 2008-11-10 at 03:53 PM.
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2007-07-17, 10:42 AM (ISO 8601)
- Join Date
- Feb 2007
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- The Final Chapter
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Re: Resident Evil D20
Parasite / Moth Larva
SpoilerGames: CV
Fine Aberration (T-Virus Carrier)
Hit Dice: Όd8 (1HP)
Initiative: -1
Speed: 0 (0 squares)
Armor Class: 14 (+8 size, -5 Dex, +1 natural); touch 13; flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +0 melee (1 plus poison)
Full Attack: Bite +0 melee (1 plus poison)
Space/Reach: ½/0
Special Attacks: Poison
Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Rapid Growth
Saves: Fort +2, Ref -5, Will +0
Abilities: Str 0 (--), Dex 1 (-5), Con 10 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +18, Jump +2
Feats: Improved Initiative
Environment: any land or underground
Organization: solitary, pair, clutch (3-5)
Challenge Rating: 1/10
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Poison (Ex): via injury; Fortitude DC12; initial damage 1d4 Dexterity; secondary damage 1d4 Dexterity
Rapid Growth (Ex): a Parasite gains 1 size category every 4 hours, until it reaches Tiny (Diminutive is spent as a harmless pupa), at which point it becomes a MothLast edited by Zeta Kai; 2008-11-13 at 04:04 PM.
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2007-07-17, 10:46 AM (ISO 8601)
- Join Date
- Feb 2007
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- The Final Chapter
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Re: Resident Evil D20
Plaga, Alpha / Tentacle
Spoiler
Games: RE4
Tiny Aberration
Hit Dice: 1d8+2 (6HP)
Initiative: -2
Speed: 0 (0 squares)
Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/ Grapple: +2/-6
Attack: Tentacle Blade +4 melee (1d8+2, 19-20/Χ2)
Full Attack: Tentacle Blade +4 melee (1d8+2, 19-20/Χ2)
Space/Reach: 2½/0
Special Attacks: Acid Spray, Tentacle Whip
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 7 (-2), Wis 14 (+2), Cha 7 (-2)
Skills: Bluff +2, Hide +6
Feats: Improved Critical
Environment: any
Organization: solitary, gang (2-12), or mob (13-60)
Challenge Rating: 2
Treasure: N/A
Alignment: Lawful Evil
Advancement: 2-3 Hit Die (Tiny)
Level Adjustment: N/A
Acid Spray (Ex): Plagas can emit a 20 cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)
Tentacle Whip (Ex): Alpha Plagas can lash out with their Tentacle Blade attack once every 1d4+4 rounds, hitting opponents up to 10 away (NOTE: they may also hit opponents that are only 5 away at no penalty, if they so choose); this attack is identical in all other respects to the normal Tentacle Blade attack
Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host
Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host
Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10 radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell
Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a hostLast edited by Zeta Kai; 2008-11-14 at 10:24 AM. Reason: added image
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2007-07-17, 10:50 AM (ISO 8601)
- Join Date
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Re: Resident Evil D20
Plaga, Beta / Worm
SpoilerGames: RE4
Tiny Aberration
Hit Dice: 2d8+4 (13HP)
Initiative: -2
Speed: 0 (0 squares)
Armor Class: 13 (+2 size, -2 Dex, +3 natural); touch 10; flat-footed 13
Base Attack/ Grapple: +2/-6
Attack: Claw +4 melee (1d8+2)
Full Attack: Claw +4 melee (1d8+2)
Space/Reach: 2½/0
Special Attacks: Acid Spray, Head Bite
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +6, Knowledge (religion) +4, Profession (clergy) +4, Search +4
Feats: Improved Natural Armor
Environment: any
Organization: solitary, cloister (2-6), or congregation (7-20)
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: 3-5 Hit Die (Tiny)
Level Adjustment: N/A
Acid Spray (Ex): Plagas can emit a 20 cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)
Head Bite (Ex): Beta Plagas can lash out with a bite attack (+6 melee, 3d8+2 damage, 17-20/Χ3) once every 1d4+4 rounds, hitting opponents up to 5 away; this attack is aimed at an opponents head, & so ignores any armor bonus to AC unless the opponent is wearing a helmet; this attack cannot be used against creatures without a discernable head (such as an ooze or a swarm) or creatures immune to critical hits (such as constructs & undead)
Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host
Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host
Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10 radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell
Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a hostLast edited by Zeta Kai; 2008-11-14 at 10:24 AM.
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2007-07-17, 10:52 AM (ISO 8601)
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- Feb 2007
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Re: Resident Evil D20
Plaga, Gamma / Spider
SpoilerGames: RE4
Tiny Aberration
Hit Dice: 2d8+4 (13HP)
Initiative: +2
Speed: 20 (4 squares), Climb 10 (2 squares)
Armor Class: 12 (+2 size, -2 Dex, +2 natural); touch 10; flat-footed 12
Base Attack/ Grapple: +2/-6
Attack: Tentacle Slam +4 melee (1d8+2)
Full Attack: Tentacle Slam +4 melee (1d8+2)
Space/Reach: 2½/0
Special Attacks: Acid Spray, Detach, Pounce
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 7 (-2)
Skills: Hide +6, Jump +5, Profession (soldier) +6, Survival +7, Tumble +1
Feats: Improved Initiative
Environment: any
Organization: solitary, squad (2-8), or platoon (9-30)
Challenge Rating: 3
Treasure: N/A
Alignment: Lawful Evil
Advancement: 3-5 Hit Die (Tiny)
Level Adjustment: N/A
Acid Spray (Ex): Plagas can emit a 20 cone of acid (2d4 damage, Reflex save DC12 for half damage) every 1d4+4 rounds; creatures hit by the spray suffer a -2 penalty to all Will saves to resist infection from Plaga spores (see Las Plagas: Disease, above) for 10 rounds (1 minute)
Detach (Ex): After partially emerging from the host body, a Gamma Plagas can remove itself from the host as a move-equivalent action; the host immediately loses the [Plagas Carrier] subtype, the Las Plagas template, & all benefits/ restrictions associated with both (& will most likely die, due to damage involved in emerging & the loss of a Constitution bonus)
Pounce (Ex): If a Gamma Plaga charges an opponent, it can make a full attack, including an Acid Spray; this maneuver requires the Plaga to be detached from its host
Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host
Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host
Infectious Spores (Ex): once per day, Plagas can release a cloud of infectious spores; all creatures within a 10 radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell
Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a hostLast edited by Zeta Kai; 2008-11-14 at 10:25 AM.
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2007-07-17, 10:54 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Plaga, Omega / Queen
SpoilerGames: RE4
Tiny Aberration
Hit Dice: 4d8+8 (26HP)
Initiative: -2
Speed: 0 (0 squares)
Armor Class: 15 (+2 size, -2 Dex, +5 natural); touch 10; flat-footed 15
Base Attack/ Grapple: +2/-6
Attack: Claw +4 melee (1d8+2)
Full Attack: Claw +4 melee (1d8+2)
Space/Reach: 2½/0
Special Attacks: N/A
Special Qualities: Aberration traits, Command Host, Burst Forth, Infectious Spores, Light Weakness, Direct Plagas
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 14 (+2), Dex 7 (-2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 7 (-2)
Skills: Bluff +2, Diplomacy +2, Hide +6, Intimidate +4, Knowledge (arcana) +7, Knowledge (local) +6, Profession +5, Search +6
Feats: Leadership, Persuasive
Environment: any
Organization: solitary
Challenge Rating: 4
Treasure: N/A
Alignment: Lawful Evil
Advancement: 5-6 Hit Die (Tiny), 7-9 Hit Die (Small)
Level Adjustment: N/A
Command Host (Ex): Plagas within a host can direct the actions of that host, commanding it to perform any action that the host is capable of doing; this ability operates identically to a dominate monster spell, except the host is not allowed a saving throw to negate the effect, & the effect has a range of touch; this ability is in effect until either the host is dead (-10HP or below, even decapitation is not completely sufficient to cause death in this case), the Plaga is dead, or the Plaga is removed from the host
Burst Forth (Ex): If the host has been critically injured (less than 25% HP remaining, all the way to -9HP), the Plaga can partially emerge from the body, exploding out of the largest wound; the Plaga can continue to control the body (via the Command Host ability, above), even if the host would normally be considered dead; this maneuver grants the Plaga cover, & allows it to survive the death of the host
Infectious Spores (Ex): three times per day, Plagas can release a cloud of infectious spores; all creatures within a 10 radius are exposed to Plaga spores (see Las Plagas: Disease, above); this cloud has no effect in sunlight or within the radius of a daylight spell
Light Weakness (Ex): Plagas are helpless in sunlight or within the radius of a daylight spell, taking 1d6+4 damage per round; in addition, a Plaga exposed to bright light must make a Fortitude save (DC20) or immediately die; Plagas can avoid these effects if it remains within significant shadow, underground, in moonlight or starlight, within the radius of a darkness spell, or while entirely within the body of a host
Direct Plagas (Su): Omega Plagas have the ability to direct the actions of all other Plagas that have fewer Hit Dice (even those within host bodies) within range (180, or 36 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Plagas Hit Dice Χ2Last edited by Zeta Kai; 2008-11-14 at 10:26 AM.
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2007-07-17, 10:56 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Plague Crawler
Spoiler
Games: RE0, OB1
Medium Aberration (T-Virus Carrier)
Hit Dice: 3d8+6 (28HP)
Initiative: -2
Speed: 20 (4 squares)
Armor Class: 12 (-2 Dex, +4 natural); touch 8; flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Tentacle +5 melee (1d8+3, 20/Χ3 critical)
Full Attack: 2 Tentacles +5 melee (1d8+3, 20/Χ3 critical)
Space/Reach: 5/5
Special Attacks: Pounce
Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref -2, Will +0
Abilities: Str 17 (+3), Dex 6 (-2), Con 15 (+2), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +4, Move Silently +4
Feats: Improved Natural Attack
Environment: any land or underground
Organization: solitary, pair, or epidemic (3-5)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Pounce (Ex): if a Plague Crawler charges a foe, it can make a full attack, including 2 Tentacle attacks
Scent (Ex): a Plague Crawler can detect opponents by sense of smell within 30 (Χ2 for upwind opponents, Χ½ for downwind opponents)Last edited by Zeta Kai; 2008-11-11 at 10:07 PM. Reason: added image
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2007-07-17, 10:58 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Plant 42*
Spoiler
Games: RE1, OB1, OB2
Huge Plant (T-Virus Carrier)
Hit Dice: 7d8+35 (66HP)
Initiative: -1
Speed: 0 (0 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +5/+22
Attack: Tentacle +12 melee (2d6+9)
Full Attack: Tentacle +12 melee (2d6+9)
Space/Reach: 15/15
Special Attacks: Acid Spray, Improved Grab, Long Reach, Poison Gas, Strangle, Throw
Special Qualities: Plant traits, T-Virus Carrier traits, Blindsight 30, Vulnerability to V-Jolt
Saves: Fort +8, Ref +2, Will +7
Abilities: Str 29 (+9), Dex 8 (-1), Con 21 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: warm forests or jungles
Organization: solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Acid Spray (Ex): Plant 42 can emit a 20 cone of acid (2d6 damage, Reflex save DC12 for half damage) every 1d4+2 rounds
Improved Grab (Ex): to use this ability, Plant 42 must hit with a Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Throw or Strangle
Long Reach (Ex): Plant 42 can lash out with its Tentacle attack once every 1d4 rounds, hitting opponents up to 20 away (NOTE: it may also hit opponents that are only 5, 10, or 15 away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack
Poison Gas (Ex): every 1d4+2 rounds, Plant 42 can emit a cloud of poisonous pollen; the cloud has a 10 radius & lasts for 1d3 rounds; all creatures within the cloud are exposed to Plant 42 poison (via inhalation; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)
Strangle (Ex): on a successful grapple check, Plant 42 deals 9 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)
Throw (Ex): Plant 42 can throw any creature (up to Medium size) it has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10) + Plant 42s Strength modifier (+9); Plant 42 will lift a grappled creature 1d4Χ10 above the ground before throwing
Vulnerability to V-Jolt: Plant 42 takes twice as much (Χ2) damage as normal from V-Jolt (see Items), regardless of whether a saving throw is allowed, or if the save is a success or failure; in addition, an Ivy must make a Fortitude save (DC10) or die each round it is exposed to fire damage, with the DC increasing by 2 each round after the firstLast edited by Zeta Kai; 2008-11-14 at 10:30 AM. Reason: added image
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2007-07-17, 10:59 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- The Final Chapter
- Gender
Re: Resident Evil D20
Pluto (Tyrant base)
Spoiler
Games: DA
Large Aberration (T-Virus Carrier)
Hit Dice: 12d8+72 (126HP)
Initiative: -3
Speed: 30 (6 squares)
Armor Class: 12 (-2 Blind, -1 size, -3 Dex, +8 natural); touch 4; flat-footed 12
Base Attack/Grapple: +8/+20
Attack: Punch +15 melee (2d6+8)
Full Attack: Punch +15 melee (2d6+8) & Slam +13 melee (1d4+4)
Space/Reach: 10/10
Special Attacks: Improved Grab, Powerful Charge, Trample
Special Qualities: Aberration traits, T-Virus Carrier traits, Blindsense, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence
Saves: Fort +15, Ref +3, Will +8
Abilities: Str 27 (+8), Dex 5 (-3), Con 23 (+6), Int 3 (-4), Wis 12 (+1), Cha 4 (-3)
Skills: Balance +4, Intimidate +4, Listen +12, Survival +11
Feats: Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack
Environment: any land or underground
Organization: solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Improved Grab (Ex): to use this ability, Pluto must hit with his Slam attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Punch
Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Pluto to make a single Punch attack (piercing, like a gore attack) with a +15 attack bonus that deals 4d6+16 points of damage
Trample (Ex): Pluto can trample opponents up to Medium size, dealing 2d8+8 points of damage; Reflex save DC20 for half damage
Blindsense (Ex): Pluto cannot see; he takes a -2 penalty to Armor Class & takes a -4 penalty on Search checks and on most Strength- & Dexterity-based skill checks; all checks and activities that rely on vision automatically fail; all opponents are considered to have total concealment (50% miss chance)
Powerful Build (Ex): whenever Pluto is subject to any size modifier, he is treated as 1 size larger if doing so is advantageous to him; he is also considered to be 1 size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him; Pluto can use weapons designed for a creature 1 size larger without penalty; however, his space & reach remain those of a creature of his actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subjects size category
Immunities (Ex): Pluto has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Pluto is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, ability drain, or death from massive damage
Frightful Presence (Ex): Pluto can inspire terror by charging or attacking; affected creatures must succeed on a DC11 Will save or become shaken, remaining in that condition as long as they remain with 20 of Pluto; the save DC is Constitution-basedLast edited by Zeta Kai; 2008-11-11 at 09:58 PM. Reason: added image