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  1. - Top - End - #211
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    Default Re: Resident Evil D20

    Tyrant, T-0400TP (Uninhibited)*
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    Games: RE2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 15d8+60 (137HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +11/+23
    Attack: Claw +18 melee (2d6+8, 20/×3 critical)
    Full Attack: 2 Claws +18 melee (2d6+8, 20/×3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Powerful Charge
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/--, Immunities, Frightful Presence
    Saves: Fort +13, Ref +3, Will +9
    Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+4), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
    Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 11
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +18 attack bonus that deals 4d6+16 points of damage

    Powerful Build (Ex): whenever the Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 10:47 PM.

  2. - Top - End - #212
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    Default Re: Resident Evil D20

    Tyrant, T-078*
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    Games: CV
    Large Aberration (T-Virus Carrier)
    Hit Dice: 15d8+75 (142HP)
    Initiative: +4
    Speed: 40’ (8 squares)
    Armor Class: 17 (-1 size, +8 natural); touch 9; flat-footed 17
    Base Attack/Grapple: +11/+24
    Attack: Blunt Claw +19 melee (2d6+9, 20/×3 critical)
    Full Attack: Blunt Claw +19 melee (2d6+9, 20/×3 critical) & Slam +14 melee (1d4+4)
    Space/Reach: 10’/10’
    Special Attacks: Blunt Claw, Powerful Charge
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/concussion, Immunities Frightful Presence, Critical Immunity, Fast Healing 1
    Saves: Fort +14, Ref +5, Will +9
    Abilities: Str 29 (+9), Dex 11 (+0), Con 21 (+5), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +3, Intimidate +5, Jump +13, Listen +2, Move Silently +6, Search +1, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 13
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Blunt Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or bludgeoning, as chosen by the Tyrant prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +19 attack bonus that deals 4d6+18 points of damage

    Powerful Build (Ex): whenever the Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based

    Critical Immunity (Ex): critical hits deal normal damage only
    Last edited by Zeta Kai; 2008-11-11 at 10:48 PM. Reason: added image

  3. - Top - End - #213
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    Tyrant, T-091*
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    Games: DA
    Large Aberration (T-Virus Carrier)
    Hit Dice: 15d8+90 (157HP)
    Initiative: +1
    Speed: 40’ (8 squares)
    Armor Class: 16 (-1 size, +1 Dex, +6 natural); touch 10; flat-footed 15
    Base Attack/Grapple: +11/+24
    Attack: Tentacle +19 melee (2d6+9)
    Full Attack: 2 Tentacles +19 melee (2d6+9)
    Space/Reach: 10’/10’
    Special Attacks: Powerful Charge, Tentacle Whip
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 10/concussion, Immunities, Frightful Presence
    Saves: Fort +15, Ref +6, Will +9
    Abilities: Str 29 (+9), Dex 13 (+1), Con 23 (+6), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +5, Intimidate +5, Jump +13, Listen +2, Move Silently +8, Search +1, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 12
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +19 attack bonus that deals 4d6+18 points of damage

    Tentacle Whip (Ex): the Tyrant can lash out with its Tentacle attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: they 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 Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 10:50 PM. Reason: added image

  4. - Top - End - #214
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    Tyrant, T-092 / Morpheus T/G-Type (1st Form)*
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    Games: DA
    Large Aberration (T/G-Virus Carrier)
    Hit Dice: 10d8+50 (95HP)
    Initiative: +4
    Speed: 30’ (6 squares)
    Armor Class: 15 (-1 size, +6 natural); touch 9; flat-footed 15
    Base Attack/Grapple: +6/+20
    Attack: Claw +15 melee (2d6+8) or Kick +15 melee (1d4+8)
    Full Attack: Claw +15 melee (2d6+8) or 2 Kicks +15 melee (1d4+8)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Plasma Blast, Shock Wave
    Special Qualities: Aberration traits, T-Virus Carrier traits, G-Virus Carrier traits, Damage Reduction 50/C.P. Rifle, Immunities, Frightful Presence, Resurgent Form
    Saves: Fort +14, Ref +5, Will +9
    Abilities: Str 27 (+8), Dex 11 (+0), Con 21 (+5), Int 13 (+1), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +4, Intimidate +5, Jump +14, Listen +4, Move Silently +7, Search +5, Spot +6, Survival +14
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 9
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

    Plasma Blast (Sp): once every 1d4+1 rounds, the Tyrant can emit a beam of electrical energy; this acts identically to a lightning bolt spell cast by a 10th level caster (10d6 electricity damage, Reflex save for half damage, 120’ maximum range)

    Shock Wave (Ex): Every 1d6+2 rounds, as a swift action, the Tyrant can strike the ground to create a shock wave in a 20’ radius spread centered on itself; all creatures within the radius of the shock wave are treated as if bull rushed by the Tyrant; the Tyrant receives a +4 bonus on this check from Improved Bull Rush, as well as +4 for each size category it is larger than the targeted opponent; the Tyrant has a +19 bonus on the opposed check against Small creatures, +13 against Medium creatures, & +11 against Large creatures; creatures that fail the opposed checks are pushed back 5’ & knocked prone

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based

    Resurgent Form (Ex): when the Tyrant’s hit points fall below 1, it will transform into its second form, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-14 at 10:52 AM. Reason: added image

  5. - Top - End - #215
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    Tyrant, T-092 / Morpheus T/G-Type (2nd Form)*
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    Games: DA
    Large Ooze (T/G-Virus Carrier)
    Hit Dice: 10d10+50 (105HP)
    Initiative: +0
    Speed: 10’ (2 squares)
    Armor Class: 17 (-1 size, +8 natural); touch 9; flat-footed 17
    Base Attack/Grapple: +7/+22
    Attack: Slam +17 melee (1d8+11, 19-20/×2 critical)
    Full Attack: Slam +17 melee (1d8+11, 19-20/×2 critical)
    Space/Reach: 10’/10’
    Special Attacks: Crush
    Special Qualities: Ooze traits, T-Virus Carrier traits, G-Virus Carrier traits, Immunities, Frightful Presence, Fast Healing 1, Whack-a-Mole
    Saves: Fort +5, Ref +0, Will +0
    Abilities: Str 33 (+11), Dex 10 (+0), Con 20 (+5), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Challenge Rating: 10
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Crush (Ex): although it moves slowly, the Tyrant can simply mow down Medium or smaller creatures as a standard action; it cannot make a Slam attack during a round in which it crushes; the Tyrant merely has to move over the opponents, affecting as many as it can cover; opponents can make opportunity attacks against the Tyrant, but if they do so they are not entitled to a saving throw; those who do not attempt attacks of opportunity must succeed on a DC18 Reflex save or be crushed (the save DC is Constitution-based and includes a +1 racial bonus); on a success, they are pushed back or aside (opponent’s choice) as the Tyrant moves forward; crushed creatures are subject to 2d6 damage each round that the Tyrant remains on top of them (no additional saves)

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based

    Whack-a-Mole (Ex): the Tyrant is immune to all injury except for damage dealt to the head (AC20); every time the head is struck, it will retract into the body, reappearing somewhere else 1d6+2 rounds later; striking the head causes the creature to recoil, moving backward 10’ for that round
    Last edited by Zeta Kai; 2008-11-11 at 10:52 PM.

  6. - Top - End - #216
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    Default Re: Resident Evil D20

    Tyrant, T-103 / Mr. X (Standard)*
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    Games: RE2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 10d8+30 (75HP)
    Initiative: -2
    Speed: 30’ (6 squares)
    Armor Class: 13 (-1 size, -2 Dex, +6 natural); touch 7; flat-footed 13
    Base Attack/Grapple: +6/+18
    Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
    Full Attack: Slam +13 melee (1d6+8, 19-20/×2 critical)
    Space/Reach: 10’/10’
    Special Attacks: N/A
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence
    Saves: Fort +12, Ref +3, Will +9
    Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
    Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Immunities (Ex): Mr. X has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Mr. X 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): Mr. X 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 Mr. X; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 10:55 PM. Reason: added image

  7. - Top - End - #217
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    Tyrant, T-103 / Mr. X (Evolved)*
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    Games: RE2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 15d8+45 (112HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +11/+23
    Attack: Claw +18 melee (2d6+8, 20/×3 critical)
    Full Attack: 2 Claws +18 melee (2d6+8, 20/×3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Powerful Charge
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities Frightful Presence
    Saves: Fort +12, Ref +3, Will +9
    Abilities: Str 27 (+8), Dex 7 (-2), Con 17 (+3), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
    Skills: Balance +2, Intimidate +4, Jump +12, Listen +2, Move Silently +5, Search +3, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 11
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Claw (Ex): unlike most creatures’ Claw attacks, Mr. X’s Claws can deal either piercing or slashing, as chosen by Mr. X prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows Mr. X to make a single Claw attack (piercing, like a gore attack) with a +18 attack bonus that deals 4d6+16 points of damage

    Powerful Build (Ex): whenever Mr. X 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; Mr. X 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 subject’s size category

    Immunities (Ex): Mr. X has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, Mr. X 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): Mr. X 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 Mr. X; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 10:57 PM. Reason: added image

  8. - Top - End - #218
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    Default Re: Resident Evil D20

    Tyrant, T-104 / Tyrant C*
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    Games: OB2
    Large Aberration (T-Virus Carrier)
    Hit Dice: 10d8 (45HP)
    Initiative: +1
    Speed: 50’ (10 squares)
    Armor Class: 15 (-1 size, +1 Dex, +5 natural); touch 10; flat-footed 14
    Base Attack/Grapple: +6/+20
    Attack: Claw +15 melee (2d6+10, 20/×3 critical)
    Full Attack: Claw +15 melee (2d6+10, 20/×3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Powerful Charge
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence
    Saves: Fort +9, Ref +6, Will +9
    Abilities: Str 31 (+10), Dex 13 (+1), Con 11 (+0), Int 8 (-1), Wis 14 (+2), Cha 4 (-3)
    Skills: Balance +5, Intimidate +4, Jump +14, Listen +2, Move Silently +8, Search +3, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack, 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

    Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +15 attack bonus that deals 4d6+20 points of damage

    Powerful Build (Ex): whenever the Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, cold-, electricity-, & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 11:00 PM.

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    Default Re: Resident Evil D20

    Tyrant, Thanatos*
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    Games: OB1
    Large Aberration (T-Virus Carrier)
    Hit Dice: 10d8+60 (105HP)
    Initiative: +8
    Speed: 40’ (8 squares)
    Armor Class: 19 (-1 size, +4 Dex, +6 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +11/+27
    Attack: Claw +22 melee (1d8+12, 20/×3 critical)
    Full Attack: 2 Claws +22 melee (1d8+12, 20/×3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Powerful Charge
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence, Fast Healing 1, Resurgent Form
    Saves: Fort +13, Ref +9, Will +9
    Abilities: Str 35 (+12), Dex 17 (+4), Con 19 (+4), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +7, Intimidate +5, Jump +16, Listen +2, Move Silently +10, Search +1, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, 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

    Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +22 attack bonus that deals 2d8+24 points of damage

    Powerful Build (Ex): whenever the Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold- & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based

    Resurgent Form (Ex): when the Tyrant’s hit points fall below 1, it will transform into Thanatos-R, regaining its full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-14 at 10:59 AM. Reason: added image

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    Default Re: Resident Evil D20

    Tyrant, Thanatos-R*
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    Games: OB1
    Large Aberration (T-Virus Carrier)
    Hit Dice: 10d8+60 (105HP)
    Initiative: +8
    Speed: 40’ (8 squares)
    Armor Class: 19 (-1 size, +4 Dex, +6 natural); touch 13; flat-footed 15
    Base Attack/Grapple: +11/+27
    Attack: Claw +22 melee (1d8+12, 20/×3 critical)
    Full Attack: Claw +22 melee (1d8+12, 20/×3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Claw, Powerful Charge, Long Reach
    Special Qualities: Aberration traits, T-Virus Carrier traits, Powerful Build, Damage Reduction 5/concussion, Immunities, Frightful Presence, Fast Healing 1
    Saves: Fort +13, Ref +9, Will +9
    Abilities: Str 35 (+12), Dex 17 (+4), Con 19 (+4), Int 4 (-3), Wis 14 (+2), Cha 6 (-2)
    Skills: Balance +7, Intimidate +5, Jump +16, Listen +2, Move Silently +10, Search +1, Spot +4, Survival +12
    Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 12
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    Claw (Ex): unlike most creatures’ Claw attacks, the Tyrant’s Claws can deal either piercing or slashing, as chosen by the Tyrant prior to each attack

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows the Tyrant to make a single Claw attack (piercing, like a gore attack) with a +22 attack bonus that deals 2d8+24 points of damage

    Long Reach (Ex): the Tyrant can lash out with its Claw attack once every 1d4+1 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 Claw attack

    Powerful Build (Ex): whenever the Tyrant 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 creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the Tyrant 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 subject’s size category

    Immunities (Ex): the Tyrant has immunity to sleep & paralysis effects, poison, acid-, cold- & fire-based damage; in addition, the Tyrant 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): the Tyrant 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 the Tyrant; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 11:09 PM. Reason: added image

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    Default Re: Resident Evil D20

    Tomorrow: Everything but Zombies. Stay turned.

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    Default Re: Resident Evil D20

    I Love the name of the Whack-a-mole ability.

    Comillos: Comillos do drop treasure. However, it was only a few Hundred (1400 Was the Max.) or some Handgun ammo. 1 Green Herb was dropped.
    Merchants have no treasure. They drop nothing. Unless, of course, your planning on looting the stands that the Merchants man.

    Garrador: These guys have to be shot in the back, right? So why does he take a -2 Penalty when all my shots bounce off him from the front?
    Illuminado Zealot (Red Fancy Cloak) also incorperated Scythes These guys were found in the Tower leading to the Salazar fight, and a few rooms before that. Also, one manned a Gattling Gun.

    Krauser also uses Flash grenades, But only in form 1.

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    Default Re: Resident Evil D20

    On a non-Resident Evil 4 note, are you sure there are that many Tyrant variants?
    From what I know there were only 13 types, and you have 16.

    I'm also wondering if you've put any thought into the Progenitor Virus?

    And I'm not sure if I've said it yet, but this is a bloody good job man.
    Nothing but a Nobody

    Quote Originally Posted by Cogwheel View Post
    Also, are you even human any more, or did you just transcend into some sort of in-joke singularity?

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    Default Re: Resident Evil D20

    Quote Originally Posted by Jibar View Post
    On a non-Resident Evil 4 note, are you sure there are that many Tyrant variants?
    From what I know there were only 13 types, and you have 16.

    I'm also wondering if you've put any thought into the Progenitor Virus?

    And I'm not sure if I've said it yet, but this is a bloody good job man.
    Mabye the other three were only used in certain sections of the game? Like optional bosses?

    @ Zeta Kai: This is an intense amount of amazingness. Oh, and Congrats on the kid. I was skimming over the pages and saw it. Then again, It was probably quite a while ago, which means this comment is severly belated.

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    Thanks for the words, everyone. That makes the weeks of work well worth it. If the praise keeps up, I'll have to quit my day job.

    _______________________________________________

    As for Tyrants, here are all the types:

    1) Tyrant, Hypnos T-Type* Game: Sur
    2) Tyrant, Nemesis T-Type (Humanoid)* Game: RE3
    3) Tyrant, Nemesis T-Type (Mutated)* Game: RE3
    4) Tyrant, Proto-Tyrant* Game: RE0
    5) Tyrant, T-002* Game: RE1
    6) Tyrant, T-0400TP (Inhibited)* Game: OB1
    7) Tyrant, T-0400TP (Uninhibited)* Game: OB1
    8) Tyrant, T-078* Game: CV
    9) Tyrant, T-091* Game: DA
    10) Tyrant, T-092 / Morpheus T/G-Type (1st Form)* Game: DA
    11) Tyrant, T-092 / Morpheus T/G-Type (2nd Form)* Game: DA
    12) Tyrant, T-103 / Mr. X (Standard)* Game: RE2
    13) Tyrant, T-103 / Mr. X (Evolved)* Game: RE2
    14) Tyrant, T-104 / Tyrant C* Game: OB2
    15) Tyrant, Thanatos* Game: OB1
    16) Tyrant, Thanatos-R* Game: OB1

    That's 16 versions of 11 distinct beings across all 8 games covered. I tend to count each stated instance of a monster as a separate creature, even if it may in fact be the same being. For instance, I count William Birkin as 9 different creatures, even though he is obviously just 1 person. That should clear things up.

    _______________________________________________

    There are currently no plans to address the Progenitor Virus, as it has no quantifiable in-game effects. I'm sorry, but it isn't even well-defined what the P-Virus (as I like to call it) was supposed to do in terms of symptoms.

    _______________________________________________

    The Whack-a-Mole ability's name came from my wife, who said she was tired of playing that game in an effort to beat the final boss of Dead Aim. He's a very obnoxious boss.

    _______________________________________________

    I have edited the following creatures: Chicken, Colmillo, Illuminado (Zealot), Jack Krauser (1st Form). Thanks for the suggestions.
    Last edited by Zeta Kai; 2007-07-23 at 09:07 PM.

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    Default Re: Resident Evil D20

    Im a Huge RE4 Fan. The fact its coming to the Wii makes me want to buy one, but I have no cash. Truth be told, Ive only seen some clips and parodies of the original REs, and read a guide which went over the story of all of them If I find it, I'll pick it up to help out with this. And it sounds like your wife is awesome. How many girls do you know that play Resident Evil, huh?


    Edit: T-Virus Symptoms: In the Movies, a Symptom was Nausea (See the Umbrella Agent from the 2nd Movie), which would induce the Nauseated and Sickened Effects.
    Last edited by Korias; 2007-07-19 at 05:36 PM.

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    Default Re: Resident Evil D20

    Quote Originally Posted by Zeta Kai View Post
    Thanks for the words, everyone. That makes the weeks of work well worth it. If the praise keeps up, I'll have to quit my day job.
    You keep making amazing stuff like this, I'll support you 100%. You're doing by yourself for free what Wizards of the Coast employs teams of people to do.

    Thanks for clearing up the Tyrants by the way. I wonder how I got 13...

    Quote Originally Posted by Korias View Post
    Im a Huge RE4 Fan. The fact its coming to the Wii makes me want to buy one, but I have no cash. Truth be told, Ive only seen some clips and parodies of the original REs, and read a guide which went over the story of all of them If I find it, I'll pick it up to help out with this. And it sounds like your wife is awesome. How many girls do you know that play Resident Evil, huh?


    Edit: T-Virus Symptoms: In the Movies, a Symptom was Nausea (See the Umbrella Agent from the 2nd Movie), which would induce the Nauseated and Sickened Effects.
    I've got RE4 on the Wii. Actually, when I first heard it was coming out I bought it that same week. I'm currently having some very deep seated arguments with a group of Zealots near the castle's main hall.

    I am however, a video game whore, so I know tons about games I've never played, a good example being Resident Evil. I know the storys inside out, know most the enemies, all the characters, and numebr 4 is the first one I've played.

    The T-Virus is the Progenitor Virus mixed with Leech DNA. Originally, Code: Veronica was to build up the Progenitor Virus for use in RE4, but when the team decided to take a totally different route, the whole thing was dropped.
    The Progenitor Virus was also used as a base for the T-Veronica virus, a different strand of the T that allows the infected to retain their mental functions if kept in cryogenic stasis while the virus grows. Alexia Ashford gained her abilities through this use, and Steve Burnside showed a surprising amount of control after being infected for a short while.
    Nothing but a Nobody

    Quote Originally Posted by Cogwheel View Post
    Also, are you even human any more, or did you just transcend into some sort of in-joke singularity?

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    Umbrella Trashsweeper / “Cleaner”
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    Games: Sur
    Medium Human Rogue 3rd Level / U.S.S. Member 1st Level
    Hit Dice: 3d6+1d8+8 (23HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
    Base Attack/Grapple: +3/+3
    Attack: M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic)
    Full Attack: M4A1 Assault Rifle +5 ranged (2d8, 80’ range increment, semi/automatic)
    Space/Reach: 5’/5’
    Special Attacks: Sneak Attack (3d6)
    Special Qualities: Human traits, Trapfinding, Evasion, Trapsense
    Saves: Fort +3, Ref +7, Will +4
    Abilities: Str 11 (+0), Dex 15 (+2), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
    Skills: Balance +5, Climb +3, Disable Device +3, Gather Info +2, Hide +13, Jump +4, Listen +4, Move Silently +9, Profession +7, Search +6, Sense Motive +4, Spot +7, Survival +6, Tumble +6
    Feats: Dodge, Skill Focus: Hide, Stealthy
    Environment: any land or underground
    Organization: solitary, pair, squad (3-7), or platoon (8-15)
    Challenge Rating: 4
    Treasure: ½ standard
    Alignment: any
    Advancement: by character class
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-11 at 11:45 PM. Reason: added image

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    Verdugo*
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    Games: RE4
    Large Aberration (Queen Plagas Carrier)
    Hit Dice: 12d8+36 (90HP)
    Initiative: -1
    Speed: 40’ (8 squares), Burrow 20’ (4 squares)
    Armor Class: 18 (-1 size, -1 Dex, +10 natural); touch 8; flat-footed 18
    Base Attack/Grapple: +9/+22
    Attack: Claw +17 melee (1d8+9) or Long Spear +17 melee (1d8+9, 20/×3 critical)
    Full Attack: 2 Claws +17 melee (1d8+9) or Long Spear +17 melee (1d8+9, 20/×3 critical) & Tail +12 melee (2d6+9)
    Space/Reach: 10’/10’
    Special Attacks: Powerful Charge
    Special Qualities: Aberration traits, Plagas Carrier traits, Cold Weakness, Long Reach, Tremorsense, Damage Reduction 5/concussion, Frightful Presence
    Saves: Fort +12, Ref +4, Will +8
    Abilities: Str 28 (+9), Dex 8 (-1), Con 17 (+3), Int 6 (-2), Wis 12 (+1), Cha 2 (-4)
    Skills: Balance +3, Intimidate +5, Jump +10, Listen +2, Move Silently +3, Search +1, Spot +2, Survival +2
    Feats: Dodge, Improved Natural Attack, Improved Overrun, Mobility, Power Attack, Spring Attack
    Environment: any land or underground
    Organization: solitary or pair
    Challenge Rating: 8
    Treasure: ½ standard + Long Spear, Masterwork (305gp, 1d8, ×3 critical, 9 lbs., piercing)
    Alignment: Lawful Evil
    Advancement: N/A
    Level Adjustment: N/A

    Powerful Charge (Ex): in addition to the normal benefits and hazards of a charge, this allows a Verdugo to make a single Claw attack (slashing) with a +16 attack bonus that deals 4d6+16 points of damage

    Cold Weakness (Ex): any attack that deals cold damage to a Verdugo renders it entangled in ice for 2d4+2 rounds; any attack that hits it while it is entangled in this fashion is an automatic critical, if applicable; any attack that deals fire damage that hits it during this period releases it from its entanglement, however

    Long Reach (Ex): a Verdugo can lash out with its Tail attack once every 1d4+1 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 Tail attack

    Tremorsense (Ex): a Verdugo can pinpoint the location of anything in contact with the ground within 20’

    Frightful Presence (Ex): a Verdugo can inspire terror by charging or attacking; affected creatures must succeed on a DC8 Will save or become shaken, remaining in that condition as long as they remain with 20’ of a Verdugo; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-11 at 11:44 PM. Reason: added image

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    Wasp (Giant Wasp base)*
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    Games: RE1, OB1, OB2
    Small Aberration (T-Virus Carrier)
    Hit Dice: 2d8-2 (7HP)
    Initiative: +3
    Speed: 20’ (4 squares), Fly 50’ (10 squares, good maneuverability)
    Armor Class: 16 (+1 size, +3 Dex, +2 natural); touch 14; flat-footed 13
    Base Attack/Grapple: +1/-5
    Attack: Sting +0 melee (1d4-2 plus poison)
    Full Attack: Sting +6 melee (1d4-2 plus poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison
    Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity, Flight
    Saves: Fort -1, Ref +3, Will +1
    Abilities: Str 6 (-2), Dex 16 (+3), Con 8 (-1), Int 0 (--), Wis 13 (+1), Cha 11 (+0)
    Skills: Spot +9, Survival +1
    Feats: Hover B
    Environment: temperate forests
    Organization: solitary, swarm (2-5), or nest (12-50)
    Challenge Rating: ½
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 6-8 Hit Die (Large); 9-15 Hit Die (Huge)
    Level Adjustment: N/A

    Poison (Ex): via injury; Fortitude DC14; initial damage 1d4 Dexterity; secondary damage 1d4 Constitution; a Wasp that successfully stings another creature pulls away, leaving its stinger in the creature; the Wasp then dies

    Flight (Ex): a Wasp 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 Sting attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line
    Last edited by Zeta Kai; 2008-11-11 at 11:46 PM. Reason: added image

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    Web Spinner / Giant Spider (Monstrous Spider: Tiny base, Template #2)
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    Games: RE0, RE1, RE2, RE3, OB1, OB2, Sur, DA
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 2d8+2 (11HP)
    Initiative: +1
    Speed: 20’ (4 squares), Climb 10’ (2 squares)
    Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
    Base Attack/Grapple: +1/+1
    Attack: Bite +1 melee (1d6 plus poison)
    Full Attack: Bite +1 melee (1d6 plus poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison, Web
    Special Qualities: Darkvision 60’, Tremorsense 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +1, Ref +1, Will +0
    Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
    Skills: Climb +15, Hide +7, Jump +0, Spot +4
    Feats: Weapon Finesse B
    Environment: temperate forests
    Organization: solitary, colony (8-16)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Poison (Ex): via injury; Fortitude DC12; initial damage 1d4 Strength; secondary damage 1d4 Strength

    Web (Ex): same as the base creature

    Tremorsense (Ex): a Spider can pinpoint the location of anything in contact with the ground or in its webs with it within 30’
    Last edited by Zeta Kai; 2008-11-11 at 11:47 PM. Reason: added image

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    Default Re: Resident Evil D20

    Yawn (Constrictor Snake: Giant base, Template #2)
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    Games: RE1
    Colossal Aberration (T-Virus Carrier)
    Hit Dice: 15d8+78 (190HP)
    Initiative: +3
    Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 20’ (4 squares)
    Armor Class: 18 (-8 size, +3 Dex, +13 natural); touch 5; flat-footed 15
    Base Attack/Grapple: +11/+42
    Attack: Bite +18 melee (2d8+11 plus poison)
    Full Attack: Bite +18 melee (2d8+11 plus poison)
    Space/Reach: 30’/25’
    Special Attacks: Constrict, Improved Grab, Poison
    Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +12, Ref +10, Will +4
    Abilities: Str 41 (+15), Dex 17 (+3), Con 21 (+5), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Balance +11, Climb +25, Hide -6, Listen +9, Spot +9, Swim +24
    Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
    Environment: warm forests
    Organization: solitary
    Challenge Rating: 8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Constrict (Ex): on a successful grapple check, the Yawn deals 2d8+11 points of damage (20/×2 critical)

    Improved Grab (Ex): to use this ability, the Yawn 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 Constrict

    Poison (Ex): via injury; Fortitude DC20; initial damage 1d8+4 Dexterity; secondary damage 1d8+4 Dexterity

    Scent (Ex): the Yawn can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-11 at 11:49 PM. Reason: added image

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    Default Re: Resident Evil D20

    Tomorrow: What you've been waiting for: 9 different Zombies. Stay Tuned.

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    Zombie, Common (Human Commoner 1 base, Template #1)
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    Games: RE0, RE1, RE2, RE3, OB1, OB2, Sur, DA
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
    Base Attack/Grapple: +1/+2
    Attack: Bite +2 melee (1d6+1)
    Full Attack: Bite +2 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 13 (+1), Dex 6 (-2), 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: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-11 at 11:52 PM. Reason: added image

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    Zombie, Scientist (Human Expert 3 base, Template #1)
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    Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -3
    Speed: 20’ (4 squares)
    Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
    Base Attack/Grapple: +1/-1
    Attack: Bite -1 melee (1d6-2)
    Full Attack: Bite -1 melee (1d6-2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady (x2)
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 7 (-2), Dex 5 (-3), 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: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-11 at 11:53 PM. Reason: added image

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    Zombie, Officer (Human Warrior 2 base, Template #1)
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    Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +1
    Speed: 20’ (4 squares)
    Armor Class: 11 (+1 Dex); touch 11; flat-footed 10
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d6+3)
    Full Attack: Bite +4 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 17 (+3), 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: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-11 at 11:55 PM. Reason: added image

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    Zombie, Soldier (Human Fighter 1 base, Template #1)
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    Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 10; touch 10; flat-footed 10
    Base Attack/Grapple: +1/+5
    Attack: Bite +5 melee (1d6+4)
    Full Attack: Bite +5 melee (1d6+4)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 19 (+4), Dex 10 (+0), 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: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-12 at 12:01 AM.

  28. - Top - End - #238
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    Default Re: Resident Evil D20

    Zombie, Thug (Human Barbarian 2 base, Template #1)
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    Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +2
    Speed: 20’ (4 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
    Base Attack/Grapple: +1/+6
    Attack: Bite +6 melee (1d6+5)
    Full Attack: Bite +6 melee (1d6+5)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 20 (+5), Dex 14 (+2), 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: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Last edited by Zeta Kai; 2008-11-12 at 12:02 AM.

  29. - Top - End - #239
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    Default Re: Resident Evil D20

    Zombie, Flaming (Human Commoner 4 base, Template #1)
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    Games: RE2
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 8 (-2 Dex); touch 8; flat-footed 8
    Base Attack/Grapple: +1/+2
    Attack: Bite +2 melee (1d6+1)
    Full Attack: Bite +2 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: Flaming
    Special Qualities: Fire Resistance 5, Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +0, Ref +0, Will +3
    Abilities: Str 13 (+1), Dex 6 (-2), 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: 2
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Flaming (Ex): a Flaming Zombie is on fire, & deals 1d6 fire damage to any object or creature it hits; it also deals 1d6 fire damage to itself (which is mostly negated by Fire Resistance 5)
    Last edited by Zeta Kai; 2008-11-12 at 12:02 AM.

  30. - Top - End - #240
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    Default Re: Resident Evil D20

    Zombie, Brad Vickers (Human Expert 3/Fighter 1/S.T.A.R.S. 1 base, Template #1)*
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    Games: RE2
    Medium Undead (T-Virus Carrier)
    Hit Dice: 12d12+3 (81HP)
    Initiative: +2
    Speed: 20’ (4 squares)
    Armor Class: 10; touch 10; flat-footed 10
    Base Attack/Grapple: +5/+10
    Attack: Bite +10 melee (1d8+5)
    Full Attack: Bite +10 melee (1d8+5)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab
    Special Qualities: Undead traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Single Actions Only, Critical Weakness
    Saves: Fort +5, Ref +3, Will +7
    Abilities: Str 20 (+5), Dex 14 (+2), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Great Fortitude, Improved Natural Attack, Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Improved Grab (Ex): to use this ability, Brad “Chickenheart” Vickers 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 automatically hit with another Bite attack
    Last edited by Zeta Kai; 2008-11-12 at 12:01 AM.

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