Author Topic: Spookity Critters  (Read 17634 times)

Offline bhu

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Re: Spookity Critters
« Reply #20 on: November 11, 2011, 05:07:42 AM »
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The Resurrection Women
Medium Aberration (Evil)
Hit Dice: 10d8+40  (85 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 23 (+5 Dex, +8 Deflection), touch 23, flat-footed 18
Base Attack/Grapple: +7/+8
Attack: Dagger +8 melee (1d4+1)
Full Attack: Dagger +8/+3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charming Smile, Necrotic Touch, Aura of Profanity
Special Qualities: Profane Grace, Immunities, Necrotic Healing, Medium, Allure of the Grave
Saves: Fort +15, Ref +16, Will +20
Abilities: Str 12, Dex 20, Con 18, Int 16, Wis 20, Cha 26
Skills: Bluff +15, Concentration +14, Diplomacy +15, Gather Information +15, Hide +10, Intimidate +15, Knowledge (History, Local, Nobility, Religion) +3, Listen +10, Move Silently +10, Sense Motive +15, Spot +10, Use Magic Device +15
Feats: Corpsecrfter, Necromantic Might, Necromantic Presence, Nimble Bones *
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Any Evil (usually Chaotic)
Advancement: By Character Class
Level Adjustment: -----

*Feats are from Libris Mortis.  If the Resurrection Woman doesn't have Class Levels allowing her access to spells that will let her create Undead, she can use the Feats to grant the Bonuses to Undead she creates with her Racial Abilities instead.

”Things in the kingdom weren’t always so bad.  We didn’t always live in despair.  Count Zamfirescu wasn’t always the most pleasant man, but he was a much less harsh ruler than the neighboring nobles.  Things were tough, but we were happy.  Until he married the Countess. 

He came back from travels abroad with a wife.  Her face was never seen, and her name was never spoken.  She was referred to only as the Countess, and all were forbade to enter her rooms except the Count himself.  Not long after the young men of the village began disappearing.  It got worse and worse until a mob formed and rioted through the city streets into the palace where it was rumored one of the missing boys had been seen. 

The scene waiting for us was…awful.  The countess was a raging hag, a monstrous old woman who had bewitched the Count.  She used her powers to seduce the villages men, and so besotted was the Count that he did not raise a hand against her, but had her amours murdered instead, and thrown into a mass grave.  We burned her alive, and the Count was to be imprisoned for life.  He swore at us that things were not over, and that the fruit of his loins would avenge him. 

15 years later a young woman who looked very much a member of his family came to our village and announced she was his daughter, and heir to his estate.  We were skeptical, but when she produced proof as well as a ring with the Counts seal she was taken to his cell where he admitted he had a daughter.  This was not welcome news.  It meant by legal right she had right to rule in his stead, and she deposed the Regent who had been ruling since the Counts fall from grace.

The rumors began almost immediately.  Rumors of the dead rising from their graves.  Rumors of men disappearing again, and worst of all rumors of an unholy relationship with her imprisoned father.  Eventually we had had enough and marched on the palace again, but this time we were not met by a few loyal palace guards. The palace was surrounded by corpses who immediately began attacking the crowd.  We could do nothing against them.  She’s up there still.  Feeding on us.  And that’s why no one must know you are not a girl my son.  Or she will feed on you, and the worms will finish what she leaves behind. “


The Resurrection Women are curses by the Gods.  Hellish mutations of nature that thrive on death as opposed to life.  Their close link to death gives them great power over the Undead and makes them immune to things like aging or disease.  Their feel compelled to seduce and destroy whomever has offended the Gods, as well as anyone that crosses their path.  It is this lack of any form of morality that makes it possible to spot them.  They are a very blunt instrument of terror, and are rarely used because of the havoc they create.  In some cases a powerful dying curse by a powerful evil being can change a female child into one of these creatures.

Resurrection Women set themselves up as the power behind some sort of throne, whether that throne is literal or metaphorical.  They then corrupt whatever men come in contact with them and see to the murder of any women who can reveal her secrets.  Undead enable them to heal themselves and gain power, and they begin to make as many of them as they can, eventually ruling over a town of corpses if they cannot be stopped.

Charming Smile (Su): Resurrection Women can cast Charm Person at will as a Supernatural Ability, and Charm Monster once per day.

Necrotic Touch (Ex): The Resurrection Women can slowly corrupt men (or women) they seduce with their touch.  Any mortal being they remain in "intimate" contact with for at least 1 minute takes 1 point of either Wisdom or Constitution Drain (a maximum of 1 point per day can be taken in this manner).  Despite the Drain, the victim remains unaffected by it and is able to perform as though his Ability score was normal.  If Wisdom is being drained his behavior will become more and more erratic, and his peers will begin to think he is going mad.  Once his Wisdom becomes 0, he still can act as though he had his full Wisdom score, but is under the complete mental control of the Resurrection Woman (as per the Dominate Monster spell but with a permanent duration).  Only restoring his full Wisdom score or killing the Resurrection Woman will release him from her control.  If Constitution is being drained the victim will appear sickly, and once his Constitution is 0 he will die, only to rise again as some form of corporeal Undead whose CR is half or less the Resurrection Woman's.  This new undead will have all the memories and abilities it had in life unlike usual, and is fanatically loyal to the Resurrection Woman.

Aura of Profanity (Su): Any corpse within 120' of the Resurrection Woman becomes cursed, and animates as an Undead within 1d6 days.  If it isn't a fresh corpse (i.e. has been dead more than a week) it becomes either a Skeleton or a Zombie.  These Undead are under the control of the Resurrection woman who can control up to (her Hit Dice times 5) Hit Dice worth of Undead at any one time. 

Mindless Undead feel a perverse attraction for the Resurrection Women, and will never attack them, even if they are not controlled.  Intelligent Undead who enter her Aura must make a DC 23 Willpower Save to avoid falling under the Resurrection Woman's control if they are not under it already.  A Resurrection Woman instantly knows of any Undead within the Area of Effect of her Aura and can decide whether to attempt control or not.  Once controlled an Undead does not need to remain within the Resurrection Woman's Aura to remain controlled, she can control it from any distance and order it telepathically to do as she wants.

Undead touching her feel alive again, and can remember the passions of the flesh they once had.  This is instantly addictive to them (i.e. no Saving Throw), and they cannot 'live' (for lack of a better word) without it.  If using the addiction rules in the Book of Vile Darkness it uses these stats: Addiction Rating (Vicious), No Save, Satiation (3 days), Damage (1d4 Wisdom and Charisma).  The magical addiction overcomes the Undead's normal immunity to Ability damage.  Resurrection women use this to convince intelligent Undead to do their bidding.

Once per week a Resurrection Woman can 'awake' a fresh corpse (i.e. less than a week old) by touching it as a Standard Action.  This corpse becomes any form of corporeal undead whose CR is half or less the Resurrection Woman's.  Normally this corpse is either intended to be her lover or her bodyguard, so whichever she intends it to be will usually decide what template it gets.  In addition this aura grants the Resurrection Woman herself the benefits of a permanent Magical Circle Against Good.

Profane Grace (Su): The Resurrection Women gain a Deflection Bonus to AC and a Profane Bonus to all Saves equal to their Charisma Bonus.

Immunities : The Resurrection Women are immune to Mind-Affecting Effect, poison, sleep effects, paralysis, aging, stunning, disease, death effects, fatigue/exhaustion, Ability Drain/Damage, Energy Drain, and non lethal damage.  They are also immune to all Spell-Like or Supernatural abilities that are used by Undead.

Necrotic Healing (Su): Resurrection Women heal from negative energy just like undead do, but are unaffected by positive energy (i.e. they aren't healed by Cure spells, but they don't take damage from them either).  They heal 1d6 damage for each pound of dead, rotten flesh they consume, or gain Fast Healing 1 while in "intimate" contact with the Undead.

Medium (Su): Resurrection Women can permanently See Invisible, but only if the invisible creature is Undead.  Their ability to see Undead extends partly into the Ethereal Plane, and they can see Ghosts or other Incorporeal Undead that have chosen not to Manifest.  They may communicate telepathically with any Undead within 120' (further if they control it).

Allure of the Grave (Su): The Resurrection Woman gains a temporary +1 Bonus to Charisma for every 5 HD of Undead she controls (round down).

Skills: The Resurrection Women gain a +4 Racial Bonus to all skills based on Charisma.

Combat: The Resurrection Women prefer to leave combat to their Undead minions.  They seduce men and eventually turn them into undead monsters so they always have plenty of soldiers to surround them, all of whom adore her.  Many have levels in Sorcerer, and if they do they attack with spells.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Resurrection Women. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
10| Resurrection Women are corrupted human children created when someone has greatly offended the Gods, or spawned by a powerful dying curse.
15| The Resurrection Women cannot be healed normally, but thrive on death and corruption instead.  While they appear as normal human women otherwise, they are immune to many things that would kill mortals.  Their charms are very difficult to resist, and it is said they can seduce any man and corrupt him.
20| The Resurrection Women awaken any corpse in their vicinity as Undead servants.  The Undead appear ot be smitten by Resurrection Women and will not allow them to come to harm.
20| Those who lie with a Resurrection Woman eventually become her Undead lovers.

Plot Hook
  • A young girl in the village has suddenly changed, and the men can’t seem to keep their eyes off her or say no to her.  Marriages are ending, and many of the men thrown form their houses by their wives have gone to live with the girl in a relationship widely regarded as blasphemous.  As the days go by they look worse and worse, and eventually all of them are found dead with the girl missing.  You are hired to find out what has happened.   And when the mens bodies begin walking, you’ll also be hired to stop them.
  • Years after burning a witch at the stake the villages female children show signs of magical talent themselves.  When a Wizard stops by the villagers ask him to look at their daughters, and if they do have talent how to best channel it away from unwholesome activities.  Upon seeing the girls the Wizard turns pale, and leaves the village without saying a word.  After he leaves the girls begin a reign of terror, committing acts of lewdness that break their parents hearts and throw the village into chaos.  It all comes to a boil when you’re assaulted by corpses one night after refusing one of the girls.
  • The local priestess has hired you to find out why the dead won’t stay in their graves.  Rumor has it a woman is seen dancing through the graveyards at midnight, and she wants this woman stopped if she is the cause of things.
  • Stopping by a gypsy encampment one of the adventurers is surprised to find out an old lover is dead, and that she bore him a daughter.  A daughter whose a bit of a strange girl…
« Last Edit: March 02, 2022, 11:48:46 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #21 on: November 11, 2011, 05:08:49 AM »
http://iririv.deviantart.com/art/Mesozoic-Demon-119698179

They Who Lie In Wait
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             18d8+126 (207)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +18/+37
Attack:               Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect)
Full Attack:          Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect) and 2 Tentacles +22 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Infection, Threat Display, Transformation
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Cold, Electricity, Fire), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful and Good, Energy Resistance 10 (Cold, Electricity, Fire)
Saves:                Fort +18, Ref +14, Will +13
Abilities:            Str 32, Dex 17, Con 24, Int 6, Wis 15, Cha 14
Skills:               Climb +21, Concentration +17, Hide +9, Intimidate +12, Knowledge (any one) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12
Feats:                Ability Focus (Form of Madness, Threat Display), Improved Initiative, Improved Snatch, Large and In Charge, Multisnatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage type is acid)
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Solitary plus possible Infected
Challenge Rating:     16
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment:     ---

"There are somethings even we do not remember.  They were always here, even before us, like a blight on the land.  They hide now, fearing Demogorgons power, but always hungry.  Always waiting.  They will make an attempt to return one day.  Perhaps even on some Material Plane unkown to us at the moment.  And if they do, we must set aside our differences, and destroy them.  For they will overwhelm us all if they are successful..."

Also known as the Spawn of Ak'Chakro, They Who Lie in Wait are known by several names depending on which of their origin stories you believe.  There are many ranging from an origin theory involving a Fiendish Carnosaur Ak'Chakro and his quest for immortality, to darker stories of dead gods.  They have never communicated with other Outsiders for any reason, let alone to confirm or deny any hypothesis.  They are concerned merely with infecting anything they can find, and creating more of themselves.  For while They cannot leave the Abyss unless summoned, other beings they infect can.  And they can use them to one day gain control of the Abyss, before moving on to other worlds.

They Who Lie in Wait are pulsing, ever-changing blobs of blood colored tissues resting upon 10 flattened tentacles.  Rising from this on a thick, powerful neck is a vaguely saurian head that is little more than a skull surrounded by tissue.  Despite their eye sockets being empty they somehow still manage to see.  Cancerous growths dot the body, and large barbs are hidden within the mouth as some sort of obscene parody of a tongue.  They understand Abyssal and Common, but have never communicated.  They make demands of their Infected telepathically.

Form of Madness (Su):  Any creature within 60' of They Who Lie in Wait must make a DC 23 Willpower Save (Save DC is Charisma based), or willingly march into the creatures ravening maw.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to this particular Obyriths Form of Madness for 24 hours.  If the Save is failed, the opponent will move toward the Obyrith as fast as he can, and will stand in front of it until it bites or Infects him (at which point it regains it's own will, and can act normally).  It will not attack the Obyrith until bitten/Infected.

Infect (Su): Any corporeal opponent successfully attacked by the Obyriths Tongue Spear attack must make a DC 26 Fortitude Save (Save DC is Constitution based), or gain the Infected Template (see below).

Threat Display (Su): As a Full Round Action the Obyrith can roar while thrashing about and manipulating it's surface color/texture to put on a primitive threat display backed up by it's psychic power.  Any being within 120' must make a DC 23 Willpower Save (Save DC is Charisma based) or be Panicked for 1d6 rounds.  If the Safe is successful, the opponent is instead Shaken for 2d4 rounds, and is immune to this particular Obyriths Threat display for 24 hours.

Transformation (Su): If the Obyrith successfully swallows an opponent using it's Snatch and Swallow Feat, and the opponent dies within it's stomach, the Obyrith vomits it back up 1d6 days later as a new They Who Lie In Wait.

Immunities: Obyrith are immune to poison and mind-affecting effects.  This particular one is also immune to Acid damage.

True Seeing: The Obyrith constantly have a True Seeing spell in effect on their person.

Combat: They Who Lie in Wait prefer to get into melee range as soon as possible, so they can Infect as many opponents as they can.  Once the infection sets in, they will ignore them in favor of un-infected individuals.  If it already has plenty of infected (i.e. one infected per HD) it will instead try to swallow opponents to transform them.







Infected

Infected is an Acquired Template which may be added to any corporeal creature that is Small or bigger.

Size and Type: Size is Unchanged, Type becomes Outsider with the Chaotic and Evil Subtypes.

Hit Dice: All currentand future Hit Dice become D8's unless they are already a larger die.  Remember to recalculate hit points.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to Armor Class equal to it's Charisma Modifier (minimum +1).

Attacks: If the Base Creature does not have a Bite Attack it gains one (damage depends on Size Class): Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).  This is a Primary Natural Attack that adds double the normal Strength Modifier to damage.  Remember to chance BAB due to change in Type.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:

Devour (Su): As a Full Round Action the Infected can make a Grapple Check to devour any creature up to it's own Size Class that it has successfully bitten the round before.  If the Grapple Check is successful, the opponent is swallowed whole and can try to cut it's way out (this works in all ways the same as the parent Obyriths Snatch and Swallow Feat for purposes of damage etc.).  If the Infected successfully magically devours it's opponet, it is Plane Shifted to the gullet of the parent Obyrith, which vomits that opponent up as a new They Who Lie In Wait 1d6 days later.

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:.

Immunities: The Infected become immune to poison and Mind Affecting Effects.

Planar Travel (Su): The Infected may Plane Shift between it's creators home in the Abyss and it's home plane at will as a Standard Action.  it is also immune to the effects of the Abyss as if it were a Native.

Obedient (Ex): The Infected cannot disobey an order given to it by They Who Lie in Wait.

Normal Appearance (Su): As long as the Infected has eaten within the last 3 days, it maintains the appearance of a normal member of it's race.  However if it is attacked, damaged, or has gone hungry longer than that, the illusion drops, and everyone can see it for the mutated creature it truly is.  This is a Glamer effect.

Saves: Recalculate Saving Throws due to change in Type.

Abilities:  +4 Str, +4 Con, +4 Wis, +4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Listen, Move Silently, Spot, and Survival Checks.  Do not recalculate skill points due to Type change.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary or Pack (3-6)

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +5



Example of creature using template here:


Grimteeth  Fighter 6/Infected
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:             6d10+24 (57 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+3 Dex, +1 Profane), touch 14, flat-footed 11
Base Attack/Grapple:  +6/+11
Attack:               Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Full Attack:          Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour
Special Qualities:    Planar Travel, Obedient, Immune to Poison and Mind-Affecting Effects, Normal Appearance
Saves:                Fort +9, Ref +6, Will +8
Abilities:            Str 20, Dex 13, Con 18, Int 10, Wis 16, Cha 12
Skills:              Climb+9, Intimidate +6, Jump+9, Swim +9
Feats:               Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Deflect Arrows (B), Improved Bull Rush (B), Power Attack (B), Stunning Fist (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:    +5

Grimteeth was a professional athlete and wrestler sacrificed by a cult to They Who Lie In Wait.  He has returned as one of the Infected to create more of his masters.

Offline bhu

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Re: Spookity Critters
« Reply #22 on: November 11, 2011, 05:09:23 AM »
http://3.bp.blogspot.com/_T9n9y1_Lkfs/SeSc9yl1_rI/AAAAAAAABQs/5i49nj0Vffg/s1600-h/Jorge+Lacera.jpg

Ptera-Gloth
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+330 (465 hp)
Initiative:           +8
Speed:                Fly 120 ft. (24 squares)
Armor Class:          46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
Base Attack/Grapple:  +30/+41
Attack:               Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
Full Attack:          1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Engulf, Spell-Like Abilities, Venom
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
Saves:                Fort +28, Ref +21, Will +23
Abilities:            Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
Skills:               Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
Feats:                Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland.  Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North.  It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate.  I have sent small armies to see only their leader return as some sort of abomination.  I will send no more armies to be stolen from me.  If you wish to investigate, be my guest.  I will burn your corpse when it comes walking back."


Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking).  It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly.  It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


Venom: The Ptera-Gloth's tongue barbs are envenomed.  Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death.  Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness.  This even affects Outsiders.

Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

1/day: Plague of Undead, Vile Death

Caster Level is 22.
Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest.  It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself.  If successful it engulfs it's opponent, and the effect largely depends on what that opponent is.  If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth.  If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control.  Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it.  If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army.  Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.



Offline bhu

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Re: Spookity Critters
« Reply #23 on: November 11, 2011, 05:09:55 AM »
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeScz3kPyMI/AAAAAAAABQk/9rmETAU_M3c/s1600-h/JanPospisil.jpg

Dinogloth
Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+450 (585 hp)
Initiative:           +1
Speed:                Swim 80 ft. (16 squares)
Armor Class:          45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
Base Attack/Grapple:  +30/+61
Attack:               Bite +43 melee (3d6+15)
Full Attack:          Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
Saves:                Fort +32, Ref +18, Will +22
Abilities:            Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
Skills:               Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
Feats:                Ability Focus (Form of Madness, Internal Fire, Gaze of Soul Destruction), Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Snatch, Power Attack, Snatch, Swim-By Attack
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us.  Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion.  Like anything would be foolish enough to assault Demogorgon."

The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire).  Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

Internal Fire: The Dinogloth has an incredibly powerful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life.  Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage.  Any melee weapon striking it must make a DC 42 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

3/day: Demand, Mass Charm Monster, Symbol of Persuasion

1/day: Mass Hold Monster, Programmed Amnesia

Caster Level is 22.

Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 32 Willpower Save (Save DC is Charisma based), or become terrified of the sea.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water.  It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 32 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Skills: Dinogloth has a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check.  He may use the Run Action while swimming in a straight line.

Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions.  If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.


Offline bhu

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Re: Spookity Critters
« Reply #24 on: November 11, 2011, 05:10:24 AM »
(click to show/hide)

warning pic is a lil creepy

The Angel of Death
Medium Outsider (Angel, Extraplanar)
Hit Dice: 40d8+400 (720 hp)
Initiative: +18
Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
Base Attack/Grapple: +40/+50
Attack: Sword of Death +50 (see below)
Full Attack: Sword of Death +50/+45/+40/+35 (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
Special Qualities: DR 25/-, Dark Vision 120’, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
* Feats can be found in Epic Level Handbook
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: 41+ HD (Medium)
Level Adjustment: -----

”And I looked, and behold a pale horse:
and his name that sat on him was Death,
and Hell followed with him. “


There are some crimes that cannot be forgiven or forgotten.  Some that are so bad that the Gods themselves become involved.  Or more specifically, a very special servitor of theirs.  An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death.  Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution.  Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters.  They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

The Angel of Death has all goodness and mercy erased from it’s being, becoming a cold emotionless being.  This is necessary to perform its job.  You can’t be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong.  Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears.  While the Angel is not Evil, it is most definitely no longer a Good being either.  Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down. 


Spell-Like Abilities (Sp):   At will-Gate, Mordenkainen’s Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours.  The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet.  In the case of city states this can obviously be quite large.  Anything within this area of effect takes 120 points of untyped damage per round.  This damage can only be healed normally day by day, and not by magic (assuming anything survives).  The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it.  Any being within 240’ of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes.  Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability.  If the Save is successful, the victims are instead Shaken for the duration of the encounter.

Sword of Death (Su): The Angel of Death’s Sword cannot be Sundered or Disarmed.  If it is somehow removed from the Angels grasp it reappears there on the beginning of it’s next turn.  Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes.  If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds.  If the opponent is not it’s target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds.  If the Angel makes a successful critical hit with the sword, it’s opponent must Save or die regardless if it is the Angels target.

Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead.  Only the Overdeity can bring back someone slain by the Angel of Death.  Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

Death Throes (Ex):  If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly.  If the Save is successful they take 10d6 damage instead.

Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times.  This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
The Bonus provided to AC and Saves is +10 instead of +2
The Bonus applies to all beings other than the Angel itself, not just Evil ones

Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die.  If it is destroyed it returns at full hit points within 24 hours.  Once it has slain or destroyed it’s assignment it can be destroyed normally.

Sense Mark (Ex):  Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if it’s on another Plane).  The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel.  Effects that render the target Invisible against the Angel are ineffective.

Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes.  If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails.  It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission.  While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer.  If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim.  Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
50| The Angel of Death is the God’s chosen assassin.  If there is a being or nation they need destroyed, it is the Angel who is sent to do it.  It is virtually indestructible.
55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into it’s own death.  Then a new Angel is chosen.  It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow. 
60| The Angel of Death is virtually indestructible once it has been given an assignment.  The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve it’s goal and then manage to destroy it with the vain hope that one can somehow reverse it’s deeds afterwards.
65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.

Plot Hook
  • The city of Sheol-Ka is the greatest in the world.  The finest of all goods can be found there, it houses the worlds most wealthy and famous citizens, and it is the crown jewel of the world.  A crown jewel that is rotting from within.  The PC's have learned through the party Cleric that the Angel of Death is being sent to make an example of the city-state, which has fallen into slavery, debauchery, and corruption so foul even the Gods themselves have been personally affronted.  Now they must race to rescue the few remaining friends or innocent people left there before the hammer falls.
  • One of the PC's has been informed in a dream that the Angel of Death is being sent for him.  A local Mage has an Artifact that will block the Angels ability to sense the PC for a time, and the race is on to find out why the God of Gods has marked the PC for death.  And also to find out why this local Mage is so willing to help...
  • The PC's come upon a being of great power dying in a field while traveling.  The being asks them to approach, and tells them that it has been mortally wounded by Asmodeus himself, and its time is near.  It gives a sword to whichever PC seems the most worthy, and informs him he is now the Angel of Death.  He is still mortal, but the Sword of Death now recognizes him, and considers him it's owner.  He must deliver it to the Gods in the Afterlife, without the Lord of Devils killing him first.  Not long after both Angels and Devils begin pursuing the PC's while they try to figure out if the being is telling the truth, and what they can do about it regardless.
  • The PC's have all been recently slain, and a Trickster Deity has approached them with an offer: perform for me a service and I will restore you to life.  The service he requires of them is to convince the current Angel of Death to step down.  An Angel who seems to know what the Deity is up to, and the noose he has around the PC's necks.  he is both unwilling to step down or help them, but suggests they can always ask his Master.  Which would mean approaching the Overdeity himself...
« Last Edit: March 02, 2022, 11:59:38 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #25 on: November 11, 2011, 05:11:01 AM »
The Burning Dead

The Burning Dead is an Inherited Template that can be applied to any corporeal Living Creature with an Intelligence of 2 or less.  They are victims of a fiery death whose anger will not let them rest.

Size and Type: Size is unchanged, Type changes to Undead with the Fire Subtype.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Unchanged

Armor Class: The Base Creatures Natural Armor Bonus increases by +3.

Attacks: Unchanged, do not recalculate BAB due to type change.

Damage: Unchanged.

Special Attacks: Retains all Special Abilities of the Base Creature, plus gains the following:

Burning Death (Su): All of the Base creatures natural attacks do an additional 1d6 fire damage.  If they successfully critical with a natural attack it does an additional 2d6 fire damage.  Anything the Burning Dead strikes must make a Reflex Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by the Burning Dead are considered to be on fire, and will continue to burn even after the Burning Dead has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by a Burning Dead becomes one, and rises again 24 hours later.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Healing Flame (Ex): Fire damage restores the Burning Deads hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, the Burning Dead instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold damage.

DR 10/Good and Magic

Saves: The Base Creature gains a +4 Profane Bonus to Fortitude Saves.  Remember to recalculate Saves due to Type Change.

Abilities: +2 Dex, +6 Cha.  Being Undead the Burning Dead have no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: unchanged.

Organization: Solitary, Pair, or Group (3-6)

Challenge Rating: +1

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

 

Example of creature using template here:

Smelting Horn Triceratops/Burning Dead Template
                      Huge Undead (Fire)
Hit Dice:             16d12+12 (116 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple:  +12/+30
Attack:               Gore +20 melee (2d8+15 plus 2d6 Fire)
Full Attack:          Gore +20 melee (2d8+15 plus 2d6 Fire)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Trample 2d12+15 plus 1d6 Fire, Burning Death, Spawn
Special Qualities:    Low Light Vision, Scent, Healing Flame, Immune to Cold and Fire, DR 10/Good and Magic
Saves:                Fort +11, Ref +5, Will +11
Abilities:            Str 30, Dex 11, Con -, Int 1, Wis 12, Cha 13
Skills:               Listen +13, Spot +12
Feats:                Alertness, Great Fortitude, Toughness x4
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     10
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment:     ---


Burning Death (Su): All of Smelting Horns natural attacks do an additional 1d6 fire damage.  If he successfully criticals with a natural attack it does an additional 2d6 fire damage.  Anything Smelting Horn strikes must make a DC 19 Reflex Save or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by Smelting Horn are considered to be on fire, and will continue to burn even after he has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by Smelting Horn becomes a Burning Dead within 24 hours.

Healing Flame (Ex): Fire damage restores Smelting Horns hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, Smelting Horn instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

Powerful Charge (Ex): On a successful charge Smelting Horns Gore Attack does 4d8+20 plus 1d6 Fire damage.

Trample (Ex): DC 28 Reflex Save, Save DC is Str Based.

"There was a three horned reptilian beast that used to haunt the woods at the edge of town.  It suffered from some sort of fire in the brain, and would attack us on sight if we ventured into it's territory.  Late one year, something fell from the sky, and lit the forest afire.  It killed many animals, and the years after were lean for hunting.  I was leading a party when we came across the body of the three horn.  It had perished in the fire, or so we had thought.  When we got close, it's blackened corpse rose and fire began to pour from within it.  That is why we are preparing to leave, and found our village anew.  It's taken too many people, and we don't seem to be able to stop it."

« Last Edit: October 30, 2022, 05:12:37 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #26 on: November 11, 2011, 05:11:38 AM »
https://i0.wp.com/pigswithcrayons.com/wp-content/uploads/2009/04/fedezz-undead-demon-dinosaur.jpg?w=750&ssl=1

Drei
                      Huge Aberration
Hit Dice:             15d8+150 (217 hp)
Initiative:           +4
Speed:                60 ft. (12 squares)
Armor Class:          23 (-2 Size, +15 Profane), touch 23, flat-footed 23
Base Attack/Grapple:  +11/+29
Attack:               Flense +19 melee (2d8+10/18-20)
Full Attack:          Flense +19 melee (2d8+10/18-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Flense, Disconcerting Appearance, Aura of Terror
Special Qualities:    Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
Saves:                Fort +15, Ref +5, Will +11
Abilities:            Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
Skills:           Concentrate +15, Intimidate +9, Listen +6, Spot +6
Feats:                Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
Environment:          The Far Realms
Organization:         Unique
Challenge Rating:     12
Treasure:             Standard
Alignment:            Always Chaotic Neutral
Advancement:          16-30 HD (Huge)
Level Adjustment:     ---


"What...is that thing...and why does that look like paw's scythe attached to it?"

Originally the Drei was an animal of some sort from the Prime Material in it's dim infancy (obviously a ceratopsian is the likeliest possibility) that wandered through a Gate into the Realms outside our own.  Against all odds it survived and flourished there, changing bit by bit as it traveled from place to place, eventually coming to the Far Realms.  Once there it panicked blindly, and attacked what would later be known as one of the nascent Lords of that place.

Enraged that a being from our Plane of existence had injured it (even if only temporarily and to no real effect) the Lord spent millenia crafting changes in the poor beast, and then spat it back out onto the Prime material to wreak it's revenge upon us by proxy.

It is since become known as the Drei (though the origin of that term is lost to tme), and it travels back and forth as it pleases wreaking havok and terrorizing all in it's path as it goes.

Flense (Ex): Attacks from the Drei's natural weapons do untyped damage, and threaten a critical on an 18-20.

Disconcerting Appearance (Su): The Drei's appearance alters significantly from one moment to the next, and the alteration is different for each viewer, sometimes incorporating elements of their past.  Perhaps they see objects they once knew composing parts of it, or see the flesh boil away to mimic wounds they once suffered or that were inflicted on someone they knew.  All opponents fighting the Drei take a -2 penalty on all rolls while they can see it, regardless of distance (this includes viewing it by scrying or other Divination spells).

Aura of Terror (Su): Any being within 60' of the Drei cannot use an ability or take an Action requiring Concentration unless it makes a DC 23 Will Save for each attempt (Save DC is Cha based).

Immune to Gravity (Ex): The Drei may alter how gravity affects it at will as a Free Action, effectively being able to walk on any surface or even upside down as though it's current location had Subjective Directional Gravity (see Manual of the Planes).

Size is no Weakness (Ex):  At the beginning of each round as a Free Action the Drei may decide to change all Size Penalties into Bonuses and vice versa (it's actual Size Class does not change).  It remains this way until the Drei changes it back as a Free Action.

Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons doing Axiomatic damage/spells with the Lawful descriptor.

Planar Adaptation (Su): The Drei appears to adapt to the Traits of any Plane it encounters as if it were a Native.  It permanently has the benefits of a Planar Tolerance spell.

Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill.  Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.

« Last Edit: November 03, 2022, 12:59:20 AM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #27 on: November 11, 2011, 05:12:54 AM »
First Place Monster Contest XLII

Kiseichuu Yuurei
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: Fly 80 ft (16 squares), Perfect
Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/-(+10 Corporeal)
Attack: Touch +9 melee touch (1d4 Con)
Attack (Corporeal): Claw +10 melee (1d4+5)
Full Attack: Touch +9 melee touch (1d4 Con)
Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
Special Qualities: Dark Vision 60 ft. Rejuvenation, Life Sense 60 ft., Turn Immunity, Weaknesses
Saves: Fort +3, Ref +7, Will +12
Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
Skills: Bluff +16, Craft (any one) +15, Diplomacy +18, Hide +20, Intimidate +20, Listen +16, Move Silently +20, Search +15, Sense Motive +16, Spot +16
Feats: Ability Focus (Terrifying Presence), Flyby Attack, Lifebond*, Necrotic Reserve*
Environment: Any
Organization: Solitary, plus possible family members depending on how things have gone
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 11+ HD (Medium) or by Class
Level Adjustment: -----

* See Libris Mortis.

”Our daughter Sadako does not see anyone, not even those she went to school with…”

”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble.  Is she home?”

”You are mistaken somehow.  Sadako does not live here anymore, and would see no one if she did.”

”But I was told she still resided here…”

”Walk away.”

”What!”

”Walk away while the choice is still yours.”

”Who is at the door father?”

Most parents want to protect their children, but there are exceptions.  Among those parents are controlling narcissists who accuse their adult children living at home of all manner of things, including not paying rent, or helping with the chores, abuse, theft, and not trying to find jobs.   Things take a turn when a seemingly well-meaning parent turns out to be a selfish sociopath who was only being polite to maintain a facade in society.  They eventually plan the murder of a child who they claim intends to seem to be "hell-bent on draining the life from them".  They murder their children in quiet ways, such as poison, or a pillow over the face, and bury the body within the house somewhere to avoid suspicion.  After all their child is already a recluse, so initially no one suspects anything.

The problem comes when the child comes back.

The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure.  Unable to move on to the next life, they torment the living, in this case their murderous parents.   Eternally hungry, the child now forces it’s parents to find it food, specifically the living.   Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults.  And if the parents refuse, it can punish them by draining their life away.  Being obsessed with revenge, the ghost will torment them every night in some way, and make life for those nearby horrifying as well.  At some point either an exorcist will successfully destroy it, or it will devour the whole village.  Many villagers will not ask for help as they will be terrified of the consequences should the exorcist fail.  They will be turned into lures, designed to bring is strangers and feed them  to the ghost in an attempt to appease it.  Most feel pressured to do it either by shame, or by fear.  Regardless of which they end up bound to a dead tyrant of their own making.

Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype).   While corporeal, it has a Strength score, and a Natural Armor Bonus.  When Incorporeal, their Natural Armor Bonus to AC becomes a Deflection Bonus.

Terrifying Presence (Su): As a Free Action, at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror.  Any being within 60 ft. of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave.  The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack.  If the opponent rolls a natural 1 on their Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly.  If they succeed in the Save they take 3d6 damage instead.

Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills.  It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based).  It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding.  It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for causing their death is only DC 10). 

Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as new abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates).  If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace.  Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below).  In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60 ft. as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it.  An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol).  To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier).  If you successfully Feint the round before attempting this the DC does not include the ghosts Dexterity Modifier.  The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it.  If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed.  Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as she was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen through as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate, Listen, Move Silently, Search and Spot checks.

Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's.  If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it.  Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them. 


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Kiseichuu Yuurei. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
20|Some children live with their parents long after they should have left the house (at least, in the opinions of their parents or other elders), seeming to suffer from some sort of anxiety or depression.  Occasionally one is murdered by the parents out of selfishness or cruelty, and it returns as an undead..
25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible.  Terror emanates from them in waves, and even if you can get past it to get at them, simply destroying it's physical manifestation will not be enough to be rid of it.
30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers.  Destroying them may get rid of it.  If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest.

Plot Hook
  • After many months away adventuring one of the PC's returns home to find his family shattered.  His parents are in very poor health, and his younger sister has changed, being a half insane recluse who viciously drives her mother and father out to work despite their condition.  Eventually he finds his sister eating a small child, with her fleeing when she notices him.  When he confronts his father he is told tearfully "We're sorry..." before his father flings himself from the window without further explanation.  Distraught at the funeral, his mother is little help in providing an explanation much like the other villagers who seem terrified of speaking.
  • Stopping at an Inn the PC's are waited on by an elderly couple who seem to ask a few too many personal questions in between slavishly waiting on their daughter hand and foot.  Before retiring a village boy pulls one of them to the side and tells them to leave while they can, or the daughter of the Innkeeper will come for them in the night...
  • The PC's come upon a dead town.  Seemingly deserted there are signs of former occupation everywhere, with valuables left behind, and obvious signs of occasional struggle.  There are also a great many graves.  Staying in the towns largest hall they come upon a stack of corpses in the basement that look like something just sucked them dry.  Hiding in the same house is a young girl who appears to be mute and in shock.  A young girl who seems particularly terrified of the parties priest.
  • The PC's have been defending a town from raiding brigands for weeks on end.  They don't seem interested in taking food or valuables, just people.  Asked to help negotiate peace, the tearful leader of the raiders asks  the PC's to murder his daughter, and he will gladly stop raiding.  Should the PC's say they don't murder the innocent, they will be informed that his daughter is neither innocent nor living...and the people they've been kidnapping are to feed to her to prevent her from devouring the whole clan.

« Last Edit: October 18, 2023, 07:31:42 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #28 on: November 11, 2011, 05:14:32 AM »
Fetid Abomination
                      Huge Magical Beast
Hit Dice:             18d10+108 (207 hp)
Initiative:           +5
Speed:                40 ft. (9 squares)
Armor Class:          24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23
Base Attack/Grapple:  +18/+29
Attack:               Bite +27 melee (3d6+11)
Full Attack:          1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5)
Space/Reach:          15 ft./10 ft. (50 ft. w/Tentacles)
Special Attacks:      Improved Grab, Drag, Swallow Whole, Weakness
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire
Saves:                Fort +16, Ref +12, Will +11
Abilities:            Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12
Skills:               Hide +0 (+8 in swamps), Listen +12, Spot +12
Feats:                Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Neutral Evil
Advancement:          19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment:     ---

"Seriously Bert, we aren't taking swamp assignments anymore."

"I agree."

"I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."

Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities.  In other words they resemble something from one of Salvador Dali's nightmares.  More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning.  Due to their incredible appetites it's likely they ate their creator, whatever it was.  They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations).  Fetid Abominations can sometimes understand Common, but do not speak.

Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself.  If successful it does tentacle damage each round and may drag it's victim.

Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it.  Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack.  A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder).  The tentacles each have 45 hp.

Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed.  A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17).  Once the creature exits muscular action closes the hole, and other victims must cut their own way out.  A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.

Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain.  It also has a +2 Racial Bonus to Listen and Spot Checks.

Combat:  Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow.  They then repeat until all prey is dead, or they need to revise their tactics due to losing.  It's rare that they flee as they tend to be rather suicidal when attacking.



Offline bhu

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Re: Spookity Critters
« Reply #29 on: November 11, 2011, 05:15:29 AM »
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1a612f6f-39a8-4d4e-8c6a-1ebe630be1ec/dfe2oc-48ddacb8-e22b-41ee-acfd-ac214c98d673.jpg/v1/fit/w_791,h_1145,q_70,strp/the_siren_by_gorrem_dfe2oc-414w-2x.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTE0NSIsInBhdGgiOiJcL2ZcLzFhNjEyZjZmLTM5YTgtNGQ0ZS04YzZhLTFlYmU2MzBiZTFlY1wvZGZlMm9jLTQ4ZGRhY2I4LWUyMmItNDFlZS1hY2ZkLWFjMjE0Yzk4ZDY3My5qcGciLCJ3aWR0aCI6Ijw9NzkxIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.QMWbG0yOzZ0PTEAQahjC37IqKBlAPO_Vy8dat-QdY1s

Astral Siren
                      Huge Aberration
Hit Dice:             15d8+75 (142 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          23 (-2 Size, +5 Dex, +10 Deflection), touch 23, flat-footed 18
Base Attack/Grapple:  +11/+24
Attack:             Primary Hook +14 melee (2d6+5)
Full Attack:          1 Primary Hook +14 melee (2d6+5) and 2 Secondary Hooks +14 melee (1d10+2) and 4 Tertiary Hooks +14 melee (1d8+2)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Display, Calling, Hooks, Infect
Special Qualities:    Blind, Blindsight 120', Telepathy 120'
Saves:                Fort +10, Ref +10, Will +14
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills:               Concentration +13, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +13, Search +13, Spot +13
Feats:                Ability Focus (Display), Flyby Attack, Hover, Improved Multiattack, Multiattack, Wingover
Environment:          Astral or Etheral Planes
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          16-23 HD (Huge), 24-30 HD (Gargantuan)
Level Adjustment:     ---

"Awright keep your eyes open for any undead.  The Ethereal is rife with them.  And keep those goggles on.  They're the only thing protecting you from worse things."

"There are worse things here than ghosts?"

"Yes.  I do not speak of them unless I have to.  Let me say simply to avoid the light. If the time comes you'll know what I mean.  And if you don't, it will be the job of those of us who do to put you down."


Sirens are multi-colored conglomerations of semi transparent substance (one hesitates to say flesh) arranged like a great flower.  12 long tentacles with hooks at the end sprout irregularly from the body in odd patterns.  They use an odd form of mesmerism to still prey, and to call it back if it has fled once the Siren feels hungry later.  It is unknown if they mate, but the beginning point of their life cycle is most definitely that of a parasitoid, feeding on their host until it dies (there are the rare odd survivors).  Sirens appear to understand most languages via telepathy, but they never communicate other than with their victims.

Display (Su): At will as a Swift Action the Astral Siren may begin a light display on it's skin (or whatever it has that passes for skin).  This light is a manifestation of a mind-altering ability it has (meaning this is a Mind-Affecting Effect, but it is not sight dependent), and any being within 60' of the Siren must make a DC 24 Willpower Save (Save DC is Charisma based) or be Fascinated as long as the Siren is within range or it takes damage.

Calling (Su): Once the Siren has used it's Hooks ability on a victim, it may call that victim to it as a Standard Action.  If the victim fails a DC 22 Willpower Save it must go to the Siren if it can, and will willingly remain within 120' of it.  Since this ability reaches across dimensions, victims who have fled the Ethereal or Astral Planes are still vulnerable.  The exact effects on the victim if he cannot go to the Siren vary (see below).  This is a Mind-Affecting Compulsion.

Hooks (Su): The Sirens various hook like weapons are it's method of feeding, and it's assumed they aid in various other ways too.  The Primary Hook is it's feeding tube.  If it successfully makes an attack roll against a victim, in addition to normal damage that victim is impaled on the hook.  Effectively he is being Grappled by the Siren, and he (or an Ally) must Pin it in a Grapple while someone (whoever isn't performing the Pin) must make a DC 22 Strength Check to remove the Hook (Check DC is Strength based).  Each round the Hook remains in the victim he must make a DC 22 Willpower Save (Save DC is Charisma Based) or a point of Constitution is Drained.  If the victim escapes (and the Siren is alive) and is Called by the Siren, if he cannot answer he is -2 on all rolls and automatically fails Actions requiring Concentration  due to enormous pain and difficulty breathing.

Secondary Hooks have a red core with bands of other colors (usually green) around them.  They are the Sirens sensory links.  The Secondary Hooks work exactly like the Primary Hook, but instead of doing Constitution Drain the Siren casts one of the following spells as a Free Action (and as a Supernatural ability) each round on the victim it has attached to it's Hook: Detect Thoughts, Know Vulnerabilities, or Lesser Telepathic Bond.   If the victim escapes and the Siren is still alive, it automatically knows his location and may use it's Calling ability on him.

Tertiary Hooks range in color from yellow to orange and are defensive weapons.  They work just like the Primary Hook, but instead of draining Constitution they provide a +1 Resistance Bonus to all Saving throws for each Tertiary Hook embedded in a victim.  If the victim escapes and the Siren is still alive, in future encounters it automatically succeeds on one Saving Throw per encounter against that victim.

Infect (Su): As a Full Round action the Siren may forego it's usual attacks to 'bite' an opponent.  This is a Melee Touch Attack, and an opponent successfully struck but it must make a DC 22 Fortitude (Save DC is Constitution Based).  If the opponent fails, the egg injected into him  develops into a new Astral Siren doing point of Constitution Drain per day, and splitting from the host after it Drains 10 Con (also doing 3d6 damage as it exits).  Usually an Astral Siren will Call Infected victims to the Ethereal or Astral Plane before the 'birthing' begins.

Blind: The Sirens are Blind, and are immune to any attack requiring them to have vision to work.

Combat: Sirens prefer to use their Display and then attach as many hooks as they can to their victims.  If one is able to reproduce it will choose one to infect before fleeing.  Otherwise it will Drain them dry, unless it has need of a pawn for some sort of scheme in which case it will use it's Calling ability to harass him until he gives in to it's demands.

« Last Edit: September 15, 2023, 08:03:39 PM by bhu »

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Re: Spookity Critters
« Reply #30 on: November 11, 2011, 05:16:08 AM »
http://www.moddb.com/games/interstellar-marines/images/shark-creature

Pale Shark
                      Large Undead
Hit Dice:             8d12+8 (60 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +4/+12
Attack:               Bite +7 melee (1d8+6 plus wounding and toxin)
Full Attack:          Bite +7 melee (1d8+6 plus wounding and toxin)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Toxic Bite, Weakening Bite
Special Qualities:    Darkvision 60', Undead Traits, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
Saves:                Fort +5, Ref +4, Will +8
Abilities:            Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
Skills:               Climb +11, Jump +12, Listen +8, Move Silently +6, Swim +12
Feats:                Alertness, Great Fortitude, Improved Initiative, Track (B)
Environment:          Any Aquatic and any coastal lands
Organization:         Solitary or Frenzy (6-10)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"The walking Dead aren't always former people Bobbie..."

Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track prey by land or sea.  At least that's what everyone believes.  And it may even be true.  Rumors claim they were originally large sharks magically engineered to survive on land as well as the ocean for use as minions of some sort.  And when a rift to the Far Realms opened near their creators castle, he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down.  None of the mercs came back.  But the sharks did, mutated worse than ever.  They quickly dried out and died on returning to this plane.

And if they had stayed dead that would've been the end of it.  After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator.  More seem to be found every year, and it's wondered if they are an undead species capable of reproducing ...

Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with poisonous micro-organisms.  Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution.  If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie (presuming they haven't been eaten).  These Zombies do not attack Pale Sharks and vice versa.

Weakening Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.

Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hit points, and as a modifier to Fortitude Saves.

Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood (usually by eating the corpse of victims).

Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.

Blind: Pale Sharks are Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.

Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check.  They also have a +4 Racial Bonus to Climb Checks.

Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot, before pouncing and biting away, often trying to eat prey before it has died.  They are somewhat fearless and will fight to their destruction if necessary.  They are sometimes accompanied by small bands of zombies as well, but for unknown reasons they only tolerate zombies they themselves have created.


« Last Edit: November 06, 2022, 05:33:49 PM by bhu »

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Re: Spookity Critters
« Reply #31 on: November 11, 2011, 05:17:24 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Spinal Parasite
                      Tiny Aberration (Psionic)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +0/-12 (+0 Attached)
Attack:               Probe +4 melee touch (Attach)
Full Attack:          Probe +4 melee touch (Attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Probe, Crush Mind
Special Qualities:    Blindsight 20', Blind
Saves:                Fort +1, Ref +4, Will +5
Abilities:            Str 3, Dex 18, Con 12, Int 6, Wis 16, Cha 10
Skills:               Climb +12, Hide +12, Jump +12, Move Silently +8
Feats:                Weapon Finesse
Environment:          The Far Realms
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ----

"Burt...whut the hell is that thing on the freaky bald guys neck?"

Spinal parasites are foul three legged parasites with what appear to be an exposed brain and a proboscis they use to feed on their preys spinal fluids.  Common in the Far Realm borders with other worlds, they can be very dangerous to unsuspecting travelers.

Attach (Ex): If the Spinal Parasite successfully hits with a melee touch attack it attaches itself, and is effectively Grappling it's prey.  It loses it's Dex Bonus to AC, but has a +12 to Grapple Checks to maintain the Hold.  It can be struck with a weapon, or the opponent can Pin it in a Grapple to remove it.

Probe (Su): Spinal Parasites do 1d3 Int Drain with a successful Grapple Check.  If the opponent is Psionic he also drains 1d3 power points.

Crush Mind (Ps): The Spinal Parasite can use the Mind Thrust power at will (Manifester Level 1), however it has no power points and must use it's Probe ability first.  It may use Mind Thrust once for each power point drained.

Blind (Ex): Spinal Parasites have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Spinal Parasites gain a +8 Bonus to Climb and Jump Checks, and may use their Dex Modifier instead of Str for these Checks.  They may always take 10 on a Climb Check.

Combat: Spinal Parasites try to Attach to unaware prey, and use their Probe ability.  It then uses it's Mind Thrust if able to cover it's retreat.


Offline bhu

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Re: Spookity Critters
« Reply #32 on: November 11, 2011, 05:17:46 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Wormfish
                      Tiny Aberration
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                Swim 20' ft. (4 squares)
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-12
Attack:               Bore +2 melee touch (1d3-3)
Full Attack:          Bore +2 melee touch (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Bore
Special Qualities:    Blindsight 20', Blind, Mindless
Saves:                Fort +1, Ref +2, Will +2
Abilities:            Str 3, Dex 15, Con 13, Int -, Wis 14, Cha 1
Skills:               Hide +14, Move Silently +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:           Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Hey Burt! You wanna go fishin'?"

"Have you looked in the local Lake Abner?"

Womfish are hideous parasites from the Far Realms that proved adaptable enough to live in the waters of other worlds.  They are a plague wherever the Far Realm touches another Plane of existence.  The Wormfish breed quickly, and can wipe out entire species.

Bore (Ex): With a successful Bore attack the Wormfish does normal damage plus 1 point of temporary Constitution damage (it is full at 3 Con).  The danger is that during the breeding season it also deposits possibly dozens of eggs.  Remove Disease will destroy the eggs, but otherwise treat it like a disease:

Bore-Fortitude DC 12 (Save DC is Con based), incubation period 1d3 days, damage is 1d3 Str.  Save DC is Constitution based.  After 3 days whether the symptoms (i.e. the Str loss) clear up or not, dozens of Wormfish bore through the wound doing 2d6 points of damage.


Blind (Ex): Wormfish have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Wormfish have 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. They also gain a +4 Racial Bonus to Hide and Move Silently Checks.

Combat:  Wormfish usually make hit and run attacks until they are full.  A few aren't a problem, it's when there's lots of them or it's mating season that they're dangerous.

Offline bhu

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Re: Spookity Critters
« Reply #33 on: November 11, 2011, 05:18:16 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

                      Sting
                      Diminutive Aberration (Aquatic)
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +3
Speed:                Swim 10 ft. (2 squares)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +0/-17
Attack:               Sting +3 melee (1d3-5 plus Infection)
Full Attack:          Sting +3 melee (1d3-5 plus Infection)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Infection
Special Qualities:    Dark Vision 60', Fast Healing 1, Hibernation
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 1, Dex 16, Con 12, Int 1, Wis 16, Cha 1
Skills:               Hide + 12, Listen +3, Spot +3, Swim +3
Feats:                Weapon Finesse
Environment:          Warm Aquatic
Organization:         Solitary, Pair, of Swarm (5-10)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


"Fishing is not allowed this time of year sir, nor swimming.  The Lake is not safe this time of year."

Stings are horrifying green Aberrations that look something like a cross between a caterpillar and a scorpion with two tentacles up front.  Their sting infects victims with a biological agent that renders them into a soup easily digestible by the stings.  In other words it dissolves you from the inside out.

Infection (Ex): Opponents the Sting successfully attacks with it's Sting must make a DC 13 Fortitude Save or be infected with Slimy Doom (See DMG page 292).  Save DC is Con based with a +2 Racial Bonus.

Hibernation (Ex): Stings can survive a number of months instead of days without food before making Fortitude Saves for starvation.

Skills: Stings get a +8 Racial Bonus to Swim Checks and may always Take 10 on a Swim Check.

Combat: Stings generally sting once and flee waiting for their digestive enzymes to do their work.  They usually wait until prey has wondered far from shore to attack.

Offline bhu

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Re: Spookity Critters
« Reply #34 on: November 11, 2011, 05:19:01 AM »
Pale Horse
                      Large Magical Beast
Hit Dice:             6d10+24 (57 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +6/+14
Attack:               Hoof +9 melee (1d6+4)
Full Attack:          2 Hooves +9 melee (1d6+4) and 1 Bite +4 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Aura of Death
Special Qualities:    Dark Vision 60 ft., Scent, Immune to Fear effects
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 18, Dex 14, Con 18, Int 4, Wis 14, Cha 14
Skills:               Listen +7, Spot +6
Feats:                Ability Focus (Aura of Death), Endurance, Run
Environment:          Any Plains
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Always remember my son, if you see any horses in the forest that seems haggard and colorless, do not approach it.  It does things to the mind."

Pale Horses are an interesting case of magic driven evolution.  With the prodigious amount of magical beasts that are predators, some horses adopted magical feat as a defense.  Pale Horses appear as white horses large enough to be warhorses, at least until approached.  The closer one gets to a Pale Horse, the more off it seems.  Subtle things seem wrong about it, and the pulse begins to quicken.  By the time a would be predator has gotten close to one (if he can), it's pulse is racing and it feels ill, and the horse seems like some hallucinatory nightmare.   One would think this would be a boon, but few can use them as mounts as the supernatural terror they engender can cause heart failure if exposed to it long enough.  Anyone brave enough to domesticate a Pale Horse will have to care for it himself, and live far from other people...

Aura of Death: Each round, any creature within 60 ft. of a Pale Horse must make a DC 17 Willpower Save (the save DC is Charisma-based). Even if the opponent succeeds, he must still make another Save every subsequent round while he is within range of the Horse's Aura, and the Save DC increases by 1 with each 10 ft. closer the opponent moves towards the Horse thereafter.  The effects depend on how badly the opponent fails the Save.  If he fails the Save by one or so, he is Shaken for 1 round.  If he fails the Save by 2-3, he is Nauseated 1 round.  If he fails by 4-6 points, he is Frightened for 1d4 rounds.  If he fails by 7-9 points he is Paralyzed in fear for 1d6 rounds.  If he fails by 10 or more not only is he Paralyzed, but he takes 2d6 damage from heart problems.  This is a Mind-Affecting Fear Effect.

Combat: Pale Horses rarely have to fight, but like any herd mammal the males are quite territorial.  Usually their Aura warns of anything other than other Pale Horses though.

« Last Edit: November 03, 2022, 01:06:45 AM by bhu »

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Re: Spookity Critters
« Reply #35 on: November 11, 2011, 05:19:39 AM »
(click to show/hide)

                      Children of the Rose
                      Small Fey (Evil)
Hit Dice:             4d6 (14 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          17 (+1 Size, +2 Dex, +4 Profane), touch 17, flat-footed 15
Base Attack/Grapple:  +2/-2
Attack:               Touch +4 melee touch attack (Transformation)
Full Attack:          Touch +4 melee touch attack (Transformation)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Creepiness, Transformation, Spell-Like Abilities
Special Qualities:    Blind, Blindsight 120'. DR 5/Cold Iron
Saves:                Fort +1, Ref +6, Will +8
Abilities:            Str 10, Dex 15, Con 10, Int 18, Wis 18, Cha 18
Skills:               Bluff +15, Hide +13, Intimidate +12, Knowledge (Arcana, Local, Nature) +11, Listen +11, Move Silently +9, Spellcraft +11, Spot +11, Use Magic Device +11
Feats:                Ability Focus (Transformation), Improved Initiative
Environment:          Temperate Hills or Plains
Organization:         Solitary, Pair, or Group (6-12)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (usually Beguiler)
Level Adjustment:    ---

"My son it is time you learned of the truth of our heritage, and the curse behind the Bernard name.  We were not always despised outcasts.  Indeed there was a mansion by the local woods that was in our family for generations, and we lived in harmony with the Little People in the forests depths.  We treated them well, kept our word to them, and did not trespass within their borders.

That lasted until your great, great grandfather, Adolphe Bernard.  He did not respect the Little People, and believed that the riches of the forest were ours by right.  Many times they played cruel and malicious pranks on Adolphe, and did so with the families tacit approval.  They believed it would teach him a lesson he seemed unable to learn otherwise.  Would that we had known the true nature of Adolphe in time to prevent what happened next.

Adolphe suffered from a disease in the brain.  A disease that caused him to lust after children instead of proper women, and unknown to us he carried out monstrous crimes upon the local villagers.  He had a bad reputation already, and had made many enemies with his caustic tongue, and it was thought by our family that the rumors we heard were simply angry men who could take revenge in no other way.  And had he not forced himself on one of our neighbors, we would never have believed the truth.  The Little People have always been frail and childlike in appearance, and Adolphe couldn't contain either his lust or hatred one evening as the family was absent on business.  He was always left behind with the servants, as he was considered a liability.

He...met a Lady of the People outside that night, and did unspeakable things in revenge for the 'wrongs' done to him over the years.  Upon the families return, they were confronted by a chief of the Little People who recounted Adolphe's crimes, and demanded justice.  Adolphe's father was stubborn and demanded that the family deal with him, and would not turn Adolphe over.  The chief of the Little People said that from that day we were neighbors no longer, and cursed our family.  Our wealth and crops withered slowly over the years, and we never saw them again.

Many years later a knock came upon our door at midnight.  It was a young girl who insisted she was our relative.  But she was not human, and her aspect was disturbing.  Threatening us with retribution if we did not take her in, we 'welcomed' her, and hid her in the basement so any local peasantry that came our way would not discover her.  She was...a foul creature.  Innocent in the worst sense of the word, as she understood nothing of right or wrong, or morality.  She preyed upon the family, turned us against one another, and even seduced some of us, and caused in them bizarre and unnatural desires.

Over the years more of her sisters came, and we hid them as well.  Our family sank into debauchery and madness, and the locals avoided us as the monsters we were.  Our wealth vanished, and all that was left to us was the house, and the monstrous children that came from the forest.  Eventually it was decide that someone had to put a stop to what was happening before the few of us left with any sense of morality were destroyed, and I journeyed into the forest to beg the forgiveness of the Little People.

They were gone, and the forest was the worse for it.  It was terrifying at night, and I saw things that should have easily destroyed me body and soul, but the apparitions smiled as if they knew me, and waved me on.  I came to...a grave of sorts.  A resting place that saw no rest.  A hideous corpse from nightmare that had not decayed, but was little more than a distended belly.  And as I watched another monstrous girl child crawled from it and laughed at me, calling me by name and asking me to lie with her.

I fled screaming.  Eventually found wandering the plains completely mad, I was nursed back to health and told my family was gone, and that monsters had claimed our home.  The village took pity on me.  The fools.  Our family should have died, and then perhaps those abominable creatures would leave this world.  The being Adolphe had raped had given her life to power an undying curse, and the other Little People had fled to avoid becoming caught in it.  Eventually that curse took your mother in the night, and unless I am strong enough to take my own life it will claim me as well.

So flee my son.  Flee, and never look back.  Go into the world far from this land and learn what you can do to protect yourself.  I will be able to hold them here for a time.  They think of me as the one who got away, and are anxious to remedy that.  I...I am sorry.  I had hoped by now they would have given up.  But I can hear them at night calling me.  When the time comes I will don my sword and armor, and do my best to destroy as many of them as I can.  Goodbye my son.  Always remember I love you, for you will not see me again in this life."



Creepiness (Su): Children of the Rose are both perverse and terrifying of aspect, and they can easily intimidate others who would seem more physically powerful than themselves.  They may use the Intimidate Skill as a Swift Action (including attempts to Demoralize opponents), and if they are successful an opponent is Shaken for the duration of the encounter as opposed to 1 round.  They use this ability to bully others into doing what they want, and if they can't persuade them this way they turn to magic.  The Save DC of any Spell or Spell Like ability they cast with either the Fear or Mind-Affecting Descriptors is +2.

Transformation (Su): The Children of the Rose can corrupt victims with a mere touch.  Opponents touched by a Child of the Rose must make a DC 18 Willpower Save or be compelled not to harm them (this is a Mind-Affecting Compulsion).  If the Child of the Rose is able to make prolonged contact the Save DC goes up by a cumulative +1 each  round with a maximum Bonus of +6.  This Mind-Affecting Compulsion effect lasts 24 hours.  If the victim is touched again during this time his Alignment shifts one step towards Chaotic Evil if he fails his Save.  His Alignment change is permanent and can only be restored by a Wish or Miracle.  Against Chaotic Evil opponents who fail the Saving Throw, the touch is worse, and causes them to develop increasingly disturbing fetishes and insanities.  Insanity rules may be found here: http://www.d20srd.org/srd/variant/campaigns/sanity.htm#ty  The Children of the Rose are infamous for bringing out the worst, most disturbing desires of their victims, or instilling new ones in them if there are none to be had.  Socially unacceptable urges which will increase the victims attachment to the Child are preferred.

Spell-Like Abilities (Sp): At will—Spirit Worm (DC 15), Hold Person (DC 19), Evil Eye (DC 19); 3/day— Charm Person (DC 17), Adoration of the Frightful (DC 19), Evil Glare (DC 20); 1/day—Suggestion (DC 19). Caster level 6th. The save DCs are Charisma-based.

Blind (Ex): Children of the Rose are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Combat:
« Last Edit: February 04, 2015, 09:42:52 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #36 on: November 12, 2011, 04:50:00 AM »
The Pembunuh

The Pembunuh are a race of psychopathic murdering fiends. For the right price they’ll kill your enemies. For a better price they won’t do massive collateral damage in the process leaving a trail straight back to you. For an exorbitant price they won’t flay you alive and eat your family after they’re done working for you.

Personality: The Pembunuh have few social taboos. Incest, murder, cannibalism, slavery, torture, and rape are permissible under their laws if done in the appropriate manner. The typical Pembunuh is an individual obsessed with gathering as much personal power as possible, without gaining any form of real responsibility to go with it. They are lustful, obscene, and obsessed with social face. If you insult a Pembunuh even once, no matter how slight, their lives will be devoted to destroying you, and all you love. Some may do it without being insulted just because they can, and feel the need to make a demonstration on you simply because you may have shown yourself to be weak in their eyes. Pembunuh respect no one but their own person (and some not even that), and the only way to convince them to leave you be is to be powerful enough to destroy them with a wave of your hand (and be willing to demonstrate that you have no problem doing so). They consider excess a weakness despite obviously reveling in it. This is one of the great paradoxes of their society. They rigidly adhere to laws they openly despise because they believe to do otherwise would mean the death of their species (which quite frankly is true). Despite their nature they aren't fools, and are adept at lying to the other races (it's actually taught in their society). Most play the part of brute savages who simply don't understand modern cultures, all the while plotting and scheming.
Physical Description: The Pembunuh appear as thin, attenuated humanoids with overly long limbs and digits. They have 6 arms with long fingers and sharp nails. Skin is usually a shiny, wet black, with hair color either a colorless white or bloody red-brown. Their long pointed tongues are a bright red, and usually hang from a mouth full of sharpened teeth. Their eyes are slightly larger than usual with oval pupils. Despite being hermaphroditic and capable of reproducing asexually, most appear outwardly female. For the most part they seem to remind people of humanoid predators. This, along with their refusal to wear clothing, strains any possible relationships they could have with other races who consider them little more than blood hungry savages ( if they knew the true extent of the Pembunuh’s savagery they’d probably devote themselves to exterminating the race). While they don't usually wear clothes, decorative jewelry and piercings, or body modification abound. Many will have the Willing Deformity Feat.
Relations: The Pembunuh almost universally consider other races to be food, an ends to a mean, or toys to play with. There are some exceptions such as Fiends or Dragons or other beings of obvious vast power, but with luck they may find a weak spot in them as well. Being able to reproduce without the intimacy of a partner (even though they can couple if they wish to) has severed any link they feel towards other beings. They are effectively all Sociopaths (http://www.mcafee.cc/Bin/sb.html ). The only time when this behavior is changed is when the Pembunuh are pregnant with child, at which time their hormonal balances shift to protecting their children. They will disappear from their own society, and raise their progeny alone elsewhere. Once the children reach the tender age of 8, they are the Pembunuh equivalent of teenagers. They have learned all they ever will from their parent, and they split ways, no longer feeling any bonds towards each other. Sometimes during these periods they may befriend members of other races. Whether or not this behavior persists after the pregnancy varies heavily, and often depends greatly on the Pembunuh itself. Most other races usually know little about the Pembunuh other than rumor, and would be appalled if they knew the full truth.
Alignment: The Pembunuh are almost universally Evil. Most are Lawful Evil simply because their extreme world views dictate that there must be intricate codes of Law regarding virtually all aspects of society to stop them from butchering each other in the streets every time a temper is lost. Neutral Evil is a close second as all Pembunuh truly care for nothing but themselves. Chaotic Evil is frowned upon because it’s seen as a loss of self control, which is a weakness, and exploitable (despite the fact that all Pembunuh would probably be Chaotic Evil if their society would let them)..
Lands: The Pembunuh generally hail from Jungles and mountains, both for their inaccessibility and remoteness. They prefer to live their lives away from the prying eyes of other races who may feel compelled to interfere with their society.
Settlements: The Pembunuh rarely settle outside their own lands, unless the environment is good for their purposes, and isolated. Their idea of settlement is usually referred to as Genocide by other races.
Power Groups: The Pembunuh have rigidly defined hierarchies. All things are possible under the Law; but where, when, how, and who you can do these possibilities to depends on your current station in the hierarchy. At the bottom are the Membuang, which are outcasts and criminals, and members of other races. They have little or no rights, and anyone of a higher caste may do to them virtually anything at their whim without reproach. The Membuang have some rights when facing each other, but much of this boils down to “whichever one of you can kill the other (and hir allies) gets what s/he wants”. Above them are the Tak Tersentuh. These members of society are forbidden to be harmed or interfered with, but they have no rights to do anything to another as well. Most consider the caste a punishment, or a retreat when enemies are too overwhelmingly powerful. Once one has become a Tak Tersentuh, there is almost no way back. You would have to achieve a feat of some renown to remove this status. Pembunuh who are able to retain their sanity after pregnancy often belong to this caste, as their "curse" is thought to be transmittable. No one wants to touch them. Next highest are the Penjahat. They may not own property or vote, or mate with a member of their own caste or a caste above them. They have limited personal freedoms, and are basically the common folk of the Pembunuh society. The Pura-Pura are the well to do of the Pembunuh society. They can own property, mate with their own caste (or forcibly take members of castes below them), and are allowed to do just about anything to others of their own caste as long as they follow the rules. If a member of a higher caste wishes to harass them their only recourse is to murder them and not get caught. The Raja Lalim are the nobility of the Pembunuh, and have few restrictions placed on them other than how they can attack/affect members of their own caste. They are also the only Pembunuh who may vote. The Maharani is the leader of the Pembunuh. S/he has little political power, and is something of a figurehead. However s/he is allowed to do anything to anyone with no restrictions. Since s/he is generally considered the peak of Pembunuh attainment hir goal is to spread her genes as widely as possible, preferably by force. Punishment for violating the laws is to generally allow someone of a lower caste some ‘alone time’ with you. Assuming you survive, all is forgiven. The Maharani is the exception. S/he can pretty much violate any law s/he pleases, which is why the position is vied for. Since the Maharani has no restrictions, s/he is usually Chaotic Evil. Most Pembunuh would consider this hypocrisy if they actually understood the concept.
Beliefs: The Pembunuh are their own Gods, incapable of seeing deities as any better intrinsically than themselves. Many are actually the center of personality cults in which everyone worships the Pembunuh whose own Clerical abilities derive from some perverse sort of narcissism.
Language: The Pembunuh speak their own tongue, known as Pembunuh. It requires some body language and pheromonal aspects, and without polymorphic magic other races are virtually incapable of learning it fully. Bonus Languages: Pembunuh usually learn Common, and the languages of whatever races live near them.
Names: Since there really is no gender differences, Pembunuh have a family name and a personal name. They list the personal name first, and it is usually the name of the first intelligent being they have murdered. A Pembunuh right of passage is to befriend another being to the point that you have saved each others lives, and would trust one another with anything. And then murder him/her/it. Preferably after torturing or maiming their family in front of them while they’re tied to a tree. This name is far more important to the Pembunuh than the family name, which can sometimes be a source of shame to them depending on how their relatives have fared in society.
Personal Names: Varies depending on who or what the Pembunuh has killed.
Family Names: Darah, Gila, Golok, Hitam, keajaiban, Kekacauan, Kegelapan, Kejengkalan, Makan, Malam, Melumphukan, Memberpudak, Membunuh, Mengkhianati, Menyesatkan, Menyiksa, Palsu, Pencuri, Pendusta, Pisau, Sakit, Sumbang
Adventurers: The most common Pembunuh reason to adventure is sabotage. If the other races of the world ever truly saw their homelands up close (they have artifacts to foil scrying attempts) they would band together in wiping the Pembunuh off the face of the Earth. So most Pembunuh consider it their duty to destabilize nearby nations and foment wars (and of course they enjoy it thoroughly too). A second reason is their adult rite of passage. Many join adventuring bands hoping to find someone worthy of murdering, and so become adults. There is also of course the ever popular power, glory, riches, rapine, etc. common to other races. If a Pembunuh has become pregnant, and in the process somehow become mentally damaged (i.e. shrugs off their races psychopathic nature) they will need to escape their homeland, and then will need strong allies to protect them. Roving bands of adventurers who are hard to pin down fit that bill.


Pembunuh Racial Traits
* +2 Dex, +2 Wis, -2 Str, -2 Cha. Pembunuh are very agile but their thin bodies don’t pack as much power as they should for their height. Their senses are very sharp, but they have little regard for others, in many cases being unable to see other beings as being ‘real’.
* Humanoid with the Lawful and Evil subtypes.
* Size: As Medium creatures, Pembunuh have no special bonuses or penalties due to their size.
* Multiple Arms: The Pembunuh have 6 arms, and gain Multiweapon Fighting as a Bonus Feat.
* Sharp Nails and Teeth: The Pembunuh have a Primary Claw attack doing 1d3 plus Strength modifier Slashing damage, and a Secondary Bite attack doing 1d3 plus half Str modifier Piercing damage. With a Full Attack they may do 6 Claws and 1 Bite.
* All Pembunuh have Dark Vision 60’.
* All Penumbuh have Scent
* Pembunuh land speed is 30 feet.
* Difficulty with clothing: The Pembunuh are unused to wearing clothing or armor, and using it makes them exceedingly uncomfortable. They cannot wear it without taking a -2 Morale Penalty to all rolls. This includes any magic Items with a Body Slot of Body, Shoulders, or Torso. They can wear minor articles of clothing like masks, or gloves, or belts, but nothing more extensive than that.
* Automatic Language: Pembunuh. Bonus Languages: Common, any nearby race.
* Favored Class: Most Pembunuh become Rogues or Scouts (it generally depends on whether they are urban or rural).
* Level Adjustment: +2

Age, Height and Weight.

Adulthood: 8 Years old.
Simple Classes: +1d4
Moderate Classes: +1d6
Complex Classes: +2d6

Height: 5'8'' (+2d6")
Weight: 120 lbs. (x 2d4 lbs.)

Middle Age: 30 Years Old.
Old: 150 Years Old.
Venerable: 500 Years Old.
Maximum Age: +5d20

Authors Note: Despite reaching puberty unusually early, Pembunuh age very very slowly afterwards. Whilst the listed ages are possible most are killed long beforehand.

Pembunuh Feats

Born Liar
You have a natural talent for lying.
Prerequisites: Cha 15, Must be taken at Level 1, Pembunuh
Effect: Bluff, Diplomacy, and Gather Information are always considered class skills for you regardless of what class you actually take.
Normal: Class skills are dependent on your actual Class.

Dual Natured
You have come to terms with your need to obey the law, and your need to act out on your own desires..
Prerequisites: Pembunuh, Base Willpower Save +5, Iron Will
Effect: You gain the Chaotic Subtype as well. As a Standard Action you may make a DC 15 Concentration check to change your alignment between Lawful and Chaotic, or suppress any of your Subtypes for up to 24 hours (or until you decide to reinstate them).
Normal: You obviously don't have the Chaotic Subtype, or the ability to switch Subtypes about.

Spider Grapple
You have practiced grappling against the lesser folk who have only 2 arms..
Prerequisites: Pembunuh, Improved Grapple, Multiweapon Fighting
Effect: You gain a +2 Circumstance to Grapple Checks if your opponent has less arms/tentacles/etc. than you do.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Spider Grapple as one of his Fighter Bonus Feats.

Improved Spider Grapple
You are truly a terror while grappling..
Prerequisites: Pembunuh, Spider Grapple
Effect: You gain a +2 Circumstance to Grapple Checks. If you have more limbs than your opponent the Bonus increases to +4.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Improved Spider Grapple as one of his Fighter Bonus Feats.

Multiweapon Defense
You have practiced defending yourself with multiple weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB+6
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +1 Shield Bonus (max +2). When Fighting Defensively each pair used for defense only grants you a +2 Shield Bonus each (max+4). When using the Total Defense option your Shield Bonus is +6.
Special: This Feat replaces the Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Defense as one of his Fighter Bonus Feats.

Multiweapon Pounce
You may use all of your weapons when charging..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +12
Effect: When you are charging and weilding a weapon in every hand you can make a Full Attack, but you lose your bonus on attack rolls granted by a charge.
Special: This Feat replaces the Two Weapon Pounce Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Pounce as one of his Fighter Bonus Feats.

Multiweapon Rend
You do extra damage if you hit with all your weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +15
Effect: If you successfully hit an opponent with each weapon you wield (6 in the case of the Pembunuh), you do 2d6 plus one and a half times Strength Modifier damage extra to the opponent. You may only get this once per round against a given opponent. Damage type is same oas off hand weapon for purposes of effects and overcoming Damage Reduction.
Special: This Feat replaces the Two Weapon Rend Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Rend as one of his Fighter Bonus Feats.

Improved Multiweapon Defense
You are signifcantly better defended when wielding a weapon in each hand..
Prerequisites: Multiweapon Defense, 3 arms, Dex 17, BAB +12
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +2 Shield Bonus (max +4). When Fighting Defensively each pair used for defense only grants you a +4 Shield Bonus each (max+8). When using the Total Defense option your Shield Bonus is +12.
Special: This Feat replaces the Improved Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Improved Multiweapon Defense as one of his Fighter Bonus Feats.

Greater Multiweapon Defense
You can put up a wall of steel your opponent simply cant get through..
Prerequisites: Improved Multiweapon Defense, 3 arms, Dex 19, BAB +18
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +3 Shield Bonus (max +6). When Fighting Defensively each pair used for defense only grants you a +6 Shield Bonus each (max+12). When using the Total Defense option your Shield Bonus is +18.
Special: This Feat replaces the Greater Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Greater Multiweapon Defense as one of his Fighter Bonus Feats.

Tak Tersentuh
You have retained your ability to feel emotion after pregnancy..
Prerequisites: Must have become pregnant and retained sanity, Base Willpower Save +5, Penumbuh
Effect: You lose the Lawful and Evil Subtypes, and may choose an alignment other than a Lawful/Evil one. You retain the ability to overcome Damage Reduction requiring a Lawful or Evil component. You gain certain legal status within the Pembunuh society (i.e. you pretty much become untouchable as long as you refrain from doing anything to anyone else). You gain a +2 Bonus on Intimidation skills agains Pembunuh.
Normal: Noramlly Pembunuh cannot choose to become other than Evil alignment or give up their Subtypes.


Example NPC

Pisau

LE Pembunuh Rogue 5/Swordsage 6
Init +5, Senses: Listen +9, Spot +9, Dark Vision 60', Scent
Languages Pembunuh
Quick to Act +2
------------------------------------------------
AC 22, touch 22, flat-footed 19 (+3 Dex, +5 Wis, +4 Deflection)
hp 44 (12 HD)
Fort +4, Ref +12, Will +11
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 6 Claws +10 (1d3) and 1 Bite +5 (1d3)
Melee 6 Daggers +9 (1d3+1/17-20, 1d3+4 if able to use Shadow Blade Feat)
Ranged Stunshot Sling +11 (1d4)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Shadow Hand (Weapon Focus, Insightful Strike +5), Sneak Attack +3d6
Combat Gear 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness
Stances Known 1st: Blood In the Water, Child of Shadow
2nd: Assassin's Stance
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Sudden Leap
2nd: Drain Vitality, Cloak of Deception, Baffling Defense*, Shadow Jaunt *
3rd: Flesh Ripper, Strength Draining Strike

*maneuvers marked with asterisk were gained by switching out lower level maneuvers at 4th and 6th level.
-----------------------------------------------
Abilities Str 11, Dex 16, Con 12, Int 10, Wis 20, Cha 6
(original stats were 15, 14, 13, 12, 10, 8, with +3 Wis from levels)
SQ AC Bonus, Trapfinding, Trap Sense +1
Feats Multiweapon Defense, Shadow Blade, Telling Blow, Weapon Finesse, Multiweapon Fighting (B)
Skills Balance+7, Bluff +2, Climb +4, Hide +17, Gather Information +2, Intimidate +2, Jump +14, Knowledge (Local) +4, Listen +9, Martial Lore +4, Move Silently +9, Search +4, Sense Motive +14, Spot +9, Swim +4, Tumble +7, Use Magic Device +2
Possessions 6 +1 Keen Daggers, Bag of Holding II, +4 Ring of Protection, Stunshot Sling, 1 Jar of Camouflage Paint, Everlasting Rations, Magic Bedroll, Replenishing Skin, Spool of Endless Rope, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness, 138 GP left for minor personal effects

Authors note: Since s/he's the equivalent of a 13th level PC, I gave her 110000 GP for stuff. Everything except her Daggers and Ring are in the Bag of Holding.
« Last Edit: November 17, 2011, 04:47:43 AM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #37 on: November 12, 2011, 04:50:58 AM »
The Black Mask
Medium Undead
Hit Dice: 20d12 (240 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 33 (+3 Dex, +10 Natural, +5 Profane, +5 Deflection), touch 23, flat-footed 30
Base Attack/Grapple: +20/+36
Attack: Unarmed Strike +28 melee (2d6+8)
Full Attack: Unarmed Strike +28/+23/+18/+13 melee (2d6+8)
Space/Reach: 5ft./5 ft.
Special Attacks: Terrifying Appearance, Possession, Skilled Fighter, Finishing Move
Special Qualities: Immortal, Undead traits, Dark Vision 60 ft., Turn Immunity, Unnatural Aura, Lifesense, Unnatural Vitality, Damage Reduction 10/Special, Powerful Build, Spell Resistance 26
Saves: Fort +6, Ref +9, Will +15
Abilities: Str 26, Dex 16, Con -, Int 12, Wis 17, Cha 14
Skills: Climb +18, Hide +20, Intimidate +13, Jump +18, Knowledge (History, Local, Religion) +11, Listen +20, Move Silently +12, Perform (Wrestling) +11, Search +18, Spot +20
Feats: Earth's Embrace, Freezing the Lifeblood, Improved Grapple, Improved Unarmed Strike, Pain Touch, Superior Unarmed Strike, Stunning Fist
Environment: Any
Organization: Unique
Challenge Rating: 15
Treasure: None
Alignment: Neural Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”My father used to take me to the wrestling matches down at the arena on the weekends. Rumor had it some of the matches were fixed, but we didn’t care. It was great. The crowds, the spectacle, the fights, it was all bigger than life. My favorite was a wrestler called  the Black Mask. He was a huge man. He must have been at least seven feet tall, and he had never been beaten in the ring. He wore a full head mask, all in black, like some sort of grim executioner. My father always crossed himself when we saw him. Never did explain why until the bad times started. I wish he had taken the knowledge to his grave with him.”


The legendary wrestler known as the Black Mask began as a humble boy named Lazero Sesumaga. His father was a wrestler, as was his father before him. Fighting ran in the family. It was all they knew. Eventually Lazero drifted into the trade, becoming a helper at the matches, setting up and taking down the ring. Selling food or tickets. Whatever menial task he could do while becoming a wrestler himself. The training was brutal. Many other children died or were maimed permanently. Lazero was lucky. He also had a growth spurt that never seemed to stop. At 15 years old he was already over 6 feet tall. At the tender age of 17, his father passed away from illness. Rumor had it the Trijillo family who owned the local fighting promotions were disappointed in profits, and were finding ways to increase them by adding bloodsports, or fixing the matches. Lazero’s father objected loudly, and many believed his illness was simple poisoning. Not that anyone could prove it.

Lazero became a wrestler because he had no other career options that would support his family. He was fairly good too. The fake aspects of what he did ate at him, but the pre-conceived storylines allowed him time off to spend with his loved ones. He even went adventuring on the side. Lazero never lost a match. He was so big the owners didn’t think anyone would believe his losing wasn’t a fix, so he was always booked to win. But the Trijillos and he never got along well, and sometimes their arguments were fairly bitter. So bitter, that at one point Lazero was finally ordered to disgrace himself in the ring. To not only lose, but lose in a way that would end his career. Unfortunately for the Trijillos, Lazero had a problem: pride. Pride wouldn’t let him take a fall, let alone grovel like they wanted him too. His opponent died that evening. Lazero had been booked to win for so long, everyone had forgotten just how capable a fighter he truly was. Fleeing the ring, he found his wife and children brutally murdered. He knew who was responsible, and he knew that he wouldn’t be able to settle the score. The Trijillos were the biggest crime family in the country. They were everywhere, and he could never get to them on his own.

That evening Lazero donned his famous mask for the last time. In the next week he hunted down the Trijillos and their men non-stop, not pausing for food or sleep, knowing he would die in the end. Lazero personally murdered over 200 men in his last week alive before being brought down by a small army of hired muscle. Most people figured it was over after that. The locals who were sympathetic to him took his mask, and placed it in a shrine at the local church of St. Cuthbert as a sign of respect, and hope that he would get peace. Angered, the Trijillos burned the church to the ground, and began a massacre. The mask was thought destroyed.


It wasn’t. 6 years later a young wrestler joined the circuit wearing the mask. Calling himself the Black Mask, he started as a fairly scrawny boy, but began to resemble the original wrestler more and more over time. Eventually people thought he was Lazero reincarnated. Fellow wrestlers began to complain he was as cold as the grave, and smelt like one too. They were refusing to fight him. The Trijillos began offering bounties to whoever could kill him in the ring and make it look like an accident or a fair fight. All of them died, and the Black Mask just kept getting more terrifying over time. People swore he wasn’t human, and they started to avoid both the matches and the Trijillos. That was the final straw. Fear of some sort of curse had held the Trijillo family back, but they wouldn’t accept the loss of their money. It took many men, a Cleric of Hextor, and several hired mercenaries, but eventually the new Black Mask was killed as well. When the mask was stripped from his face as he lay dying, he reverted to the scrawny boy everyone had known. He said his name was Juan, and he had merely wanted to be a wrestler. Dreamed of it since he could walk. One day he had found the Mask and it had spoken to him, and promised to make him a wrestler if he wore it. But every time he entered the ring he was getting hurt, badly. The Mask always offered to make him more powerful. Just a little bit more powerful each time. Just powerful enough to beat his current foe. Eventually the Mask was in control, and he was a prisoner in his own body. He said the original Black Mask had returned, and he wouldn’t stop until the entire Trijillo family was dead.

Horrified, the Trijillos burned the Mask, and began to work feverishly to find out what had happened. It took a while, and a lot of torture of the local priests, but the truth was made known to them eventually. Lazeros had made a deal with St. Cuthbert himself to get revenge on his families killers. In return he would serve the God in the afterlife on a mission Cuthbert had in mind for him. But Lazeros’ pride intervened again. He believed all the Trijillos’ were responsible for the death of his family, and even after the original murderers were dead, he didn’t stop killing. St. Cuthbert was furious at Lazeros for breaking his oath, and cursed him to walk the earth for all time or until every last member of the Trijillo family was dead. He would be trapped in his mask, and could attempt possession of anyone wearing it, but would be incapable of affecting the world otherwise. The locals took it to the Church, not out of respect this time, but to hide it away from the world who didn’t know the truth. Over the years Lazeros’ humanity burned away, and his revenge was all he had left.

17 years later the Mask appeared again. An undead monster fitting the description of the Black Mask came into the city of Castille, and began murdering members of the Trijillo family. It was stopped again at great cost, and the Trijillos fled their home country and scattered across the world in hopes of fleeing their eternal foe. It has not helped them. For every possessed victim they put down, another eventually rises. No matter how often the Mask is destroyed it eventually comes back, and the Trijillos have begun to fear that the Mask will pursue them until the end of time if necessary.

Terrifying Appearance (Su): Any living being within 60 ft. of the Black Mask must make a DC 22 Fortitude Save (Save DC is Cha based) or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Masks Terrifying Appearance for 24 hours. This only works when the Mask is possessing a body.

Possession (Su): Normally Lazero is an incorporeal spirit trapped in his old mask. If someone puts the Mask on, he may communicate with them telepathically as long as they wear it. Lazero will promise them power in exchange for favors. At first these favors will seem benign (i.e. joining a wrestling organization or some kind of group). He will repay these favors by sculpting the wearers body into physical perfection. For the most part this alteration is insignificant. While they look cut, and in incredible physical shape, their stats aren't altered at all. It's all for show. Inevitably many will find themselves in a jam because they're showing off, or they've gotten in a fight and they need help. Lazero will offer them power in exchange for more help (i.e. do this for me, and I'll make you a real warrior) once they're in physical danger and unable to back out of the fight. If they agree their Strength, Dexterity, and Constitution raise 2 points from then on whenever they wear the mask (maximum possible they can become is equal to Lazero's stats, these bonuses stack as they gain a +2 to each of the physical stats each time they accept Lazero's bargain), and they have access to the Black Masks Damage Reduction ability. Events will get worse and worse, and they will continually have to ask Lazero for more power. Each time they accept Lazero's bargain they must make a DC 22 Willpower Save (Save DC is Charisma based), or become slightly more like Lazero, gaining an inch in height and 10 pounds until they are 7'2" and 500 pounds. Their hair color will begin to change, as well as their voice and mannerisms, and eventually they will look just like Lazero. When their physical stats match Lazero's they become a prisoner in their own body, and the Black Mask takes over transforming the body to look like his original (though obviously undead) It will become apparent that all the favors were merely information gathering for his plans of revenge, or putting him in a position to be close to the Trijillo's. Once he has full possession of a body Lazero can use the stat block listed above. Otherwise he is limited to watching events from the Mask (he has full vision and hearing, and all non physical skills but is immobile and can't affect the physical world). Once he has full possession of a person he cannot be removed except by that persons death, but they may be Raised or Resurrected normally.

Skilled Fighter (Ex): Unlike most Undead, the Black Mask has retained his fighting skills, and his BAB is equal to his Hit Dice.

Finishing Move (Ex): If the Black Mask can successfully Pin his opponent in a Grapple for 3 consecutive rounds they must make a DC 28 Fortitude Save (Save DC is Strength Based) or die.

Immortal (Su): This works like the Rejuvenation ability on page 118 of the Monster Manual with 2 exceptions. If his possessed victim is destroyed, the Black Mask returns to his mask immediately. If the mask is destroyed it appears again from 1 to 30 years later. How long it takes appears to be random. Unless he is destroyed by a being with Divine Rank, or the terms of his curse are fulfilled (i.e. all living relatives of the Trijillos are killed), the Black Mask can never be destroyed. If released from his curse by St, Cuthbert he may be put down like any other Ghost, though he will still try to return as long as the Trijillos are alive.

Unnatural Aura (Su): Animals will not come within 100 ft. of anyone possessed by the Black Mask, and Panic if forced to do so (they remain Panicked so long as the Black Mask is within Range).

Lifesense (Su): The Black Mask may automatically sense Living creatures within 100 ft. as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Unnatural Vitality (Ex): The Black Mask gains Maximum hit points per hit die.  Additionally, he gains a +5 Profane Bonus and a +5 Deflection Bonus to AC.

Damage Reduction (Ex): The Black Masks Damage Reduction can only be penetrated by a member of the Trijillo bloodline who is of Good Alignment.

Spell Resistance (Ex): The Black Mask has Spell Resistance 25.

Powerful Build (Ex): Whenever the Black Mask 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 Black Mask is treated as one size larger if doing so is advantageous to him.

The Black Mask 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. The Black Mask 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 trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Skills: The Black Mask has a +8 Racial Bonus to Hide, Listen, Search, and Spot checks.

Combat: If going for a Trijillo, Lazero will always concentrate on them to the exclusion of all else. Being immortal he knows time is on his side, so if his current body is destroyed while killing his victim he really doesn't care. He knows he'll be back. Lazero will always attempt a Grapple, and then try to Pin his opponent to finish him as quickly as possible. If there are multiple opponents he will try to paralyze a few using his Feats first and then Grapple one at a time.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (History or Local) can learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

DC|Lore
10|The Black Mask was once a famous local wrestler who died after committing an astonishing week of murder and mayhem.
15|The Black Mask persona has been used by many wrestlers over the years, all of whom have been murderers, and all of whom have met violent ends.
20|The Trijiilo family, a local crime organization, and the Church of St. Cuthbert both have some sort of grudge against people portraying the Black Mask.
25|The Black Mask is actually the ghost of the original wrestler, returned for revenge on the family that killed him.
30|The Black Mask has been cursed by St. Cuthbert to walk the world until every living relative of the Trijillo family is dead.


Characters with ranks in Knowledge (Religion) who have St. Cuthbert as a patron can also learn a little about the Black Mask. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

DC|Lore
10|The Black Mask was once a famous local wrestler who died after committing an astonishing week of murder and mayhem.
15|The Black Mask violated a deal with St. Cuthbert, and is cursed for all eternity because of it.
20|The Mask itself is possessed by the ghost, and so is anyone who wears it.
25|Short of convincing St. Cuthbert to remove his curse, having a deity intervene, or killing all of the Trijillo’s, there appears to be no way of putting the spirit of the Black Mask to rest.


Plot Hook

  • The PC’s are hired by Faustino Trijillo, a local carnival owner and fighting promoter. His performers are being found dead, with their backs broken or their guts torn out, hanging from the cities lamp posts. He wants the PC’s to find out who, or what, is responsible and stop them. It is obvious he knows more than he is telling. He even gives him a description of what he believes the culprit to look like despite no one ever having survived an attack. But if asked how he knows he is uncharacteristically tight lipped, and even fearful.
  • One of the PC’s is being pursued by Hermelinda Trijillo, a local beauty, and wealthy heiress. But is she actually interested in him? Or is she merely clinging to him because of his reputation for being a tough man who can solve problems with a sword? And why is she always glancing over her shoulder? Why does she always seem to know something about all the dead bodies that keep appearing in the fields outside the village, piled up night after night? And what will he do once he discovers they’re all criminals, and somehow related to his new love interest?
  • One of the PC’s is a priest of St. Cuthbert attempting to put down the Trijillos, a notorious local crime family responsible for extortion, murder, and all manner of violent crime. One night a huge, hulking giant of a man appears to save the PC from a trap by tearing the assassins sent to kill him limb from limb. Before he leaves the PC promises to repay him somehow. In his dreams that night the PC is visited by St. Cuthbert himself, and told that he must carry out his promise, for his word is his bond. But he is also told that he faces possible excommunication for helping an enemy of the Church if he takes it too far, and his own possible damnation. What will he do?
  • One of the PC’s is the friend of a local rogue named Everado Trijillo. Everado is a mentor to him, perhaps even a father figure. But Everado is not as good hearted as he appears, and his past catches up with him in the form of the Black Mask. It won’t take forever for the PC to figure out the story. Will he help someone he believes to be a friend? Will he have a choice once it is revealed he is Everado’s son?


« Last Edit: October 18, 2023, 07:36:36 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #38 on: November 12, 2011, 05:10:30 PM »

GHOST OF THE DEEPS
Ghost of the Deeps is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, or Plant that has died in the ocean far from shore.  The Ghosts of the Deeps are chaotic ravagers, destroying all in their path. All of them thus far have been sea creatures, or beings who died at sea and sank to the bottom. It is thought that something at the bottom of the ocean brings them back in a grotesque parody of life. It is whispered perhaps that it may be a dead God, resting in the sea instead of the Astral Plane who sends them forth to bring back souls to feed upon...

Size and Type: The base creatures type changes to Undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's.

Speed: Base Creature gains a Fly Speed of 50 ft. (Perfect) unless it already has better. It also gains a Swim Speed equal to it's Fly speed, unless it already has a faster Swim speed.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a Ghost of the Deeps manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier (minimum of +1).

Attacks: A Ghost of the Deeps retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Ghost of the Deeps attacks normally. Against non ethereal targets the Ghost of the Deeps usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Ghost of the Deeps retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Ghost of the Deeps also gains the manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Ghost of the Deeps Strength or Dexterity Bonus). Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the Ghost of the Deeps Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for a number of rounds equal to the Ghost of the Deeps Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Ghost of the Deeps may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus a number of rounds equal t0 the Ghost of the Deeps Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for a number of rounds equal t0 the Ghost of the Deeps Charisma modifier instead (but is immune to further effects from this Ghost of the Deeps Hellish Scream for 24 hours).

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Manifestation (Su):  Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Ghost of the Deeps is automatically subjected to this ability and receives no Save.

Deep Magic (Sp): Choose one of the following spells to cast  1/Day: Control Weather, Depthsurge, Doom of the Seas, Maelstrom, Mass Drown, Red Tide, Submerge Ship, Tsunami, Waterspout (spells not in PHB can be found in Spell Compendium or Stormwrack),  This can be taken multiple times, choosing a new spell or gaining an additional daily use of one the Ghost already has.

Special Qualities: A Ghost of the Deeps has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.

Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Ghost of the Deeps, and Panic if forced to do so (they remain Panicked so long as the Ghost is within Range).

Lifesense (Su): Ghosts of the Deeps may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all it's special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Ghost of the Deeps gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Energy Resistance (Ex): The Ghost gains Energy Resistance 10 to Acid, Cold, and Fire.

Fast Healing (Ex): The Ghost gains Fast Healing 5.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +6 Cha. Ghosts of the Deeps have no Constitution Score.

Skills: Ghosts of the Deeps have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, Spot, and Swim checks. They can always take 10 on a Swim check, even when distracted or endangered. Ghosts of the Deeps can use the Run action while swimming in a straight line.

Feats: Ghosts of the Deeps get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any Aquatic (only appears in oceans)

Organization: Unchanged, usually Solitary

Challenge Rating: +4

Treasure: Unchanged

Alignment: Always Chaotic Evil

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"Old Captain Obed, he was one of the best traders on the seas. I wouldn't be where I am now without him. It grieved me terribly to see him laid low in the end.

We were in a waterfront bar drinking after a successful run. Blowing off steam, as usual. Thinking about what to do next. And this madman comes in screaming he wants to hire a ship to take him into the middle of the ocean. Says he has a map that shows him where the Trench is. It's an old legend that there's a  trench on the ocean floor containing the body of a dead god that hungers for souls and pulls men down to it. He says that we can salvage all the wrecks around it and make a fortune.

Obed must have been out of his mind to listen, but he did. Says to me 'Lets do it. His gold is as good as anyone else's, and we can throw him off ship if he is mad or causes too much trouble'. Besides there were riches aplenty along the way.

My father fell ill.  I had to stay behind and take care of him.  He barely pulled through, even with the help of the local doctor.

Lucky me. The trip was a wash. Months went by, and no one returned. 10 years later Obed came into town, saying all hands had gone down and that only he was left. He'd been rescued on a small island that shouldn't have had enough food or shelter to keep him going. He said his new God had kept him alive. He had found the Trench but the wrecks were too deep too salvage without magical help.

Apparently he'd convinced someone to take him back out there, cause next I knew there was a big fancy expedition mounted. Wizards and Clerics in tow even. It didn't come back either. But Obed did. He flew in from the sea one night, dead as a beached whale. A big glowing skeleton flying around shrieking. But I knew it was him. He told me. He touched down by my side and called me by name. Said he'd become death itself. Said the world was ending. Said he'd given me the gift of being eaten last so I could watch it all.

We've tried everything to get rid of him. Priests, spells, magic weapons. Nothings worked. I don't want to see the world eaten. I've arranged to have my body burned tonight when it's found. Good bye nephew, and good luck.

If you're sane you'll join me."

Captain Obed (Male Human, Rogue 8/Ghost of the Deeps)
Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +9
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (+5 Dex, +6 Natural), touch 15, flat-footed 21
Agains non ethereal: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 21
Base Attack/Grapple: +6/+9
Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Full Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Manifestation, Call Storm, Whirlpool, Necromantic Weapon (Slashing)
Special Qualities: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Deathly Power
Saves: Fort +2, Ref +11, Will +7
Abilities: Str 17, Dex 20, Con -, Int 10, Wis 16, Cha 22
Skills: Balance +5, Bluff +10, Climb +8, Diplomacy +10, Gather Information +10, Hide +18, Intimidate +18, Knowledge (Local) +10, Knowledge (Geography) +10, Listen +16, Move Silently +18, Profession (Captain) +9, Search +13, Spot +16, Swim +20
Feats: Weapon Finesse, Improved Initiative, Iron Will, Extra Special Attack (Slashing Necromantic Weapon)(B)
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Level Adjustment: +8

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Call Storm (Su): Captain Obed may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): Captain Obed can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).
Save DC 20.

Necromantic Weapon (Su): In life Captain Obed wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of his Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. A crackling black longsword it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities (see pages 444-45 of the Magic Item Compendium).

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.  In Captain Obed's case he is willed into existence by an Undead God.  Destroying his creator destroys him.

Turn Immunity (Ex): Captain Obed is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of Captain Obed, and Panic if forced to do so (they remain Panicked so long as Obed is within Range).

Lifesense (Su): Captain Obed may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all Obed's special attacks are +1.

Combat: Captain Obed usually appears long enough to use one of his special attacks to disrupt shipping or destroy a vessel before disappearing again. If confronted by an opponent capable of flying after him he will rely on his sword or the storms he can call to dissuade them.

« Last Edit: October 10, 2023, 09:47:02 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #39 on: December 30, 2011, 01:20:14 AM »
Briareus
                      Huge Undead
Hit Dice:             50d12 (325 hp)
Initiative:           +6
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          30 (-2 Size, -2 Dex, +24 Natural), touch 6, flat-footed 30
Base Attack/Grapple:  +25/+50
Attack:               12 Bites +40 melee (2d6+10/19-20)
Full Attack:          12 Bites +40 melee (2d6+10/19-20) and 4 Tentacles +35 melee (1d8+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Cacophony, Constrict (1d8+5), Improved Grab, Spell-Like Abilities, Vorpal Bite, Swallow Whole, Multiple Heads
Special Qualities:    Absorb Head, DR 20/Magic and Piercing, Immunities (Electricity, Sonic), SR 31, True Seeing, Undead traits, Water Vulnerability, Multiheaded traits, Dark Vision 90', Fast Healing 21
Saves:                Fort +20, Ref +14, Will +31
Abilities:            Str 44, Dex 7, Con -, Int 20, Wis 19, Cha 39
Skills:               Bluff +57, Climb +57, Concentration +50, Intimidate +57, Knowledge (Arcana, History, Nature, Religion) +50, Listen +50, Search +42, Spellcraft +40, Spot +50, Survival +4, Use Magic Device +57
Feats:                Cleave, Combat Expertise, Devastating Critical (Bite), Dire Charge, Epic Fortitude, Great Cleave, Greater Spell Penetration, Improved Critical (Bite), Improved Disarm, Improved Initiative, Improved Trip, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Spell Penetration, Superior Initiative, Weapon Focus (Bite), Combat Reflexes (B)
Environment:          Any Underground or Desert
Organization:         Solitary
Challenge Rating:     33
Treasure:             Standard, double items
Alignment:            Always Chaotic Evil
Advancement:          51-100 HD (Huge), 101-150 HD (Gargantuan)
Level Adjustment:     ---


Briareus is an 12 headed Crawling Head, rumored to be a section of a hecantocheires.    Were it not for the vast treasure he guards no one would make the long lonely trek to the island it haunts only to end up as a new undead or being absorbed. 

Cacophony (Su): When a Crawling Head attacks, and it has at least 10 heads stored in it's body, all creatures within 60' must make a DC xx Willpower Save (Save DC is Charisma Based) each round, or Cower in Fear (the opponents get a Save each round).  This is a Sonic, Mind-Affecting Effect, 

Constrict (Ex): A Crawling Head does it's Tentacle damage with a successful Grapple Check.

Improved Grab (Ex): If the Crawling Head hits with it's Tentacle or Bite Attack it immediately gets a Grapple Check as a Free Action without Provoking an Attack of Opportunity.  If it succeeds it may Constrict with the Tentacle or Swallow Whole with the Bite.

Spell-Like Abilities (Sp): The Crawling Head may cast the following as Spell Like Abilities:

At will: Animate Dead, Control Undead, Death Knell, Inflict Serious Wounds, Fear, Gentle Repose, Shield, and Speak with Dead.
3/day: Create Undead, Creeping Doom, Create Greater Undead, Finger of Death, Hold Monster, and Wail of the Banshee. 
1/day: Greater Dispel Magic

Caster Level is 36.

Vorpal Bite (Ex): The Crawling Heads Bite Attack has the Vorpal Weapon Quality (see DMG page 226).

Swallow Whole (Ex): If Briareus succeeds with a grapple check it may swallow its opponent.  Once inside opponents take 2d8+8 points of crushing damage and 2d8+8 points of acid damage per round.  A swallowed creature may cut its way out by doing 25 points of damage to Briareus' digestive tract (AC 22).  Muscular action closes the whole immediately afterward so other opponents must cut their own way out.  It's gullet may hold 1 Medium, 4 Small, or 16 Diminutive or Smaller opponents.  In addition for each head stored in Briareus they take an additional 1d6 bite damage.

Multiple Heads (Ex): During your turn one of your extra heads can use one of your SLAs, as long as it doesn't demand physical actions besides speaking.

Absorb Head (Su): As a Free Action Briareus can swallow the Head of a Large or Smaller Creature it has slain with it's Vorpal Bite, and it is stored in his stomach the following round.  He can store a number of heads equal to his Hit Dice, and has 1d4+10 at any given random time.  Once per round asa Free Action it may absorb a head to do one of the following:

Cast a Spell-Like Ability as if it has been cast with the Quicken Spell-Like Ability Feat. 

Heal itself as though it had cast a Harm spell upon itself.

Increase one Ability Score by +6 for 1 hour.

If the head has been present in Briareus' stomach for at least 1 year, it may absorb it to replace one of it's own head's severed by a successful Vorpal Attack.

True Seeing (Su): A Crawling Head permanently has the benefits of a True Seeing spell.

Water Vulnerability (Ex): Contact with water does 1d6 points of damage to a Crawling Head per round (total immersion does 10d6).  An attack with water (such as a Create Water spell) counts as 1 round of exposure.

Skills: Briareus  gets a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.  He also gets a +22 Racial Bonus on Listen, Search, and Spot Checks.

Combat: Briareus will usually use it's SLA's to animate undead to test possible adversaries while watching from afar.  If the opponents are judged weak the assault will begin immediately, otherwise it will try to pick PC's off one by one using a combo of magic and Swallow Whole.
« Last Edit: January 25, 2012, 02:31:25 AM by bhu »