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  1. - Top - End - #241
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    Zeta Kai's Avatar

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    Default Re: Resident Evil D20

    Zombie, Green (Template #1)*
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    Games: OB2
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 7 (-3 Dex); touch 7; flat-footed 7
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d6+2 + poison)
    Full Attack: Bite +3 melee (1d6+2 + poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison, Poison Spore
    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 14 (+2), 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

    Poison (Ex): via injury (or inhalation); Fortitude DC11; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

    Poison Spore (Ex): every 1d6+4 rounds, a Green Zombie 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 zombie’s poison (see above)
    Last edited by Zeta Kai; 2008-11-12 at 12:03 AM. Reason: added image

  2. - Top - End - #242
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    Default Re: Resident Evil D20

    Zombie, T-Veronica (Human Commoner 1 base, Template #1)*
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    Games: CV
    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, Mental Collective
    Saves: Fort +0, Ref +0, Will +2
    Abilities: Str 13 (+1), Dex 6 (-2), Con 0 (--), Int 2 (-4), Wis 9 (-1), 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

    Mental Collective (Su): the Zombie has the ability to direct the actions of all other T-Veronica virus carriers that have fewer Hit Dice within range (60’, or 12 squares); this ability operates identically to a dominate monster spell performed by a caster with a level equal to the Zombie’s Hit Dice ×2; also, the Zombie can perceive via the senses of any T-Veronica virus carrier within range, regardless of Hit Die; lastly, none of the T-Veronica virus carriers in range can be caught flat-footed or flanked unless all of them are
    Last edited by Zeta Kai; 2008-11-11 at 11:59 PM. Reason: added image

  3. - Top - End - #243
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    Default Re: Resident Evil D20

    Tomorrow: Bonus creatures! Prepare for a few surprises. Stay tuned.

    NOTE: I've edited the Albinoid Larva, the Maggot, & the Enhanced Hunter.
    Last edited by Zeta Kai; 2007-07-22 at 12:05 AM.

  4. - Top - End - #244
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    Default Re: Resident Evil D20

    Bonus Creatures? Now I'm intruiged.

    I cant find anything wrong with the zombies.

    As soon as your finished, I'm running a campaign with these.

  5. - Top - End - #245
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    Default Re: Resident Evil D20

    Quote Originally Posted by Korias View Post
    Bonus Creatures? Now I'm intruiged.

    I cant find anything wrong with the zombies.

    As soon as your finished, I'm running a campaign with these.
    Finished? hes about 2/3 of the way through if past projects ared anything to go by.

  6. - Top - End - #246
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    Default Re: Resident Evil D20

    Well, hes got the classes, Creatures, and Items done. I need to make maps.

  7. - Top - End - #247
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    Default Re: Resident Evil D20

    Quote Originally Posted by jindra34 View Post
    Finished? hes about 2/3 of the way through if past projects ared anything to go by.
    Well actually, as flattering as that is, according to my TOC, I'm just about wrapped up. I've decided that I will stay on the forums, for now. I've worked out one issue in my life, so I have little free time. I may not post as often as I'd like, but I'll be around.

    As for maps, there should be some online for the various games. GameFAQs has quite a few. For copyright reasons, I will not include any here. But a quick Google search should turn something up.

  8. - Top - End - #248
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    Bonus Creatures
    Rat, Zombie (Rat base, Template #1)

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    If it wasn't for the rats, Raccoon City might still be standing today. It was the scientists who accidentally caused the Spencer Mansion incedent. It was the dogs & the campers who caused the Arklay Mountain murders. But it was the rats that spread the T-Virus to the city of Raccoon, causing a chain of events that doomed the burg to utter oblivion.

    You never really see much of the rats in the games, but in Resident Evil: Outbreak, you see the impact they had on the series's storyline. For this reason, I've included them here.

    Games: N/A
    Tiny Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +0
    Speed: 5’ (3 squares), Climb 5’ (3 squares), Swim 5’ (3 squares)
    Armor Class: 12 (+2 size); touch 12; flat-footed 12
    Base Attack/Grapple: +1/-10
    Attack: Bite +6 melee (1d3-3)
    Full Attack: Bite +6 melee (1d3-3)
    Space/Reach: 2˝’/0’
    Special Attacks: N/A
    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 +0, Ref +0, Will +3
    Abilities: Str 4 (-3), Dex 11 (+0), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness, Weapon Finesse B
    Environment: any land or underground
    Organization: any
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Scent (Ex): a Rat can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×˝ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-12 at 12:05 AM.

  9. - Top - End - #249
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    Default Re: Resident Evil D20

    Seeker / “Krauser-Bot”
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    I should have included these things in the main creature list, but I frankly forgot about them until a recent speed run through RE4. During the battle with Jack Krauser, you briefly encounter a handful of these little robots. While researching them, I realized that they were the same as the ones I had seen in Code: Veronica. So to atone for my mistake, here they are.

    Games: CV, RE4
    Tiny Construct
    Hit Dice: 1d10 (5HP)
    Initiative: -1
    Speed: 20’ (4 squares), Fly 20’ (4 squares, good maneuverability)
    Armor Class: 13 (+2 size, -1 Dex, +2 natural); touch 11; flat-footed 13
    Base Attack/Grapple: +0/-8
    Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
    Full Attack: Machine Gun -1 ranged (2d6, 70’ range increment, automatic)
    Space/Reach: 2˝’/0’
    Special Attacks: Self-Detonation
    Special Qualities: Darkvision 60’, Low-Light Vision, Construct traits, Seeker Com
    Saves: Fort +0, Ref -1, Will +0
    Abilities: Str 10 (+0), Dex 8 (-1), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: Listen +2, Spot +2
    Feats: Hover B
    Environment: any land or underground
    Organization: solitary or pair
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Self-Detonation (Ex): when a Seeker comes into contact with a creature (performing a successful touch attack), or is damaged , it will explode on its next turn; the explosion will center on its position, & will deal 3d6 splash damage to everything within a 5’ radius (Reflex save DC12 for half damage); this explosion is always fatal to the Seeker, dealing maximum damage with no saving throw

    Seeker Com (Ex): a Seeker can relay visual data about opponents to any ally that is equipped to receive a special radio frequency; a Seeker’s transmission range is 1,500’ (300 squares)
    Last edited by Zeta Kai; 2008-11-12 at 12:05 AM.

  10. - Top - End - #250
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    Default Re: Resident Evil D20

    Zeta Kai, are you in need of Fluff for these guys?

    I can get some together for you, if you'd like.

    The Maps arent a problemb. Im using Wizards' Online Map Generator. It works wonders for making dungeons. and otudoor fields, not so much for towns.

  11. - Top - End - #251
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    Default Re: Resident Evil D20

    The next several critters exist solely for the purpose of bridging the gap between the Resident Evil universe & the Dungeons & Dragons universe. In RE, every person you run into is a Human; they may be mutated by a freakish viral infection, but they were all at least born Human. So to acknowledge the multiracial landscape of D&D, here are zombified versions of some of the most common non-Human races.

    Zombie, Elf (High Elf Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 12 (-1 Dex, +3 studded leather); touch 9; flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d6+2)
    Full Attack: Bite +3 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Elven traits, 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 15 (+2), Dex 9 (-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; 2008-11-12 at 12:05 AM.

  12. - Top - End - #252
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    Zombie, Dwarf (Hill Dwarf Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 10’ (2 squares)
    Armor Class: 12 (-2 Dex, +4 scale mail); touch 8; flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d6+2)
    Full Attack: Bite +3 melee (1d6+2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Dwarven traits, 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 15 (+2), Dex 7 (-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 12:06 AM.

  13. - Top - End - #253
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    Default Re: Resident Evil D20

    Oooh. Zombie Elves and Dwarves now! This keeps getting better and better...

  14. - Top - End - #254
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    Zombie, Gnome (Rock Gnome Warrior 1 base, Template #1)
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    Games: N/A
    Small Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 10’ (2 squares)
    Armor Class: 13 (+1 size, -2 Dex, +4 scale shirt); touch 9; flat-footed 13
    Base Attack/Grapple: +1/-2
    Attack: Bite +3 melee (1d6+1)
    Full Attack: Bite +3 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Gnomish traits, 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 7 (-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 12:06 AM.

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    Zombie, Halfling (Lightfoot Halfling Warrior 1 base, Template #1)
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    Games: N/A
    Small Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -1
    Speed: 10’ (2 squares)
    Armor Class: 13 (+1 size, -1 Dex, +3 studded leather); touch 10; flat-footed 13
    Base Attack/Grapple: +1/-2
    Attack: Bite +3 melee (1d6+1)
    Full Attack: Bite +3 melee (1d6+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Halfling traits, 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 9 (-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; 2008-11-12 at 12:06 AM.

  16. - Top - End - #256
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    Zombie, Half-Elf (Half-Elf Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 12 (-1 Dex, +3 studded leather); touch 9; flat-footed 12
    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: Half-Elven traits, 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 16 (+3), Dex 8 (-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; 2008-11-12 at 12:07 AM.

  17. - Top - End - #257
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    Zombie, Half-Orc (Half-Orc Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +0
    Speed: 20’ (4 squares)
    Armor Class: 13 (+3 studded leather); touch 10; flat-footed 13
    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: Half-Orcish traits, 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 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 12:08 AM.

  18. - Top - End - #258
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    Zombie, Orc (Orc Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 11 (-2 Dex, +3 studded leather); touch 8; flat-footed 11
    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: Darkvision 60’, Light Sensitivity, Orcish traits, 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 7 (-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

    Light Sensitivity (Ex): an Orc is dazzled in bright sunlight or within the radius of a daylight spell
    Last edited by Zeta Kai; 2008-11-12 at 12:08 AM.

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    Zombie, Gnoll (Gnoll Warrior 1 base, Template #1)
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    Games: N/A
    Medium Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 11 (-2 Dex, +1 natural, +2 leather armor); touch 8; flat-footed 11
    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: Darkvision 60’, 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 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; 2008-11-12 at 12:08 AM.

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    Zombie, Goblin (Goblin Warrior 1 base, Template #1)
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    Games: N/A
    Small Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: -1
    Speed: 20’ (4 squares)
    Armor Class: 12 (+1 size, -1 Dex, +2 leather armor); touch 10; flat-footed 12
    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: Darkvision 60’, 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 9 (-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; 2008-11-14 at 11:04 AM.

  21. - Top - End - #261
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    Zombie, Tarrasque (Tarrasque base, Template #2)
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    Games: N/A
    Colossal Aberration (T-Virus Carrier)
    Hit Dice: 48d8+594 (810HP)
    Initiative: +7
    Speed: 20’ (4 squares)
    Armor Class: 35 (-8 size, +3 Dex, +30 natural); touch 5; flat-footed 32
    Base Attack/Grapple: +48/+81
    Attack: Bite +57 melee (4d8+17, 18-20/×3)
    Full Attack: Bite +57 melee (4d8+17, 18-20/×3), 2 Horns +52 melee (1d10+8), 2 Claws +47 melee (1d12+8) & Tail Slap +42 melee (3d8+8)
    Space/Reach: 30’/20’
    Special Attacks: Augmented Critical, Frightful Presence, Improved Grab, Rush, Swallow Whole
    Special Qualities: Carapace; Aberration traits, T-Virus Carrier traits, Damage Reduction 15/epic; Immunity to Fire, Poison, Disease, Energy Drain, & Ability Damage; Regeneration 40; Scent; Spell Resistance 32; Critical Immunity
    Saves: Fort +38, Ref +29, Will +20
    Abilities: Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2)
    Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
    Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (×6)
    Environment: any
    Organization: solitary
    Challenge Rating: 21
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    Augmented Critical (Ex): the Tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage (3×) on a successful critical hit

    Frightful Presence (Ex): the Tarrasque can inspire terror by charging or attacking; affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60’ of the Tarrasque; the save DC is Charisma-based

    Improved Grab (Ex): to use this ability, the Tarrasque must hit a Huge or smaller opponent 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 try to swallow the foe the following round

    Rush (Ex): once per minute, the normally slow-moving Tarrasque can move at a speed of 150’ for 1 round

    Swallow Whole (Ex): the Tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check; once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Tarrasque’s digestive juices; a swallowed creature can cut its way out by dealing 50 points of damage to the Tarrasque’s digestive tract (AC 25); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the Tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures

    Carapace (Ex): the Tarrasque’s armor-like carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, & even magic missile spells; there is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated; check for reflection before rolling to overcome the creature’s spell resistance.

    Regeneration (Ex): no form of attack deals lethal damage to the Tarrasque; the Tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect; if the Tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals non-lethal damage equal to the creature’s full normal hit points +10; the Tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability; the Tarrasque can be slain only by raising its non-lethal damage total to its full normal hit points +10 & using a wish or miracle spell to keep it dead; if the Tarrasque loses a limb or body part, the lost portion re-grows in 1d6 minutes (the detached piece dies and decays normally); the creature can reattach the severed member instantly by holding it to the stump

    Scent (Ex): the creature can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×˝ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-12 at 12:09 AM.

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    Zombie, Dragon (Red Dragon base (Great Wyrm), Template #1)
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    Games: N/A
    Colossal Undead (Fire, T-Virus Carrier)
    Hit Dice: 80d12+3 (523HP)
    Initiative: -2
    Speed: 30’ (6 squares); Fly 190’ (38 squares, clumsy)
    Armor Class: 41 (-8 size, +39 natural); touch 2; flat-footed 41
    Base Attack/Grapple: +40/+74
    Attack: Bite +50 melee (4d8+17), 2 Claws +50 melee (4d6+17), 2 Wings +50 melee (4d6+17), or Tail Slap +50 melee (4d6+17)
    Full Attack: Bite +50 melee (4d8+17), 2 Claws +45 melee (4d6+8), 2 Wings +40 melee (4d6+8), & Tail Slap +35 melee (4d6+8)
    Space/Reach: 30’/20’ (30’ with bite)
    Special Attacks: Crush, Tail Sweep
    Special Qualities: Blindsense, Flight, Frightful Presence, Immunities, Keen Senses, Spell Resistance 32, Vulnerability to Cold, Undead traits, T-Virus Carrier traits, Damage Reduction 20/Magic, Single Actions Only, Critical Weakness, Random Malady
    Saves: Fort +26, Ref +26, Will +42
    Abilities: Str 47 (+18), 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: 29
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 81HD (Colossal)
    Level Adjustment: N/A

    Blindsense (Ex): a Dragon can pinpoint creatures within a distance of 60’; opponents a Dragon cannot actually see still have total concealment (50% miss chance) against it

    Flight (Ex): a Dragon 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 or Tail attacks, but these deal double damage; it can also use the run action while flying, provided that it flies in a straight line

    Frightful Presence (Ex): a Dragon can inspire terror by charging or attacking; affected creatures must succeed on a DC38 Will save or become shaken, remaining in that condition as long as they remain with 20’ of it

    Immunities (Ex): a Dragon has immunity to sleep & paralysis effects; Red Dragons have immunity to fire-based damage

    Keen Senses (Ex): a Dragon sees 4× as well as a human in shadowy illumination & twice as well in normal light; it also has Darkvision out to 120’

    Vulnerability to Cold: Red Dragons take half again as much (+50%) damage as normal from cold-based damage sources
    Last edited by Zeta Kai; 2008-11-12 at 12:09 AM.

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    Default Re: Resident Evil D20

    G-Omega (G-Virus Template)
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    This is the ultimate result of the G-Virus. This G-mutant has manifested every possible mutation (up to the maximum feasible limit for finite stats), becoming a hideous abomination of apocalyptic proportions. This monstrosity is a perfect example of what any G-Virus carrier could eventually become. Although it is fairly irrelevant, for the record, the base creature was a 1st level Human commoner with average stats.

    Games: N/A
    Colossal Ooze (G-Virus Carrier)
    Hit Dice: 59d10+2,006 (2,330HP)
    Initiative: +20
    Speed: 20’ (4 squares)
    Armor Class: 61 (-8 size, -5 Dex, +64 natural); touch -3; flat-footed 61
    Base Attack/Grapple: +44/+125 (25 extra arms, 4d8 piercing on a grapple)
    Attack: Slam +76 melee (4d6+40 damage, 19-20/×2 critical)
    Full Attack: Slam +76 melee (6d6+40 damage, 19-20/×2 critical) & 12 Tentacle Whips +71 melee (4 attacks @ 4d6+20 damage each / 8 attacks @ 4d6+20 damage each) & 12 Bites +66 melee (4d6+20 damage each) & 25 Claws +61 melee (4d6+20 damage each) & 15 Talons +56 melee (4d6+20 damage each)
    Space/Reach: 30’/30’
    Special Attacks: N/A
    Special Qualities: Ooze traits, G-Virus Carrier traits, Rapid Mutation; Fast Healing 1, Powerful Build, Damage Reduction 50, Spell Resistance 50, Low-Light Vision (all eyes), Darkvision (all eyes)
    Saves: Fort +34, Ref -5, Will +28
    Abilities: Str 93 (+40), Dex 1 (-5), Con 79 (+34), Int 0 (--), Wis 66 (+28), Cha 1 (-5)
    Skills: Spot +38 (10 extra eyes)
    Feats: Animal Affinity, Skill Focus: Craft, Improved Natural Armor (×3), Improved Natural Attack (×5), Multiattack, Power Attack, Toughness (×3), Improved Bull Rush, Awesome Blow
    Challenge Rating: 47
    Treasure: N/A
    Alignment: Chaotic Evil (4 extra heads)
    Mutations (10 initial + 404 hourly): 01-02, 03-05 (×25), 06-07 (×15), 08-09 (×12), 10 (×4), 11-13 (×10), 14 (×12), 15-16 (×4), 17-19 (×37), 20-22 (×15), 23-25 (×12), 28, 29-33 (×25), 34-38 (×50), 39-43 (×25), 44-48 (×25), 49, 51 (×5), 52(×5), 53, 56, 57-61 (×5), 62-66, 67, 69, 71-72, 73, 75, 77-78 (×25), 79 (×2), 80 (×2), 81-82 (×6), 83-84 (×25), 85 (×2), 86 (×2), 87-88 (×6), 89-90 (×25), 91 (×2), 92 (×2), 93-94 (×6), 95, 96-100
    Last edited by Zeta Kai; 2008-11-14 at 11:09 AM.

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    Default Re: Resident Evil D20

    Tomorrow: ZK's Guide to Running a Resident Evil Campaign. Stay Tuned.

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    Default Re: Resident Evil D20

    So thats what Birkin could have become? Wow. So glad it wasnt in the game..

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    Default Re: Resident Evil D20

    Quote Originally Posted by Korias View Post
    So thats what Birkin could have become? Wow. So glad it wasnt in the game..
    According to my G-Virus Template, the G-Omega is what anything could become, given enough time. And yes, I'm glad I never had to fight something like that in an RE game. Yet.

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    Default Re: Resident Evil D20

    Zeta Kai, are you in need of Fluff for these guys?

    I can get some together for you, if you'd like.

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    Default Re: Resident Evil D20

    Well, the Recruitment/Intrest thread is posted.

    Feel like kicking Zombie Arse? Grab your Sword and Fight the Horde!

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    Default Re: Resident Evil D20

    Well Korias, by all means, do what you like with the data posted here. It could use some fluff. That's normally my specialty, but I wanted to nail the crunchy bits, as the fluff can be adapted from the games. I wish you luck on your PBP; this may need some play-testing.

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    Default Re: Resident Evil D20

    DM Guide to Running a Resident Evil Campaign
    Cater toward low-level campaigns
    • High-level PCs are often too powerful for zombie-based action
    • Low-level PCs are easier to handle, threaten, & (above all) scare
    • Use status effects liberally, such as cowering, dazed, Frightened, nauseated, panicked, shaken, Sickened, or stunned

    Discourage most magic/psionics
    • Avoid spellcasters, both as PC’s & as NPC’s
    • Limit magical effects
    • Extraordinary, spell-like & supernatural abilities are generally fine
    • Barbarians, fighters, monks, paladins, rangers & rogues are great

    Consider using Unearthed Arcana’s systems

    Consider using Heroes of Horror
    • Fearful, unnerving atmosphere
    • Emphasizes PCs on the defensive
    • Perfect for the survival horror genre

    Consider using Libris Mortis
    • Extensive undead options
    • An array of undead-related equipment
    • Decisive gross-out factor

    Consider using d20 Modern
    • Low magic
    • Job system
    • Pre-existing weapons listings

    Set most adventures in urban/indoor/underground areas
    • Easy-to-control branching paths
    • Limited view = limited choices
    • Enhances mood of claustrophobia & a fear of the Unknown
    Last edited by Zeta Kai; 2008-11-14 at 11:08 AM.

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