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  1. - Top - End - #61
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    Default Re: Resident Evil D20 (a Mega-Post)

    Traps
    Bear Trap

    • CR 2; mechanical; location trigger; manual reset; attack +10 melee (2d8/Χ2); Search DC 15; Disable Device DC 18. Market Price: 6,000gp

    Claymore Mine
    • CR 3; mechanical; location trigger; no reset; attack +12 melee (3d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 22. Market Price: 9,000gp

    Boulder
    • CR 5; mechanical; location trigger; manual reset; attack +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25. Market Price: 15,000gp

    Pendulum Blade
    • CR 6; mechanical; timed trigger; automatic reset; attack +18 melee (4d8/Χ3); Search DC 21; Disable Device DC 20. Market Price: 18,000gp

    Crushing Pillars
    • CR 5; mechanical; timed trigger; automatic reset; hidden switch bypass (Search DC 25); automatic reset; attack +8 melee (12d6, crush); Search DC 20; Disable Device DC 22. Market Price: 15,000gp

    Spiked Ceiling
    • CR 7; mechanical; location trigger; repair reset; walls move together (6d6, spikes + 12d6, crush); multiple targets (all targets in a 10-ft. by 10-ft. room); never miss; onset delay (4 rounds); Search DC 24; Disable Device DC 20. Market Price: 21,000gp

  2. - Top - End - #62
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    Default Re: Resident Evil D20 (a Mega-Post)

    Characters
    NOTE: all character levels listed below are initial estimates of the respective characters’ abilities; it is assumed that PC’s will level up significantly during play.

    Character Name (Game Appearances; Class Levels)
    Spoiler
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    Richard Aiken (RE1; Expert 5/Fighter 2/S.T.A.R.S. 1)
    Alyssa Ashcroft (OB1, OB2; Expert 3)
    Alexander Ashford / Nosferatu (CV; Medium Undead)
    Alexia Ashford (CV; Aristocrat 3/Expert 4)
    Alfred Ashford (CV; Aristocrat 5/Warrior 2)
    Ben Bertolucci (RE2, OB2; Commoner 2/Expert 2)
    Annette Margaret Birkin (RE2; Expert 3)
    Sherry Birkin (RE2; Commoner 1)
    William Birkin (RE0, RE2; Expert 5)
    Officer Marvin Branagh (RE2, RE3, OB2; Fighter 3)
    Steve Burnside (CV; Commoner 1/Warrior 2)
    Barry Burton (RE1; Fighter 4/Ranger 4/S.T.A.R.S. 3)
    Rebecca Chambers (RE0, RE1; Expert 6/Fighter 1/S.T.A.R.S. 1)
    Jim Chapman (OB1, OB2; Commoner 3)
    Lieutenant William “Billy” Coen (RE0; Fighter 2/Ranger 4/Rogue 2)
    Edward Dewey (RE0; Warrior 5/Fighter 2/S.T.A.R.S. 1)
    Kevin Dooley (RE0; Expert 2/Fighter 2)
    Morpheus D. Duvall (DA; Large Aberration)
    Joseph Frost (RE1; Expert 5/Fighter 2/S.T.A.R.S. 1)
    UBCS Major Nicholai Ginovaef (RE3, OB1; Fighter 4/Rogue 3/U.S.S. 4)
    Vincent Goldman (Sur; Aristocrat 3/Expert 4)
    Ashley Graham (RE4; Commoner 1)
    George Hamilton (OB1, OB2; Expert 3)
    Hunk (RE2; Fighter 2/Rogue 4/U.S.S. 4)
    Ingrid Hunnigan (RE4; Expert 2)
    Police Chief Brian Irons (RE2; Aristocrat 1/Expert 2/Fighter 2)
    Peter Jenkins (OB1; Expert 3)
    Robert Kendo (RE2; Warrior 2/Fighter 1)
    Officer Leon Scott Kennedy (RE2, RE4; Fighter 5/Ranger 3)
    David King (OB1, OB2; Expert 3)
    Lily Klein (Sur; Commoner 1)
    Lott Klein (Sur; Commoner 1)
    Jack Krauser (RE4; Fighter 10/Barbarian 2)
    Cindy Lennox (OB1, OB2; Commoner 3)
    Albert Lester (OB2; Expert 3/Fighter 2)
    Fong Ling (DA; Fighter 3/Rogue 5)
    Dr. James Marcus (RE0; Expert 4)
    Captain Enrico Marini (RE0, RE1; Warrior 5/Ranger 3/S.T.A.R.S. 2)
    Bruce McGivern (DA; Fighter 5/Ranger 3)
    Bitores Mendez (RE4; Medium Aberration)
    Mr. X (RE2; Large Aberration)
    Nemesis (RE3; Large Aberration)
    UBCS Corporal Carlos Oliviera (RE3; Fighter 4/Ranger 3/U.S.S. 1)
    UBCS Lieutenant Tyrell Patrick (RE3; Fighter 3/Rogue 2/U.S.S. 1)
    Rodrigo Juan Raval (CV; Fighter 6)
    Chris Redfield (RE1, CV; Fighter 4/Ranger 3/S.T.A.R.S. 1)
    Claire Redfield (RE2, CV; Ranger 4/Fighter 3/Rogue 1)
    Dario Rosso (RE3; Commoner 2)
    Kevin Ryman (OB1, OB2; Fighter 2)
    Lord Osmund Saddler (RE4; Cleric 8/Aristocrat 4)
    Ramon Salazar (RE4; Aristocrat 3)
    UBCS Lieutenant Murphy Seeker (RE3; Fighter 3/Rogue 2/U.S.S. 1)
    Luis Sera (RE4; Expert 3/Warrior 3)
    Forest Speyer (RE1; Expert 5/Ranger 2/S.T.A.R.S. 1)
    Kenneth J. “Sully” Sullivan (RE1; Warrior 4/Fighter 3/S.T.A.R.S. 1)
    Yoko Suzuki (OB1, OB2; Expert 3)
    Ark Thompson (Sur; Fighter 5)
    Tofu (RE2; Medium Aberration)
    Lisa Trevor (RE1; Commoner 1)
    Tyrant T-002 (RE1; Large Aberration)
    Jill Valentine (RE1, RE3; Rogue 6/Fighter 1/S.T.A.R.S. 1)
    Brad “Chickenheart” Vickers (RE1, RE2, RE3; Expert 5/Fighter 2/S.T.A.R.S. 1)
    UBCS Lieutenant Mikhail Victor (RE3; Fighter 4/Rogue 1/U.S.S. 1)
    Captain Albert Wesker (RE0, RE1, CV, RE4; Expert 3/Fighter 5/Rogue 2/S.T.A.R.S. 5)
    Mark Wilkins (OB1, OB2; Warrior 3)
    Ada Wong (RE2, RE4; Rogue 6/Fighter 3)
    Last edited by Zeta Kai; 2008-10-19 at 12:14 AM.

  3. - Top - End - #63
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    Default Re: Resident Evil D20 (a Mega-Post)

    Creatures
    A special thanks is in order to “Outbreak,” the compiler of most of the Resident Evil monster FAQs at Gamefaqs.com; many of these statistics were derived with his unwitting assistance. Also, thanks must go out to BradyGames, the makers of many substandard strategy guides, most of which I own. Uh, thank you, Brady. Good job. Keep up the mediocre work.

    RE0
    Spoiler
    Show

    RE Original/Remake/Deadly Silence
    Spoiler
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    • Zombie

    • Cerberus / Zombie Dog (CR1)
    • Crow, Zombie (CR1)
    • Wasp (CR3)
    • Web Spinner / Giant Spider (CR2)
    • Black Tiger Spider (CR3)
    • Chimera (CR3)
    • Hunter, MA-121 Alpha (CR4)
    • Plant 42 (CR8)
    • Crimson Head / V-ACT (CR4)
    • Yawn (CR8)
    • Adder, Green (CR⅓)
    • Adder, Red (CR⅓)
    • Neptune Boss / Fi-3 (CR4)
    • Neptune Mini / Fi-3 (CR3)
    • Tyrant, T-002 (CR12)
    • Lisa Trevor (CR15)

    RE2

    RE3: Nemesis

    Code: Veronica/Code: Veronica X

    Outbreak/Outbreak File #2
    Spoiler
    Show
    • Zombie

    • Cerberus / Zombie Dog (CR1)
    • Crow, Zombie (CR1)
    • Scissor Worm (CR2)
    • Wasp (CR3)
    • Web Spinner / Giant Spider (CR2)
    • Hunter, MA-124 Gamma (CR4)
    • Hunter, MA-125 R (CR4)
    • Plant 42 (CR8)
    • Neptune Boss / Fi-3 (CR4, Outbreak only)
    • Neptune Mini / Fi-3 (CR3, Outbreak only)
    • Tyrant, T-0400TP (Inhibited) (CR8, Outbreak only)
    • Tyrant, T-0400TP (Uninhibited) (CR11, Outbreak only)
    • Tyrant, T-104 / Tyrant C (CR10, File #2 only)
    • Tyrant, Thanatos (CR10, Outbreak only)
    • Tyrant, Thanatos-R (CR12, Outbreak only)
    • Licker, Common (CR3)
    • Licker, Green / Enhanced (CR4)
    • Moth* (CRΌ, Outbreak only)
    • Maggot / Baby Moth (CR1/10)
    • G-Mutant (CR8, Outbreak only)
    • Alligator, Giant (CR5, File #2 only)
    • Plague Crawler (CR2, Outbreak only)
    • Leech (CR1/6)
    • Leech Man (CR9, Outbreak only)
    • Leech, Giant (CR3)
    • Licker, Regis / Suspen-Dead (CR5)
    • Zombie, Green (CR2, File #2 only)
    • Axe Man / Albert Lester (CR5, File #2 only)
    • Lioness, Zombie (CR6, File #2 only)
    • Lion, Zombie / Stalker / Max (CR6, File #2 only)
    • Elephant, Zombie / Titan / Oscar (CR10, File #2 only)
    • Hyena, Zombie (CR2, File #2 only)
    • Horn Bill (CR1, File #2 only)
    • Bee / Flying Bug (CRΌ, File #2 only)
    • Ivy (CR3, File #2 only)
    • Evil Shade (CR1, File #2 only)
    • Dorothy / Drainer (CR7, File #2 only)
    • Tentacle (CR3, File #2 only)
    • Mega Bite (CR1, File #2 only)
    • Giga Bite (CR4, File #2 only)
    • Nyx (Tyrant base) (CR12, File #2 only)

    Survivor/Dead Aim
    Spoiler
    Show
    • Zombie

    • Cerberus / Zombie Dog (CR1)
    • Web Spinner / Giant Spider (CR2)
    • Hunter, MA-121 Alpha (CR4, Survivor only)
    • Hunter, Elite (CR5, Dead Aim only)
    • Tyrant, Hypnos T-Type (CR12, Survivor only)
    • Tyrant, T-091 (CR12, Dead Aim only)
    • Tyrant, T-092 / Morpheus T/G-Type (1st Form, CR9, Dead Aim only)
    • Tyrant, T-092 / Morpheus T/G-Type (2nd Form, CR10, Dead Aim only)
    • Licker, Common (CR3)
    • Licker, Green / Enhanced (CR4)
    • Cockroach (CRΌ, Survivor only)
    • Ivy (CR3, Survivor only)
    • Poison Ivy (CR4, Survivor only)
    • Umbrella Trashsweeper / “Cleaner” (CR4, Survivor only)
    • Moth (CRΌ, Survivor only)
    • Alligator, Giant (CR5, Survivor only)
    • Drain Deimos (CR2, Dead Aim only)
    • Bandersnatch / OR1 (CR5, Dead Aim only)
    • Glimmer (CR2, Dead Aim only)
    • Nautilus (CR2, Dead Aim only)
    • Torpedo Kid (CR½, Dead Aim only)
    • Bee / Flying Bug (CRΌ)
    • Bee, Queen (CR1)
    • Pluto (CR10, Dead Aim Only)

    RE4
    Spoiler
    Show
    • Chicken (CR--)
    • Crow (CR--)
    • Bat (CR--)
    • Fish, Bass (CR--)
    • Snake (CRΌ)
    • Las Plagas

    • Los Ganados

    • Los Illuminados

    • Militia / Soldier (CR3)

    • Colmillo / Zombie Wolf (CR2)
    • Bitores Mendez

    • Novistador, Unseen (CR5)
    • Novistador, Flying (CR5)
    • Garador (CR6)
    • Armadura (CR5)
    • Regenerator, Common (CR5)
    • Regenerator, Iron Maiden (CR5)
    • Del Lago (CR5)
    • El Gigante (CR8)
    • Verdugo (CR8)
    • Ramon Salazar

    • “It” U3 (CR9)
    • Jack Krauser

    • Seeker / “Krauser-Bot” (CR1)
    • Osmund Saddler

    Bonus Creatures
    Spoiler
    Show
    • Rat, Zombie (CR1)
    • Seeker / “Krauser-Bot” (CR1)
    • Zombie, Elf (CR1)
    • Zombie, Dwarf (CR1)
    • Zombie, Gnome (CR1)
    • Zombie, Halfling (CR1)
    • Zombie, Half-Elf (CR1)
    • Zombie, Half-Orc (CR1)
    • Zombie, Orc (CR1)
    • Zombie, Gnoll (CR1)
    • Zombie, Goblin (CR1)
    • Zombie, Tarrasque (CR21)
    • Zombie, Dragon (Red) (CR29)
    • G-Omega (CR47)
    • Oven Man (CR½)
    Last edited by Zeta Kai; 2008-10-19 at 12:12 AM. Reason: added link

  4. - Top - End - #64
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    Default Re: Resident Evil D20 (a Mega-Post)

    Creature Statistics
    Creatures marked with an asterisk (*) after the name have been mutated by the T-Virus or Las Plagas, but are not considered carriers & do not have the exact template applied to them. These are creatures of bizarre origins (Sliding Worms, Plant 42), strange & unusual abilities (Lickers, Crimson Heads), or some degree of genetic &/or surgical tampering (Tyrants, Hunters). Their stats have similarities to those infected with the T-Virus or Las Plagas, but their may be notable differences, as well.

    Many of the Challenge Ratings might seem awfully low, & may not appear to present much of a challenge to a party of adventurers. It is important to keep in mind that monsters encountered during the Resident Evil series are usually fought one-on-one, with a single PC facing monsters alone, sometimes several at once. To be fair, PC’s in Resident Evil tend to be well-armed compared to PC’s in D&D of a comparable level, especially without the latter’s magical items. So I’ve tried to keep these factors in mind when adjudicating Challenge Ratings.
    Last edited by Zeta Kai; 2008-09-14 at 10:42 PM.

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    Default Re: Resident Evil D20 (a Mega-Post)

    Adder, Green
    Spoiler
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    Games: RE1

    Tiny Animal
    Hit Dice: Όd8 (1HP)
    Initiative: +7
    Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
    Armor Class: 17 (+2 size, +3 Dex, +2 natural); touch 15; flat-footed 14
    Base Attack/Grapple: +0/-11
    Attack: Bite +5 melee (1 + poison)
    Full Attack: Bite +5 melee (1 + poison)
    Space/Reach: 2½’/0’
    Special Attacks: Poison
    Special Qualities: Scent
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 4 (-3), Dex 17 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
    Feats: Improved Initiative, Weapon Finesse B
    Environment: temperate marshes
    Organization: solitary
    Challenge Rating: ⅓
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC5; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

    • Scent (Ex): an Adder can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-10-19 at 07:29 PM.

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    Default Re: Resident Evil D20 (a Mega-Post)

    Adder, Red
    Spoiler
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    Games: RE1

    Tiny Animal
    Hit Dice: ½d8 (2HP)
    Initiative: +6
    Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
    Armor Class: 16 (+2 size, +2 Dex, +2 natural); touch 14; flat-footed 14
    Base Attack/Grapple: +0/-11
    Attack: Bite +5 melee (1 + poison)
    Full Attack: Bite +5 melee (1 + poison)
    Space/Reach: 2½’/0’
    Special Attacks: Poison
    Special Qualities: Scent
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 4 (-3), Dex 15 (+2), Con 11 (+0), Int 1 (-5), Wis 14 (+2), Cha 1 (-5)
    Skills: Balance +10, Climb +11, Hide +14, Listen +7, Spot +7, Swim +5
    Feats: Improved Initiative, Weapon Finesse B
    Environment: temperate marshes
    Organization: solitary
    Challenge Rating: ⅓
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC15; initial damage 1d6 Constitution; secondary damage 1d6 Constitution

    • Scent (Ex): an Adder can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-10-19 at 07:30 PM.

  7. - Top - End - #67
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    Default Re: Resident Evil D20 (a Mega-Post)

    Albinoid, Adult*
    Spoiler
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    Games: CV

    Medium Aberration (T-Virus Carrier)
    Hit Dice: 5d8+18 (40HP)
    Initiative: +1
    Speed: Swim 40’ (8 squares)
    Armor Class: 15 (+1 Dex, +4 natural); touch 11; flat-footed 14
    Base Attack/Grapple: +2/+4
    Attack: Tail Slap +4 melee (1d6+2)
    Full Attack: Tail Slap +4 melee (1d6+2) & Slam -1 melee (1d3+1)
    Space/Reach: 5’/5’
    Special Attacks: Stunning Shock
    Special Qualities: Blindsense, Electricity Immunity, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +5, Ref +2, Will +0
    Abilities: Str 15 (+2), Dex 12 (+1), Con 17 (+3), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +3, Swim +12
    Feats: Toughness, Run
    Environment: temperate aquatic
    Organization: solitary
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Stunning Shock (Ex): once per round, an Albinoid can deliver an electrical shock to a single opponent within 20’; this attack deals 2d8+4 points of electricity damage to living opponents; Reflex save (DC12) for half damage

    • Blindsense (Ex): an Albinoid notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Electricity Immunity (Ex): an Albinoid has immunity to all electricity-based damage
    Last edited by Zeta Kai; 2008-10-19 at 07:23 PM.

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    Default Re: Resident Evil D20 (a Mega-Post)

    Albinoid, Larva*
    Spoiler
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    Games: CV

    Tiny Aberration (T-Virus Carrier)
    Hit Dice: 1d8+3 (7HP)
    Initiative: +2
    Speed: Swim 20’ (4 squares)
    Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 2½’/0’
    Special Attacks: Stunning Shock
    Special Qualities: Blindsense, Electricity Immunity, Rapid Growth, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref +3, Will +0
    Abilities: Str 3 (-4), Dex 14 (+2), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
    Skills: Hide +12, Swim +6
    Feats: Toughness
    Environment: temperate aquatic
    Organization: solitary, cluster (2-4) or hive (5-12)
    Challenge Rating: Ό
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 2HD (Tiny), 3HD (Small), 4HD (Medium)
    Level Adjustment: N/A

    • Stunning Shock (Ex): once per round, an Albinoid can deliver an electrical shock to a single opponent within 5’; this attack deals 1d8+2 points of electricity damage to living opponents; Reflex save (DC12) for half damage

    • Blindsense (Ex): an Albinoid notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Electricity Immunity (Ex): an Albinoid has immunity to all electricity-based damage

    • Rapid Growth (Ex): an Albinoid gains 1 Hit Die every 2½ hours, until it reaches 5 Hit Die, at which point it becomes an Albinoid, Adult (see above)
    Last edited by Zeta Kai; 2008-10-19 at 09:52 PM.

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    Default Re: Resident Evil D20 (PEACH)

    Alexia Ashford (Human Aristocrat 3/Expert 4 base, T-Veronica Strain)

    Alexia Ashford is a special case in the annals of Resident Evil, as she is not infected with the traditional T-Virus. She has exposed herself to the T-Veronica strain, which has a number of odd properties. She has very little in common with zombie-type virus carriers, & she only has some basic similarities with Tyrant-type carriers. The T-Veronica strain seems to allow for the retention of intelligence in the host, as well as the development of a collective hive mind with other T-Veronica carriers in the area.

    Alexia Ashford (1st Form)*
    Spoiler
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    Games: CV
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 20d8+80 (170HP)
    Initiative: +3
    Speed: 20’ (4 squares)
    Armor Class: 15 (-1 Dex, +6 natural); touch 9; flat-footed 15
    Base Attack/Grapple: +15/+18
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Acid Spray, Napalm Blood
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Mental Collective, Resurgent Form
    Saves: Fort +6, Ref -1, Will +2
    Abilities: Str 17 (+3), Dex 9 (-1), Con 19 (+4), Int 21 (+5), Wis 10 (+0), Cha 4 (-3)
    Skills: Appraise +11, Concentration +12, Craft +14, Decipher Script +13, Diplomacy +1, Disable Device +10, Forgery +12, Gather Information +9, Heal +2, Intimidate +2, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Perform +2, Profession +7, Search +16, Sense Motive +3, Speak Language +4, Spellcraft +12, Spot +4, Use Magic Device +5
    Feats: Diligent, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will
    Challenge Rating: 7
    Treasure: N/A
    Alignment: Chaotic Evil

    • Acid Spray (Ex): Alexia can emit a 10’ cone of acid (2d8 damage, Reflex save DC15 for half damage) once per round

    • Napalm Blood (Ex): once per round, Alexia can throw a stream of blood which bursts into flame on contact with air; this attack deals 3d6 fire damage to a 5’ square & has a 15’ range increment; the napalm burns for 1d6+4 rounds

    • Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia 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

    • Mental Collective (Su): Alexia 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 Alexia’s Hit Dice Χ2; also, Alexia 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

    • Resurgent Form (Ex): when Alexia’s hit points fall below 1, she will transform into her second form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-13 at 03:26 PM.

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    Default Re: Resident Evil D20 (PEACH)

    Alexia Ashford (2nd Form)*
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    Games: CV
    Large Aberration (T-Virus Carrier)
    Hit Dice: 21d8+126 (216HP)
    Initiative: +2
    Speed: 0’ (0 squares)
    Armor Class: 15 (-1 size, -2 Dex, +8 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +16/+27
    Attack: Tentacle +22 melee (1d8+7, 20/Χ3 critical)
    Full Attack: Tentacle +22 melee (1d8+7, 20/Χ3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Poison Gas, Long Reach
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Frightful Presence, Immunities, Mental Collective, Resurgent Form, Spawn Amoeba
    Saves: Fort +8, Ref -2, Will +2
    Abilities: Str 25 (+7), Dex 7 (-2), Con 23 (+6), Int 21 (+5), Wis 8 (-1), Cha 2 (-4)
    Skills: Appraise +11, Concentration +14, Craft +14, Decipher Script +13, Disable Device +10, Forgery +12, Gather Information +8, Heal +1, Hide -6, Intimidate +1, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Perform +1, Profession +6, Search +16, Sense Motive +2, Speak Language +4, Spellcraft +12, Spot +3, Use Magic Device +4
    Feats: Diligent, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will
    Challenge Rating: 8
    Treasure: N/A
    Alignment: Chaotic Evil

    • Poison Gas (Ex): every 1d4+2 rounds, Alexia 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 Alexia’s poison (via inhalation; Fortitude DC13; initial damage 1d6 Constitution; secondary damage 1d6 Constitution)

    • Long Reach (Ex): Alexia can lash out with her Tentacle attack once every 1d4 rounds, hitting opponents up to 15’ away (NOTE: she may also hit opponents that are only 5’ or 10’ away at no penalty, if she chooses); this attack is identical in all other respects to the normal Tentacle attack

    • Frightful Presence (Ex): Alexia can inspire terror by charging or attacking; affected creatures must succeed on a DC13 Will save or become shaken, remaining in that condition as long as they remain with 20’ of Alexia; the save DC is Constitution-based

    • Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia 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

    • Mental Collective (Su): Alexia 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 Alexia’s Hit Dice Χ2; also, Alexia 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

    • Resurgent Form (Ex): when Alexia’s hit points fall below 1, she will transform into her third form, regaining her full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

    • Spawn Amoeba (Ex): Alexia has the ability to spawn tiny offspring (see Amoeba, below); she can spawn 1 of these creatures every 1d4 rounds
    Last edited by Zeta Kai; 2008-11-13 at 03:27 PM.

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    Alexia Ashford (3rd Form)*
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    Games: CV
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 11d8+33 (82HP)
    Initiative: +6
    Speed: Fly 40’ (8 squares, perfect maneuverability)
    Armor Class: 15 (-1 Dex, +6 natural); touch 9; flat-footed 15
    Base Attack/Grapple: +7/+10
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 5’/5’
    Special Attacks: Napalm Blood
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 100/Linear Launcher, Fast Healing 1, Flight, Frightful Presence, Immunities, Mental Collective
    Saves: Fort +3, Ref -1, Will +2
    Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 21 (+5), Wis 6 (-2), Cha 1 (-5)
    Skills: Appraise +11, Concentration +11, Craft +14, Decipher Script +13, Disable Device +10, Forgery +12, Gather Information +5, Hide +2, Knowledge (arcana) +11, Knowledge (architecture) +11, Knowledge (history) +12, Profession +5, Search +14, Sense Motive +1, Speak Language +4, Spellcraft +12, Spot +2, Use Magic Device +3
    Feats: Diligent, Improved Initiative, Iron Will
    Challenge Rating: 9
    Treasure: N/A
    Alignment: Chaotic Evil

    • Napalm Blood (Ex): once per round, Alexia can throw a stream of blood which bursts into flame on contact with air; this attack deals 3d6 fire damage to a 5’ square & has a 15’ range increment; the napalm burns for 1d6+4 rounds

    • Flight (Ex): Alexia can cease or resume flight as a free action; in addition, she can also make dive attacks, which work just like a charge, but she must move a minimum of 30’ & descend at least 10’; she can also use the run action while flying, provided that she flies in a straight line

    • Frightful Presence (Ex): Alexia 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 Alexia; the save DC is Constitution-based

    • Immunities (Ex): Alexia has immunity to sleep & paralysis effects, poison, acid-, cold-, electricity-, & fire-based damage; in addition, Alexia is immune to any spell or spell-like ability that allows spell resistance, & is not subject to subdual damage, ability damage, or ability drain

    • Mental Collective (Su): Alexia 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 Alexia’s Hit Dice Χ2; also, Alexia 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; 2008-11-13 at 02:56 PM.

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    Alligator, Giant (Crocodile base, Template #2)
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    Games: RE2, OB2, Sur
    Huge Aberration (T-Virus Carrier)
    Hit Dice: 6d8+35 (57HP)
    Initiative: -1
    Speed: 20’ (4 squares), Swim 30’ (6 squares)
    Armor Class: 16 (-2 size, -1 Dex, +9 natural); touch 7; flat-footed 15
    Base Attack/Grapple: +3/+23
    Attack: Bite +13 melee (2d8+12) or Tail Slap +13 melee (3d6+12)
    Full Attack: Bite +13 melee (2d8+12) or Tail Slap +13 melee (3d6+12)
    Space/Reach: 15’/15’
    Special Attacks: Improved Grab
    Special Qualities: Hold Breath, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +10, Ref +4, Will +2
    Abilities: Str 35 (+12), Dex 8 (-1), Con 25 (+7), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
    Skills: Listen +4, Spot +4, Swim +20
    Feats: Alertness, Skill Focus (Hide)
    Environment: warm marshes
    Organization: solitary or colony (6-11)
    Challenge Rating: 5
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, an Alligator 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 on the opponent with its mouth & drags it into deep water, attempting to pin it to the bottom
    Last edited by Zeta Kai; 2008-11-09 at 06:43 PM. Reason: added image

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    Default Re: Resident Evil D20 (PEACH)

    Amoeba*
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    Games: CV
    Tiny Aberration (T-Virus Carrier)
    Hit Dice: 1d8-1 (3HP)
    Initiative: +2
    Speed: 10’ (2 squares), Climb 10’ (2 squares), Swim 10’ (2 squares)
    Armor Class: 17 (+2 size, +7 natural); touch 10; flat-footed 17
    Base Attack/Grapple: +0/-12
    Attack: Bite -2 melee (1d6-4) or Antenna Whip -2 melee (1d6-4)
    Full Attack: Bite -2 melee (1d6-4) or Antenna Whip -2 melee (1d6-4)
    Space/Reach: 2½’/0’
    Special Attacks: N/A
    Special Qualities: Blindsense, Scent, Aberration traits, T-Virus Carrier traits
    Saves: Fort +2, Ref +2, Will +0
    Abilities: Str 3 (-4), Dex 14 (+2), Con 9 (-1), Int 0 (--), Wis 10 (+1), Cha 2 (-4)
    Skills: Swim +4
    Feats: Improved Natural Attack
    Environment: any land or underground
    Organization: any
    Challenge Rating: 1/8
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blindsense (Ex): an Amoeba notices & locates creatures within 30’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Scent (Ex): an Amoeba can detect opponents by sense of smell within 20’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 06:46 PM.

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    Ant (Giant Ant: Worker base)*
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    Games: CV
    Tiny Aberration (T-Virus Carrier)
    Hit Dice: ½d8-1 (1HP)
    Initiative: +2
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 17 (+2 size, +2 Dex, +3 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +0/-12
    Attack: Bite -2 melee (1d3-4)
    Full Attack: Bite -2 melee (1d3-4)
    Space/Reach: 2½’/0’
    Special Attacks: Improved Grab
    Special Qualities: Scent, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref +2, Will +0
    Abilities: Str 2 (-4), Dex 14 (+2), Con 8 (-1), Int 0 (--), Wis 12 (+1), Cha 9 (-1)
    Skills: Climb +4
    Feats: Track B
    Environment: temperate plains
    Organization: solitary, gang (2-6) or crew (6-12)
    Challenge Rating: Ό
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, an Ant 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 carry the opponent away, Strength willing

    • Scent (Ex): an Ant can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 06:48 PM.

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    Armadura (Human Warrior 5 base, Plagas Template)
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    Games: RE4
    Medium Aberration (Alpha/Beta Plagas Carrier)
    Hit Dice: 6d8+15 (42HP)
    Initiative: -4
    Speed: 20’ (4 squares)
    Armor Class: 14 (-4 Dex, +8 full plate); touch 6; flat-footed 14
    Base Attack/Grapple: +6/+11
    Attack: Greataxe +11 (1d12+5, 20/Χ3 critical) or Slam +11 melee (1d3+5)
    Full Attack: Greataxe +11 (1d12+5, 20/Χ3 critical) or Slam +11 melee (1d3+5)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Cannot Run, Aberration traits, Plagas Carrier traits
    Saves: Fort +8, Ref -3, Will +1
    Abilities: Str 20 (+5), Dex 3 (-4), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 3 (-4)
    Skills: Intimidate +1, Jump -6, Spot +3
    Feats: Endurance, Great Fortitude, Toughness
    Environment: any land or underground
    Organization: any
    Challenge Rating: 5
    Treasure: standard
    Alignment: Lawful Evil
    Advancement: by character class
    Level Adjustment: N/A

    • Weapon Variants
    • Halberd +11 melee (1d10+5, 20/Χ3 critical)
    • Greatsword +11 melee (2d6+5, 19-20/Χ3 critical)
    Last edited by Zeta Kai; 2008-11-09 at 06:53 PM.

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    Default Re: Resident Evil D20 (PEACH)

    Axe Man / Albert Lester*
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    Games: OB2
    Medium Human Expert 3rd Level / Fighter 2nd Level (T-Virus Carrier)
    Hit Dice: 3d6+2d10+20 (44HP)
    Initiative: +2
    Speed: 30’ (6 squares)
    Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
    Base Attack/Grapple: +4/+6
    Attack: Battleaxe +6 melee (1d8+2, 20/Χ3 critical)
    Full Attack: Battleaxe +6 melee (1d8+2, 20/Χ3 critical) & Kick +1 melee (1d3+1)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Human traits, T-Virus Carrier traits, Damage Reduction 2/Slashing, Fast Movement, Uncanny Dodge
    Saves: Fort +8, Ref +3, Will +1
    Abilities: Str 14 (+2), Dex 15 (+2), Con 18 (+4), Int 17 (+3), Wis 7 (-2), Cha 8 (-1)
    Skills: Concentration +9, Craft +11, Craft +9, Gather Information +4, Jump +8, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Profession +3, Search +8, Spellcraft +8, Spot +1, Use Magic Device +2
    Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
    Challenge Rating: 5
    Treasure: N/A
    Alignment: Chaotic Neutral

    Notes: 5’11” tall; 170 lbs.; pale skin; hazel eyes; brown hair; early T-Virus symptoms
    Last edited by Zeta Kai; 2008-11-09 at 06:56 PM. Reason: added image

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    Default Re: Resident Evil D20 (PEACH)

    Bandersnatch / OR1*
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    Games: CV, DA
    Large Aberration (T-Virus Carrier)
    Hit Dice: 6d8+12 (39HP)
    Initiative: +2
    Speed: 20’ (4 squares)
    Armor Class: 15 (-1 size, +2 Dex, +4 natural); touch 11; flat-footed 13
    Base Attack/Grapple: +6/+17
    Attack: Tentacle +12 melee (1d8+7, 20/Χ3 critical)
    Full Attack: Tentacle +12 melee (1d8+7, 20/Χ3 critical)
    Space/Reach: 10’/10’
    Special Attacks: Tentacle, Long Reach, Constrict
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 5/concussion, Immunities, Frightful Presence
    Saves: Fort +5, Ref +5, Will +6
    Abilities: Str 25 (+7), Dex 15 (+2), Con 15 (+2), Int 4 (-3), Wis 10 (+0), Cha 4 (-3)
    Skills: Balance +4, Jump +14, Listen +2, Move Silently +4, Spot +2, Survival +2
    Feats: Awesome Blow, Improved Bull Rush, Power Attack
    Environment: any land or underground
    Organization: solitary
    Challenge Rating: 5
    Treasure: N/A
    Alignment: Chaotic Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Tentacle (Ex): unlike most creatures’ Tentacle attacks, a Bandersnatch’s Tentacles can deal either piercing or bludgeoning, as chosen by a Bandersnatch prior to each attack

    • Improved Grab (Ex): to use this ability, a Bandersnatch must hit with a Tentacle attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Constrict

    • Long Reach (Ex): a Bandersnatch can lash out with its Tentacle attack once every 1d4-1 rounds (minimum 1), hitting opponents up to 15’ away (NOTE: it may also hit opponents that are only 5’ or 10’ away at no penalty, if it chooses); this attack is identical in all other respects to the normal Tentacle attack

    • Constrict (Ex): on a successful grapple check, a Bandersnatch deals 2d8+14 points of damage (20/Χ3 critical)

    • Frightful Presence (Ex): a Bandersnatch 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 a Bandersnatch; the save DC is Constitution-based
    Last edited by Zeta Kai; 2008-11-09 at 06:57 PM. Reason: added image

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    Default Re: Resident Evil D20 (PEACH)

    Bat (Bat base)
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    Games: RE4
    Diminutive Animal
    Hit Dice: Όd8 (1HP)
    Initiative: +2
    Speed: 5’ (1 square), Fly 40’ (8 squares, good maneuverability)
    Armor Class: 16 (+4 size, +2 Dex); touch 16; flat-footed 14
    Base Attack/Grapple: +0/-17
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 1’/0’
    Special Attacks: N/A
    Special Qualities: Blindsense, Flight, Harmless, Low-Light Vision, Animal traits
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
    Skills: Hide +14, Listen +8, Move Silently +6, Spot +8
    Feats: Alertness
    Environment: temperate deserts
    Organization: colony (10-40) or swarm (41-100)
    Challenge Rating: --
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blindsense (Ex): a Bat notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Flight (Ex): a Bat can cease or resume flight as a free action; it can also use the run action while flying, provided that it flies in a straight line

    • Harmless (Ex): a Bat cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would
    Last edited by Zeta Kai; 2008-11-09 at 06:59 PM. Reason: added image

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    Default Re: Resident Evil D20 (PEACH)

    Bat, Infected (Bat base, Template #2)
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    Games: RE0, CV
    Small Aberration (T-Virus Carrier)
    Hit Dice: 2d8 (9HP)
    Initiative: +0
    Speed: 5’ (1 square), Fly 40’ (8 squares, good maneuverability)
    Armor Class: 13 (+1 size, +2 Dex); touch 13; flat-footed 11
    Base Attack/Grapple: +1/-8
    Attack: Bite +0 melee (1d4-2)
    Full Attack: Bite +0 melee (1d4-2)
    Space/Reach: 5’/5’
    Special Attacks: N/A
    Special Qualities: Blindsense, Flight, Low-Light Vision, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 7 (-2), Dex 11 (+0), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 4 (-3)
    Skills: Hide +6, Listen +8, Move Silently +6, Spot +8
    Feats: Alertness
    Environment: temperate deserts
    Organization: solitary, colony (10-40), or crowd (10-50)
    Challenge Rating: 1
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Blindsense (Ex): a Bat notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense

    • Flight (Ex): a Bat 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 Bite 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; 2008-11-09 at 07:00 PM. Reason: added image

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    Default Re: Resident Evil D20

    Bee / Flying Bug (Giant Bee base)
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    Games: OB2, DA
    Tiny Vermin
    Hit Dice: ½d8-1 (1HP)
    Initiative: +4
    Speed: Fly 40’ (8 squares, good maneuverability)
    Armor Class: 16 (+2 size, +4 Dex); touch 16; flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Sting -2 melee (1d3 + poison)
    Full Attack: Sting -2 melee (1d3 + poison)
    Space/Reach: 2½’/0’
    Special Attacks: Poison
    Special Qualities: Darkvision 60’, Vermin traits, Flight
    Saves: Fort -1, Ref +4, Will +2
    Abilities: Str 3 (-4), Dex 18 (+4), Con 9 (-1), Int 0 (--), Wis 12 (+2), Cha 9 (-1)
    Skills: Spot +5, Survival +1
    Feats: Hover B
    Environment: temperate plains
    Organization: buzz (2-5), or hive (12-50), swarm (51-100)
    Challenge Rating: Ό
    Treasure: N/A
    Alignment: always Neutral
    Advancement: 1 Hit Die (Tiny); 2 Hit Die (Small)
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC10; initial damage 1d3 Constitution; secondary damage 1d3 Constitution; a Bee that successfully stings another creature pulls away, leaving its stinger in the creature; that Bee then dies 1d8+2 minutes later

    • Flight (Ex): a Bee 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; 2008-11-09 at 07:01 PM.

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    Default Re: Resident Evil D20

    Bee, Queen (Giant Bee base)
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    Games: DA
    Medium Vermin
    Hit Dice: 3d8 (13HP)
    Initiative: +2
    Speed: 0’ (0 squares)
    Armor Class: 14 (+2 Dex, +2 natural); touch 12; flat-footed 12
    Base Attack/Grapple: +2/+2
    Attack: Sting +2 melee (1d4 + poison)
    Full Attack: Sting +2 melee (1d4 + poison)
    Space/Reach: 5’/5’
    Special Attacks: Poison
    Special Qualities: Darkvision 60’, Vermin traits, Spawn Bee
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 11 (+0), Dex 14 (+2), Con 11 (+0), Int 0 (--), Wis 12 (+2), Cha 9 (-1)
    Skills: Spot +5, Survival +1
    Feats: N/A
    Environment: temperate plains
    Organization: solitary, buzz (2-5), or hive (12-50)
    Challenge Rating: 1
    Treasure: no coins; Ό goods (honey only); no items
    Alignment: always Neutral
    Advancement: 4-6 Hit Die (Medium); 7-9 Hit Die (Large)
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC11; initial damage 1d4 Constitution; secondary damage 1d4 Constitution

    • Spawn Bee (Ex): a Queen Bee has the ability to spawn tiny offspring (see Bee, above); she can spawn 1d4 of these creatures every round
    Last edited by Zeta Kai; 2008-11-13 at 03:01 PM.

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    Default Re: Resident Evil D20 (PEACH)

    Bitores Mendez (1st Form)*
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    Games: RE4
    Large Aberration (Queen Plagas Carrier)
    Hit Dice: 10d12+50 (115HP)
    Initiative: -2
    Speed: 20’ (4 squares)
    Armor Class: 12 (-1 size, -2 Dex, +5 natural); touch 7; flat-footed 12
    Base Attack/Grapple: +6/+20
    Attack: Claw +15 melee (1d8+10)
    Full Attack: 2 Claws +15 melee (1d8+10)
    Space/Reach: 10’/10’
    Special Attacks: Improved Grab, Long Reach, Strangle, Throw
    Special Qualities: Undead traits, Plagas Carrier traits, Light Sensitivity, Resurgent Form
    Saves: Fort +10, Ref +3, Will +11
    Abilities: Str 30 (+10), Dex 6 (-2), Con 20 (+5), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
    Skills: Bluff +5, Climb +12, Concentration +6, Diplomacy +4, Disable Device +2, Disguise +4, Intimidate +7, Listen +3, Move Silently +5
    Feats: Awesome Blow, Improved Bull Rush, Leadership, Persuasive, Power Attack
    Environment: any land or underground
    Organization: any
    Challenge Rating: 9
    Treasure: N/A
    Alignment: Lawful Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, Chief Mendez must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Strangle or Throw

    • Long Reach (Ex): Chief Mendez can lash out with his Claw attack once every 1d4+1 rounds, hitting opponents up to 15’ away (NOTE: he may also hit opponents that are only 5’ or 10’ away at no penalty, if he chooses); this attack is identical in all other respects to the normal Claw attack

    • Strangle (Ex): on a successful grapple check, Chief Mendez deals 10 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG)

    • Throw (Ex): Chief Mendez can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Chief Mendez’s Strength modifier (+10); Chief Mendez will lift a grappled creature 1d4Χ5’ above the ground before throwing

    • Light Sensitivity (Ex): Chief Mendez is dazzled in bright sunlight or within the radius of a daylight spell

    • Resurgent Form (Ex): when Chief Mendez’s hit points fall below 1, he will transform into his second form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity
    Last edited by Zeta Kai; 2008-11-13 at 03:28 PM. Reason: added image

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    Bitores Mendez (2nd Form)*
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    Games: RE4
    Medium Aberration (Queen Plagas Carrier)
    Hit Dice: 10d12+30 (95HP)
    Initiative: +4
    Speed: Swing 20’ (4 squares)
    Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
    Base Attack/Grapple: +6/+14
    Attack: Claw +14 melee (1d6+8) or Tentacle +14 melee (1d6+8)
    Full Attack: Claw +14 melee (1d6+8) or 2 Tentacles +14 melee (1d6+8)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Throw
    Special Qualities: Undead traits, Plagas Carrier traits
    Saves: Fort +8, Ref +9, Will +11
    Abilities: Str 26 (+8), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
    Skills: Balance +6, Climb +10, Concentration +4, Disable Device +8, Escape Artist +6, Intimidate +7, Jump +10, Listen +3, Move Silently +11, Tumble +10
    Feats: Acrobatic, Agile, Awesome Blow, Improved Bull Rush, Power Attack
    Environment: any land or underground
    Organization: any
    Challenge Rating: 8
    Treasure: 2Χ standard
    Alignment: Lawful Evil
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, Chief Mendez must hit with a Claw or Tentacle attack; he can then attempt to start a grapple as a free action without provoking an attack of opportunity; if he wins the grapple check, he establishes a hold & can Throw

    • Throw (Ex): Chief Mendez can throw any creature (up to Medium size) he has successfully grappled; the thrown creature takes damage upon landing equal to (the falling damage + 10’) + Chief Mendez’s Strength modifier (+8); Chief Mendez will lift a grappled creature 1d4Χ5’ above the ground before throwing

    • Light Sensitivity (Ex): Chief Mendez is dazzled in bright sunlight or within the radius of a daylight spell
    Last edited by Zeta Kai; 2008-11-09 at 07:11 PM. Reason: added image

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    Black Tiger Spider (Monstrous Spider: Small base, Template #2)
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    Games: RE1
    Large Aberration (T-Virus Carrier)
    Hit Dice: 4d8+12 (30HP)
    Initiative: +1
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
    Base Attack/Grapple: +3/+11
    Attack: Bite +6 melee (1d8+4 plus poison)
    Full Attack: Bite +6 melee (1d8+4 plus poison)
    Space/Reach: 10’/10’
    Special Attacks: Poison, Web
    Special Qualities: Darkvision 60’, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +5, Ref +1, Will +0
    Abilities: Str 19 (+4), Dex 13 (+1), Con 16 (+3), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
    Skills: Climb +17, Hide +3, Jump +4, Spot +4
    Feats: Weapon Finesse B
    Environment: temperate forests
    Organization: solitary, colony (2-5) or swarm (6-11)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC13; initial damage 1d6 Strength; secondary damage 1d6 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 45’
    Last edited by Zeta Kai; 2008-11-09 at 07:14 PM. Reason: added image

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    Black Widow (Monstrous Spider: Medium base, Template #2)
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    Games: CV
    Huge Aberration (T-Virus Carrier)
    Hit Dice: 5d8+15 (28HP)
    Initiative: +1
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 17 (-2 size, +3 Dex, +6 natural); touch 11; flat-footed 14
    Base Attack/Grapple: +3/+19
    Attack: Bite +9 melee (2d6+8 plus poison)
    Full Attack: Bite +9 melee (2d6+8 plus poison)
    Space/Reach: 15’/15’
    Special Attacks: Poison, Web
    Special Qualities: Darkvision 60’, Tremorsense, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +9, Ref +1, Will +0
    Abilities: Str 27 (+8), Dex 13 (+1), Con 20 (+5), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
    Skills: Climb +19, Hide -1, Jump +8, Spot +4
    Feats: Weapon Finesse B
    Environment: temperate forests
    Organization: solitary, colony (2-5)
    Challenge Rating: 4
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC16; initial damage 1d8 Strength; secondary damage 1d8 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 60’
    Last edited by Zeta Kai; 2008-11-09 at 07:17 PM. Reason: added image

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    Brain Sucker*
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    Games: RE3
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 3d8+6 (19HP)
    Initiative: +1
    Speed: 30’ (6 squares), Climb 20’ (4 squares)
    Armor Class: 15 (+1 Dex, +4 natural); touch 11; flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Claw +5 melee (1d6+3)
    Full Attack: Claw +5 melee (1d6+3) & Bite +0 melee (1d3+1 plus poison)
    Space/Reach: 5’/5’
    Special Attacks: Brain Drain, Improved Grab, Poison, Poison Spray
    Special Qualities: Aberration traits, T-Virus Carrier traits
    Saves: Fort +1, Ref +1, Will +0
    Abilities: Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 1 (-5), Wis 10 (+1), Cha 5 (-3)
    Skills: Climb +4, Hide +2, Jump +6, Move Silently +2
    Feats: Toughness
    Environment: any land or underground
    Organization: solitary, pair, or trust (3-8)
    Challenge Rating: 2
    Treasure: N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Brain Drain (Ex): a Brain Sucker that is attached to its opponent deals 1 point of Intelligence damage & 1 point of Wisdom damage per round until it reaches a total of 6 points of each, at which point it detaches from its victim & retreats to digest its meal

    • Improved Grab (Ex): to use this ability, a Brain Sucker must hit with a Claw or 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 Brain Drain

    • Poison (Ex): via injury; Fortitude DC13; initial damage 1d4 Constitution; secondary damage 1d4 Constitution

    • Poison Spray (Ex): a Brain Sucker can emit a 20’ cone of poisonous acid (1d8 damage, Reflex save DC12 for half damage) once every 1d4+2 rounds (poison via injury; Fortitude DC13; initial damage 1d4 Constitution; secondary damage 1d4 Constitution)
    Last edited by Zeta Kai; 2008-11-09 at 07:19 PM. Reason: added image

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    Centurion (Monstrous Centipede: Medium base, Template #2)
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    Games: RE0
    Huge Aberration (T-Virus Carrier)
    Hit Dice: 4d8+16 (34HP)
    Initiative: +0
    Speed: 40’ (8 squares), Climb 40’ (8 squares)
    Armor Class: 15 (-2 size, +7 natural); touch 8; flat-footed 15
    Base Attack/Grapple: +3/+18
    Attack: Bite +8 melee (2d6+7 plus poison)
    Full Attack: Bite +8 melee (2d6+7 plus poison)
    Space/Reach: 15’/15’
    Special Attacks: Poison
    Special Qualities: Darkvision 60’, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
    Saves: Fort +6, Ref +0, Will +0
    Abilities: Str 25 (+7), Dex 11 (+0), Con 18 (+4), Int 0 (--), Wis 10 (+0), Cha 2 (-4)
    Skills: Climb +18, Spot +4
    Feats: Weapon Finesse B
    Environment: underground
    Organization: solitary, colony (2-5)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Poison (Ex): via injury; Fortitude DC10; initial damage 1d3 Dexterity; secondary damage 1d3 Dexterity
    Last edited by Zeta Kai; 2008-11-09 at 07:25 PM.

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    Cerberus / Zombie Dog (Dog base, Template #1)
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    Games: RE0, RE1, RE2, RE3, CV, OB1, OB2, Sur, DA
    Small Undead (T-Virus Carrier)
    Hit Dice: 2d12+3 (16HP)
    Initiative: +1
    Speed: 30’ (6 squares)
    Armor Class: 13 (+1 size, +1 Dex, +1 natural); touch 14; flat-footed 12
    Base Attack/Grapple: +1/-2
    Attack: Bite +2 melee (1d4+2)
    Full Attack: Bite +2 melee (1d4+2)
    Space/Reach: 5’/5’
    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 15 (+2), Dex 13 (+1), Con 0 (--), Int 1 (-5), Wis 10 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: Toughness, Track 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 Dog can detect opponents by sense of smell within 30’ (Χ2 for upwind opponents, Χ½ for downwind opponents)
    Last edited by Zeta Kai; 2008-11-09 at 07:27 PM. Reason: added image

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    Chicken (Raven base)
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    Games: RE4
    Tiny Animal
    Hit Dice: Όd8 (1HP)
    Initiative: -3
    Speed: 5’ (1 square), Fly 5’ (2 squares, clumsy maneuverability)
    Armor Class: 9 (+2 size, -3 Dex); touch 9; flat-footed 9
    Base Attack/Grapple: +0/-1
    Attack: N/A
    Full Attack: N/A
    Space/Reach: 2½’/0’
    Special Attacks: N/A
    Special Qualities: Flight, Harmless, Low-Light Vision, Animal traits
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1 (-5), Dex 5 (-3), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 5 (-3)
    Skills: Listen +3, Spot +5
    Feats: Alertness
    Environment: temperate plains
    Organization: solitary or flock (3-12)
    Challenge Rating: --
    Treasure: Ό standard (egg only)
    Alignment: always Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Flight (Ex): a Chicken can cease or resume flight as a free action once every 1d6+4 rounds; it can also use the run action while flying, provided that it flies in a straight line

    • Harmless (Ex): a Chicken cannot &/or will not attack for any reason; it is treated as if it has no attacks, even if a creature of its type or kind normally would
    Last edited by Zeta Kai; 2008-11-09 at 07:28 PM.

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    Chimera
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    Games: RE1
    Medium Aberration (T-Virus Carrier)
    Hit Dice: 4d8+4 (22HP)
    Initiative: +5
    Speed: 20’ (4 squares), Climb 20’ (4 squares)
    Armor Class: 23 (+5 Dex, +8 natural); touch 15; flat-footed 18
    Base Attack/Grapple: +3/+6
    Attack: Claw +6 melee (1d6+3)
    Full Attack: 2 Claws +6 melee (1d6+3)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Pounce
    Special Qualities: Aberration traits, T-Virus Carrier traits, Damage Reduction 2/piercing or concussion
    Saves: Fort +1, Ref +5, Will +0
    Abilities: Str 16 (+3), Dex 21 (+5), Con 13 (+1), Int 1 (-5), Wis 10 (+1), Cha 5 (-3)
    Skills: Balance +5, Hide +7, Jump +3, Listen +1, Move Silently +7, Spot +1
    Feats: Improved Natural Armor
    Environment: any land or underground
    Organization: solitary, pair, or buzz (3-5)
    Challenge Rating: 3
    Treasure: N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A

    • Improved Grab (Ex): to use this ability, a Chimera must hit with a Claw attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can automatically hit with another Claw attack

    • Pounce (Ex): if a Chimera charges a foe, it can make a full attack, including two Claw attacks
    Last edited by Zeta Kai; 2008-11-09 at 07:29 PM. Reason: added image

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