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Thread: Critters II!

  1. - Top - End - #661
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    you want a single mosquito or a swarm?
    Just a signal mosquito.
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  2. - Top - End - #662
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    Default Re: Critters II!

    After the mosquito would it be possible for you to make a creature I call Ourboros. It the result of spliting a soul into too many pieces. It should be colossal and have a few soul based abilities.
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  3. - Top - End - #663
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    Default Re: Critters II!

    sure but once i get these two out i gotta do venom (i did promise)
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    sure but once i get these two out i gotta do venom (i did promise)
    Thanks fine. No rush.
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    Default Re: Critters II!

    Other than scent and spreading disease anyone know what abilities mosquitoes have?
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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    Other than scent and spreading disease anyone know what abilities mosquitoes have?
    They can see in infra-red and they will try to never cross light with too much infra-red in it (Like sunlight). So they are kind of like Vampires....
    Last edited by Milo v3; 2012-04-09 at 10:15 PM.
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    Default Re: Critters II!

    They would be crazy dodgy and able to bite you without you noticing for 0 damage but still spread disease. Like the opposite of size C+ it should be F-
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  8. - Top - End - #668
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    Default Re: Critters II!

    I disagree, the example for fine is a fly, mosquitoes aren't really any smaller.

  9. - Top - End - #669
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    Ya I guess they are about the same size, but mosquitoes are thinner although that is not a very big difference.
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    http://kestalusrealm.files.wordpress...pg?w=468&h=468

    Fractal Beholder
    Large Outsider (Evil, Extraplanar, Lawful, Incorporeal)
    Hit Dice: 13d8+39 (97 hp)
    Initiative: +8
    Speed: Fly 60 ft. (12 squares), Perfect
    Armor Class: 26 (-1 Size, +4 Dex, +13 Deflection), touch 26, flat-footed 22
    Base Attack/Grapple: +9/-
    Attack: Eye Rays +12 Ranged Touch (effect varies)
    Full Attack: Eye Rays +12 Ranged Touch (effect varies)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays
    Special Qualities: All-Around Vision, Darkvision 120', Flight, Incorporeal traits, Immunities, Spell Resistance 20, Energy Resistance 10 (Cold, Electricity, Sonic), Splitting
    Saves: Fort +9, Ref +8, Will +13
    Abilities: Str -, Dex 18, Con 16, Int 18, Wis 16, Cha 15
    Skills: Concentration +17, Hide +14, Knowledge (Arcana, The Planes) +18, Listen +18, Search +22, Spot +22
    Feats: Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
    Environment: The Far Realms
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Varies considerably, but never Good
    Advancement: 14-26 HD (Large)
    Level Adjustment: ---

    Could this day get much worse?"

    Factal Beholders are horrifying mutations from the Far Realms. How they have entered into their present insubstantial state, and what they desire is unknown. Beholder scholars believe they are the result of their species attempt to communicate with a being in the Far Realms that was lost. They do not communicate in any way since coming back, and many species normally considered enemies have allied to do something about them.

    Eye Rays (Su): Each of a Fractal Beholders 10 eye rays resembles a spell cast by a 12th Level Caster. They have a range of 150', and require a DC 18 Saving Throw if they successfully hit (Save DC is Charisma Based). They may affect corporeal and incorporeal targets.

    Eye 1: This is the central eye. Instead of a ray the Fractal Beholder may use it to cast Effulgent Epuration 5/day.

    Eye 2: This is the top eye. Instead of a ray it may cast Sphere of Ultimate Destruction every 1d4+1 rounds.

    Eye 3: Target is affected as if an Otiluke's Telekinetic Sphere Spell were cast on him.

    Eye 4: Target must make a Fortitude Save or be affected as if a Avasculate Spell were cast on him.

    Eye 5: Target is affected as if a Ruby Ray of Reversal Spell were cast on him.

    Eye 6: Target must make a Reflex Save or be affected as if a Otiluke's Freezing Sphere Spell were cast on him.

    Eye 7: Target must make a Fortitude Save or be affected as if a Orb of Electricity Spell were cast on him.

    Eye 8: Target must make a Fortitude Save or be affected as if a Orb of Fire Spell were cast on him.

    Eye 9: Target must make a Fortitude Save or be affected as if a Orb of Force Spell were cast on him.

    Eye 10: Target must make a Fortitude Save or be affected as if a Orb of Sound Spell were cast on him.


    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Immunities: Fractal Beholders are immune to critical hits, petrification, polymorph, poison, paralysis, sleep effects, fatigue/exhaustion, stunning, and nonlethal damage. It must still make a Save against any effect that would cause it to split to see if that occurs.

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    Splitting (Su): When a Fractal Beholder fails a Saving throw against any Spell or similar effect that would cause it's death, petrification, polymorph, or similar status that would immediately remove it from the fight it splits into two Fractal Beholders, each with half of the hit points of the original. One of the two suffers the effects of the failed Save while the other does not. Fractal Beholders with less than 10 hit points lose this ability and cannot be divided further.

    Combat: Fractal Beholders prefer to unload with the artillery from a distance. Particularly if their opponents are mages or other casters due to their splitting abilities.
    Last edited by Bhu; 2012-05-14 at 10:28 PM.
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  11. - Top - End - #671
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    http://www.scrignodicarter.it/galler...ge.php?pid=326

    Beholder, Pirate
    Large Aberration
    Hit Dice: 11d8+44 (93 hp)
    Initiative: +6
    Speed: 5 ft. (1 square), Fly 40 ft. (Good)
    Armor Class: 27 (-1 Size, +2 Dex, +16 Natural), touch 11, flat-footed 25
    Base Attack/Grapple: +8/+16
    Attack: Eye Rays +9 Ranged Touch (varies) and 1 Bite +11 melee (2d4+4)
    Full Attack: Eye Rays +9 Ranged Touch (varies) and 1 Bite +11 melee (2d4+4) and 1 Hook +6 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Eye Rays, Pirate
    Special Qualities: All-Around Vision, Darkvision 120', Flight
    Saves: Fort +7, Ref +5, Will +11
    Abilities: Str 18, Dex 15, Con 18, Int 16, Wis 14, Cha 12
    Skills: Intimidate +12, Knowledge (Arcana, Geography) +14, Listen +12, Search +14, Spot +13, Survival +12
    Feats: Flyby Attack, Great Flyby Attack, Improved Initiative, Iron Will
    Environment: Any
    Organization: Solitary or Party (5-10)
    Challenge Rating:
    Treasure: Standard
    Alignment: Neutral Evil
    Advancement: 12
    Level Adjustment: ---


    Beholder Pirates are odd mutations, descendants of outcasts from the Beholder Kingdoms that have taken to robbery to survive. Born blind in their Antimagic central eye, and with a withered extra eyestalk to which a prosthesis is usually attached, they do not have some of the raw power their other cousins do. Most have been reduced to raiding passers by in lonely areas to eke out an existence while avoiding the gaze of their more numerous cousins.

    Eye Rays (Su): Each of a Beholder Pirates 10 eye rays resembles a spell cast by a 13th Level caster with a range of 150' and a Save DC of 16 (Save DC is Charisma based). Most are ranged touch attacks with the following effects:

    Eye 1: Beckon Person (see Tome of Magic)

    Eye 2: Power Word Fatigue (see Races of the Dragon)

    Eye 3: Curse of Impending Blades (see Miniatures Handbook)

    Eye 4: Pain (see Complete Arcane, Fortitude partial)

    Eye 5: Rapture of the Deep (see Stormwrack, Will negates)

    Eye 6: Phantasmal Killer (Wills Save, PHB)

    Eye 7: Telekinesis (Will Save, PHB)

    Eye 8: Disintegrate (Fortitude partial, PHB)

    Eye 9: Flesh to Salt (see Sandstorm, Fortitude partial)

    Eye 10: Greater Harm (see Heroes of Horror, Will Save for half)

    Pirate: If an opponent is denied his Dexterity Bonus to AC or is Flat-footed, the Beholder Pirates Eye Rays increases their Save DC by +2, and it's physical attacks do +1d6 damage (this second part is identical to the Sneak Attack ability on page 50 of the PHB).

    All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

    Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

    Combat: Pirate Beholders blast away from ambush, hiding and sniping away till their rays work before moving in for the kill.
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  12. - Top - End - #672
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    Default Re: Critters II!

    mosquito updated. does d20 modern have offical stats for those diseases?
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  13. - Top - End - #673
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    The Fractal Beholder's Eye Rays should be +16 ranged touch because outsiders give full BAB and it has a Dex of 18.

    Quote Originally Posted by Fractal Beholder
    Immunities: Fractal Beholders are immune to critical hits, petrification, polymorph, poison, paralysis, sleep effects, fatigue/exhaustion, stunning, and nonlethal damage.
    Quote Originally Posted by Fractal Beholder
    Splitting (Su): When a Fractal Beholder fails a Saving throw against any Spell or similar effect that would cause it's death, petrification, polymorph, or similar status that would immediately remove it from the fight it splits into two Fractal Beholders, each with half of the hit points of the original. One of the two suffers the effects of the failed Save while the other does not. Fractal Beholders with less than 10 hit points lose this ability and cannot be divided further.
    How do the bolded sections interact with each other?

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    Default Re: Critters II!

    Quote Originally Posted by Bhu View Post
    mosquito updated. does d20 modern have offical stats for those diseases?
    I'm not sure, but good work so far.
    Last edited by Dr.Orpheus; 2012-04-27 at 09:34 AM.
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  15. - Top - End - #675
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    Default Re: Critters II!

    ok how does the mosquito look?
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    It looks great except for a lack of description on the diseases, but I can discuss them with my DM.
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

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    I'm not sure all of them are statted up for dnd, so I'll be doing them shortly after a search
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  18. - Top - End - #678
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    Default Re: Critters II!

    added diseases to the mosquito

    fractal beholder updated
    Last edited by Bhu; 2012-05-14 at 10:28 PM.
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    okay Milo I need details on this ouroboros thingie
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    Ah the diseases are cool, thanks.
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    sorry it too kso long Doc Life has sucked of late

    Ouroboros
    Colossal Aberration
    Hit Dice: 40d8+440 (620 hp)
    Initiative: +16
    Speed: 40 ft. (8 squares), Swim 30 ft., Burrow 30 ft.
    Armor Class: 40 (-8 Size, +8 Dex, +30 Deflection), touch 40, flat-footed 32
    Base Attack/Grapple: +30/+60
    Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
    Full Attack: Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Soul Bite, Aberrant Power, Ghost Touch
    Special Qualities: Dark Vision 60', SR 39, DR 10/Epic, Immunities, Soul Vision, Fast Healing 20, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic)
    Saves: Fort +24, Ref +25, Will +29
    Abilities: Str 38, Dex 27, Con 32, Int 4, Wis 24, Cha 30
    Skills: Balance +14, Climb +20, Hide +0, Listen +13, Move Silently +14, Spot +13, Swim +20
    Feats: Blinding Speed, Cleave, Devastating Critical (Bite), Epic Reflexes, Great Cleave, Improved Critical (Bite), Improved initiative, Improved Snatch, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Superior Initiative, Weapon Focus (Bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Always Neutral
    Advancement: 41+ HD (Colossal)
    Level Adjustment: ---

    The Ouroboros, as it is called, is one of the most rare and unusual sights upon the Material Plane. There have only been two sightings in history, during each of which this beast had slaughtered thousands.

    It appears as a colossal serpent with glistening metallic green flesh. It is believed amongst the learned arcanists that the Ouroboros have some connection to essence as they are eternally linked to the soul of a single mortal.

    How is unknown except by two mortals. This bond is formed because of a shattering of a beings soul into tiny shards. This disconnection to the other souls causes the shard to try to regain connection, through violet means and the death of its "host". Why the other shards do not gain this same power is not well understood, and powerful, perhaps even divine, magic is assumed responsible.

    Soul Bite (Su): The bite of an Ouroboros does 2d6 Charisma Drain.

    Aberrant Power (Sp): The Ouroboros may use the following spells as Spell-Like Abilities:

    3/day: Aura of Terror, Mass Inflict Moderate Wounds, Spiritwall

    1/Day: Greater Consumptive Field, Mass Inflict Critical Wounds, Retributive Enervation


    Ghost Touch (Ex):
    The Ouroboros can affect Incorporeal beings as though they were solid.

    Immunities (Ex): Ouroboros are immune to death effects, energy drain and other negative energy effects, effects that trap the soul (Binding, Magic Jar, Trap the Soul, etc), poison, sleep effects, paralysis, stunning, disease, ability damage or drain, non lethal damage, fatigue and exhaustion effects, and may not be Raised or Resurrected.

    Soul Vision (Su): The Ourorboros permanently has the benefits of a Death Watch spell on it's person. It may sense Living beings or incorporeal Undead with an Intelligence Score, and they gain no benefit from Concealment. It automatically knows the mortal it is bound too if it sees him/her.

    Combat: Ouroboros are beasts in mindset and as such don't use tactics. They destroy without thought, seeking their target.

    Though they will stop this rampage if their goal is realized, and they slay the mortal they are bound to.
    Last edited by Bhu; 2012-10-14 at 07:06 PM.
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    These are wonderful! :)

    If you ever get the chance, it would be awesome to have a Wombat of Doom creature design.
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    as in your avatar or just a really pissed off wombat?
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    I'm not sure if you noticed but I requested The Walrus from the Beetles song 'I am the Walrus', you may have noticed but just didn't do it yet though I'm not sure, yo didn't respond to that, though you did to the rest of my post.

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    Quote Originally Posted by Bhu View Post
    as in your avatar or just a really pissed off wombat?
    It's basically a wombat of epic porportions. Doesn't realize it's size may cause huge amounts of damage. Has been known to lay down to sleep and crush homes acidentally.
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    Wombat of Doom
    Colossal Magical Beast
    Hit Dice: 48d10+576 (840 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), Burrow 40 ft.
    Armor Class: 32 (-8 Size, +30 Natural), touch 2, flat-footed 32
    Base Attack/Grapple: +48/+84
    Attack: Claw +85 melee (5d10+20)
    Full Attack: 2 Claws +85 melee (5d10+20) and 1 Bite +79 melee (4d12+10)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Tunnel Fighting, Trample (6d6+30), Squish
    Special Qualities: Dark Vision 60', Armored Butt, Speed Burst, Deceptively Cute, DR 15/Epic, SR 32, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic)
    Saves: Fort +38, Ref +26, Will +17
    Abilities: Str 50, Dex 10, Con 35, Int 2, Wis 12, Cha 16
    Skills: Climb +26, Hide -10, Intimidate +3, Listen +7, Move Silently+6, Search +2, Spot +7, Survival +7, Swim +26
    Feats: Awesome Blow, Cleave, Cometary Collision, Devastating Critical (Claws), Dire Charge, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Overwhelming Critical (Claws), Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Critical)
    Environment: Warm Plains and Forest
    Organization: Solitary or Colony (4-8)
    Challenge Rating: 19
    Treasure: None
    Alignment: Always Neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment: ---


    Little is known about the Wombat of Doom beyond it's clumsiness, voracious appetite, and legendary cudliness. Many an opponent has fallen against the Wombat by failing to grasp just exactly how dangerous it truly was. It is necessary to drive him away however as he can devastate croplands if left alone. He doesn't mean harm, but his apparent indestructability rivals that of the Tarrasque (well almost). Some part of it is that opponents staring into his huge blank eyes just can't bring themselves to really hurt him.

    Tunnel Fighting (Ex): The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Trample (Ex): DC 54 Reflex Save, Save DC is Str based.

    Squish (Ex): The Wombat of Doom is notoriously fumbly. Anytime an opponent requires it to make a Reflex Save it falls over. If the opponent is within melee the Wombat falls on him. If he is at range everything on adjacent squares to 1 side of the Wombat (roll 1d6, even it falls left, odd it falls right). Victims the Wombat falls on take 10d6+30 damage.

    Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Wombat of Doom's DR increases to 30/Epic against attacks from the rear.

    Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Deceptively Cute (Ex): The Wombat is unusually dumb and cuddly looking. If he fails an Intimidate Check against an opponent that opponent gains a -2 Penalty to AC until he takes damage from an attack the Wombat makes.

    Combat: The Wombat isn't a predator and doesn't much initiate Combat unless scared or surprised. He is notoriously stubborn though and will not give up a good food patch once he has found it.
    Last edited by Bhu; 2012-10-06 at 04:51 PM.
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  27. - Top - End - #687
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters II!

    The Walrus
    Medium Monstrous Humanoid
    Hit Dice: 10d8+20 (65 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 17 (-1 Dex, +8 Natural), touch 9, flat-footed 17
    Base Attack/Grapple: +10/+13
    Attack: Tusk +12 melee (1d6+3)
    Full Attack: Tusk +12 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Goo Goo G'joob, Come and walk with us, Veteran
    Special Qualities: Dark Vision 60', I am the Walrus
    Saves: Fort +5, Ref +6, Will +10
    Abilities: Str 16, Dex 8, Con 14, Int 16, Wis 16, Cha 18
    Skills: Bluff +13, Concentration +9, Diplomacy +13, Gather Information +11, Intimidate +6, Knowledge (Local, Nature) +9, Listen +9, Sense Motive +12, Survival +9, Swim +17
    Feats: Improved Diversion, Negotiator, Persuasive, Wanderer's Diplomacy
    Environment: Warm Aquatic
    Organization: Unique
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: +3

    "O Oysters, come and walk with us!"

    The Walrus is an enigmatic figure, with an apparent penchant for devouring the innocent and gullible. He has appeared virtually incapable of telling the truth and many believe he may be a serial killer. And by many we mostly mean oysters. He has a fondness for them.

    Goo Goo G'joob (Su): Once every 1d4 rounds the Walrus may speak gibberish as a Standard Action. All Opponents within 30' must make a DC 19 Willpower Save (Save DC is Charisma based) or be Confused for 1d6 rounds as per the spell. This is a Sonic Mind-Affecting effect.

    Come and walk with us (Su): The Walrus may cast the following as Supernatural Abilities 3/day: Advice (see Oriental Adventures), Enthrall, Mass Charm Monster .

    I am the Walrus (Su): Knowledge checks made against you (unless it happens to be Knowledge: The Walrus) automatically fail to provide any useful information. Bardic Knowledge type checks are now at -8. People just seem to invent total gibberish about you.

    Veteran (Ex): Years of experience mean the Walrus no longer takes the usual penalties to attack and damage rolls underwater.

    Combat: The Walrus usually attempts to lure victims into terrain inhospitable to them, or somehow get them at some form of disadvantage.
    Last edited by Bhu; 2012-10-06 at 04:36 PM.
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  28. - Top - End - #688
    Ettin in the Playground
     
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    :) Let me know if you want anymore details!
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    (you can't take the sky from me)

  29. - Top - End - #689
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters II!

    Milo: PM me with some abilities you want for the ouroboros

    Wombat: Does it look okay so far?

    rweird: There's not much on the walrus what do you want him to be able to do?
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  30. - Top - End - #690
    Firbolg in the Playground
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    Default Re: Critters II!

    Use a sonic attack called 'goo goo g'joob,' other than that pretty much hits people with its tusks, maybe using some bard abilities. Maybe perform (Sing) helps it use 'goo goo g'joob' or something.

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