Author Topic: Cinematica  (Read 37027 times)

Offline bhu

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Re: Cinematica
« Reply #40 on: November 12, 2011, 04:21:08 AM »
http://www.youtube.com/watch?v=XfauYmaR4TM

Brutornis
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Size. +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d6+6)
Full Attack: Bite +7 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 19, Dex 15, Con 17, Int 2, Wis 14, Cha 10
Skills: Hide -1, Listen +5, Move Silently +6, Spot +5
Feats: Alertness, Run
Environment: Warm Plains or Forest
Organization: Solitary or pack (3-6)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Large)
Level Adjustment: ----

The Brutornis is the large flightless bird killed in the extended edition of Kong.

Improved Grab (Ex): If the Burtornis successfully bites a creature at least 2 size categories smaller than itself, it may immediately make a grapple check as a free action without provoking an attack of opportunity. If it is successful it automatically does bite damage each round.

Skills: Brutornis receive a +6 circumstance bonus to Hide rolls in the high grasses and deep jungle growth of their homeland.

Combat: Run up close and bite away.  They aren't geniuses.
« Last Edit: November 21, 2011, 04:38:41 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #41 on: November 12, 2011, 04:22:44 AM »
http://www.goodtaste.boo.pl/kong/recenzja/foetodon.jpg

Foetodon
Huge Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +1
Speed: 30 ft. ( 6 squares)
Armor Class: 16 (-2 Size. +1 Dex, +7 Natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+22
Attack: Bite +12 melee (4d6+12)
Full Attack: Bite +12 melee (4d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rush
Special Qualities: Scent
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 27, Dex 12, Con 20, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +6, Spot +3
Feats: Skill Focus (Hide), Improved Natural Attack (Bite), Power Attack, Improved Bull Rush
Environment: Warm Forest
Organization: Solitary, Pair, or Colony (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-16 HD (Huge)
Level Adjustment: ----

This is the big grey crocodile like creature that attacks Jessica in the 2005 Kong remake, but gets eaten by the V Rex.

Rush (Ex): When charging the Foetodon's base move increases to 40 feet and it gains +2 to damage. It may Rush a number of times per day equal to it's Constitution modifier.

Skills: A Foetodon has a +8 racial bonus to Hide checks when buried in the native leaf litter of it's homeland.

Combat: Similar to modern crocs really.
« Last Edit: November 21, 2011, 04:41:30 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #42 on: November 12, 2011, 04:24:10 AM »
Weta-Rex
Small Vermin
Hit Dice: 2d8+2
Initiative: +1
Speed: 30 ft. ( 6 squares)
Armor Class: 16 (+1 Size, +1 Dex, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: 1 Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Grappler
Special Qualities: Vermin Traits, Dark Vision 60'
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 12, Dex 12, Con 12, Int 1, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm Jungle, Underground
Organization: Swarm (10-1000)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 Hit Dice (Medium)
Level Adjustment: ---

Weta Rexes are of course the giant crickets from teh film..

Improved Grab (Ex): If the Weta Rex successfully bites it's opponent, it gets a grapple check as a free action without provoking an attack of opportunity. If it successfully establishes a hold it may do bite damage each round the hold is maintained.

Grappler (Ex): The Weta Rex doesn't take Size penalties to grapple checks.

Combat: They generally go straight for the Grapple and then bite like hell.


Weta-Rex Mob
Gargantuan Vermin
Hit Dice: 30d8+30 (165 hp)
Initiative: +0
Speed: 20 ft. ( 4 squares)
Armor Class: 11(-4 Size, +1 Dex, +4 Natural), touch 7, flat-footed 10
Base Attack/Grapple: +22/+35
Attack: Mob (5d6)
Full Attack: Mob (5d6)
Space/Reach: 20'/0'
Special Attacks: Improved Grab, Expert Grappler, Trample (2d6+1)
Special Qualities: Vermin traits, Mob traits, Dark Vision 60', Mob Anatomy
Saves: Fort +18, Ref +10, Will +9
Abilities: Str 12, Dex 12, Con 12, Int 2, Wis 10, Cha 2
Skills: -
Feats: Improved Bull Rush, Improved Overrun
Environment: Warm Forest or Underground
Organization: Solitary, Pair, or gang (3-12 mobs)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----

Trample (Ex): Reflex Save DC 26 for half damage. Save DC is Strength based.

« Last Edit: November 21, 2011, 04:45:21 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #43 on: November 12, 2011, 04:26:04 AM »
http://www.youtube.com/watch?v=mk1SiA0h-qQ&mode=related&search=

Vastatosaurus Rex
Gargantuan Animal
Hit Dice: 20d8+120 (210 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-4 Size, +2 Dex, +8 Natural ), touch 8, flat-footed 14
Base Attack/Grapple: +15/+40
Attack: Bite +24 melee (4d6+19)
Full Attack: Bite +24 melee (4d6+19)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow Whole
Special Qualities: Low Light Vision, Scent
Saves: Fort , Ref , Will
Abilities: Str 36, Dex 14, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +9, Move Silently +7, Spot +9
Feats: Improved Natural Attack (Bite), Improved Snatch, Improved Toughness, Multisnatch, Power Attack, Run, Snatch
Environment: Warm Plains and Forest
Organization: Solitary, Pair, or Family (3-5)
Challenge Rating: 9??
Treasure: None
Alignment: Always Neutral
Advancement: 21-36 HD (Gargantuan), 37-54 HD (Collosal)
Level Adjustment: ----

This is the evolved Tyrannosaur like critter from the 2005 Kong remake.

Swallow Whole (Ex): If the V Rex succeeds in using a Bite attack with it's Snatch feat, it may immediately attempt to swallow the victim next turn with a successful grapple check. The victime takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round. To escape it must do 25 points of damage with a light piercing or slashing weapon against AC 12. Muscular action closes the hole as it exits, and other victims must cut their own way out. A V Rex can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or Smaller opponents.

Skills: V Rex gain a +6 Racial Bonus to Hide checks in the Jungles of their native homeland. It also has a +2 Racial bonus on Spot and Listen checks.

Combat: V Rexes live in small families and can be pack hunters making them quite devastating.  They appear unusually canny for dinosaurs as well.
« Last Edit: November 23, 2011, 05:18:29 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #44 on: November 12, 2011, 04:26:28 AM »
Terapusmordax
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 15 ft. (3 squares), Fly 40 ft. (Good)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+3 plus disease)
Full Attack: Bite +5 melee (1d8+3 plus disease)
Space/Reach: 10 ft./5 ft.
Special Attacks: Disease
Special Qualities: Stench, Low Light Vision, Hardy
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 14, Cha 2
Skills: Listen +7, Spot +8
Feats: Ability Focus (Stench), Alertness
Environment: Temperate Mountains
Organization: Solitary, Group (5-12), or Colony (100-1000)
Challenge Rating: 3??
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Large)
Level Adjustment: ----

The batlike creatures that accost Kong. Actually giant flying naked mole rats.

Hardy (Ex): Terapusmordax gain a +4 Racial bonus on Fortitude Saves.

Disease (Ex): Filth Fever-Bite, Fortitude Save DC 15, Incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The Save DC is Constitution Based.

Stench (Ex): Living creatures within 10' of a Terapusmordax must make a DC 17 Fortitude Save or be sickened for 1d6 minutes. Save DC is Constitution based. Creatures who successfully make the saving throw are immune to the Stench effect for 24 hours.

Combat: Your standard swarm and nom tactics.
« Last Edit: November 23, 2011, 05:20:24 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #45 on: November 12, 2011, 04:29:19 AM »
Kong
Huge Animal (Augmented)
Hit Dice: 36d8+252 (414 hp)
Initiative: +8
Speed: 40 ft. (8 squares), Climb 40 ft.
Armor Class: 20 (-2 Size, +4 Dex, +8 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +27/+48
Attack: Slam +38 melee (2d8+13)
Full Attack: 2 Slams +38 melee (2d8+13) and 1 Bite +33 melee (1d8+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Deadly Grapple, Throw Opponent, Throw Rock, Slam Ground, Arm Sweep
Special Qualities: Low light Vision, Scent
Saves: Fort +27, Ref +16, Will +15
Abilities: Str 36, Dex 18, Con 24, Int 3, Wis 16, Cha 16
Skills: Balance +12, Climb +21, Intimidate +23, Jump +21, Listen +8, Spot +8, Survival +8, Tumble +8
Feats: Awesome Blow, Close Quarters Fighting, Combat Reflexes, Dodge, Eyes In the Back of Your Head, Improved Initiative, Improved Multigrab, Large and in Charge, Mighty Leaping, Mighty Roar, Mobility, Multigrab, Power Attack, Defensive Throw (B), Area Attack (B), Fling Enemy (B)
Environment: Warm Forest, Hills, Mountain
Organization: Solitary
Challenge Rating: 17??
Treasure: None
Alignment: Neutral
Advancement: 37+ HD (Huge)
Level Adjustment: ----

Kong from the 2005 remake.  He's just a little bit too smart to be a dumb animal, so I gave him the Augmented subtype.

Improved Grab (Ex): If Kong successfully hits with his Slam attack he may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. Unlike the normal Improved Grapple ability he may use this on creatures up to 1 Size class larger than himself.

Deadly Grapple (Ex): If Kong may successfully keep an opponent pinned in a Grapple for 3 consecutive rounds it must make a DC 41 Fortitude Save or die (Save DC is Strength based).

Throw Opponent (Ex): Kong may pick up and throw his opponent to the ground in a sort of bodyslam. If he succeeds in a successful Grapple check he may pick his opponent up and hurl them to the ground doing 2d6+26 damage. The opponent is considered Prone ater this attack.

Throw Rock (Ex):
Kong may throw Rocks as a Huge Giant (see Monster Manual page 118).

Slam Ground (Ex): As a full round action Kong may slam the ground with both fists creating a shockwave that radiates out in a 180' radius from Kong. Opponents must make an opposed Balance check vs an attack roll by Kong, or fall prone. Structures within this area take 1d6+13 plus the structure's Hardness (maximum of +5) damage.

Arm Sweep (Ex): As a Full Round action Kong may make a large sweeping blow with his arm and hit every creature in a 180 degree arc (i.e. that's in front of him or on either side) with his slam attack. he may use the Awesome Blow Feat in conjunction with this.

Skills: Megaprimatus have a +8 Racial Bonus on Climb and Jump checks. They also have a +4 Racial Bonus on Balance and Tumble checks.

Combat: Kong is an excellent tactician, the veteran of lifelong fights.   He's best at Grappling so he uses it first, but has no problem adapting when necessary.
« Last Edit: March 07, 2012, 10:48:49 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #46 on: November 12, 2011, 04:31:31 AM »
https://www.youtube.com/watch?v=x-2Tu87Vx9w

Pit Lizard
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 20 ft. (4 squares), Climb 20 ft.
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+6)
Full Attack: Bite +6 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 18, Dex 10, Con 15, Int 2, Wis 12, Cha 2
Skills: Climb +12, Listen +6, Spot +6, Survival +3
Feats: Alertness, Track
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 HD (Large), 8-10 HD (Huge)
Level Adjustment: ---

Also known as the Polysauro, his is the 2 legged lizard climbing up from the pit in the original Kong film.  It has scutes on it's neck and shoulders, and a fin running the length of it's back.  It's not very fast, but is very determined to make up for that.

Skills: The Pit Lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Combat: Tactics are, basically, slowly pursue and eat.

« Last Edit: April 14, 2024, 07:33:03 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #47 on: November 12, 2011, 04:31:43 AM »
Pig Crocodile
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Size, +5 natural ), touch 9, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Bite +12 melee (2d6+9)
Full Attack: Bite +12 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 10, Con 20, Int 2, Wis 12, Cha 2
Skills: Listen +7, Spot +6, Survival +5
Feats: Alertness, Endurance, Weapon Focus (Bite)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-13 HD (Large), 14-16 HD (Huge)
Level Adjustment: ---

This is the thickly built, 4 legged reptile from the spider pit scene.  It vaguely resembles a marine iguana.

Combat: Tactics are, again, slowly pursue and eat.

« Last Edit: April 01, 2024, 09:03:52 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #48 on: November 12, 2011, 04:31:59 AM »
Pit Spider
Large Vermin
Hit Dice: 8d8+16 (52 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Climb 30 ft.
Armor Class: 15 (-1 Size, +3 Dex, +3 natural ), touch 12, flat-footed 12
Base Attack/Grapple: +6/+13
Attack: Bite +8 melee (1d8+4 plus poison)
Full Attack: Bite +8 melee (1d8+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision, Dark Vision 60 ft.
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 16, Dex 17, Con 15, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +3, Jump +13, Spot +8
Feats: -
Environment: Warm Forest
Organization:Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-13 HD (Large), 14-16 HD (Huge)
Level Adjustment: ---

Ye olde biggity spider.

Poison (Ex): Injury, Fortitude DC 16, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

Skills: Pit Spiders have a +4 Racial Bonus on Hide checks, a +8 Racial Bonus on Climb and Spot checks, and a +10 Racial Bonus on Jump checks. They can always Take 10 on Climb checks even if rushed or threatened. They can use their Str or Dex onus for Climb checks, whichever is higher.

Combat:
Same as the others pretty much, it can just move quicker.

« Last Edit: April 01, 2024, 09:04:30 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #49 on: November 12, 2011, 04:32:29 AM »
Pit Crab
Large Vermin
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Climb 30 ft.
Armor Class: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+16
Attack: Pincer +11 melee (1d8+6)
Full Attack: 2 Pincers +11 melee (1d8+6)
Space/Reach: 10 ft./5 ft. (10 ft. with Pincers)
Special Attacks: Improved Grab, Constrict (1d8+6)
Special Qualities: Low Light Vision, Dark Vision 60 ft.
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
Skills: Climb+14
Feats: -
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: ---

The long limbed crab from the spider pit.

Improved Grab (Ex): If the Pit Crab successfully hits with it's Pincer attack it can immediately make a Grapple check as a Free Action without provoking an Attack of Opportunity. If successful, it may then Constrict the next round.

Constrict (Ex): The Pit Crab does 1d8+6 damage with a successful Grapple check.

Skills: The Pit Crab has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Combat: Pinch them lil goobers!  Well, them and everything else in reach.

« Last Edit: April 14, 2024, 07:28:19 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #50 on: November 12, 2011, 04:32:46 AM »
Tentacle Bug
Large Aberration
Hit Dice: 8d8+32 (68 hp)
Initiative: -1
Speed: 40 ft. (8 squares), Climb 30 ft.
Armor Class: 16 (-1 Size,-1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Tentacles +11 melee touch (Grapple)
Full Attack: Tentacles +11 melee touch (Grapple)
Space/Reach: 10 ft./5 ft. (10 ft with Tentacles)
Special Attacks: Improved Grab, Constrict (1d8+6 plus poison), Poison
Special Qualities: Low Light Vision, Dark Vision 60 ft., Mindless
Saves: Fort +6, Ref +1, Will +6
Abilities: Str 23, Dex 8, Con 18, Int -, Wis 10, Cha 2
Skills: Climb +14
Feats: -
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: ---

The weird freaky critter from the pit scene.  It's only description is "an insect with octopus limbs".

Improved Grab (Ex):
The Tentacle Bug can make a Grapple check without provoking an attack of opportunity. If successful it may constrict (i.e. it bites).

Constrict (Ex):
The Tentacle Bug does 1d8+6 with a successful Grapple check and it has a chance of poisoning it's victim.

Poison (Ex): Injury, Fortitude Save DC 18 (Save DC is Constitution based), initial and Secondary damage is 1d4 Strength.

Skills: The Tentacle Bug has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Combat: Grab n' squish. Then nibble nibble.

« Last Edit: April 14, 2024, 07:30:27 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #51 on: November 12, 2011, 04:45:27 AM »
I realize some of these still need code and descriptions or arent otherwise finished, please be patient, its coming

Offline bhu

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Re: Cinematica
« Reply #52 on: March 07, 2012, 10:57:27 PM »
Okay, what movie monster would people like to see (must be movie i has access to).

Offline bhu

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Re: Cinematica
« Reply #53 on: April 12, 2012, 10:14:48 PM »
https://www.youtube.com/watch?v=DA_kyTKud8k

 IT!
                      Large Construct (Evil)
Hit Dice:             42d10+240 (471 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          47 (-1 Size, -2 Dex, +40 Natural), touch 7, flat-footed 47
Base Attack/Grapple:  +31/+50
Attack:               Slam +45 melee (5d6+15)
Full Attack:          2 Slams +45 melee (5d6+15)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Unstoppable
Special Qualities:    Dark Vision 60 ft., Construct Traits, Immunities, Statue, Obeyance, DR 30/-, Immunity to Magic
Saves:                Fort +18, Ref +12, Will +23
Abilities:            Str 40, Dex 6, Con -, Int 16, Wis 20, Cha 20
Skills:               Bluff +30, Climb +25, Intimidate +37, Knowledge (Arcana, Architecture, History, Local, Religion) +23, Listen +25, Move Silently +18, Spot +25
Feats:                Awesome Blow, Improved Bull Rush, Improved Initiative, Large and in Charge (see Drconomicon), Multigrab (see Savage Species), Power Attack    Epic Feats: Epic Fortitude, Epic Toughness x7, Epic Will
Environment:          Any
Organization:         Unique
Challenge Rating:     21  (22 in the 19th century, 24 in the 20th century, 26 in the 21st century or later)
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          43+ HD (Large)
Level Adjustment:     ---


The Golem of Prague is a large roughly hewn statue whose artistic style is somewhat alien.  Inscribed upon it is "Judah Loew, Prague, 15xx" with the last two digits un-readable.  On it's robe in Hebrew is the following:

    "Power bringeth destruction; beware, lest it be unleashed."

    "He who will find the secret of my life at his feet, him will I serve until beyond time.
    "He who shall evoke me in the 17th century, beware, for I cannot by fire be destroyed.
    "He who shall evoke me in the 18th century, beware, for I cannot by fire or by water be destroyed.
    "He who evokes me in the 19th century, beware, for I cannot by fire or by water or by force be destroyed.
    "He who in the 20th century shall dare evoke me, beware, for neither by fire, nor water, nor force, nor anything by man created can I be destroyed.
    "He who in the 21st century evokes me must be of God's hand himself because on this earth the person of man existeth no more."

Hidden in a small compartment at the Golem's right foot is a scroll with the word 'emet' (truth) written on it.  Placing it in the Golem's mouth brings it to life as your 'servitor', and it will 'serve' until your death at which point it wonders the world aimlessly, or goes back into hiding as a statue awaiting a new century, and greater invulnerability.  The Golem truly wants to be awoken in the 21st century when it will be virtually impossible to destroy.  Nor does it seem entirely bound to be inanimate as it murders several people, but only when no one is looking.  It wants to be thought of as a statue until it is only vulnerable to divine intervention.  It always returns to it's pedestal after being ordered on a mission to avoid suspicion.  The Golem appears to understand most languages but is incapable of speaking.

Initially discovered after what is likely another one of it's massacres, it is sent to a local British museum that identifies it as the Golem of Prague.  The assistant curator quickly discovers it's secret, and uses the scroll, believing he has animated and controls the Golem.  I actuality, he has served as a vessel to improve it's invulnerability.  It obeys him (mostly), but quickly chafes at the mans direction.  Holed up in a castle, hey resist a siege by the UK government, who decides to use a small atomic bomb to dispatch the creature.  Which the Golem survives...

Improved Grab (Ex): The Golem may make a Grapple Check against a being of any Size Class without provoking an Attack of Opportunity.

Constrict (Ex): The Golem does 5d6+15 damage with a successful Grapple Check.

Unstoppable (Ex): The Golems attacks are considered Adamantine for purposes of ignoring Damage Reduction, and they ignore Hardness.

Immunities (Ex): As the spell to 'awaken' the Golem is cast it becomes increasingly harder to destroy.  In reality the Golem is playing possum, and simply hopes someone finds the spell and reads it, thereby increasing the Golem's Invulnerability.  It will pretend to serve for a time, as it is usually asked to do things it would enjoy doing anyway.  If awakened in the 17th century it is immune to Fire damage unless it comes from a divine source (i.e. anyone with a Divine Rank or a Major Artifact created by one).

If awakened in the 18th century it similarly becomes immune to Acid and Cold damage.

If awakened in the 19th century it similarly becomes immune to physical (Ballistic, Bludgeoning. Piercing and Slashing) and Force damage.

If awakened in the 20th century it similarly becomes immune to any weapon or item created by mortals (in other words magic items or even nuclear weapons).

If awakened in the 21st century the Golem is immune to all damage that does not have a divine origin.  An artifact or Divine rank is required to harm it.  Clerics and Paladins can damage it still via spells.

Statue (Ex): The Golem can remain perfectly still for as long as it wants.  Unless someone knows what it is, they are incapable of telling it from the average statue.

Obeyance: Whoever finds the scroll hidden in the Golems foot and places it in it's mouth becomes it's 'Master'.  The Golem pretends to obey his orders, though it usually finds a way to twist those orders to bring it's master misfortune (and it will not obey orders to leave).  The Golem will serve until his death before going on a rampage temporarily and then fleeing to await being found again in a later age so it can gain ever more power.

Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows spell resistance.

Combat: The Golem kills in secret.  Anyone alone in a room with it is at risk, as it may murder you if it senses you are a problem for it's master or a threat to it.  Preferably it will be done in a way that doesn't imply the statue did it, such as strangulation or the use of an improvised weapon so as to avoid blood getting on the statue.  Once revealed, the Golem simply becomes a slowly walking engine of destruction, quietly beating to death anything in it's path.

« Last Edit: April 14, 2024, 07:49:36 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #54 on: October 15, 2012, 01:12:06 AM »
thoughts on teh CR for It! ?

Offline bhu

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Re: Cinematica
« Reply #55 on: August 21, 2014, 04:19:06 AM »
Xenomorph Drone

 Xenomorph Drone is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large.  While it is implied there are different prototypes of Xenomorph, this one specifically infects prey species no smaller than Small, and no larger than Large.  The Xenomorph described here is the one from the first Alien film (usually called a Drone).  The Facehugger design doesn't really allow for too much size variation, hence the size limitation for the Template.   It's also possible they were specifically designed to wipe out humans and maybe even the Yautja, so it's why they can parasitize us. 

Size and Type: While it is generally larger than the species it has used as a host, the Xenomorph retains the same Size Category.  Type changes to Aberration.  Actual size varies, but Xenomorphs created by infecting humans average 7 ft. tall and weigh 120 to 140 kilograms.

Hit Dice: Unchanged unless Hit Dice are less than d8's.  In such case raise them to d8's, and recalculate hp.  Xenomorphs gain maximum hp per Hit Die.  Xenomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

Speed: All Movement modes increase by +10 ft. 

Armor Class: The base creature's Natural Armor Bonus increases by +8.

Attacks: Retains all natural weapons of the base creature.  In addition it gains a Tail Attack doing Piercing damage if it doesn't have one. 

Damage: The Tail attack does 1d6 for Small Xenomorphs, 1d8 for Medium Xenomorphs, and 2d6 for Large Xenomorphs.  Otherwise damage remains unchanged.

Special Attacks: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

Pharyngeal Jaws (Ex): If a Drone pins it's opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + Hit Dice + Dexterity Modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this effect of the ability.  Opponents with no discernible anatomy (and regular opponents who make the Save) take 3d6 points of piercing damage instead.

Improved Grab (Ex): Drones do not provoke an attack of opportunity when they make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based.  They do have a network of vessels or something similar under their exoskeleton, however.  Upon being punctured it releases a highly concentrated acid.  When attacked successfully it sprays acid.  If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.  Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself.  If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw.  Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute.   If the Drone is attacked at range a random creature adjacent to it must make the Save to avoid damage.  If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

Special Qualities: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

Blindsight (Ex):  A Xenomorph Drone can detect other beings within 30 ft of itself.  It is not known by which process it can perform this.  It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with chestbursters.  Presumably, unlike normal, this functions within a vacuum.  The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

Resin (Ex): Xenomorphs can produce a sticky resin which they use to build their hives, and to trap live prey, attaching it to walls or hanging it from the ceiling above their eggs.  Resin has a Hardness of 7 and 10 hit points per inch of thickness.  Cocooning an opponent in resin takes 1 full Minute if it's Small or Medium, 5 Minutes if it's Large.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range.  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.

Hold Breath (Ex): A Drone can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning (or suffocating in the case of vacuum).

Wall-walker (Ex):  A Xenomorph can climb sheer surfaces as though with a spider climb spell.  They have even been seeing crawling along ceilings.  Unlike normal it can move at it's full land speed, and may even use the Run action.

Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

Immunities (Ex): Xenomorphs are immune to acid damage, as well as poison, Mind-Affecting Effects and nonlethal damage.  They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

Thermal Invisibility (Ex): The body temperature of a xenomorph perfectly matches that of the ambient temperature, making it invisible to detection via the infrared spectrum or other heat based sensors.

Energy Resistance (Ex): Xenomorphs have Energy Resistance 10 to Fire and Cold damage.

Vulnerability (Ex): Xenomorphs have been shown to be vulnerable to exothermic shock.  If subjected to an attack that does at least 12 points of fire damage (before their Energy Resistance is subtracted), then immediately (within a round) subjected to an attack doing at least 12 points of cold damage they must make a DC 25 Fortitude Save or die.  If the Save is successful they still take 3d6 damage as their exoskeleton shatters.  When they shatter, other creatures in their square or adjacent squares have to make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.

Saves: Xenomorphs have all good Saves, and their Saving Throws must be recalculated.

Abilities: +8 Str, +8 Dex, +8 Con, +4 Wis.  Intelligence becomes a 2 if the base creatures Int is 2 or less, 3 if it 3 or higher.  Charisma resets to 11 regardless of what the base creatures was.

Skills: Skills are completely redone.  New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival and Swim.  Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  The Hide Bonus increases to +12 within their hive or in mechanical environments.  They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

Feats: Feats may be rechosen.  If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

Environment: Any.

Organization: Solitary, Pack (3-6), Hive (11-20 plus Queen), Major Infestation (30-100 plus Queen)

Challenge Rating: +2, minimum CR is 6

Treasure: None

Alignment: Always Neutral

Advancement: Xenomorphs advance by increasing in Racial Hit Dice.

Level Adjustment: N/A.  Xenomorphs are not PC's.
« Last Edit: December 01, 2015, 06:38:37 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #56 on: September 29, 2014, 09:05:15 PM »
Xenomorph Soldier

 Xenomorph Soldier is an Acquired Template that can be applied to any creature with the Xenomorph Drone Template that has Advanced Hit Dice.  As the Drone grows older it undergoes some minor bodily changes.  This represents the Xenomorphs from the second and further Aliens films.  It has grown at least a foot taller, lost the smooth carapace upon it's skull, and the stinger on it's tail is now more of a blade.

Size and Type: Size Category increaseses by one.

Hit Dice: Unchanged.

Speed: All Movement modes increase by +10 ft.  If the Base Creature has no Swim speed, and has a physique that would support the ability to swim, it gains a Swim speed equal to it's land speed.

Armor Class: The base creature's Natural Armor Bonus increases by +4.

Attacks: The tail becomes tipped with less of a stinger and more of a blade, doing slashing damage instead of piercing.

Damage: The Tail attack does 1d8 for Medium Xenomorphs, 2d6 for Large Xenomorphs, and 2d8 for Huge Xenomorphs.  Otherwise damage remains unchanged.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Enhanced Pharyngeal Jaws (Ex): When using it's Pharyngeal Jaws attack, the Xenomorph only needs to maintain the Pin for 2 rounds before it's opponent must make a Saving Throw.

Enhanced Acid Defense (Ex): If the Xenomorph is ever requires to make a Save to avoid Death by Massive Damage, or takes a total of 50% of it's maximum hit points in a single round, it must make a DC 20 Fortitude Save or rupture, spraying acid.  When they die, other creatures in their square or adjacent squares have to make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.

Spit (Ex): Some Xenomorphs (it varies with host species) can spit a slightly less potent version of their acid as a Ranged attack.  It has a Range Increment of 30 ft., with a maximum range of 60 ft.  Damage is 2d6 for 1d4 rounds, and opponents can make a Reflex Save (Save DC is Con based) for half damage.  opponents who fail the Save by 5 or more are permanently blinded.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Damage Reduction (Ex): Soldiers gain DR 3/-.

Saves: Unchanged.

Abilities: Base Creature is Medium:+4 Str, +2 Dex, +2 Con, +2 Wis.  Base Creature is Large:+8 Str, +2 Dex, +4 Con, +2 Wis.  Base Creature is Huge:+8 Str, +2 Dex, +4 Con, +2 Wis.

Skills:  Soldiers have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. 

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:
+2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: N/A, Xenomorphs are not PC's.
« Last Edit: December 19, 2014, 05:49:19 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #57 on: October 30, 2014, 04:03:13 AM »
   Lobsterman
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+8 (26 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          21 (+1 Dex, +10 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +4/+6
Attack:               Claw +7 melee (2d6+2) or Plasma Pistol +5 ranged (2d10)
Full Attack:          2 Claws +7 melee (2d6+2) or 2 Plasma Pistols +5 ranged (2d10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Multi-arm Fighting
Special Qualities:    Darkvision 60 ft. Fortified, DR 20/Piercing, Immune to Electricity, Fire Resistance 20, Sonic Resistance 15, Vulnerability, Amphibious, Nigh Invulnerable
Saves:                Fort +3, Ref +5, Will +4
Abilities:            Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 9
Skills:               Hide +4, Listen +4, Spot +4, Survival +3, Swim +10
Feats:                Alien Weapon Proficiency, Weapon Focus (Claws)
Environment:          Any Aquatic
Organization:         Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero), Technician (2 Levels Smart Hero), Navigator (2 Levels Dedicated Hero), or Commander (6 Levels Charismatic Hero)
Level Adjustment:     ---

D20 Modern
Mas: 14
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0


Lobstermen vaguely resemble 4 armed anthropoid lobsters.  Enhanced with various internal cybernetics they seem to be a nearly indestructible force of nature.  Beyond their huge claws, they often wield one or more weapons known for their destructive power, and are a foe most X-Com personnel genuinely wish to never encounter.

Multi-arm Fighting (Ex): The Lobsterman's smaller arms can wield ranged or melee weapons, and can attack with both without penalty as a Standard Action.

Fortified (Ex): Lobsterman armor is legendarily thick.  When a critical hit or sneak attack is scored on the Lobsterman, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Nigh Invulnerable (Ex): If using the D20 Modern rules, there is a generic energy type referred to as "Energy" that Energy Resistance doesn't work against.  Lobstermen have Energy Resistance 10 against even this form of attack.

Vulnerability (Ex): Lobstermen take +1 point of damage per die against cold attacks.  for example an attack doing 2d4 normally, would do 2d4+2.

Skills: Lobstermen gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: If Unarmed the Lobstermen immediately close for melee to begin ripping their opponent apart with their claws.  Otherwise they open up with their guns and soften opponents up while trying to figure out how to safely attain melee range.
« Last Edit: January 31, 2015, 01:11:40 AM by bhu »

Offline Braininthejar

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Re: Cinematica
« Reply #58 on: October 30, 2014, 02:13:48 PM »
The xenomorph vulnerability needs some damage treshold, or else people will blow them up with cantrips. - or give him fire resistance that fails retroactively if he is rapidly cooled - say he resists 15 fire damage a turn for 4 rounds and then gets dumped into water - he gets those 60 damage immediately.

Wouldn't the other mother be fay?

As for monster ideas... do we have scarab swarms in any bestiary?

https://www.youtube.com/watch?v=OSkC2Pjj-pE

The Mummy movie also had magical scarabs that transform into jewels and burrow through flesh towards vital organs if you pick them up.

https://www.youtube.com/watch?v=GJP8XTzpOCw
« Last Edit: October 30, 2014, 03:43:10 PM by Braininthejar »

Offline bhu

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Re: Cinematica
« Reply #59 on: October 30, 2014, 05:13:52 PM »
The xenomorph vulnerability needs some damage treshold, or else people will blow them up with cantrips. - or give him fire resistance that fails retroactively if he is rapidly cooled - say he resists 15 fire damage a turn for 4 rounds and then gets dumped into water - he gets those 60 damage immediately.

Wouldn't the other mother be fay?

As for monster ideas... do we have scarab swarms in any bestiary?

https://www.youtube.com/watch?v=OSkC2Pjj-pE

The Mummy movie also had magical scarabs that transform into jewels and burrow through flesh towards vital organs if you pick them up.

https://www.youtube.com/watch?v=GJP8XTzpOCw
Will fix Xeno

Other Mother seemed sort of Lovecraftian, so I went with outsider

The Draconomicon, Sandstorm and Fiend Folio all have Scarab swarms

I remember a scarab item similar to that from 2E, I don't know if it was ported over to 3e or not