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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Jesters Realm Critters
« on: January 29, 2024, 08:51:22 PM »
The Florida Dead
Florida Dead is an Acquired Template that can be applied to any corporeal Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin. They are turned by another Dead, or exposed to the toxins produced by certain industrial magics. Florida Dead appear as blackened, rotting (occasionally oozing) zombies. They are compelled to bite others, and thus spread the infection.
Size and Type: Size is unchanged, Type becomes Undead.
Hit Dice: All current and future Hit Dice becomes d12's.
Speed: Unchanged, but if it can fly, maneuverability is reduced to clumsy.
Armor Class: The base creatures Natural Armor Bonus to AC increases by an amount dependent on it's Size: Tiny or smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+6) or Colossal (+11).
Attacks: If the base creature has no natural attacks, it gains a Primary Slam attack, and a Secondary Bite attack. If it has natural attacks, but no Bite attack, it gains a Bite attack. It has 2 Slams and a Bite with a Full Attack (or it's regular attack routine plus a bite if it has natural attacks as the base creature).
Damage: Bite and Claw damage depend on Size: Tiny or smaller (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), or (4d6).
Special Attacks: Retains all Special Qualities of the Base Creature, plus gains the following:
Toxic Bite (Su): The Bite of the Florida Dead is incredibly toxic. Injury, Fortitude Save (Save DC is 10 + Hit Dice), Initial and Secondary damage depends on size. Tiny or Smaller (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), or Colossal (1d10 Con). If the Second Save is failed, the target must make an additional Save each day, and if it fails one it acquires the Florida Dead template if it qualifies (and dies if it does not. This is a magical poison. If the Con loss kills the target, it also gains the Florida Dead template.
Attach (Ex): If a Florida Dead hits with a bite attack, it latches onto the opponent’s body. An attached Florida Dead is effectively grappling its prey. The Florida Dead loses its Dexterity bonus to AC, but holds on with great tenacity. Florida Dead have a +4 racial bonus on grapple checks.
An attached Florida Dead can be struck with a weapon or grappled itself. To remove an attached Florida Dead through grappling, the opponent must achieve a pin against the Florida Dead.
Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:
The creatures Darkvision extends to 60 feet (or it gains Darkvision if it has none)
DR 5/Silver
+2 Turn Resistance
Saves: Unchanged.
Abilities: +4 Str, -2 Dex, -2 Int, -2 Wis, -4 Cha. Constitution becomes -.
Skills: Unchanged.
Feats: Unchanged.
Environment: Any
Organization: Solitary, Group (2-10), or Mob (11-30)
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Always Neutral or Chaotic Evil.
Advancement: Unchanged.
Level Adjustment: ---
Example of creature using template here:
Mr. Abednego (Human Expert 6/Florida Dead)
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Natural, +2 Armor), touch 10, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4)
Full Attack: 2 Slams +8 melee (1d6+4) and 1 Bite +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Toxic Bite
Special Qualities: Darkvision 60 ft., DR 5/Silver, +2 Turn Resistance
Saves: Fort +4, Ref +2, Will +6
Abilities: Str 19, Dex 10, Con -, Int 11, Wis 12, Cha 4
Skills: Bluff +6, Intimidate +6, Knowledge (Local) +9, Listen +10, Sense Motive +10, Spot +10
Feats: Great Fortitude, Improved Initiative, Power Attack
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral Evil
Level Adjustment: ---
Mr. Abednego is an employee of an unknown business whose by product is an incredibly toxic goo that turns the living into undead. He was cheap hired muscle/lower management until an accident turned him zombie.
5E Florida Dead
Any Aberration, Beast, Giant, Humanoid, or Monstrosity that is corporeal can become the Florida Dead..
Challenge. Recalculate the Challenge Rating after you apply the template.
Type. Type changes to Aberration.
Armor Class. The Base Creatures gains a bonus AC based on Size: Medium/Large (+1), Huge (+2), or Gargantuan (+3).
Attributes. Base Creature loses -2 to all ability scores except Str, Con and Cha. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6). Cha is lowered by -4. All scores have a minimum of 1.
Damage Resistances. The base creature becomes resistat to the following damage types: Bludgeoning, Piercing and Slashing from nonmagical attacks that aren't silvered.
Damage Immunities. The base creature becomes immune to the following damage types: Necrotic, Poison.
Condition Immunities. The base creature becomes immune to the following conditions: Poisoned.
Saving Throws. The creature becomes proficient in Wisdom Saving Throws.
Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.
Turn Resistance. The Florida Dead have advantage on saving throws against any effect that turns undead.
Undead Toughness. If damage reduces the Florida Dead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
New Action: Multiattack. The base creature gets it's regular attacks, plus a Bite. If it has no attacks it gains 2 Slams and a Bite. If it already has a Bite, that Bite now gains the poison damage appropriate for it's size, plus the attach ability.
New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d4+1d6), Medium (5 ft., 1d6+3d6), Large (5 ft., 1d8+4d6), Huge (10 ft., 2d6+5d6), or Gargantuan (10 ft., 3d6+6d6). If this attack is successful, the Florida Dead attaches to him. While attached, the Florida Dead doesn't attack, and it's opponent automatically takes it's bite damage at the start of each of the Florida Dead's turns. The Florida Dead can detach itself by spending 5 feet of it's movement. A creature, including the target, can use its action to detach the Florida Dead. To do so it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Florida Dead's Strength (Athletics) check.
New Action: Slam. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d4), Medium (5 ft., 1d6), Large (10 ft., 1d8), Huge (10 ft., 2d6), or Gargantuan (15 ft., 3d6).
The Florida Dead
"We're flying invisible over a bug inested swamp Harlan. What's our end game here?"
Secret Pollution
"Before we get involved by delivering that fellows message I want to scout out the north swamps a little. See what's going on."
"There's a glowing light over there!"
"Look at all those barrels oozing slime!"
"Whatever is in there is corrosive enough to eat through the wood."
"Some local alchemist or Wizard is using the swamp as an illegal dumping ground for toxic waste."
"This needs to be filmed before we go."
Intelligent Zombies
"Not so fast Jim. Look over there."
"They look like zombies of a sort."
"But for the oozing toxins they look like our recent friend."
"Good thing I purchased these Holy Hand Grenades in town when I heard the rumors of the undead."
Holy Hand Grenade
Price (Item Level): 1800 GP
Body Slot: - (Held)
Caster Level: 9th
Aura: Moderate; (DC:18) Evocation
Activation: Standard (Thrown)
Weight: 1/2 lb.
This appears as a white hand grenade. It may be thrown as a grenade-like weapon. Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.
Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria (see spell compendium)
Cost to Create: 900 GP, 1 day, 36 XP
Not So Holy Hand Grenade
Price (Item Level): 1800 GP
Body Slot: - (Held)
Caster Level: 9th
Aura: Moderate; (DC:18) Evocation
Activation: Standard (Thrown)
Weight: 1/2 lb.
This appears as a black hand grenade. It may be thrown as a grenade-like weapon. Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Good opponents take an additional 4d6 untyped damage.
Prerequisites: Craft Wondrous Item, Fireball, Inflict Moderate Wounds
Cost to Create: 900 GP, 1 day, 36 XP
Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, white metal ball, with a ring on some sort of mechanism sticking out of the side. It weighs a 1/2 pound, and is about the size of an apple. You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 radiant damage on a failed save, or half as much damage on a successful one.
Not So Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, black metal ball, with a ring on some sort of mechanism sticking out of the side. It weighs a 1/2 pound, and is about the size of an apple. You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
Florida Dead is an Acquired Template that can be applied to any corporeal Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin. They are turned by another Dead, or exposed to the toxins produced by certain industrial magics. Florida Dead appear as blackened, rotting (occasionally oozing) zombies. They are compelled to bite others, and thus spread the infection.
Size and Type: Size is unchanged, Type becomes Undead.
Hit Dice: All current and future Hit Dice becomes d12's.
Speed: Unchanged, but if it can fly, maneuverability is reduced to clumsy.
Armor Class: The base creatures Natural Armor Bonus to AC increases by an amount dependent on it's Size: Tiny or smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+6) or Colossal (+11).
Attacks: If the base creature has no natural attacks, it gains a Primary Slam attack, and a Secondary Bite attack. If it has natural attacks, but no Bite attack, it gains a Bite attack. It has 2 Slams and a Bite with a Full Attack (or it's regular attack routine plus a bite if it has natural attacks as the base creature).
Damage: Bite and Claw damage depend on Size: Tiny or smaller (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), or (4d6).
Special Attacks: Retains all Special Qualities of the Base Creature, plus gains the following:
Toxic Bite (Su): The Bite of the Florida Dead is incredibly toxic. Injury, Fortitude Save (Save DC is 10 + Hit Dice), Initial and Secondary damage depends on size. Tiny or Smaller (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), or Colossal (1d10 Con). If the Second Save is failed, the target must make an additional Save each day, and if it fails one it acquires the Florida Dead template if it qualifies (and dies if it does not. This is a magical poison. If the Con loss kills the target, it also gains the Florida Dead template.
Attach (Ex): If a Florida Dead hits with a bite attack, it latches onto the opponent’s body. An attached Florida Dead is effectively grappling its prey. The Florida Dead loses its Dexterity bonus to AC, but holds on with great tenacity. Florida Dead have a +4 racial bonus on grapple checks.
An attached Florida Dead can be struck with a weapon or grappled itself. To remove an attached Florida Dead through grappling, the opponent must achieve a pin against the Florida Dead.
Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:
The creatures Darkvision extends to 60 feet (or it gains Darkvision if it has none)
DR 5/Silver
+2 Turn Resistance
Saves: Unchanged.
Abilities: +4 Str, -2 Dex, -2 Int, -2 Wis, -4 Cha. Constitution becomes -.
Skills: Unchanged.
Feats: Unchanged.
Environment: Any
Organization: Solitary, Group (2-10), or Mob (11-30)
Challenge Rating: +1
Treasure: Unchanged.
Alignment: Always Neutral or Chaotic Evil.
Advancement: Unchanged.
Level Adjustment: ---
Example of creature using template here:
Mr. Abednego (Human Expert 6/Florida Dead)
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Natural, +2 Armor), touch 10, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4)
Full Attack: 2 Slams +8 melee (1d6+4) and 1 Bite +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Toxic Bite
Special Qualities: Darkvision 60 ft., DR 5/Silver, +2 Turn Resistance
Saves: Fort +4, Ref +2, Will +6
Abilities: Str 19, Dex 10, Con -, Int 11, Wis 12, Cha 4
Skills: Bluff +6, Intimidate +6, Knowledge (Local) +9, Listen +10, Sense Motive +10, Spot +10
Feats: Great Fortitude, Improved Initiative, Power Attack
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral Evil
Level Adjustment: ---
Mr. Abednego is an employee of an unknown business whose by product is an incredibly toxic goo that turns the living into undead. He was cheap hired muscle/lower management until an accident turned him zombie.
5E Florida Dead
Any Aberration, Beast, Giant, Humanoid, or Monstrosity that is corporeal can become the Florida Dead..
Challenge. Recalculate the Challenge Rating after you apply the template.
Type. Type changes to Aberration.
Armor Class. The Base Creatures gains a bonus AC based on Size: Medium/Large (+1), Huge (+2), or Gargantuan (+3).
Attributes. Base Creature loses -2 to all ability scores except Str, Con and Cha. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6). Cha is lowered by -4. All scores have a minimum of 1.
Damage Resistances. The base creature becomes resistat to the following damage types: Bludgeoning, Piercing and Slashing from nonmagical attacks that aren't silvered.
Damage Immunities. The base creature becomes immune to the following damage types: Necrotic, Poison.
Condition Immunities. The base creature becomes immune to the following conditions: Poisoned.
Saving Throws. The creature becomes proficient in Wisdom Saving Throws.
Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.
Turn Resistance. The Florida Dead have advantage on saving throws against any effect that turns undead.
Undead Toughness. If damage reduces the Florida Dead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
New Action: Multiattack. The base creature gets it's regular attacks, plus a Bite. If it has no attacks it gains 2 Slams and a Bite. If it already has a Bite, that Bite now gains the poison damage appropriate for it's size, plus the attach ability.
New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d4+1d6), Medium (5 ft., 1d6+3d6), Large (5 ft., 1d8+4d6), Huge (10 ft., 2d6+5d6), or Gargantuan (10 ft., 3d6+6d6). If this attack is successful, the Florida Dead attaches to him. While attached, the Florida Dead doesn't attack, and it's opponent automatically takes it's bite damage at the start of each of the Florida Dead's turns. The Florida Dead can detach itself by spending 5 feet of it's movement. A creature, including the target, can use its action to detach the Florida Dead. To do so it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Florida Dead's Strength (Athletics) check.
New Action: Slam. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d4), Medium (5 ft., 1d6), Large (10 ft., 1d8), Huge (10 ft., 2d6), or Gargantuan (15 ft., 3d6).
The Florida Dead
"We're flying invisible over a bug inested swamp Harlan. What's our end game here?"
Secret Pollution
"Before we get involved by delivering that fellows message I want to scout out the north swamps a little. See what's going on."
"There's a glowing light over there!"
"Look at all those barrels oozing slime!"
"Whatever is in there is corrosive enough to eat through the wood."
"Some local alchemist or Wizard is using the swamp as an illegal dumping ground for toxic waste."
"This needs to be filmed before we go."
Intelligent Zombies
"Not so fast Jim. Look over there."
"They look like zombies of a sort."
"But for the oozing toxins they look like our recent friend."
"Good thing I purchased these Holy Hand Grenades in town when I heard the rumors of the undead."
Holy Hand Grenade
Price (Item Level): 1800 GP
Body Slot: - (Held)
Caster Level: 9th
Aura: Moderate; (DC:18) Evocation
Activation: Standard (Thrown)
Weight: 1/2 lb.
This appears as a white hand grenade. It may be thrown as a grenade-like weapon. Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.
Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria (see spell compendium)
Cost to Create: 900 GP, 1 day, 36 XP
Not So Holy Hand Grenade
Price (Item Level): 1800 GP
Body Slot: - (Held)
Caster Level: 9th
Aura: Moderate; (DC:18) Evocation
Activation: Standard (Thrown)
Weight: 1/2 lb.
This appears as a black hand grenade. It may be thrown as a grenade-like weapon. Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Good opponents take an additional 4d6 untyped damage.
Prerequisites: Craft Wondrous Item, Fireball, Inflict Moderate Wounds
Cost to Create: 900 GP, 1 day, 36 XP
Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, white metal ball, with a ring on some sort of mechanism sticking out of the side. It weighs a 1/2 pound, and is about the size of an apple. You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 radiant damage on a failed save, or half as much damage on a successful one.
Not So Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, black metal ball, with a ring on some sort of mechanism sticking out of the side. It weighs a 1/2 pound, and is about the size of an apple. You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 necrotic damage on a failed save, or half as much damage on a successful one.