Author Topic: Jesters Realm Critters  (Read 65449 times)

Offline Monotremeancer

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Re: Jesters Realm Critters
« Reply #140 on: November 13, 2011, 04:40:37 PM »
Representatives of the Beavers from Suikoden 5; thought they might serve as a source of inspiration.
I'm what's staring back from the abyss.
How come you guys never wave?

Please send me a PM if you give me kudos. I'm interested in what I'm doing right.

Offline bhu

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Re: Jesters Realm Critters
« Reply #141 on: November 27, 2011, 02:58:09 AM »
Lollipop monsters and Hamstower are done

Dryad, Durian
                      Medium Fey
Hit Dice:             4d6+16 (30 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +2/+2
Attack:               Spines +2 melee (1d4)
Full Attack:          Spines +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Stank
Special Qualities:    DR 5/Cold Iron, Tree Dependent, Wild Empathy, Spiny
Saves:                Fort +7, Ref +4, Will +7
Abilities:            Str 10, Dex 11, Con 19, Int 15, Wis 16, Cha 16
Skills:               Bluff +10, Handle Animal +10, Hide +7, Knowledge (Nature) +11, Listen +10, Move Silently +7, Spot +10, Survival +10
Feats:                Ability Focus (Stank), Great Fortitude
Environment:          Warm Forest
Organization:         Solitary or Clump (3-6)
Challenge Rating:    4
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"Jebus, what is that smell?"

"It's my natural musk.  Of course you don't like it being a musk bigot."

"Can we just talk for once?  I'm not a bigot, it's just that your presence is killing the local flora and fauna."

"My comment stands."

The Dryads of Durian fruit trees are chubby, greenish, and kind of spiny.  They make up for the stench by being more unreasonable than their more conventional sisters.  Despite their smell, many people are said to find their company a very welcome break from the every day humdrum of life.

Spell-Like Abilities (Sp): At will: Mage Burr (Complete Scoundrel), Speak with Plants, Tree Shape

3/day: Charm Person, Stinking Cloud, Tree Stride

1/day: Spike Growth

Stank (Ex): Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same Dryad's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM (except it's a Durian tree).

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Spiny (Ex): Opponents who hit the Dryad with an Unarmed Strike, Natural Weapon, or a Grapple take 1d4 plus their own Str Modifier in piercing damage.

Combat: Durian Dryads tend to be defensive fighters.  This does not mean they will not harm you.  As a matter of fact once their smell has you on the ground horking your guts up they tend to kick the living crap out of you.



Durian Dryad
"Good thing we bought those filters."

Don't Piss Them Off

"Greetings madam, might you have the Left Butt Cheek of Vecna?"

"You the two being chased by the bee cult"

"Indeed."

"Yer a little late, I passed it on this morning."

"Oh for..."

Surprisingly Friendly

"No worries, she isn't far."

"We've heard that before."

"Where do we go now?"

"The vampire Cassandra has it.  You'll find her at the Guild of Unfortunate Shenanigans in the City of Arrival."
« Last Edit: June 24, 2023, 10:15:37 PM by bhu »

Offline veekie

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Re: Jesters Realm Critters
« Reply #142 on: November 27, 2011, 10:07:23 AM »
I can see it now, Stench, Improved Crit, Greater Delicious...
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Jesters Realm Critters
« Reply #143 on: December 18, 2011, 05:27:41 AM »
minor updates to dryad and beaver

Offline bhu

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Re: Jesters Realm Critters
« Reply #144 on: December 31, 2011, 04:03:47 AM »
Danubans, Guppies, Beavers and DUrian have minor updates

Offline veekie

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Re: Jesters Realm Critters
« Reply #145 on: December 31, 2011, 04:16:07 AM »
*Has hopes for spiny*
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Jesters Realm Critters
« Reply #146 on: January 20, 2012, 02:11:55 AM »
got a coupe of the goldfish feats up

anyone object to LA 0 for the beavers?

Offline bhu

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Re: Jesters Realm Critters
« Reply #147 on: April 14, 2012, 06:59:45 PM »
Beavers done

Offline bhu

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Re: Jesters Realm Critters
« Reply #148 on: May 07, 2012, 09:39:30 PM »
The Mosquito
                      Fine Vermin
Hit Dice:             1/2d8 (2 hp)
Initiative:           +8
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          26 (+8 Size, +5 Dex, +3 Wis), touch 26, flat-footed 21
Base Attack/Grapple:  +0/-21
Attack:               Proboscis +5 melee touch (see below)
Full Attack:          Proboscis +5 melee touch (see below)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Proboscis, Disease, Blood Drain
Special Qualities:    Improved Scent, Immunities, Early Warning System
Saves:                Fort +2, Ref +8, Will +3
Abilities:            Str -, Dex 20, Con 10, Int -, Wis 16, Cha 2
Skills:               Hide +13, Listen +5, Move Silently +5, Spot +5
Feats:                Alertness
Environment:          Any non aquatic
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Proboscis (Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis.  Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened.  Once it is successful it maintains the proboscis as it is now attached to the victim.  It must make an opposed Hide vs Spot CHeck each round it wishes to remain attached.

Disease (Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever.

Blood Drain (Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.

Improved Scent (Ex):
Similar to the normal Scent Ability, but you can detect blood at a range of up to 1 mile.

Immunities (Ex): Mosquitoes are immune to non magical diseases.

Early Warning System (Ex): The Mosquito gets a Bonus to it's Initiative rolls, Reflex Saves, and AC equal to it's Wisdom Modifier. 

Combat:

Offline bhu

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Re: Jesters Realm Critters
« Reply #149 on: June 02, 2012, 05:20:46 PM »
The Mosquito
                      Fine Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +8
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +1/-20
Attack:               Proboscis +4 melee touch (see below)
Full Attack:          Proboscis +4 melee touch (see below)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Proboscis, Disease, Blood Drain
Special Qualities:    Improved Scent, Immunities, Early Warning System, Stubbornness, Mindless, Darkvision 60 ft.
Saves:                Fort +2, Ref +10, Will +3
Abilities:            Str -, Dex 20, Con 10, Int -, Wis 16, Cha 2
Skills:               Hide +21, Listen +5, Move Silently +5, Spot +5
Feats:                Alertness (B)
Environment:          Any non aquatic
Organization:         Unique
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral Evil
Advancement:          ---
Level Adjustment:     ---

"DAMMIT!"

Mosquitoes are an ever present hazard in the local marsh.  One in particular seems bloody well invulnerable, always returning after being swatted.  It appears to be a dark red mosquito with no other unusual features.  Some people think it is the result of a divine curse upon the area.  Others point to the high level of magical wastes in the area thanks to the local Potion Makers Guild.

Proboscis (Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis.  Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened.  Once it is successful, it maintains the proboscis attack as it is now attached to the victim.  It must make an opposed Hide vs Spot Check each round it wishes to remain attached, and does not receive it's Dexterity Bonus to AC while attached.

Disease (Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever.  It must make an additional Save each round the attack is maintained.

Blood Drain (Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.

Improved Scent (Ex):
Similar to the normal Scent Ability, but it can detect blood at a range of up to 1 mile.

Immunities (Ex): The Mosquito is immune to poison and disease.

Early Warning System (Ex): The Mosquito gets a Bonus to it's Initiative rolls and Reflex Saves equal to it's Wisdom Modifier. 

Stubbornness (Ex):  If destroyed the Mosquito reappears 2d4 days later.  To rid the world of it would require divine intervention such as a Miracle or Wish spell.  Or just an angry Gawd.

Combat: The Mosquito doesn't fight so much as steal blood and flee.

Disease|Type|Incubation Period|Initial Damage|Secondary Damage
Dengue Fever|Injury DC 12|1d3+3 days|1 Str|1d3 Str and 1d3 Con
Encephalitis|Any* DC 13|1d4 days|1 Dex and 1 Wis|1d3 Dex and 1d3 Wis
Malaria|Injury DC 14|2d6+6 days|1 Con|1d4 Con
Rift Valley Fever|Any* DC 13|2d3 days|1 Str|1d3 Str
Yellow Fever|Injury DC 15|1d4+2 days|1 Con|1d4 Con


* Can be Inhaled, Ingested, Injury, or Contact




The Mosquito
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I come to you live! From the Black Marsh!"

A Local Legend
"What flight of fancy are we observing today?"

"Word has it this swamp is haunted by an immortal mosquito!"

"A mosquito? That's it?  How are we supposed to tell it from the other mosquitoes?"

"It's red in color, and described as 'evil looking' by the locals."

A Seething Cauldron of Hate and Disease

"It's a mosquito, they can all be described as evil looking"

"It's said this one won't stay dead no matter how many times you kill it."

"So we'll be touring a monster infested swamp, killing mosquitoes, and waiting to see which of them gets back up?"
« Last Edit: September 17, 2022, 10:27:28 PM by bhu »

Offline veekie

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Re: Jesters Realm Critters
« Reply #150 on: June 05, 2012, 05:41:04 AM »
Truly a hateful creature.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Jesters Realm Critters
« Reply #151 on: August 20, 2012, 10:19:58 PM »
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 +61 melee (5d10+20/19-20)
Full Attack:          2 Claws +61 melee (5d10+20/19-20) and 1 Bite +55 melee (4d12+10)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Tunnel Fighting, Trample (5d10+30), Squish
Special Qualities:    Dark Vision 60 ft, Armored Butt, Speed Burst, Deceptively Cute, DR 15/Epic, SR 31, 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:               Bluff +5, Climb +26, Hide -8, Intimidate +3, Listen +5, Move Silently+5, Search +5, Sense Motive +5, Spot +5, Survival +5, Swim +24
Feats:                Awesome Blow, Cleave, Cometary Collision, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Claws)* Epic Feats: Devastating Critical (Claws), Dire Charge, Overwhelming Critical (Claws)
Environment:          Warm Plains and Forest
Organization:         Solitary or Colony (4-8)
Challenge Rating:    20
Treasure:             None
Alignment:            Always Neutral
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

* For Feats check Monster Manual, Epic Level Handbook, Deities and Demigods, Complete Warrior, and Races of Stone.

Little is known about the Wombat of Doom beyond it's clumsiness, voracious appetite, and legendary cuddliness.  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 15d6+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.  Rear in this case being the opposite direction from the one the Wombat is attacking.

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.



Wombat of Doom
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I bring one of the unique wonders of nature!"

Friendly, But Not Very Bright
"It's a Kaiju sized Wombat Harlan."

"Now Jim, try to be enthusiastic for the viewers."

"I'm still not entirely sure you aren't just a smarter sheep than he last one."

Don't Scare Him!

"Uh Jim...I think it's noticed us..."

"Well, if it's really you, it's time to break out that Teleport again."
« Last Edit: January 28, 2023, 08:08:39 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #152 on: April 12, 2013, 11:18:34 PM »
Danubans, Guppies, Stout Stoat and Durian done.  Adding racial feats/sub levels to Beavers.

Offline bhu

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Re: Jesters Realm Critters
« Reply #153 on: August 16, 2013, 11:13:05 PM »
Patraloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             5d8+35 (57 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +5/+10
Attack:               Massive Tool +10 melee (2d6+7)
Full Attack:          Massive Tool +10 melee (2d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Massive Tool, Professional Builder, Summon Yugoloth, Infernal Cigar
Special Qualities:    Darkvision 60 ft., DR 10/Magic, SR 16, Immunities, Yugoloth traits, Accident Insurance, Untiring
Saves:                Fort +11, Ref +8, Will +6
Abilities:            Str 20, Dex 10, Con 25, Int 14, Wis 14, Cha 14
Skills:               Appraise +6, Balance +4, Bluff +6, Climb +9, Craft (any 3) +14, Diplomacy +4, Disable Device +10, Forgery +8, Intimidate +8, Knowledge (Architecture & Engineering) +14, Knowledge (Geography, Local) +6, Open Locks +2, Profession (any 3) +6, Sense Motive +4, Use Magic Device +8, Use Rope +4
Feats:                Negotiator, Nimble Fingers
Environment:          Any
Organization:         Solitary, Work Group (2-8), Major Project (30-100)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

Upon coming to the Jester's Realm (i.e. being kidnapped) many Yugoloths found themselves no longer bound to the plane that created them and able to choose their own future.  The Patraloths chose to be builders rather than warriors but that makes them no less Evil.  They stall on projects to drive up costs, use cheap materials, forge incredibly draconian contracts, etc.  Sort of a combination of the worst stereotypes of shoddy construction worker/mechanics/plumbers etc.  If paid and treated well though they can be a boon, putting up a fairly massive structure in little time.  Occasionally they take enough pride in themselves to build an entire Lair for a BBEG in 24 hours just to show they can.  Patraloths can also be bribed to slow down construction on projects they're building for your rivals, build in structural weaknesses, create secret back doors only you can use, etc.  Their work is prized by Evil Masterminds, and their opponents.  They mostly resemble human sized Yagnoloth without the oversized arm, though there is a great difference in details between individuals.  Most are never seen without their ever present cigars or giant magical tools.

Spell-Like Abilities (Sp): At Will: Fool's Gold (Power of Faerun), Grease, Make Whole, Obscure Object, Resinous Tar (Complete Mage
 2/day: Create Fetch (Complete Scoundrel), Minor Creation

Massive Tool: All Patraloths carry a huge two handed contraption that can shift into any tool of any size they need as a Swift Action, granting them a +2 Bonus to appropriate skill checks (usually Craft, Disable Device, or Open Lock).  It may also be transformed into a two handed weapon doing 2d6+1.5 Str Modifier in bludgeoning, piercing, or slashing damage (you choose which, it's a Swift Action to change damage type).

Professional Builder (Su): If  you fail by 5 or more on a Craft Check you do not ruin half the raw materials.  You may always Take 10 on a Craft Check.  Your work looks exemplary, however it is shoddy and has half the normal Hit Points and Hardness.

Summon Yugoloth (Ex): Once per day a Patraloth can attempt to Summon another Patraloth with a 40% chance of success.

Infernal Cigar: No Patraloth worthy of the title is ever seen without their immortal, ever-burning cigar.  In addition to giving the Patraloths their all important tobacco fix, it has some uses.  The cigar never goes out, even underwater or in high wind.  It may be used to start a fire if touched to any flammable material as a Swift Action.  3/day it may be used to blow acrid smoke in the face of an opponent adjacent to the Patraloth requiring them to make a DC 14 Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier).  If they succeed they are Dazzled 1 round.  If they fail they are Blind for 1d4 rounds.  The cigar may be lit or extinguished once per turn as a Swift Action.

Immunities: Yugoloths are immune to Poison and Acid.

Accident Insurance (Su):  Due to working on projects others are eager to sabotage, or that the Patraloths themselves are actively sabotaging, or simply because they work among often incompetent Evil Minions, the Patraloths have (as a speies) cut some sort of deal with Fate (or whatever Deity is responsible for things like destiny or chance).  As a result Patraloths gain a +4 Enhancement Bonus on Reflex Saves, and do not need to make Saves against non-magical traps.

Untiring (Ex): Patraloths do not require sleep and are immune to Fatigue, Exhaustion, and Sleep Effects.  They also need one quarter the normal amount of food/water per day to avoid problems with Starvation/Thirst.

Skills (Ex): Patraloths gain a +8 Racial Bonus to Craft and Knowledge (Architecture and Engineering) Checks.

Combat: Patraloths usually use Intimidation or Diplomacy to bluff until help arrives.  They then use their cigar to blind their opponent and bludgeon him into unconsciousness or death depending on their preference.




Patraloth
"Jim, this is my old acquaintance Seamus.  He built my Wizards towers when I lived here."

Unionized Fiendery

"Towers.  Plural."

"His wives kept burnin' em' down."

"Not always on purpose though."

"You gettin' divorced again?"

"We're being sued."

The Yugoloth Mafia

"Same thing really."

"We're being sued by a Gawd."

"Well, at least you didn't marry them."

"Harlan, how many wives have you had?"


Fool's Gold
1st Level Illusion
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a pinch of powdered pyrite)
Duration: 8 Hours
Any metal item of 5 pounds or less (this can include a pile of coins) appears to be converted to gold for the duration of the spell.  Anyone interacting with the item can make an Investigation Check against your spell save DC to realize it's fake.


Make Whole
2nd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (2 lodestones)
Duration: Instantaneous
This spell is like Mending, except it completely repairs any damaged object of 10 cubic feet or less, so long as the object isn't burned, disintegrated or in pieces.


Resinous Tar
2nd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a drop of pine resin)
Duration: 1 Minute
Sticky tar covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.  When the tar appears, each creature standing in its area must succeed on a Strength saving throw or be Restrained 1 round.  If any creature in the area of the spell falls Prone, it must make a Strength Saving Throw to stand up (and is also Restrained for a round if it fails).  A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or be Restrained for one round.


Obscure Object
2nd Level Abjuration
Casting Time: 1 Action
Range: Touch
Components: 8 Hours
Duration: Concentration, up to 10 Minutes
For the duration of the spell, one object of up to 100 lbs. is Invisible to everyone but you.

« Last Edit: July 02, 2023, 08:16:18 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #154 on: September 23, 2013, 09:31:30 PM »
Prosedaloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +6/+7
Attack:               Slam +7 melee (1d6+1)
Full Attack:          2 Slams +7 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Disease, Summon Yugoloth
Special Qualities:    Darkvision 60 ft., DR 10/Magic, SR 18, Immunities, Yugoloth traits, Energy Resistance 10 (Cold, Fire, Electricity), Tongues
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 13, Dex 13, Con 16, Int 16, Wis 14, Cha 26
Skills:               Bluff +15, Concentration +11, Diplomacy +19, Disguise +15, Gather Information +15, Hide +11, Intimidate +13, Knowledge (Any two) +8, Listen +10, Move Silently +10, Search +8, Sense Motive +12, Spot +10, Survival +7 (+9 following tracks), Use Rope +6
Feats:                Dodge, Mobility, Negotiator
Environment:          Any
Organization:         Solitary, Group (3-6), Brothel (10-30)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +6

Upon coming to the Jester's Realm, the Yugoloths came to a startling conclusion that should have been readily apparent to them millennia ago: They had no women.  The Demons had their Succubi, and the Devils had the Brachina but what did the Yugoloth have?  They were absolutely stunned that this lack of a Yugoloth devoted to this form of subterfuge had not been readily apparent to them.

And so were born the Prosedaloths.  Although they can resemble the fantasy of their target, or virtually any humanoid at will, their true form is that of a gray, faceless woman with ropy tendrils for hair.  Lamprey like mouths occasionally open and close randomly upon her body.  The Prosedaloths seduce targets for the Yugoloths (or whomever pays them) to either winnow favors from them, learn information, or simply blackmail them.  They also spread rumors and disease, both of which are inevitably fatal to morale. 

Many consider them more trouble than they are worth.  Being as they are relatively new, most Prosedaloths are at the bottom of seniority when it comes time for promotions, and many find their duties to be alien as they fundamentally do not understand humanoid courtship/mating behaviors (though they learn to fake said knowledge quickly).   This has led to more than one truly disturbing encounter for adventurers who spend the evening attempting to explain to their paramour how certain aspects of mortal life work in order to escape demise at the hands of a depressed Yugoloth who assumed that maniacal laughter while spinning ones head 360 degrees is a form of human endearment prior to cuddling.  Many get very frustrated trying to prove themselves, and often abandon the Yugoloth military (or get thrown out for rabble rousing).

Spell-Like Abilities (Sp): At will—Charm Monster, Detect Good, Detect Thoughts, Hiss of Sleep (see Draconomicon), Suggestion, Greater Teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Disease (Su): Debbil Cooties, Contact, DC 16 (Save DC is Constitution Based), Incubation 1d4 days, 1d6 Wisdom.   Successful saves do not allow the character to recover. Only magical healing can save the character.  Victims of Debbil Cooties become increasingly impulsive, immoral, and unwise as their mind begins to let go.  The Prosedaloth can turn this ability on or off once per round as a Free Action.

Summon Yugoloth (Sp): Once per day a Prosedaloth can attempt to summon 1 Mezzoloth with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A Prosedaloth can assume the form of any Small or Medium humanoid as a Swift Action.

Immunities (Ex): Prosedaloths are immune to Poison, Acid, and Disease.

Tongues (Su):
A Prosedaloth has a permanent tongues ability (as the spell, caster level 12th).

Skills: Prosedaloths have a +4 Racial Bonus on Bluff and Gather Information Checks.

Combat: Prosedaloths aren't fighters.  They try to Bluff or seduce targets, only to flee at the earliest opportunity (or murder their would-be paramour while he is sleeping).  If cornered they try to summon help, but rarely do they make an effort to truly fight.



Prosedaloth
"Why as I live and breathe!  If it isn't Harlan Jurgens!  Introduce me to your little friend."

Masters Of Blackmail

"I'm Jim the Ranger."

"Really?  How unfortunate for you."

"Hello Morticia.  Still ruining marriages?"

"(beep) you Harlan.  Hey why the (beep) am I being beeped?"

"It's a magic censor that follows us courtesy of Mutual of Gnomeahaw."

Also Masters Of The Sudden Midnight Stabbity Fest

"That's (beep)."

"Go away Morticia."

"Who are you anyway?"

"Trouble you'll never have."

« Last Edit: July 16, 2023, 04:55:59 PM by bhu »

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Re: Jesters Realm Critters
« Reply #155 on: September 29, 2013, 10:11:17 PM »
Were Pink Fairy Armadillo

Created by the Goddess of Zoanthropes in her ever growing legion of spies and oddities, Were Pink Fairy Armadillos are odd to say the least.  For the most part they are used in areas with the dry, sandy soil that allows them to be the most efficient.  To be honest, no one pays them much attention as long as they stay out of peoples gardens.  Which says a lot about the locals.

Were Pink Fairy Armadillo is an Acquired or Inherited template that can be added to any small humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Pink Fairy Armadillo form is Fine, Size in Hybrid form is Tiny.  Size in humanoid form is unchanged.

Hit Dice: Unchanged.

Speed: Land Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form.  Burrow Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form.

Armor Class: Natural Armor Bonus increases by +4 in Hybrid Form, and +2 in Humanoid and Armadillo Forms.

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Pink Fairy forms). 

Damage: Same as base creature in Humanoid form, same as Pink Fairy in Armadillo Form (Pink Fairy Armadillos have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1 point + 1/2 Strength bonus), claw attacks are 1d4 plus Strength bonus in Hybrid form (bite is 1d3 plus half Str Bonus).

Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

Curse of Zoanthropy(Su):  Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

Alternate Form (Su):  A zoanthrope can assume the form of a specific animal (as indicated in its entry).  Changing to or from animal or hybrid form is a standard action.  A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.  Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

Armadillo Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

Scent (Ex): A zoanthrope has the scent ability in any form.

Sandswimmer (Su): A Were Armadillo can sandswim through sand, ash, dust or slipsand at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if he wears heavier armor or carries a medium load. He cannot make any headway through the sand while carrying a heavy load.  A Were Armadillo breathes normally while under the sands.  This supernatural ability doesn’t allow him to breath in mediums other than sand, dust, or ash, nor does it allow Him to hold its breath longer than normal in water or dangerous gases.  It can only do this in Hybrid or Armadillo forms.

Saves: Must be recalculated in Hybrid and Armadillo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

Abilities: Were Armadillo gain +2 Wis. Physical Stats in Armadillo Form are Str drops to 1.  Physical Stats in Hybrid Form are -2 Strength. Both Armadillo and Hybrid Form gain +4 Dex.

Skills: Were Armadillos gain a +4 Racial Bonus to Listen and Search Checks in Hybrid and Armadillo Forms.

Feats: You gain Iron Will and Sand Camouflage as Bonus Feats (see Sandstorm).

Environment: Unchanged.

Organization: Unchanged, usually solitary.

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +3 Afflicted (+4 Natural)


Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Gnome Form
                      Small Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-5
Attack:               Club +4 melee (1d4-2)
Full Attack:          Club +4 melee (1d4-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent
Saves:                Fort +3, Ref +2, Will +7
Abilities:            Str 6, Dex 15, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +3, Gather Information +3, Handle Animal +3, Hide +6, Knowledge (Geography, Local, Nature) +3, Listen +4, Move Silently +3, Open Lock +3, Profession (Farmer) +3, Ride +3, Search +3, Sense Motive +3, Sleight of Hand +3, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Hybrid Form
                      Tiny Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Burrow 20 ft.
Armor Class:          20 (+2 Size, +4 Dex, +4 Natural), touch 16, flat-footed 16
Base Attack/Grapple:  +1/-10
Attack:               Claw +7 melee (1d4-3)
Full Attack:          2 Claws +7 melee (1d4-3) and 1 Bite +2 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
Saves:                Fort +3, Ref +4, Will +7
Abilities:            Str 4, Dex 19, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +12, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Armadillo Form
                      Fine Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                5 ft. (1 squares), Burrow 20 ft.
Armor Class:          24 (+8 Size, +4 Dex, +2 Natural), touch 22, flat-footed 20
Base Attack/Grapple:  +1/-20
Attack:               Claw +13 melee (1 point)
Full Attack:          2 Claws +13 melee (1 point) and 1 Bite +8 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
Saves:                Fort +3, Ref +4, Will +7
Abilities:            Str 1, Dex 19, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +20, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle was a simple cactus farmer till the Wasteland Trolls wiped out his homestead.  He awoke from hiding, wounded and starving.  His silent prayer was answered by Talindra, who made him a Zoanthrope.  He's still no match for the trolls, but escaping them is much easier.



Were Pink Fairy Armadillo

"Your name, good sir?"

"Ah'm Tinwhistle.  Ah'm a farmer.  Least I was till the Trolls wiped me out."

"And how has the Church helped you?"

"Ah'm much better at hidin' from Trolls now, and I pay for some Were Hippos to guard the new farm."

"Anything our viewers should know about being a Were Armadillo?"

"Yer gonna eat a lotta bugs when burrowing, but it helps the crops."

Tiny Tanks

"What?"

"It's hard to see underground."

"So what do you grow?"

"Cactus.  I sell cactus whiiskey for the Church."

You Have To Be A Bit Weird To Want This

"Is that popular?"

"It'll gitcha drunk!"
« Last Edit: December 20, 2022, 12:06:26 AM by bhu »

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Re: Jesters Realm Critters
« Reply #156 on: October 12, 2013, 07:06:38 PM »
Conventusloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             12d8 (54 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Fly 30 ft. (Perfect)
Armor Class:          28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
Base Attack/Grapple:  +12/+12
Attack:               Slam +12 melee (1d4 plus Loathsome Touch)
Full Attack:          2 Slams +12 melee (1d4 plus Loathsome Touch)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Spells, Summon Yugoloth, Loathsome Touch
Special Qualities:    DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Favors, SR 28, Polyglot
Saves:                Fort +8, Ref +11, Will +14
Abilities:            Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
Skills:               Bluff +18, Concentration +15, Diplomacy +18, Gather Information +18, Hide +7, Intimidate +18, Knowledge (Arcana, Local, Nobility) +20, Knowledge (History) +11, Perform (Oratory) +18, Profession (any 2, 1 is usually usually Lawyer) +18, Sense Motive +19, Spellcraft +20
Feats:                Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
Environment:          Any
Organization:         Solitary, Pair, or Law Firm (5-10)
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Medium)
Level Adjustment:     ---

The Conventusloth are Arcanaloths that have retired from the Yugoloth armies and are now Union stewards, Guild bureaucrats, and politicians.  Many also serve as lawyers.  Most appear as the classic tall, muscular red skinned human with brow horns commonly associated with Fiends.  They're eyes usually glow red.  Able to read and write all known languages they make perfect office workers, and are hired as translators almost as often as they are lawyers (though they usually charge extra for complete accuracy).  Their goal is to fulfill as many contracts as possible and slowly become local powers by becoming increasingly invulnerable to the elite of society (who of course hire outsiders to kill the Conventusloth).  Once they are sufficiently set up, they begin to travel to spread their influence (and by doing so their own invulnerability).

Spell-Like Abilities (Sp): At Will: Augury, Detect Thoughts, Eye of Power (Player's Guide to Faerun), Fly, Invisibility (Self Only), Know Motivation (Oriental Adventures), Spymaster's Coin (Complete Scoundrel), True Seeing. 1/day: Freedom of Movement, Magic Circle Against Good.  Caster level 12th. The save DCs are Charisma-based.

Spells: A Conventusloth casts spells as a 12th Level Beguiler.

Summon Yugoloth (Sp): Once per day a Conventusloth can attempt to summon another Conventusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

Loathsome Touch (Su): Anything the Conventusloth touches must make a DC 21 Willpower Saye (Save DC is Int based) or be Sickened for 1 Minute.

Immunities (Ex): The Conventusloth are immune to Acid and Poison, as well as any powers, spells or effects dependent on language.

Favors (Su): Anyone who seeks the aid of a Conventusloth must sign a legally binding contract.  If the Conventusloth fulfills the contract to the letter (or the signee willingly violates the agreement), the Conventusloth gains a small measure of invulnerability against that person.  The Conventusloth subtracts 10 points from all damage rolls made against it by a contractee, and has a Profane Bonus on all Saving Throws against the contractee equal to the Conventusloth's Intelligence Bonus.

Polyglot (Su): THe COnventusloth can speak and read all known languages.

Combat: The Conventusloth avoid combat, or bribe their way out of it.  They prefer to take the long term view, knowing that if they can do enough contracts there will eventually be only a very small percentage of the populace that can harm them.



Conventusloth
"Harlan Jurgens and Jim.  We're Case Number 664."

Even The Other Yugoloths Hate Them

"This is some utter foolishness. Harlan."

"Welcome to the Pit.  We have a list of local hotels you can stay in, and law firms you can hire.  I'd advise you to pick one by the weeks end."

"Were looking for a defense attorney."

"They always are."

"lawsuits are popular among Fiends...who'd have guessed."

Betrayers To The Bitter End

"Your sarcasm will get you far here."

"We won't be here long."

"We have several hundred witnesses."

"They all say that."
« Last Edit: July 16, 2023, 04:35:23 PM by bhu »

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Re: Jesters Realm Critters
« Reply #157 on: October 12, 2013, 07:07:52 PM »
Were Komodo Dragon

Much like the Pink Fairy Armadillo Weres, the Komodos are are creations of the Goddess of Zoanthropes.  When seeing that the locals of an island group worshiped the large lizards as Gawds it was inevitable she would use this to her advantage.  Sure, it only gives her control over a few islands, but every would be world dominator has to start somewhere.

Were Komodo Dragon is an Acquired or Inherited template that can be added to any humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Dragon form is Medium, Size in Hybrid form is also Medium. Size in humanoid form is unchanged.

Hit Dice: Same as the base creature plus 3d8.  To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form

Speed: Gains a 30 foot Swim speed in Komodo Dragon and Hybrid forms.

Armor Class:  Natural Armor Bonus increases by +2 in Humanoid Form, and +5 in Hybrid and Komodo Forms.

Attacks: Add the base attack bonus for the base animal (+2) to the base attack bonus for the base creature. The zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the zoanthrope’s form.

Damage: Same as base creature in Humanoid form, same as Komodo in Komodo Form (Komodo Dragons have 1 Bite doing 1d8 plus one and a half times Strength bonus), bite damage is 1d8 plus one and a half Strength bonus in Hybrid form.  If opponents are behind them they use a Tail Lash instead (damage is the same).

Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

Curse of Zoanthropy(Su):  Any humanoid or giant hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

Toxic Bite (Ex):  Injury, Fort Save (Save DC is Con based), Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss.  Secondary damage is 1d4 Strength.

Rush (Ex): When performing a successful Tail Lash (or any Charge Attack with a Bite while in Komodo Form), the Were-Komodo can immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If the attempt fails, the opponent cannot react to trip the Were Komodo.

Special Qualities: A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

Alternate Form (Su):  A zoanthrope can assume the form of a specific animal (as indicated in its entry).  Changing to or from animal or hybrid form is a standard action.  A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.  Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

Lizard Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

Scent (Ex): A zoanthrope has the scent ability in any form.

Improved Scent (Ex): A Were Komodo can notice creatures by scent in a 180-foot radius and detect blood or corpses at ranges of up to 5 miles.

Running Spurt (Ex): The Were Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier.  Once used it must rest for 1 hour before it can use the Running Spurt again.

Low Metabolism (Ex): Were Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

Disease Resistant (Ex): Were Komodos gain a +2 Resistance Bonus on Fortitude Saves against disease.

Saves: Must be recalculated in Hybrid and Komodo forms due to stat changes, and gains a +3 Racial Bonus to Fort and Ref Saves, and a +1 Bonus to Will Saves.

Abilities: Were Komodos gain +2 Wis.  In Hybrid and Komodo forms they also gain +6 Str, +6 Con and +4 Dex.

Skills: Were Komodos have 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.  Were Komodos have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8. Skill bonuses are only available in Hybrid and Komodo forms.  They gain (2+Int) skill points times three Hit Dice, Class Skills are Climb, Hide, Listen, Move Silently, Spot and Swim.

Feats: Gains Alertness,  Great Fortitude and Iron Will as Bonus Feats.

Environment: Unchanged

Organization: Unchanged, usually Solitary

Challenge Rating: +2

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +3 Afflicted (+4 Natural)

King Komodo (Adept 3/Were Komodo) (Human Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +3/+4
Attack:               Shortspear +4 melee (1d6+1)
Full Attack:          Shortspear +4 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells
Special Qualities:    Alternate Form, Lizard Empathy, Low-light Vision, Scent, Find Familiar
Saves:                Fort +7, Ref +4, Will +9
Abilities:            Str 13, Dex 10, Con 12, Int 11, Wis 17, Cha 8
Skills:               Climb +2, Concentration +3, Hide +2, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +2, Spellcraft +5, Spot +5, Survival +5, Swim +2
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


King Komodo (Adept 3/Were Komodo) (Hybrid Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+7
Attack:               Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Full Attack:          Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Curse of Zoanthropy, Toxic Bite, Rush
Special Qualities:    Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
Saves:                Fort +10, Ref +6, Will +9
Abilities:            Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
Skills:               Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


King Komodo (Adept 3/Were Komodo) (Komodo Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (+2 Natural, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+7
Attack:               Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Full Attack:          Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Zoanthropy, Toxic Bite, Rush
Special Qualities:    Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
Saves:                Fort +10, Ref +6, Will +9
Abilities:            Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
Skills:               Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

When approached by Talindra and offered ultimate power, the not King Komodo jumped at the offer.  At first all was well, but it's grown stale.  The Gawdess never lets him have  any fun, like starting wars or fights.  What good is power if you have to be responsible in its use?



Were Komodo Dragon

"So I've explained everything to his lordship, and alls well.  He just wants you to give the Church a shout out over the palantir and we'll cal it even."

"Sigh...okay lets meet this priest."

"That's no priest, that's a giant lizard."

"You're rude for a Gnome."

"You're talkative for a lizard."

"Lets get down to it: I want you to interview several of the temples worshipers and put out the good word.."

Venom Use Limited to Non-Humanoids IF They're Smart

"We aren't religious zealots."

"And we aren't evangelistic.  Sign on for super powers is the deal being offered.  It's kind of a pragmatic relationship."

"And by powers, you of course mean zoanthropy?"

"Of course."

Worshiped For The Gawds Know What Reason

"Where do we start?"

"Start with Big John.  He's a good lad."

« Last Edit: December 19, 2022, 11:58:58 PM by bhu »

Offline Braininthejar

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Re: Jesters Realm Critters
« Reply #158 on: October 24, 2013, 09:33:02 AM »
I think Komodo's saliva would count as a disease rather than poison - it basically kills its victims with septic shock

Offline bhu

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Re: Jesters Realm Critters
« Reply #159 on: November 01, 2013, 11:29:22 PM »
they think poison is more likely now.  They think the sepsis is from the animals they bite fleeing through bacteria ridden water and their wounds get infected when that happens.


Were Sea Monkey

No one is really sure what the hell the Goddess of Zoanthropes was thinking when she created these things.  Most infected Were Sea Monkeys are orphans of the humanoid races, possibly to give them a chance to survive shipwrecks and other unfortunate events (she's not totally Evil).  Their physical development halts but their intellectual capacity does not, and many a hardy pirate has lost his bowel control at the sight of a mother nursing a comparatively huge crustacean.

Were Sea Monkey is an Acquired or Inherited template that can be added to any Small humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Sea Monkey form is Fine, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.  It gains the Aquatic Subtype in Hybrid and Sea Monkey forms.

Hit Dice: Unchanged.

Speed: Land Speed is 5 in Hybrid Form, and 0 in Sea Monkey Form.  Swim Speed is 20 in Hybrid Form, and 5 in Sea Monkey Form.

Armor Class: Natural Armor Bonus increases by +2 in Humanoid form, +3 in Hybrid and Sea Monkey forms.

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Sea Monkey form).

Damage: Same as base creature in Humanoid form, none in Sea Monkey form, bite damage is 1d2 plus Strength bonus in Hybrid form.

Special Attacks: A zoanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below:

Curse of Zoanthropy(Su):  Any humanoid hit by a natural zoanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract zoanthropy. If the victim’s size is not within one size category of the zoanthrope the victim cannot contract zoanthropy from that zoanthrope. Afflicted zoanthropes cannot pass on the curse of zoanthropy.

Special Qualities:  A zoanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below:

Alternate Form (Su):  A zoanthrope can assume the form of a specific animal (as indicated in its entry).  Changing to or from animal or hybrid form is a standard action.  A slain zoanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.  Afflicted zoanthropes find this ability difficult to control, but natural zoanthropes have full control over this power.

Damage Reduction (Ex): An afflicted zoanthrope in animal or hybrid form has damage reduction 5/silver. A natural zoanthrope in animal or hybrid form has damage reduction 10/silver.

Shrimp Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or giant vermin of their vermin form (which it can do despite vermin being Mindless). This gives them a +4 racial bonus on checks when influencing the vermin’s attitude and allows the communication of simple concepts and (if the vermin is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-light Vision (Ex): A zoanthrope has low-light vision in any form.

Scent (Ex): A zoanthrope has the scent ability in any form.

Hibernation (Ex): In situations where dessication (usually due to spells in d20), lack of oxygen or temperature extremes would reduce a Were Sea Monkey to less than 0 hp, it may voluntarily enter hibernation to avoid going into negative hp.  In this state it is Helpless, but does not need air, food, or water.  It can exist like this for a number of years equal to it's Constitution Score.  Submerging it in water will revive it in 1d6 rounds, but it will then need to find a method of healing itself (even if only by resting).

Wide Angle Vision (Ex): Sea Monkeys get a +2 Racial Bonus to Search and Spot Checks and cannot be Flanked.

Snap Turn (Ex): A Were Sea Monkey can make a 180 degree turn once per round while swimming without losing movement, and even while using the Run Action.

Preternatural Toughness (Ex): The environment in which Brine Shrimp live is incredibly high in salt, low in oxygen, and suffers from extremes of temperature.  They also evidence a fairly high amount of resistance to toxins.  For this reasons they gain a +2 Racial Bonus on Fortitude Saves made against exposure to high or low temperatures, suffocation due to lack of oxygen, poisons, and spells that mimic dessication or salt exposure effects.

Amphibious (Ex): Were Sea Monkeys can breathe air and water in Hybrid form.

Saves: Must be recalculated in Hybrid and Sea Monkey forms due to stat changes, and gains a +2 Racial Bonus to Fort Saves.

Abilities: Were Sea Monkeys gain +2 Wis. Physical Stats in Sea Monkey Form are +4 Dex, +2 Con (it has no Str score). Physical Stats in Hybrid Form are +2 Dex, +2 Con.

Skills: Were Sea Monkeys get a +8 Racial Bonus to Swim Checks and may always take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Feats: Gains Iron Will as a Bonus Feat.

Environment: Unchanged

Organization: Unchanged, usually Solitary

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Small Humanoid (Goblin, Shapechanger) Goblin Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-6
Attack:               Dagger +4 melee (1d3-2) or Hand Crossbow +4 ranged (1d3/19-20)
Full Attack:          Dagger +4 melee (1d3-2) or Hand Crossbow +4 ranged (1d3/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +1d6
Special Qualities:    Alternate Form, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Trapfinding
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 6, Dex 16, Con 15, Int 13, Wis 14, Cha 8
Skills:              Appraise +1, Balance +5, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +7, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +7, Profession (Pirate) +2, Ride +7, Search +3, Spot +4, Swim +2, Tumble +5
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Tiny Humanoid (Goblin, Shapechanger) Hybrid Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +4
Speed:                5 ft. (1 squares), 20 ft. Swim
Armor Class:          19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
Base Attack/Grapple:  +0/-10
Attack:               Bite +6 melee (1d2-2)
Full Attack:          Bite +6 melee (1d2-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Sneak Attack +1d6, Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Hibernation, Wide Angle Vision, Snap Turn, Preternatural Toughness, Amphibious, Trapfinding
Saves:                Fort +5, Ref +6, Will +4
Abilities:            Str 6, Dex 18, Con 17, Int 13, Wis 14, Cha 8
Skills:               Appraise +1, Balance +6, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +12, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +8, Profession (Pirate) +2, Ride +8, Search +5, Spot +6, Swim +10, Tumble +6
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Small Humanoid (Goblin, Shapechanger) Shrimp Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +5
Speed:                Swim 5 ft. (1 squares)
Armor Class:          26 (+8 Size, +5 Dex, +3 Natural), touch 23, flat-footed 21
Base Attack/Grapple:  +0/-21
Attack:               --
Full Attack:          --
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Sneak Attack +1d6, Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Hibernation, Wide Angle Vision, Snap Turn, Preternatural Toughness, Trapfinding
Saves:                Fort +5, Ref +7, Will +4
Abilities:            Str ---, Dex 20, Con 17, Int 13, Wis 14, Cha 8
Skills:               Appraise +1, Balance +7, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +21, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +9, Profession (Pirate) +2, Ride +9, Search +5, Spot +6, Swim +10, Tumble +7
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter is a professional pirate.  Or at least he likes to think of himself as such.  He made a deal with Talindra to be a Zoanthrope, and while some people feel he got the raw end of things, he likes his new body just fine.




Were Sea Monkey

"So you're a pirate?"

"Arr."

"And how the Church allows this?"

"Long as I hit the bad people only, arr."

"Who defines what people are bad?"

"Yer can sorta tell."

Terrifying Abominations of Nature

"And you chose to be a Were Shrimp?"

"Arr."

"But...why?"

"Makes me unique.  Arr."

Hardy Survivors

"Is there any advice you'd like to give our viewers?"

"Never kill birds."
« Last Edit: December 18, 2022, 05:18:55 PM by bhu »