Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bhu

Pages: [1] 2 3 4 5 6 ... 791
1
ANURAMANCER   (Sorceror Subclass)
Anuramancers are experimenters attempting to perfect frog based magic.  They also hand out Frog Familiars to those the council wishes to reward, and may the Gawds help anybody who squishes one.

EXPANDED SPELL LIST
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Anuramancy Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an enchantment spell from the bard, warlock, or wizard spell list.

Sorceror Level  Spells
1st: A Frog Speaks In The Darkness*, The Bad Ribbit*
3rd: All The World Is Frog*, Fortune's Favor
5th: Bestow Curse, Poison Arrow*
7th: Ray of Frog*, Shout*
9th: Contagion, Frogmorph*


FROG EYES
At 1st Level, whenever you cast a spell that requires a Saving Throw, you may Restrain one target, if it fails the Save, until the beginning of your next turn.  You may do this a number of times per long rest equal to you Proficiency Bonus (Fans of Yakuza Apocalypse will get the joke).

HERE, TAKE THIS FROG
At 6th Level, you may summon a Frog as a 10 Minute ritual once per long rest. The Frog appears in an unoccupied space of your choice that you can see within 30 feet of you.  The Frog Council will only let you create and assign these Frogs for individuals they deem worthy, so you can't just go around spamming them.

The Frogs are friendly to you and their new companion and obey your commands. See this creature's game statistics in the This Frog stat block, which uses your proficiency bonus (PB) in several places.

The Frog acts independently of you or it's assigned person, but it always obeys your commands (or it's new companions orders once you have assigned it, so long as they don't betray frogkind). In combat, it rolls its own initiative and acts on its own turn.

The Frogs remain until they are reduced to 0 hit points, or until you or their assignee dies. 

This Frog
Tiny Celestial
Armor Class: 10 + PB
Hit Points: 4 + two times your sorcerer level
Speed: 20 ft, Climb 20 ft., Swim 20 ft.
Str: 3
Dex: 16
Con: 10
Int: 11
Wis: 14
Cha: 14
Senses: Darkvision 60 ft., passive perception 12
Languages: Common, Frog, Sylvan
Proficiency Bonus: equals your bonus
Abilities:
Commune. 
Familiar.
Actions:
Ribbit. Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. radius, one target. Hit: (1d6 + PB) thunder damage.
 

FROG SPELLS
At 14th Level, whenever you cast a damaging spell you may spend 3 sorcery points to make the spell do frog damage instead of it's normal  damage.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.

WITNESS THE FROGAGEDDON
At 18th Level, you may use up your 9th Level spell slot (which must be available to use this ability) to summon a Frawgzilla.  Effectively this works like  a spell (see below).


A Frog Speaks In The Darkness
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Wisdom saving throw. On a failed save, a target takes 2d6 psychic damage and is frightened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


The Bad Ribbit
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Constitution saving throw. On a failed save, a target takes 2d6 thunder damage and is deafened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


All The World is Frog
2nd Level Illusion
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
The target of this spell must make a Wisdom Saving Throw on each of it's tuns for the duration of the spell, or perceive all living things (itself included) as frogs.  Specifically, the exact same, endlessly staring, malevolent frog.  On any round it fails, the target uses it's Action to scream while  taking 2d4 psychic damage.


Poison Arrow
3rd Level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of the spell, one weapon you touch does +1d6 Poison damage when it hits.  Additionally, the target must make a Constitution Save, or be Poisoned until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the extra damage increases to 3d4.


Ray of Frog
4th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of frog poison)
Duration: Instantaneous
The target of this ray must make a Constitution Save.  If it fails it takes 7d6 poison, psychic or thunder damage (caster chooses when he casts the spell), and is Poisoned until the star of your next turn.  If the save is successful, the target takes half damage and is not Poisoned.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


Shout
4th Level Evocation
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V
Duration: Instantaneous
You unleash an ear-splitting scream (ribbit), and any creatures within range must make a Constitution Save.  A failed save means taking 5d8 thunder damage, while a successful one means taking half that damage.  A creature made of certain inorganic material such as stone, crystal or metal has disadvantage on this saving throw. 
  At Higher Levels: If cast as a 5th Level of higher spell, it does an additional d8 damage per slot level above 4th.  At 6th Level or higher, creatures who fail the saving throw are also deafened.


Frogmorph
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: 1 Hour
One creature within range must make a Wisdom Save, or be turned into a  harmless frog (see Monster Manual for statblock).  Shapechangers automatically succeed at this saving throw.  The transformation lasts for the duration, or until the target drops to 0 hit points or dies.  If the target fails the saving throw by 5 or more, the spell lasts until the target receives a Dispel Magic, Remove Curse, Dispel Evil and Good or a similar spell/effect.  The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.


The Frogageddon
5th Level Conjuration
Casting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 Minute
Frawgzilla rides again, appearing at any point within range.  Any creature within 1 40 foot radius of that point must make a Dexterity Save at the beginning of each of your turns.  If it fails, it takes 20d6 Frog damage, and is knocked Prone.  If it succeeds it takes half damage.  As a Bonus  Action you can move the point the spell is centered on up to 40 feet, and anything within 40 feet of the origin point as it travels must save against the damage.  Note that while this technically summons a creature, that creature is invulnerable t mere mortals, and so doesn't need stats.

2
Uncle Kittie's Unnecessary Revisions / Re: 5E Monk Traditions
« on: March 17, 2024, 03:10:01 AM »
WAY OF THE MOIST PALM   (Monk Subclass)
You were raised to be the personal bodyguard of the Frog Council.  Despite your art being called the Way of the Moist Palm, that is effectively a quaint synonym for your tongue.  You keep your tongue in reserve as a hidden weapon.  Mostly because you don't like using it.  In addition to paying for your training, the Frog Council has had to pay for your PTSD therapy made necessary by being able to taste your opponents...

MOIST PALM TECHNIQUES
At 3rd Level, you can summon The Moist Palm by spending 1 Ki Point as a Bonus Action.  For the next 10 Minutes (or until you die/become incapacitated) you  can make Unarmed Strikes with your super stretchy tongue.  During this time you have the following benefits:

You can use the tongue to make an Unarmed Strike, and it's range is 5 feet greater than normal.  You use your Wisdom modifier for attack and damage rolls with the tongue.  Successful attacks by the tongue do Frog Damage.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.  Additionally, if it successfully hits, the target must make a Strength or Dexterity Saving Throw (it's choice, Save DC is 8 + your Proficiency Bonus + your Wisdom modifier), or it is considered to be grappled (and restrained for as long as you maintain the grapple).  As a Bonus Action, you can move a creature grappled by the tongue up to 5 feet toward you. 

MOIST COUNTENANCE
At 6th Level, you may begin to sweat profusely for 10 Minutes (or until you die/become incapacitated) by spending 1 Ki Point as a Bonus Action (or as part of the Bonus Action used to summon the Moist Palm.  During this time you have the following benefits:

You gain Advantage on any rolls to Grapple an opponent, or escape being Grappled by them.  You become resistant to Acid, Fire and Psychic damage.  If you are already resistant to one of these  damage types, you temporarily become immune instead.

MOIST BODY
At 11th Level, when you summon your Moist Palm and Moist Countenance, your skin turns green and frog-like, and your limbs get longer.  Once on each of your turns, when you hit a target with the Moist Palm you can deal extra damage to the target equal to your Martial Arts die.  When you make an Opportunity Attack with your tongue, your opponent must make a Dexterity Save (Save DC is 8 + your Proficiency Bonus + your Wisdom modifier) or be Blinded as long as you maintain the Grapple due to your tongue occupying his face.

MOIST AWAKENING
Beginning at 17th level, you gain a few extra abilities when summoning you Moist Body and Countenance (this costs another +3 Ki Points).  You temporarily Teleport to any point you can see in range (which is equal to your land speed) instead of moving, thereby gaining immunity to effects that reduce your movement speed.  On any turn that you use this Teleport, you gain Advantage on all Saving Throws until the beginning of your next turn.

3
Uncle Kittie's Unnecessary Revisions / Re: Bard and Wizard Subclasses
« on: March 17, 2024, 03:05:45 AM »
RIBBITEER   (Bard SUbclass)
The Frog Council paid for you to go to College, where you specialized in throat singing, and as a thank you, you're now a walking billboard for them.  You're like The HU, but instead of singing of the glories of Mongolia, you sing about the glories of frog.  You also provide a method of spying on the public for the Council, as well as acting as a go between for setting up meetings with the disenfranchised people who contact the Council for help. 


HARMONY
At 3rd Level, you can give a Bardic Inspiration die to anyone who already has one by you or another Bard, or give him two or more Inspiration Dice of your own with the single Bonus Action.  Any other Bard can give one Inspiration Die to someone you have given an Inspiration Die to.  The target creature can have a maximum of 2 Bardic Inspiration Dice (three dice at 20th Level).  The recipient also gains an additional effect depending on how he uses the die:  If he uses it on an attack roll, and it makes the attack successful, he also adds the result to his damage.  If he uses it to boost a Saving Throw, and it becomes successful, he regains hit points equal to the die roll.  If he uses it on an ability check, and it makes the check successful, he may use the Inspiration die one more time (this is not cumulative, you can only do this once).

THE POWER OF THE FROG
At 6th Level, any time an opponent fails a Saving Throw against one of your spells, you regain one Inspiration Die (max of one die per round).

THE FROG COUNCIL GETS OUT THE MESSAGE
 At 14th Level, you can empower a spell you cast up to three times per long rest.  One target affected by this spell has Disadvantage it's Saving Throw.  If the target chooses to use Legendary Resistance, this instead means it must now make a Save (but doesn't have Disadvantage on the roll).

4
Uncle Kittie's Unnecessary Revisions / Re: 5E Barbarian Path Variants
« on: March 16, 2024, 11:30:51 PM »
FRAWGHEMOTH
As a child you were possessed by angry, vengeful spirits.  The spirits of frogs, angry at the tribes for hunting them for their sweet, delicious legs.  At least that's what the spirits said.  Granted their resemblance to frogs was kind of...superficial.  The tribes shaman tried exorcisms, but to no avail.  You really didn't want the spirit to go away.  You'd always been shunned by the tribe for being different, and now you had a friend.  A friend who gave you super powers and neat advice.  Advice such as "Running at people screaming out of the darkness is socially acceptable."

Then, one day, the Frog Council visited the village.  "Let us train the lad" they said.  The village, eager to be rid of you, agreed.  Now you get to keep your friend!  And assist in the dispensing of froggy justice!  Which is mostly making people crap themselves by hulking out into ragefrog mode.

LOOMING TERROR
At 3rd Level, when you are Raging, you are surrounded by the spectral form of a hulking, hideous frog thing.  All Barbarians are spooky during rage, but few are haunted by their own personal nightmare fuel.  Any creature of your choice within 10 feet of you takes 2 psychic damage at the start of your turn.  The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.  Additionally, the first successful attack you make each turn does frog damage instead of it's normal damage type.  Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. 

POWER OF THE FROG
At 6th Level, you may choose to end your Rage early voluntarily as a Bonus Action to release the Frog Soirit.  For the next Minute (or until you Rage again, whichever comes first). one target of your choice within 30 feet must make a Charisma Saving Throw (Save DC is 8 + your Proficiency Bonus + your Constitution modifier) or take 3d8 Psychic damage on a failed save (half that much if the save is successful) as it is savaged by the Frog Spirit.  If it fails the Saving Throw it is also Frightened of the Frog Spirit until the beginning of your next turn, and will not approach the Frog Spirits current position (i.e. it's current target).

RIBBIT STRONG!
At 10th Level you may choose to succeed at any one Saving Throw once per Rage.  This is not an Action, and you may see the result of the Saving Throw before deciding..

THE SHAPE OF FRAWGS YET TO COME
At 14th Level, you now do psychic damage to any creature of your choice within 30 feet.  Additionally, while you are Raging, when a creature of your choice that can see you starts its turn within 30 feet of you, you can force it to make a Charisma saving throw if you aren’t incapacitated.  If it fails, it takes 1d6 frog damage.  Save DC is 8 + your Proficiency Bonus + your Constitution modifier.

5
nother request

                      Crabcoon
                      Tiny Magical Beast (Amphibious, Aquatic)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 10 ft.
Armor Class:          16 (+2 Size, +1 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +1/-3
Attack:               Pincer +4 melee (1d3)
Full Attack:          2 Pincers +4 melee (1d3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Electrovore
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 4, Wis 14, Cha 6
Skills:               Balance +9, Climb +9, Escape Artist +5, Hide +13, Jump +3, Listen +4, Move Silently +5, Spot +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair or Swarm (3-12)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ---

Crabcoons are furry grey crabs with the faces and tails of raccoons.  Unlike either crabs or raccoons, however, they feed on electricity.  Which means the little nuisances tend to chew on electrical lines.

Improved Grab (Ex): To use this ability, a Crabcoon must hit with a pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.  Crabcoons have a +4 racial bonus on grapple checks.

Constrict (Ex): The Crabcoon does 2d3 damage with a successful Grapple Check.

Spiderclimb (Ex): A Crabcoon can climb sheer surfaces as though with a spider climb spell.

Electrovore (Ex): Crabcoons feed on electricity, and they are immune to electricity damage.   Electricity damage heals them for an equal amount of damage instead.

Skills: Crabcoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently, Spot and Swim Checks.

Combat: Crabcoons are pretty fussy for their size.  They tend to go right for the grapple.

6
https://en.wikipedia.org/wiki/It!_The_Terror_from_Beyond_Space


The Martian
                      Medium Monstrous Humanoid
Hit Dice:             14d8+98 (161 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:         20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +14/+30
Attack:               Claw +22 melee (2d6+8/19-20)
Full Attack:          2 Claws +22 melee (2d6+8/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Throw, Rend, Improved Grab, Blood Drain, Sunder
Special Qualities:    Darkvision 60 ft., Invulnerability 20/-, Immune to Radiation and Poison, Powerful Build
Saves:                Fort +13, Ref +9, Will +10
Abilities:            Str 26, Dex 11, Con 24, Int 10, Wis 12, Cha 6
Skills:               Climb +13, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +6
Feats:                Cleave, Great Cleave, Great Fortitude, Improved Critical (Claw), Power Attack
Environment:          Mars
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          15+HD (Large)
Level Adjustment:     ----

"Every bone in his body must be broken. But I'm not sure that's what killed him."

The last creature on Mars is a hulking, vaguely reptilian creature with massive three clawed hands (it's feet have three claws as well).  It's face could be described as bat-like with humanoid ears.  Initially thought of as a dumb beast, it quickly displays intelligence, hiding the bodies of the victims it's drained of all liquid and oxygen with no wounds on him.  Nearly invulnerable, the crew is forced to send it out an airlock to kill it.  The astronauts who encounter it as a stowaway on their ship think it's the last of a Martian civilization descended into a primitive state.  It never occurs to them that given it's power and viciousness, it might have prevented the supposed Martian civilization from ever happening.

Throw (Ex):

Rend (Ex):

Improved Grab (Ex):

Blood Drain (Ex):

Sunder (Ex):

Invulnerability (Ex):

Powerful Build (Ex):

Combat:

7
https://www.youtube.com/watch?v=kTZR5Ut9NpA

Andromedan
                      Medium Aberration
Hit Dice:             6d8+24 (51 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Full Attack:          2 Slams +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Kidnap, Stun, Frightful Presence, Disintegrator, Sunder
Special Qualities:    Darkvision 60 ft., Emotionless, Disguise, Alien Machine, Forcefield,  Gaseous Form
Saves:                Fort +8, Ref +2, Will +7
Abilities:            Str 18, Dex 11, Con 18, Int 14, Wis 14, Cha 14
Skills:               Bluff +4, Disguise +4, Drive +6, Intimidate +4, Knowledge (Earth and Life Sciences,  Physical Sciences, any 1 other) +6, Listen +4, Navigation +6, Pilot +4, Spot +4 
Feats:                Alien Weapons Proficiency (see D20 Modern), Personal Firearms Proficiency (see D20 Modern), Starship Operation (see D20 Future)
Environment:          Any? (unknown really)
Organization:         Solitary or Group )
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

"Don't you worry Marge. I know where to get our men. Human men!"

The Andromedan's planet suffered a natural disaster, prompting them to flee in their fleet of spacecraft.  Searching for a new world, they come across the toxic planet Earth, losing all the females of their race along the way.  Finding humanoid life on the planet, they decided to settle down and construct suits that would let them survive our atmosphere while impersonating the locals.  Swiftly taking over many small towns, they set about researching ways to mutate Earth women to carry their children.  Notably, the Andromedan's are completely emotionless, and did not foresee a need to ask consent.  They begin kidnapping and replacing local married men who are childless in order to be ready when they make the necessary genetic breakthroughs.  They do, however, make some mistakes.  Animals can easily see through their disguise, which inspires an awful lot of pet murder.  They park their ship within walking distance of the town in a stupefying example of foolishness.  The technology that lets them pass as human also grants them emotions, which makes them behave oddly.  Being as Earth is toxic to them they don't partake of cigarettes or alcohol.  In 1950's America.  They mock humans for being dumb and short lived, but make glaring errors such as murdering people in the open on city streets, going swimming to keep up appearances (they can't swim), etc.  They are tall with hands of three tentacle like fingers, and stubby two toed feet.  Their mouth is circular, and it's eyes are the only other facial feature (besides some tubes, which may or may not be part of them).  Once they are discovered, all their ships flee, looking for another home.  Earth was the very first place they found after all, and given how inhospitable it is to them it's amazing they stopped here to begin with.

Kidnap (Su): If an opponent is helpless, paralyzed, stunned or unconscious, the Andromedan may change him into a Gaseous Form (as per the spell), after which the target is unconscious until he changes back to a solid form, and moves at 30 feet per round towards the Andromedan's ship.  So long as the Machine is working and on, the Andromedan may use this at will (it has a range of 10 feet), and the target remains in Gaseous Form until it arrives at the ship, and is plugged into the machine, or the machine is destroyed or turned off.

Stun (Ex): If the Andromedan successfully confirms a critical hit with it's Slam attack, it Stuns the target for one round.

Frightful Presence (Ex):Andromedans can inspire terror by charging or attacking. Creatures within 30 feet that have less hit points than the Andromedan must succeed on a DC 15 Will save or become shaken for 2d6 rounds (if the Save is failed by 5 or more, the target is Frightened instead). The save DC is Charisma-based.  An opponent that succeeds on the saving throw is immune to that same Andromedan’s frightful presence for 24 hours.

Disintegrator (Ex): The Andromedans carry rayguns that fire a beam of unknown energy.  This weapon has a range of 100 feet, and can be fired every other round.  When firing it, the wielder makes a ranged touch attack, and if it is successful, the target must make a DC 19 Fortitude Save to take half damage, taking 12d6 damage if it fails.

Sunder (Ex): When the Andromedan,  in human or natural form, successfully hits an object with it's Slam attack, it gets a Sunder attempt as a Free Action without provoking an Attack of Opportunity.  If successful, the attack ignores Hardness.

Emotionless (Ex): In their natural state, the Andromedans are emotionless, immune to any mind-affecting effects.  Their machine, however, broadcasts emotions to them when they are in their artificial bodies in order to make their deception possible (meaning they lose this immunity).

Disguise (Ex):  The Andromedans can become gaseous and seep into an artificial body created from a human they have kidnapped.  This looks perfectly like the human they wish to mimic, and sounds perfectly like him too.  Animals, particularly ones with Scent, seem to see right through this disguise, and are never better than Hostile towards the Andromedan.  When uninhabited, this is an object with a Hardness of 5, and the same hit points as the Andromedan inhabiting it.

Alien Machine (Ex):  Kidnap victims are placed into a special machine that allows them to be kept alive and unconscious as long as they are plugged in.  It also provides several other benefits to the Andromedans:

It powers the artificial bodies they inhabit while disguised as humans, which protects them from Earth's atmosphere (If they are not in their artificial body, it still protects them from the atmosphere).  If the machine is destroyed, turned off, or the human it is mimicking is unplugged, it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.  This also happens if the Andromedan is given oxygen while in it's bodysuit, pretending to be a human.

It allows a version of telepathy with all other Andromedans of the creatures choice within 20 miles.  It also provides them access to the memories of the unconscious human they are mimicking.  When making a Skill Check, the Andromedan uses it's own ranks of the ranks of the human it is mimicking, whichever is greater.  It also lets them speak the language of the person they are impersonating.

It provides a forcefield, which is visible in their normal form, but invisible when being hidden in their bodysuits.  This forcefield renders them immune to damage from opponents who aren't adjacent to them  (and still stops Bludgeoning or Ballistic damage even if the opponent is adjacent).  A Disintegrate spell )or their own weapons) will destroy the forcefield on contact.  This sort of works like a Wall of Force that protects them from all directions.

Gaseous Form (Su): The Andromedans may cast Gaseous Form at will as a Supernatural Ability.  Unlike normal, they are immune to Earth's atmosphere in this form, and have a movement speed of 30 feet.  They must assume Gaseous form to enter or exit their human disguise (this is a Move Action).

Combat: In their human disguise, the Andromedans rely on their Slam attack, unless they are mimicking a member of a profession that can carry some sort of weapon.  In their natural form defending the ship, or to get rid of evidence (bodies) they use disintegrators.


8
Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: March 13, 2024, 08:44:18 PM »
nice!

9
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« on: March 13, 2024, 08:43:38 PM »
Robby?  You ok?

10
https://en.wikipedia.org/wiki/Charlie_and_the_Great_Glass_Elevator

Vermicious Knids
                      Medium Aberration (Shapechanger)
Hit Dice:             6d8+24 (51 hp)
Initiative:           +2
Speed:                Fly 100 ft. (20 squares)
Armor Class:          18 (+3 Dex, +5 Natural), touch 13, flat-footed <#>
Base Attack/Grapple:  +4/+8
Attack:               Bite +8 melee (1d8+6)
Full Attack:          Bite +8 melee (1d8+6)
Space/Reach:          5 ft./15 ft.
Special Attacks:      Ram, Improved Grab, Swallow Whole, Sunder, Strange Reach
Special Qualities:    Darkvision 60 ft., Flight, Space Travel, Limited Shapeshifting, Immune to critical hits and flanking
Saves:                Fort +6, Ref +5, Will +7
Abilities:            Str 18, Dex 16, Con 18, Int 18, Wis 14, Cha 8
Skills:               Intimidate +7, Knowledge (Physical Sciences, Planetology, see Spelljammer.org and D20 Modern) +13, Listen +10, Search +10, Spot +10, Survival +8
Feats:                Cleave, Great Cleave, Power ATtack
Environment:          Any
Organization:         Solitary, Group (5-10), Swarm (thousands)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          7-9 HD (Large) 10-18 HD (Huge)
Level Adjustment:     ---

“You’d have been fossilized with fear and glued to the ground! Then they’d have got you! You’d have been a cooked cucumber! You’d have been rasped into a thousand tiny bits, grated like cheese and flocculated alive! They’d have made necklaces from your knucklebones and bracelets from your teeth!”

The Vermicious Knids look like an egg stood up on it's pointed end, and covered in wet, wrinkled, greenish brown skin.  In their thickest, center point they have two red-pupiled eyes the size of teacups.  Their mass pulses slightly.  They vary somewhat, and some are larger than the average.  They can bend and shape their bodies into letters, such as when they take Wonka and company to 'scram' by forming the letters.  They can generally shift into just about any shape or form, but they keep the wet skin and red eyes.  Wonka claims they can stretch themselves into any letters they wish,  but that scram is the only word they know.  They have continually tried to invade Earth, but always burn up on entry.  Despite having no mouth, they are said to have other means of biting people, being able to take a mans head off at 5 yards.

Ram (Ex): If the Knid successfully makes a Charge attack it does 2d6 plus Str modifier plus 1d6 damage per 10 feet it traveled.

Improved Grab (Ex):  To use this ability, Knid must hit a creature of any size 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 it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex):  A Knid can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.

A Knid that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d4+4 points of bludgeoning damage and 4 points of acid damage per round from the Knid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Knid's gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Sunder (Ex): If the Knid successfully makes an attack with it's ram or bite, it can immediately make a Sunder attempt as a Free Action without provoking an attack of opportunity (it may only do this when attacking an object or constructs or similar structures.

Strange Reach (Su):  The Knids have a range of 15 feet, despite not having limbs this long.  Or at all for that matter.

Flight (Ex): A Knid's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent featherfall effect with personal range.

Space Travel (Ex):  Knids are personally capable of existing in space and do not need to breathe, and are immune to Cold and Radiation damage.  They do not take penalties for being in zero G environments, or vacuum.  They are capable of space flight, and even at moving at vast speeds, but tend to burn up on re-entry to planets with an atmosphere.

Limited Shapeshifting (Ex): Knids cannot change their color or texture, but can change or stretch their basic form.  For example they could vaguely resemble a human or giraffe, but still have no features beyond it's wet, greenish-brown skin and red eyes.  Using this as a Swift Action, they can squeeze through a space half their size without movement penalty.

Combat:  Knids are okay tacticians, but rely overly much on their own brute prowess.  They don't use weapons, just their own personal brawn.  They will use teamwork to thwart opponents, but often their idea of teamwork is self limiting.  If a tactic fails, they tend to pursue it with more vigor, figuring they just need to 'try harder'.  Their speed is up to the DM, but is vastly improved upon what they can do in the atmosphere.



11
September 1776 / Re: Chapter 2: Haxan
« on: March 08, 2024, 07:56:02 PM »
ooc you killed some ghouls on the way into town when they started to pick your people off

12
September 1776 / Re: Chapter 2: Haxan
« on: March 07, 2024, 07:21:03 PM »
"I didnt mean the Haxan.  He called you a murderer."

13
September 1776 / Re: Chapter 2: Haxan
« on: March 03, 2024, 05:50:58 PM »
James motions silently to follow him, and  you are well away from the tavern before he is willing t speak.


"They're interested in you because they only recruit women who practice the Science.  As for the Ghouls...I trust them less than the Haxan.  We're posting guard until after they've left."

He looks askance at you for a moment.   "What encounters have you had with them?"

14
https://www.youtube.com/watch?v=cBAJEczBaHY


The Carnivorous Plant
                      Huge Plant
Hit Dice:             9d8+54 (94 hp)
Initiative:           -5
Speed:                0 ft. (0 squares)
Armor Class:          15 (-2 Size, -5 Dex, +12 Natural), touch 3, flat-footed 15
Base Attack/Grapple:  +6/+19
Attack:               Tentacle +13 melee (1d4+9)
Full Attack:          6 Tentacles +13 melee (1d4+9)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Blind, Blindsense 60 ft., Mindless
Saves:                Fort +12, Ref -, Will +2
Abilities:            Str 28, Dex -, Con 22, Int -, Wis 8, Cha 1
Skills:               ---
Feats:                ---
Environment:          Warm Forest
Organization:         Solitary or grove (4-7)
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral
Advancement:          10-16 HD (Large); 17-27 HD (Huge)
Level Adjustment:     ---

This appears as a large lump sprouting from the ground, with  vertical mouth surrounded by leaves, and 6 tentacles.  Found in the equatorial jungles of Mars, upon examination they were found to have little chlorophyll, and a possible nervous system.

Improved Grab (Ex): To use this ability, a Plant must hit an opponent of Medium or smaller size 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 and can Swallow.

Swallow Whole (Ex):  A Plant can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.  A swallowed creature takes 2d8+9 points of bludgeoning damage and 9 points of acid damage per round from the Plant’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Plant’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Blind (Ex): The Plant has immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Combat: The Plant grabs the nearest creature, and tries to shovel it into it's maw.


The Bat-Thing
                      Gargantuan Aberration
Hit Dice:             32d8+224 (368 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 30 ft.
Armor Class:          30 (-4 Size, -1 Dex, +25 Natural), touch 10, flat-footed 30
Base Attack/Grapple:  +24/+53
Attack:               Pincer +34 melee (4d6+13)
Full Attack:          2 Pincer +34 melee (4d6+13)
Space/Reach:          20 ft./15 ft. (20 ft. w/Pincers)
Special Attacks:     Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
Saves:                Fort +23, Ref +9, Will +19
Abilities:            Str 37, Dex 9, Con 24, Int 2, Wis 12, Cha 8
Skills:               Climb +21, Listen +13, Search +11, Spot +13
Feats:                Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Pincer), Improved Initiative, Power Attack, Weapon Focus (Pincer)    Epic Feats: Epic Fortitude
Environment:          Warm Plains or Desert
Organization:         Solitary
Challenge Rating:     19
Treasure:             None
Alignment:            Neutral
Advancement:          33-60 HD (Colossal)
Level Adjustment:     ---

The Rat Thing is a huge hairy creature with six, thorn covered spider-like limbs (the front two of which end in pincers).  It has two stubby arms underneath the head with clawed hands.  It's large, rat-like head has large ears resembling those of a bat.  It also has a long naked tail, and is bigger than a house at an estimated 40+ feet high.

Improved Grab (Ex):  To use this ability, a Bat-Thing must hit a creature of any size with its Pincer 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 it establishes a hold and can attempt to constrict the opponent.

Constrict (Ex): The Bat-Thing does 4d6+13 damage with a successful Grapple Check.

Skills: Bat-Things have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened

Combat: The Bat-Thing shows little fear despite being consistently attacked, and persists in trying to crush an astronaut despite sustaining fire.  It only retreats once it is blinded.


The Cyclops Amoeba
                      Colossal Ooze (Amphibious, Aquatic)
Hit Dice:             30d10+300 (465 hp)
Initiative:           -5
Speed:                20 ft. (4 squares), Swim 30 ft.
Armor Class:          22 (-8 Size, -5 Dex, +25 Natural), touch 0, flat-footed 22
Base Attack/Grapple:  +22/+49
Attack:               Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
Full Attack:          Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Engulf, Capsize, Improved Grab, Acid, Disease
Special Qualities:    Darkvision 60 ft., Ooze traits, Vulnerable to Electricity, DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
Saves:                Fort +20, Ref +5, Will +5
Abilities:            Str 32, Dex 1, Con 30, Int -, Wis 1, Cha 1
Skills:               Spot + 4, Swim +19
Feats:                ---
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     19
Treasure:             None
Alignment:            Neutral
Advancement:          31-60 HD (Colossal)
Level Adjustment:     ---

This is a large flattened blob of flesh, with a central ridge through the center of the body, and a fringe of tendrils to either side.  A large eye/nucleus sits to one side.

Engulf (Ex): Although it moves slowly, an Amoeba can simply mow down Gargantuan or smaller creatures as a standard action. It cannot make a Pseudopod attack during a round in which it engulfs. The Amoeba merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Amoeba, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 37 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Amoeba moves forward. Engulfed creatures are subject to the Amoeba's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.  The Amoeba can also Engulf a single creature with a successful Grapple Check.

Capsize (Ex): A submerged Amoeba that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 75 feet long and a 20% chance to capsize one over 75 feet long.

Improved Grab (Ex): To use this ability, an Amoeba must hit with its Pseudopod 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 and can Engulf.

Acid (Ex):  The creature secretes a digestive acid that dissolves organic and inorganicmaterial. Any melee attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 35 Reflex saves. A weapon that strikes an Amoeba also dissolves immediately unless it succeeds on a DC 35 Reflex save. The save DCs are Constitution-based.

The Amoeba’s acidic touch deals 21 points of damage per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Disease (Ex): Anything successfully touched or Engulfed by the Amoeba must make a DC 35 Fortitude Save or be infected by the Amoeba's enzymes, which begin to grow on it (Save DC is Con based).  Incubation time is 1 day, damage is 1d6 Con.

Skills:  The Amoeba has a +8 Racial Bonus to Spot Checks.

Combat: The Amoeba simply speeds towards whatever it sees, engulfing it.


"Look! Someone's still alive!  Its the girl! To hell with the radiation, let's go!"

A rocket ship to Mars that was thought lost in space is found and returned to Earth.  The two survivors tell tales of giant monsters, and being trapped planet side by a force field of unknown origin.  Barely escaping with their lives once the force field de-activates, a recording is found on their ship from someone claiming to represent Mars, and telling them they'll be destroyed if they return.

15
https://www.youtube.com/watch?v=w-lv3OxnnG4

Alligator People (Pre-Cobalt)
This is an Acquired Template that can applied to any Humanoid (Human) that undergoes reptilian hormone treatments to cure bodily damage.  They seem fine at first, and regenerate their wounds completely.  But eventually they begin mutating into reptilian creatures, with symptoms of varying degrees a year later.  Some are still intelligent, some revert to animals.  They can often be calmed by water or heat lamps, but some must be sedated.  Exposure to x-rays seems to slow development of the symptoms.

Size and Type: Unchanged, but gains the Augmented Subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Base Creature's Natural Armor Bonus to AC increases by an amount depending on the Base Creature's Size: +1 (Small), +2 (Medium) or +4 (Large).

Attacks:
If the creature doesn't have a Slam attack, it gains one (2 Slams with a Full Attack).

Damage: The Slam's damage is based on the base creature's size: Small (1d4 plus Str), Medium (1d6 plus Str), Large (1d8 plus Str).

Special Attacks: Retains all Special Attacks of the Base Creature, unless Int drops to 3 or less.  Then it loses Attacks requiring non-Animal Intelligence.

Special Qualities: Retains all Special Qualities of the Base Creature, unless Int drops to 3 or less.  Then it loses Qualitiess requiring non-Animal Intelligence.

Saves: Unchanged, other than Ability Score increases.

Abilities: +2 Str, +2 Con, -2 Int.  Particularly affected individuals suffer -6 to Int and Cha.

Skills: Skills must be recalculated due to Ability Score changes.  If the Base Creatures Int falls to 3 or less it loses all skills based on Int, Wis or Cha (except Intimidate, Listen, Search or Spot). .

Feats: Unchanged, unless Int falls to 3 or more.  Replace any Feats requiring non-animal Intelligence with Feats such as Alertness and Endurance.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Gradually starts turning to Neutral if Int drops to 3 or lower.

Advancement: Unchanged.

Level Adjustment: +1 (+0 if it takes the full penalties to it's mental ability scores)

Example of creature using template here:

Paul Webster
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          5 ft./5 ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 8
Skills:               Hide, Move Silently, Perform (Piano)
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>

Before being given the cobalt treatment, Paul resembles himself, but with thick, leathery hide that grows ever more scaly.  His voice is strained and somewhat garbled.  has martial arts

Alligator People (Post Cobalt)

This is an Acquired Template that can be applied to those who have taken the Pre-Cobalt Template, and who have undergone exposure to a mix of x rays and gamma rays for too long.  They become alligator headed men.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.  Over time it will gain a Swim speed equal to half it's land speed.

Armor Class: The Base Creature's Natural Armor Bonus to AC increases again by +2.

Attacks: The Base Creature gains a Secondary Bite attack if it doesn't already have one (2 Slams and 1 Bite with a Full Attack).

Damage: The Bite's damage is based on the base creature's size: Small (1d6 plus 1/2 Str), Medium (1d8 plus 1/2 Str), Large (1d10 plus 1/2 Str).

Special Attacks: Unchanged.

Special Qualities: Gains the following:

Hold Breath (Ex): The Base Creature can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Saves: Unchanged other than changes made to Ability Scores.

Abilities: +6 Str, +4 Con, -4 Cha

Skills: Unchanged.  Once it gains a Swim speed, it also gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Feats:
Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1

Example of creature using template here:

Paul Webster
                      <Size> <Type> (<Subtypes>)
Hit Dice:             <# of HD>d<Die size>+<(Con mod) x (# of HD)> (<average # of hp> hp)
Initiative:           
Speed:                <#> ft. (<speed / 5> squares)
Armor Class:          <#> (<AC bonus types>), touch <#>, flat-footed <#>
Base Attack/Grapple:  <#>/<#>
Attack:               <Melee Weapon> <AB> melee (<Weapon Damage>) or <Ranged Weapon> <AB> ranged (<Weapon Damage>)
Full Attack:          <# of weapons> <Melee weapon> <ABs> melee (<Weapon Damage>) or <Ranged Weapon> <ABs> ranged (<Weapon Damage>)
Space/Reach:          <#> ft./<#> ft.
Special Attacks:      <>
Special Qualities:    <>
Saves:                Fort <#>, Ref <#>, Will <#>
Abilities:            Str 23, Dex 13, Con 20, Int 8, Wis 12, Cha 4
Skills:               <Racial class skills and modifiers>
Feats:                <Bonus feat>B, <feats>
Environment:          <climate> <terrain>
Organization:         <>
Challenge Rating:     <##>
Treasure:             <>
Alignment:            <>
Advancement:          <>
Level Adjustment:     +<#>



"I'll kill you Alligator Man! Just like I'd kill any four-legged gator!"

In 1959, an amnesiac nurse is administered sodium pentothal in a Louisiana psychiatric facility.  She tells a story of marrying a local man, only to see him disappear on their honeymoon after receiving a  call.  Employing private detectives, she traces him to a plantation in a remote, rural town.  Traveling there she is allowed to spend the night so long as she doesn't leave her room.  Obviously, she disobeys this, and sees her husband as a horrible, reptile mutant.  After much misadventure she finds a mad scientist is using reptile hormones to regenerate the limbs and broken flesh of airplane crash victims (including her husband), but that later they began to take on reptilian features.  Trying an experimental cure involving cobalt radiation, they only turn the patients into alligator headed people due to a lab accident involving a vile local.  Things swiftly go straight to hell, and only the nurse is left.  The psychiatrists decide she can't live a normal life without the amnesia blocking out her repressed memories, so they tell her nothing.

16
https://www.youtube.com/watch?v=ec9Js0iL9VI

Flesh Eating Microbes
                      Medium Ooze (Amphibious, Aquatic)
Hit Dice:             3d10+15 (31 hp)
Initiative:           -3
Speed:                20 ft. (4 squares), Climb 10 ft.
Armor Class:          7 (-3 Dex), touch 7, flat-footed 7
Base Attack/Grapple:  +2/+3
Attack:               Tentacle +3 melee (1d6+1 plus 1d6 acid)
Full Attack:          2 Tentacles +3 melee (1d6+1 plus 1d6 acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid, Improved Grab, Constrict, Stench, Viral Aura
Special Qualities:    Ooze traits, Immune to electricity, Clumping, Vulnerability to blood, DR 5/-
Saves:                Fort +6, Ref -2, Will -4
Abilities:            Str 12, Dex 5, Con 20, Int -, Wis 1, Cha 1
Skills:               Climb +9, Swim +9
Feats:                ---
Environment:          Any, usually Aquatic
Organization:         Solitary, swarm (2-4), or colony (11-20)
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          Becomes Large at 7 HD, Huge at 13 HD, Gargantuan at 20 HD, and Colossal at 30 HD
Level Adjustment:     ---

"This island is unprotected.  I can assure you, we're in for a good pounding."

In 1964, a drunken actress hires a seedy pilot to fly her to Massachusetts.  They are forced to land on a small island due to a nasty storm, finding it's only inhabitant to be a former US Government agent who spied on the Germans during WWII.  Turns out, he's a mad scientist studying flesh eating viruses created by the nazis for use as a bioweapon, and he's helpfully filled the local waters with them.  The pilot and his passengers only find out, because skeletons start washing up on the shore.  They try killing them with electricity, which only makes them merge into a single super virus.  Eventually, they figure out the virii don't eat blood or bone (or dead flesh), so hemoglobin might be poison to them.  I'll pause while you digest that sentence...

Surprisingly injecting the blob with hemoglobin works.  The viruses appear as small, bioluminescent organisms.  Once electricity causes them to conjoin, they become hulking blobs with 2 short tentacles, and a central mouth and eye.They can burn their way through anything to reach flesh, once they sense it.

Acid (Ex):

Improved Grab (Ex):

Constrict (Ex):

Stench (Ex):

Viral Aura (Ex):

Immunities: While the Flesh Eaters take no damage from electricity, they must make a Fortitude Save (DC is based on size) or be Stunned for some amount of time, depending on their size.  Loose microscopic viruses (24 hours), Small to Large (1 Minute), Huge or bigger (1 round).

Clumping (Ex): When exposed to electrical damage, the Flesh Eaters lump together into a single, ever growing organism.  An aquarium full of them that takes at least 15 points of electricity damage, it becomes the creature listed in this statblock.  If there are more Flesh Eaters, they will continue to clump together, gaining 1 Hit Die and increasing in size fr every 5 points of electricity damage.  Spells that arc from one creature to another, such as Chain Lightning, or that cover an area (such as Lightning Bolt) cause all the Flesh Eaters in that area of effect to move together and fuse into one (they may do this despite being stunned).  See Advancement to see how many Hit Dice the creature needs to increase in size.

Vulnerability: Hemoglobin is incredibly toxic to the Flesh Eaters, and they gain 1 Negative Level per round they  are in contact with it.  If they are injected with Hemoglobin, they must make a DC 25 Fortitude Save, or die in 1d4 rounds.

Combat:

17
https://www.youtube.com/watch?v=aR0sf8PfAMQ

The Creeping Terror
                      Huge Aberration
Hit Dice:             10d8+70 (115 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          16 (-2 Size, -2 Dex, +10 Natural), touch 6, flat-footed 16
Base Attack/Grapple:  +7/+23
Attack:               Bite +13 melee (2d4+12)
Full Attack:          Bite +13 melee (2d4+12)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, Cowering Presence
Special Qualities:    Darkvision 60 ft., DR 10/-, Immune to Mind-Affecting Fear Effects
Saves:                Fort +14, Ref +1, Will +9
Abilities:            Str 26, Dex 6, Con 24, Int 16, Wis 14, Cha 14
Skills:               Computer Use +10, Hide +0 (+10 in tall brush), Knowledge (Earth and Life Sciences, Physical Sciences) +10, Listen +5, Navigation +10, Pilot +8, Repair +5, Research  +10, Spot +5
Feats:                Cleave, Improved Initiative, Power Attack, Starship Operation (see D20 Future)
Environment:          Any? (unknown really)
Organization:         Solitary in this instance
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          11-15 HD (Huge), 16-30 HD (Gargantuan)
Level Adjustment:     ---

"On a hunch, Martin decided to see for himself if the monster was still there. It was."

In 1964, an alien spacecraft lands in rural California.  A large creature departs before the authorities arrive, and find another creature restrained inside the ship.  Setting a guard around it, they investigate, while the first critter goes on a killing spree.  Despite being slow, and very visible, it manages to mow down dozens of people before being killed with a hand grenade.  The other creature is killed by an automobile after escaping.  Local scientists assume the creatures are living factories, devouring the planets dominant life form to break it down and radio back any weaknesses it might discover.  How they know this is not explained, and fairly sketchy.  The creature is a large, sluglike beast, with a pronounced bulge that is clearly a head.  The top of this head is ringed with dangling eyestalks, and there is an open, sucker like mouth at the bottom.  It appears to be made of a collection of rotting hides and vegetation, letting it blend in with tall grass and brush.

Improved Grab (Ex):  To use this ability, a Terror must hit a creature of Medium Size size 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 it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex):
  A Terror can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.  A Terror that swallows an opponent can use its Cleave feat to bite and grab another opponent.  A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Terror’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.  A Terror’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Cowering Presence (Ex): A Terror can unsettle foes with its mere presence. The ability takes effect automatically whenever the Terror attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Terror. A potentially affected creature that succeeds on a DC x Will save (Save DC is Cha based) remains immune to that Terror’s cowering presence for 24 hours. On a failure, creatures with 4 or less HD become cowered for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Terrors ignore the cowering presence of other Terrors.

Skills: The Creeping Terror looks like a mass of vegetation, and thus has a +10 Cover Bonus to Hide Checks in high grass or brush.

Combat: Despite it's lumbering, ungainly movement, the Terror seems very efficient at mowing people down and swallowing them.  Which is basically all it does, it has no fear.



18
https://www.youtube.com/watch?v=T5dwbZKd64Y

The Thing From Another World
                      Medium Plant
Hit Dice:             6d8+36 (63 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+14
Attack:               Claw +10 melee (1d6+6)
Full Attack:         2 Claws +10 melee (1d6+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Improved Grab, Throw, Improvised Weapons
Special Qualities:    Low-light Vision, Plant traits, Hibernation, Immunity to Cold, Regeneration 5, Powerful Build, DR 5/-
Saves:                Fort +11, Ref +4, Will +4
Abilities:            Str 23, Dex 15, Con 23, Int 14, Wis 14, Cha 14
Skills:               Craft (any 2) +5, Disable Device +5, Knowledge (any 2) +6, Listen +5, Navigation +6, Pilot +5, Repair +5, Spot +5, Survival +5
Feats:                Alien Weapons Proficiency (see D20 Future), Power Attack, Starship Operation (see D20 Future)
Environment:          Any? (technically unknown)
Organization:         Solitary in this instance
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"Dr. Carrington, you're a man who won the Nobel Prize. You've received every kind of international kudos a scientist can attain. If you were for sale I could get a million bucks for you from any foreign government. I'm not, therefore, gonna stick my neck out and say you're stuffed absolutely clean full of wild blueberry muffins, but I promise my readers are gonna think so."

In 1951, a UFO crash lands near the north pole, and the US Air Force Command is sent to investigate.  They accidentally destroy the ship trying to de-ice it with thermite, but find what they presume to be the pilot frozen in the ice nearby.  Bringing back the body, a soldier puts a heated blanket on it so he can't see the 'monster', thereby guaranteeing the ice would melt.  Surprisingly, the monster reanimates once freed, and loses an arm fighting a dozen sled dogs.  The loss of the arm doesn't seem to hinder it, and the arm re-animates once it's absorbed some blood.  After many attempts at killing it once it is found trying to grow more of it's kind, the air force finally succeeds in electrocuting it.  The Things is a stockily built humanoid just over 7 feet tall.  It is bald with a pronounced brow ridge, and the knuckles of it's clawed hands sprout vicious thorns.  It has tan to green skins, and a charcoal grey uniform.  It likely speaks a language, but makes no attempts at communication.

Blood Drain (Ex): The Thing can suck blood from a living victim through it's skin by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Thing gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, the Thing must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Throw (Ex): If the Thing succeeds with a Grapple Check, it does it's claw damage, throws the opponent up to 10 feet, and knocks it Prone.  This ends the Grapple, and does an additional +1d6 damage if the opponent travels at least 10 feet.  Additionally, the opponent must make a DC 19 Fortitude Save, or be Dazed 1 round.

Improvised Weapons: The Thing is considered Proficient with Improvised Weapons.

Hibernation (Ex): If the Thing would have to make Saving Throws against thirst, starvation or environmental exposure (or poison/disease), it may elect instead to enter a cataleptic state indistinguishable from death.  Although able to smell, hear, and know what is going on, the Thing is blind and has no sense of touch or pain.  The Thing does not need to eat, drink, or breathe.  While the hibernation is in effect, the Thing is immune to subdual damage, and any normal or ability damage inflicted is reduced by half.  In addition, the Thing is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the Thing when the hibernation takes effect are halted until the hibernation ends.  If the subject has any negative levels when the hibernation takes effect, the saving throw to remove it is delayed until the hibernation ends.

Regeneration (Ex): Fire and electricity deal normal damage to a Thing. If a Thing loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.  Sufficient blood supply can regenerate a second creature from a severed body part.  For example, if a  severed arm gets blood poured on it, it regains 5 hit points.

Powerful Build (x): The physical stature of Things lets them function in many ways as if they were one size category larger.

Whenever a Thing is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Thing is treated as one size larger if doing so is advantageous to him.

A Thing is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Thing can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Combat:The Thing is fairly fearless when not confronting fire or electricity, and it still seems fairly brave in the face of those.  It will used throws or improvised weapons to keep multiple opponents at bay while it tries to kill them one by one.  But if it gets low on hp it will flee until it regenerates.


19
nother request

Death Mind
                      Large Aberration (Psionic)
Hit Dice:             18d8+90 (171 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 80 ft. (Good)
Armor Class:          22 (-1 Size, +5 Dex, +8 Natural Armor), touch 14, flat-footed 17
Base Attack/Grapple:  +13/+21
Attack:               Tail Lash +16 melee (1d8+4)
Full Attack:          1 Tail Lash +16 melee (1d8+4) and 2 Wing Beffets +11 melee (1d6+2) and 2 Slams +11 melee (1d4+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Breath Weapon, Psionics, Scream
Special Qualities:    Darkvision 60 ft., Earth Glide, Vulnerability
Saves:                Fort +11, Ref +11, Will +14
Abilities:            Str 18, Dex 20, Con 20, Int 28, Wis 16, Cha 16
Skills:               Autohypnosis +3, Bluff +3, Concentration +5, Diplomacy +3, Knowledge (The Planes, Psionics) +8, Listen +3, Psicraft, Search +8, Sense Motive +3, Spot +3
Feats:                Greater Psionic Endowment, Greater Psionic Fist, Hover, Opportunity Power, Psionic Endowment, Psionic Fist, Quicken Power
Environment:          Any
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          19-27 HD (Large), 28-54 HD (Huge)
Level Adjustment:     ---

Breath Weapon (Su): Once every 1d4 rounds the Death Mind can breathe negative energy in a 30 ft. Cone.  Creatures in the area of effect take 6d8 negative energy damage if they are living, or heal 6d8 damage if they're Undead.  They get a DC 24 Reflex Save for half damage (Save DC is Con based).

Psionics:
The Death Mind manifests Powers as a 10th Level Psion (with access to Nomad and Telepath lists, 133 Power Points).  Usual Powers known are:

1st (DC 20): Demoralize, Detect Psionics, Detect Teleportation, Mind Link, Psionic Charm

2nd (DC 21): Brain Lock, Id Insinuation, Psionic Suggestion, Read Thoughts

3rd (DC 22): Dispel Psionics, Energy Burst, False Sensory Input, Psionic Blast

4th (DC 23): Death Urge, Personality Parasite, Psionic Dimension Door, Psionic Dominate

5th (DC 24): Baleful Teleport, Psionic Teleport, Psychic Crush, Teleport Trigger

Scream (Su): When a Death Mind screams, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 22 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same Death Mind’s scream for 24 hours. The save DC is Charisma-based.

Earth Glide (Su): A Death Mind can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Death Mind flings the thing back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Vulnerability: The Death Mind takes double damage from spells or creatures that have the Good descriptor.

Combat:

20
September 1776 / Re: Chapter 2: Haxan
« on: March 01, 2024, 09:15:18 PM »
"Is two days hence at this location acceptable?"


"It'll do as much as any other time and place.  We'll hold off for a week  before telling them about the dead so we get everyone in government n the same page.  And it ill give our 'friend' time to prepare his people for the move.  Preferably under dead of night to avoid...issues."

"Agreed..."

any questions before they part ways?

Pages: [1] 2 3 4 5 6 ... 791