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Thread: Critters
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2010-01-13, 11:00 AM (ISO 8601)
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Re: Critters
I reckon they are between 7th and 11th level ranger/fighters or somesuch. and very awesome in a gritty hillblilly sorta way
Last edited by Shademan; 2010-01-13 at 11:17 AM.
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.
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Originally Posted by Celesyne
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2010-01-14, 05:54 AM (ISO 8601)
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- Mar 2008
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Re: Critters
It's coming. Really I swear...
I just need to read back through te entries and see what I've written for continuity purposes
http://en.wikipedia.org/wiki/Theridion_grallator
Smiley Faced Spider
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Bite +7 melee (1d6 plus poison)
Full Attack: Bite +7 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Dark Vision 60 ft., Mind Shield
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 11, Dex 17, Con 15, Int 12, Wis 14, Cha 12
Skills: Climb, Hide, Jump, Spot
Feats: Ability Focus (Poison), Weapon Finesse
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: ---
"Abner...that just ain't right."
"Ah never liked mages."
Smiley Faced Spiders are definitely magically engineered. The bizarre nature of their appearance and abilities leaves little other option. The identity of their original creator is unknown, but he is believed to have lived in a particular jungle as they are rife there, and spreading quickly.
Poison (Ex): Injury, Fortitude Save DC 16, Initial Damage is identical to the effects of a Tasha's Hideous Laughter spell (Caster Level is equal to HD), Secondary Damage is 1d6 Wisdom.
Mind Shield (Ex): The Smiley Face Spider permanently has the benefits of a Mind Blank spell (Caster Level equals HD).
Combat: Smiley Face Spiders try to bite victims as quickly as possible to immobilize them so they can begin eating them alive.Last edited by Bhu; 2010-01-16 at 05:16 AM.
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2010-01-15, 12:50 PM (ISO 8601)
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Re: Critters
Hey Bhu, could you help me out with statting a monster? I am only capable of modyfing monsters and they tend to take a crap at their CR rating >>
SO! I'm trying to create "The Cyclopean dreadguards". Constructs that look like a tall, slim armour with tall coneical helmets with a single round hole serving as eye. They fight with their claws, two heavy maces and use wands bolted to their arms. They serve as city-watch in a large metropolis and should prolly have some detect spells and the two wands they have should be some that tie enemies up or something.
CR6 would be nice, think you can help? whenever you have time, offcourse. no rushLast edited by Shademan; 2010-01-15 at 12:51 PM.
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Originally Posted by Celesyne
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2010-01-16, 05:07 AM (ISO 8601)
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Re: Critters
what size class would these critters be?
Cyclopean DreadGuard
Medium Construct?
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8 melee (1d8+4)
Full Attack: 2 Claws +8 Melee (1d6+4) or Heavy Mace +8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Perfect Two Weapon Fighting
Special Qualities: Dark Vision 60', Construct Traits, DR 10/Magic
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 18, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Combat Reflexes (B), Vexing Flanker (B)
Environment: Any city or urban
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---
"WELCOME TO DALLAS!"
"Uh...thanks. Do you know where I ..."
"YOU WILL LAY DOWN YOUR WEAPONS!"
"I, uh.. I don't have any weapons..."
"OBEY!"
"Look we just need to know where the local bar is..."
"WOULD YOU LIKE A DELICIOUS TWINKIE?!"
"Abner, why did we come here?"
"TWINKIES! THE WORLD'S FAVORITE SNACK CAKE!"
"Abner, what the hell is a Twinkie?"
"OBEY!"
Cyclopean DreadGuards were commisioned made by the city of Dallas as guards. Their regular humanoid guards kept getting killed. They appear as tall slender armored forms with a strange conical head with one eye. They can understand simple conversation, and have several preprogrammed responses which they quite unintentionally end up using in inappropriate ways. Potential victims should be aware they will attack quite swiftly if they do not get the response they want.
Spell Like Abilities (Sp): Cyclopean Dreadguards can cast the following spells 3/day as spell-like abilities: Feather Fall, Jump, and See Invisibility. They can use the following 1/day: Hold Person.
Perfect Two Weapon Fighting (Ex): When fighting with paired Heavy Maces, the Cyclopean DreadGuard takes no penalties to it's Attack rolls.
Combat: Cyclopean DreadGuards will cast Hold Person to immobilize opponents long enough to get help, surround them, and then begin beating the hell out of them with their maces (wealthier patrons will arm them with masterwork or enchanted Maces).Last edited by Bhu; 2010-01-24 at 02:26 AM.
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2010-01-16, 05:33 AM (ISO 8601)
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Re: Critters
Giant Tarantula
Large Vermin
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (2d6+6 plus poison)
Full Attack: Bite +10 melee (2d6+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Urticating Hairs
Special Qualities: Dark Vision 60', Tremorsense 60', Scent
Saves: Fort +10, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con 16, Int -, Wis 14, Cha 2
Skills: Climb +12, Hide +2, Spot +12
Feats: Ability Focus (Urticating Hairs),
Environment: Any
Organization: Solitary or Group (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---
"Spiders freak me out man."
"I uh...I'd avoid turning around..."
Giant Tarantulas are feared jungle predators, vulnerable to only magical beings or the largest predators.
Poison: Injury, DC 16 Fortitude Save negates, Initial damage is 1d6 Dexterity, Secondary damage is Paralysis for 2d6 rounds.
Urticating Hairs: As a Standard Action the Tarantula can turn it's back to the enemy and rub its legs on its abdomen to loosen it's barbed urticating hairs in a 15'x15'x15' cloud towards it's opponents. Anything in the Area of Effect must make a DC 18 Fortitude Save (Save DC is COnstitution based) or suffer a -2 Circumstance Penalty to all rolls for 1d6 days. If they fail the Save by 5 or more they are also Blinded for 1d6 minutes. Urticating hairs stay in the air for 2d4 rounds, and are still active if a wind or some other activity stirs them up off the ground.
Run (Ex): During a Charge, or when fleeing in a straight line, the Tarantula can move up to twice it's normal speed.
Skills: Giant Tarantulas have a +8 Racial Bonus to Climb, and Spot Checks, and may always Take 10 on a Climb Check. They also have a +4 Racial Bonus on Hide Checks.
Combat: Tarantulas are ambush predators, preferring to strike from hiding and letting their venom do the bulk of the work.Revised avatar by Trixie, New avvie by Crisis21!
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2010-01-16, 05:40 AM (ISO 8601)
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Re: Critters
the cyclopean dreadguard would be medium, yes.
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Originally Posted by Celesyne
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2010-01-16, 06:11 AM (ISO 8601)
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Re: Critters
I would have the hairs only affect d20 rolls, not, for instance longsword, or Fireball damage, which, and currently written, it does.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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2010-01-17, 07:20 AM (ISO 8601)
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2010-01-18, 01:43 AM (ISO 8601)
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Re: Critters
both?
:P
they have reasoning but no will.
so yeah, mindless but with a decent int score. smart robots. good AI.
but only capable of single speech and have a habit of continuing on each others sentences, example:
Cyclpdrgrd1: "Halt. You have broken paragraph five of the arms law."
Cyclpdrgrd2: "Lay down your arms and surrender."
Cyclpdrgrd3: "OBEY!"
Cyclpdrgrd1: "Lay down your weaons and yield."
Cyclpdrgrd2: "or we will use force, lethal if neccesary."
Cyclpdrgrd3: "OBEY!"
yeah, the one finishing their speaking round always shouts "obey".
not mechanics this, no. I just like throwin' ma fluff aroundLast edited by Shademan; 2010-01-18 at 02:19 AM.
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Originally Posted by Celesyne
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2010-01-18, 02:05 PM (ISO 8601)
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Re: Critters
If they're mindless they dont get an Int score
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2010-01-18, 02:47 PM (ISO 8601)
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Re: Critters
right... wisdom score then?
Imean, AI is a form of INT isnt it?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.
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Originally Posted by Celesyne
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2010-01-19, 04:36 AM (ISO 8601)
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Re: Critters
Okay hows it look so far?
Bafoon
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Climb 30 ft.
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d6+2)
Full Attack: Bite +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Riddle
Special Qualities: Dark Vision 60'
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 12, Int 14, Wis 14, Cha 14
Skills: Bluff +7, Climb +10, Hide +7, Intimidate +7, Listen +7, Move Silently +7, Sense Motive +6, Spot +6
Feats: Ability Focus (Riddle), Improved Initiative
Environment: Warm Plains
Organization: Solitary, Pair, or Troop (10-40)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---
"What do you call a zipper on a banana?"
"Monkeys gotta die Bert."
"Now Abner..."
"Don't now me. That monkeys evil. The zipper reference was a dead give away."
Bafoons are enchanted Baboons that can speak common, and know a seemingly endless supply of Riddles. Unfortunately the consequences of trying to answer their riddles and failing is not what most people would consider acceptable. They also happen to be thieving bastards and will quite willingly rob a party blind of food and shiny objects. It's assumed as usual a mage is responsible for their creation, although God knows what for. They make sucky guards.
Riddle (Su): The Bafoon is adept at cursing people, and it disguises this as a riddle. They have successfully convinced the locals that anyone failing to answer a Bafoons riddle is cursed. In reality the Bafoon can curse people at will as a Supernatural Ability. The Bafoon may choose to mimic the effects of one of the following spells when cursing an individual if they fail a DC16 Will Save: Bestow Curse, Confusion, Contagion, or Crushing Despair.
Skills: Bafoons get a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.
Combat: Bafoons prefer to use their Riddles at first, running for help if a party seems tough. After all it's easier to take them on when you have a few dozen friends willing to help.Last edited by Bhu; 2010-01-24 at 02:31 AM.
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2010-01-19, 06:57 AM (ISO 8601)
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Re: Critters
lookin' geeewd!
but I wonder... should we just make em mindless? mindless creatures don't have a will save right?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.
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Originally Posted by Celesyne
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2010-01-19, 04:00 PM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Critters
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Mah Fluffy Death Critters
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2010-01-19, 04:12 PM (ISO 8601)
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Re: Critters
how DUMB are mindless creatures?
mindless are just machines right? they are capable of logical conclusions (to some degree) but little else?
If thats the case, just make em mindlessNeed 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.
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Originally Posted by Celesyne
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2010-01-20, 05:01 AM (ISO 8601)
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Re: Critters
Apparently most Golems dont have the Mindless ability, but they have no Int score and are immune to Mind-Affecting effects, which is basically what Mindless is. SO I guess I'll leave as is.
Did you want any spell liks other than divination/capture type stuff??Last edited by Bhu; 2010-01-20 at 05:04 AM.
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2010-01-20, 09:42 AM (ISO 8601)
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Re: Critters
jump, maybe. and feather fall. apart from that, naaah
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Originally Posted by Celesyne
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2010-01-21, 05:50 AM (ISO 8601)
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Re: Critters
Got spells up for DreadGuard, Bafoon is almost done.
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2010-01-21, 06:32 AM (ISO 8601)
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Re: Critters
http://en.wikipedia.org/wiki/Aswang
http://www.monstropedia.org/index.php?title=Aswang
http://aswangmovie.com/
http://www.pantheon.org/articles/a/aswang.html
http://www.unexplained-mysteries.com...icle.php?id=67
http://www.wisegeek.com/what-is-an-aswang.htm
http://www.mythicalcreaturesguide.co...ppine+Ghoul%29
Aswang
Medium Outsider (Evil, Native)
Hit Dice: 8d8+32 (68 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +8/+10
Attack: Claw +11 melee (1d4+3) or By Weapon +11 (in human form)
Full Attack: 2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d4+1) or By Weapon +11/+6 (in human form)
Space/Reach: 5 ft./5 ft.
Special Attacks: Proboscis, Blood Drain, Distraction
Special Qualities: Dark Vision 60', Shapeshifter, Cadaver Replacement, Familiar, Weaknesses
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills: Bluff +8, Concentration +10, Hide +13, Intimidate +10, Knowledge (Arcana, Local) +8, Listen +8, Move Silently +13, Profession (Butcher) +8, Search +8, Spellcraft +8, Spot +8, Survival +8
Feats: Improved Unarmed Strike, Improved Grapple, Improved Initiative
Environment: Any
Organization: Solitary or Group (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Neutral or Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: ---
"Hey stranger. Hasn't anyone told you it's not good to be out on your own at night here?"
The Aswang are a Filipino monster that is often described as a ghoul or witch, and they are almost always female. They are described as Manananggals (vampire like beings whose heads separate from their bodies and fly trailing their intestines behind them), human-like shapeshifters, furry monsters similar to the Tasmanian Devil or El Chupacabra (known as the Sigbin), shapeshifting humans with bloodshot eyes and backwards feet (whose eyes reflect people as being upside down), a giant bird (known as the Tik-Tik), a handsome gay man (known as the Dangga or Agitot), a hag with holes in her arms that contain oil (as well as long nails and tongue), and anthropoid bird (or winged woman), a shapeshifter who can turn into animals (usually a pig, cat, or dog), or a strange being whose head leaves it's body and becomes a bird or bat (also known as the Wuk-Wuk or Wak-Wak). In some stories these variants are undead versions of the Aswang, or even it's familiar.
Most Aswang are said to pose as humans during the day, having a vaguely ageless appearance, and usually in some occupation dealing with meat or corpses (i.e. a butcher, mortician, or gravedigger). Their eating habits vary a great deal as well, and Aswang are said to feed on blood, unborn fetuses, children, organs (usually the liver or heart), corpses, or they simply eat live human flesh.
Proboscis (Ex): Some versions of the Aswang (usually the Tik-Tik) have a long proboscis like tongue they can extend to eat the unborn children (or variously the blood) of victims. The Aswang must make a Search Check (DC varies) to find the victim, and then a Touch Attack which doesn't awaken the victim (at least not immediately), although other persons in the room have a chance to awaken from the ticking noise the proboscis makes if they make a DC 15 Listen check (they still take the -10 penalty for being asleep). As a Full Round Action it can devour the unborn child in a mothers womb, or Drain 1d4 Constitution if it eats blood.
Blood Drain (Ex): If it successfully Pins it's victim in a Grapple the Aswang Drains 1d3 Constitution.
Distraction (Su): The Aswang can cast Ghost Sound at will as a Supernatural ability. Also as a Free Action the Aswang can change so that any sound it makes is louder the further away it is from a potential victim. In this instance modifiers to Listen rolls are +1 per every 10 feet of distance between the Aswang and it's victim, and it gets a +6 Circumstance Bonus to Move Silently Checks within 10' of it's victim.
Shapeshifter (Su): The Aswang can use the spell Shapechange at will, but only to assume Animal (usually pigs, dogs, or bats/birds) or Humanoid forms. Some are also able to mimic inanimate objects.
Cadaver Replacement (Su): Some Aswang can magically change the trunks of Banana Trees or similar plants (or bundles of sticks and grass) into clones of their victims. This clone in every way resembles her victim, but has the Plant type, and is Mindless. it will allow itself to be led 'home', where it will die within 24 hours. Aswangs do this to conceal their murders.
Familiar: Many Aswang are considered the familiars of other Aswang. If an Aswang has a Familiar, it's abilities are identical to a regular Aswang except as follows:
Change Size Class to Small (Some stories say the Familiar is a dead Aswang, so a possibly type change to Undead is possible as well)
Lower HD to 4
Change the following stats: Str 8, Con 14, Int 8, Cha 10
The Aswang is in constant telepathic contact with their Familiar
Weaknesses (Ex): The Aswang is repelled by certain objects, and must make a DC 25 Willpower Save to approach them. These objects include Buntot pagi (stingray tails), sterling silver swords, images of old women, semen, phallic objects, pouches full of coins and ginger, and garlic.
Also a special oil made from coconut and plant stems while being prayed over will boil whenever an Aswang is within 20'.
Combat: Aswang prefer to attack from ambush, or use their Familiar to scout out the area first. Once a lone victim has been selected she moves in and grapples in order to use the blood drain.Revised avatar by Trixie, New avvie by Crisis21!
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2010-01-21, 06:44 AM (ISO 8601)
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Re: Critters
Really nice! really nice! You even brought in Burt and Abner XD
Lorewise they were made for this city I have made... Never thought up a nice name for the city tho'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.
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Originally Posted by Celesyne
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2010-01-21, 06:51 AM (ISO 8601)
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- Mar 2008
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- Hell itself (Ohio)
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Re: Critters
Twinkies are based in Dallas, so I used it. Anything you want added other than CR?
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2010-01-21, 11:26 AM (ISO 8601)
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- The Serpent's Throne
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Re: Critters
There needs to be a demonic version of the Bafoon. For Demogorgon, of course.
SpoilerMy Characters
According to this test, I am a LN Half-Orc Cleric, Lvl.2.
"And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft
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2010-01-21, 11:34 AM (ISO 8601)
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Re: Critters
Last edited by Shademan; 2010-01-21 at 11:36 AM.
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.
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on M&B:
Originally Posted by Celesyne
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2010-01-24, 02:37 AM (ISO 8601)
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Re: Critters
Bafoon now has it's CR, added some stuff to DreadGuard cause it wasn't a CR 6 yet. I'll go ahead and start the next critter up, but I need to finish it later I feel like hell.
Cameleon
Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: -1
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 13 (+2 Size, -1 Dex, +2 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-11
Attack: Bite +0 melee (1d3-4)
Full Attack: Bite +0 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Dark Vision 60 ft, Camouflage, Wide Angle Vision, Camera Eyes
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 3, Dex 8, Con 12, Int 15, Wis 15, Cha 2
Skills: Climb +8, Hide +11, Listen +5, Move Silently +3, Search +8, Spot +8
Feats: Weapon Finesse
Environment: Any Temperate or Warm except Aquatic
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
"So you're sure this thing can spot mah wife doing bad things, and the courts will accept it's word for it?"
"Yessir! Shouldn't be a problem. Domestic disputes have long been a specialty of MCFAO industries.!"
"MCFAO?"
"Magical Critters For All Occasions."
"I dunno. THis seems a little offbeat..."
"Just rent the darn lizard so we can get on with our lives Bert."
Cameleons are magically engineered lizards who can 'record' whatever they see, and play it back again via illusion later. This has revolutionized the spy/sabotage industries, as well as making bribing clergy and politicians much easier. It's also led to torch bearing anti-lizard mobs...
Camouflage (Su): Cameleons may cast invisibility at will as a Supernatural Ability. Caster level is equal to (HD+3).
Wide Angle Vision (Ex): The Cameleons adjustable eyes and wide range of vision make it immune to being flanked, and grant it a +4 Racial Bonus to Search and Spot Checks.
Camera Eyes (Su): The Cameleon can 'record' as long as it can successfully Concentrate (similar to a spell that requires Concentration), and play it back later. This is the equivalent of a Silent Image, except the Cameleon cant create the image it wants, it just plays back what its seen.
Skills: The Cameleon gains a +8 Racial Bonus to Hide and Climb Checks, and may always Take 10 on a Climb Check. Chameleons use their Dex or Str Modifier for Climb Checks.
Combat: Cameleons aren't made for combat. unfortunately they really aren't made for fleeing either, which puts them between a rock and a hard place some times.Last edited by Bhu; 2010-01-27 at 07:08 AM.
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2010-01-26, 05:01 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Critters
Did a minor update to Chameleon. Still feeling crappy from last weeks surgery. Hopefully it'll wear off soon.
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2010-01-26, 03:20 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Critters
Are you sure that isn't too large of a size class? Certainly the idea of them getting up to Small (in the advancement area) seems ridiculous to me.
In skills it should be "take 10" not "take 0".
Hope you feel better soon.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2010-01-27, 07:24 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
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Re: Critters
Hive Golem
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (2d6+4)
Full Attack: 2 Slams +9 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Swarm
Special Qualities: Dark Vision 60', Construct traits, Low Light Vision, Immunity to Magic, DR 15/slashing or piercing
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any (but see below)
Organization: Solitary, or Hive (4-8)
Challenge Rating: 6 for the Golem itself, 7 with a Wasp or Locust swarm, 8 with a Bloodmote Cloud or Rapture Locust Swarm, or 9 with a Bloodfiend Locust or Hellwasp Swarm
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: ---
"A Golem? Well I suppose it's a change of pace. Wait, whats that crawling all over it?"
"BEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSS!!!!!!!! !"
Hive Golems are large, spongy humanoid forms that are basically large ambulatory hives for some sort of flying insect. Most carry wasps or Locusts, but some carry much worse things... They're quite popular as guards among farming mages and weirdos.
Swarm (Ex): At will as a Free Action the Hive Golem can unleash a swarm to attack it's foes. A large Hive Golem can hold a swarm of Wasps (FF), Locusts (MM), a Bloodmote Cloud (LM), Bloodfiend Locusts (FF), Hellwasps (MM), or Rapture Locusts (FF). A Huge one can carry two of them. Should the Hive Golem be attacked, the swarm will respond without the Golem needing to use a Free Action. The swarm is considered to have total Concealment while inside the Golem.
Immune to Magic (Ex): A Hive Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: Repel Vermin prevents the Golem from approaching if the Swarm is inside it at the time. Insect Plague acts as a Cure Serious Wounds spell on the Hive Golems swarm.
Combat: Hive Golems tend to unleash their swarm, following in behind them with their fists.
work in progreesLast edited by Bhu; 2010-02-04 at 05:28 AM.
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2010-01-27, 07:52 PM (ISO 8601)
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- Dec 2006
- Location
- New Zealand
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Re: Critters
The Creature Collection 3: Savage Bestiary has Hive golems, created by Gnollish druids. I think there's a bee, termite and hornet one.
Killing monsters and taking their stuff since 1994
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2010-01-28, 05:55 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
- Gender
Re: Critters
Well crap, and here I was hoping I'd got to it first...
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2010-01-29, 05:37 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Hell itself (Ohio)
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Re: Critters
Whilst I try figuring out the CR of the Hive Golem I might as well prep the next one:
Fungal Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, - Dex, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d6+7)
Full Attack: 2 Slams +12 melee (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spores
Special Qualities: Low Light Vision, Dark Vision 60', Construct traits, Plantlike, Immune to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 24, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills:
Feats: -
Environment: Any except Cold or Desert
Organization: Solitary or Ring (5-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Neutral
Advancement: 10-13 HD (Large), 14-18 HD (Huge)
Level Adjustment: ---
"Bert...whut the Hell is that thing?"
"No idea. I say we just shoot it dead from here. It doesn't look like something I wanna touch."
Fungal Golems (also known as Toadstool Golems) are horrifying humanoid masses of fungus tissue surrounded by clouds of spores. They look bad. They smell bad. They're disposition is not sunny. And worse, they can reproduce forcibly by converting others. For this reason they aren't commonly used as guards by many races. That and the fact that enough fungus must be grown to assemble a Golem.
Spores (Ex): A cloud of spores has the chance to affect anything in the Golems square, or any adjacent square. Effectively th spores work like a disease. Contact, DC 18 (Save DC is Con Based with a +4 Racial Bonus). Incubation Period 1 day, Damage is 1d6 Con. Successive Saves will not end the disease. Only a Remove Disease spell or potent anti-fungal drugs will cure the disease (drugs cost 10 GP assuming you can find someone who knows how to make them). If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem
Plantlike (Ex): Fungal Golems also have all the traits of the Plant Type, and are considered Plants for the purposes of spells/effects.
Immune to Magic (Ex): A Fungal Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance. There are a few exceptions as follows: An Antiplant Shell still keeps them at bay.
Combat: Fungal Golems move into melee as soon as possible to expose victims to their spores. They bash away a few rounds to infect them, and then flee to let the spores work unless they've been told otherwise.Last edited by Bhu; 2010-01-31 at 03:47 AM.
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