Author Topic: Cinematica  (Read 36854 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #160 on: March 10, 2018, 01:26:09 AM »
not that im aware of

Offline Braininthejar

  • Legendary Member
  • ****
  • Posts: 1464
  • I'm old...
    • View Profile
Re: Cinematica
« Reply #161 on: March 11, 2018, 10:23:27 PM »
I was thinking of trying it, but I need a special rule I don't quite know how to write down.

Apparently (according to Butcher's FAQ) a Fu dog is meant as a temple dog, to protect holy sites from evil. That gives it an extra power up when protecting any sort of home, and the stronger the threshold, the more he powers up.

Tresholds aren't really a thing in D&D. How to simulate it?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #162 on: March 12, 2018, 10:50:25 PM »
Do you have a link?

Offline Braininthejar

  • Legendary Member
  • ****
  • Posts: 1464
  • I'm old...
    • View Profile
Re: Cinematica
« Reply #163 on: March 13, 2018, 05:20:50 PM »
To the whole description? I wasn't looking for one, but I might : my knowledge of foo dogs is based on reading all the Dresden Files books.

The threshold thing basically means that in Dresdenverse, the "can't enter uninvited" thing works differently depending on the house.

If it's a public building, there is no problem, but if it is someone's home, the power depends on how much of a 'home' it is: a new apartment in a block of flats might stop certain kinds of vampires - a home inhabited and lovingly maintained by the same family for a couple generations will dispel and nerf a wizard if he barges in uninvited.

And in case of fu dogs, it's a difference between "celestial Caucasian shepard" and "a glowing beast that made a fallen angel think twice". 

Offline Braininthejar

  • Legendary Member
  • ****
  • Posts: 1464
  • I'm old...
    • View Profile
Re: Cinematica
« Reply #164 on: March 16, 2018, 04:33:37 PM »
I was going for magical beast with it, but after analyzing some in-story clues, I think I'll go with native outsider.

Any idea how to implement the threshold thing?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #165 on: March 17, 2018, 01:37:06 AM »
template maybe? Something like Evolved Undead that you could take multiple times.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #166 on: April 08, 2018, 10:40:59 PM »
ok I haven't done any Elementals, Fey, Giants or Magical Beasts.  Any requests there?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #167 on: April 29, 2018, 11:54:12 PM »
                      Glenn Manning aka The Amazing Colossal Man
                      Gargantuan Giant (Strong Hero 10/Tough Hero 6/Soldier 4)
Hit Dice:             10d10+10d8+166 (266 hp)
Initiative:           +6
Speed:                60 ft. (12 squares)
Armor Class:          24 (-4 Size, +2 Dex, +10 Defense, +6 Natural), touch 18, flat-footed 22
Base Attack/Grapple:  +17/+48
Attack:               Slam +33 melee (1d8+21)
Full Attack:          2 Slams +33 melee (1d8+21)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Toss, Strong Hero Talents (Melee Smash, Improved Melee Smash, Advanced Melee Smash, Ignore Hardness, Improved Ignore Hardness), Tough Hero Talents (Remain Conscious, Robust, Second Wind), Tactical Aid, Weapons of Opportunity
Special Qualities:    +10 Defense Bonus, Fast Healing 5, Confusion, Continued Growth, DR 10/-
Saves:                Fort +20, Ref +9, Will +6
Abilities:            Str 47, Dex 14, Con 26, Int 6, Wis 10, Cha 12
Skills:               Climb +21, Concentration +11, Drive +3, Intimidate +4, Jump +21, Knowledge (tactics) +2, Navigate +1, Repair +0, Spot +3, Survival +3, Swim +21
Feats:                Endurance, Far Shot, Great Fortitude, Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Track, Brawl (B), Cleave (B), Combat Reflexes (B), Endurance (B), Improved Brawl (B), Improved Knockout Punch (B), Knockout Punch (B), Power Attack (B), Streetfighting (B), Weapon Focus (Grapple)(B), Weapon Specialization (Grapple)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     20
Treasure:             None
Alignment:            Neutral
Advancement:          See below
Level Adjustment:     ---

Note: Feats and classes are from D20 Modern.

"Now, the reason for this is rather technical, Carol, but to give you a simplified layman's explanation, it might be explained that, since the heart is made up of a *single* cell for all practical purposes, instead of millions of cells like the rest of the organs of the body, it's reacting in an entirely different manner to this unknown stimulus or forces behind this whole thing."

Lt. Colonel Glenn Manning is exposed to the blast of a plutonium bomb, and receives burns over his entire body. He surprises everyone by having healed by the next morning, and by becoming a 16 foot tall giant by the evening.  By the next day he is 22 ft. in height, and it is learned that his cells have stopped dying and are continually generating new cells.  For some reason his heart isn't keeping pace, and he will eventually die.  By the next day he is 60 ft. in height, and increasingly feral due to the lack of oxygen and blood flow to his brain.  While pursued by the military he rampages through Las Vegas, and apparently falls to his death.  Found alive shortly thereafter he is mutilated and nearly mindless.  He escapes the military again, only to commit suicide by walking into power lines.  These stats represent him at the end of the first film.

Improved Grab (Ex): To use this ability, Manning must hit an opponent of any size with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can toss or simply do grapple damage.

Toss (Ex):
Manning may throw an opponent with a successful grapple check.  The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down).  You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.

Advanced Melee Smash (Ex): Manning receives a +3 Bonus on damage rolls with melee attacks.

Improved Ignore Hardness (Ex): Manning ignores 2 points of an object's Hardness.

Remain Conscious (Ex): When Manning's hit points reach -1, he can still act normally.  He can choose to go unconscious to prevent further damage.

Robust (Ex): Manning gains +6 hp.

Second Wind (Ex): Manning can spend 1 Action point to regain 8 hit points (this cannot take him above maximum). 

Weapons of Opportunity (Ex): Manning can lift and throw anything weighing 16000 lbs or less.  Range increment is 50 ft., and the number of range increments he can throw varies by the objects weight.  Objects that weigh 300 lbs or less can be thrown 5 increments.  From 3000 to 6000 pounds can be thrown 4 increments.  From 6000 to 9000 lbs can be thrown 3 increments.  From 9000 to 12000 pounds can be thrown 2 increments, and anything heavier can only be thrown 1 increment.  Damage is 2d6 per 1000 pounds plus Mannings Str modifier.  He can uproot trees Huge size or smaller as a Move Action, and larger trees as a full round action.

Confusion (Ex):  As his condition progresses, Manning becomes easily angered and confused, eventually losing the ability to speak.  To recognize humans as not a threat requires him to make a DC 20 Willpower Save (he gains a +4 Bonus to this Check if the person is someone he loves and trusts).  By the second film he is Mindless (see Monster Manual).

Continued Growth (Ex):  Within a week Manning will likely be Colossal in Size.  Not long after that he will die as his heart gives way.  Each day he will gain 3 Giant Hit Dice, becoming colossal once he reaches 30+ HD.  Unless cured somehow, he will expire at 60+HD.

Combat: While he still has a certain low cunning, cognitive defects from Manning's condition increasingly limit his options to GLENN SMASH!!  Due to his cellular generation, Manning can take wounds that would end another being.  He can't regenerate, but he does survive losing much of the flesh of his face right down to the bone.  Note that due to his size, Manning can do lethal damage with his unarmed strikes.
« Last Edit: Yesterday at 08:49:22 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #168 on: April 30, 2018, 12:18:01 AM »
                      Phooka (Spiderwick Chronicles)                https://spiderwick.fandom.com/wiki/Phooka
                      Small Fey
Hit Dice:             2d6 (7 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          15 (+1 Size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple:  +1/-5
Attack:               Bite +6 melee (1d3-2)
Full Attack:          Bite +6 melee (1d3-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapeshifter,
Special Qualities:    Low-light Vision, Polyglot
Saves:                Fort +0, Ref +7, Will +5
Abilities:            Str 7, Dex 18, Con 11, Int 12, Wis 15, Cha 14
Skills:               Balance +14, Bluff +4, Climb +1, Diplomacy +4, Disguise +4, Escape Artist +6, Intimidate +4, Hide +10, Jump +14, Knowledge (any 2) +3, Listen +4, Move Silently +6, Search +3, Sense Motive +4, Spot +4, Survival +4, Tumble +6
Feats:                Weapon Finesse
Environment:          Temperate Forests
Organization:         Usually Solitary
Challenge Rating:     1
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          3-6 HD (Small)
Level Adjustment:     ---

Phookas vaguely resemble furry black monkeys with rabbit ears and tiny dragonfly wings.  They are sometimes seen with multiple ears and eyes and can freely rotate their head in any direction.  Equally likely to be troublesome or helpful, most of them seem a little mad.  They are shapeshifters notorious for mischief, especially pretending to be horses and taking off with people on their backs.

Shapeshifter (Su): Phookas can Polymorph (as per the spell) at will into any Animal, Fey or Humanoid of any Size, of CR 1 or less.  Black Pony's, goats, dogs and rabbits are common.

Polyglot (Su): Phookas can speak and understand all languages, including those of animals (effectively they permanently have the benefits of a Speak With Animals spell).

Skills: Phookas use their Dex modifier instead f their Str modifier for Climb and Jump Checks.  They also have a +8 Racial Bonus on Balance, Climb and Jump Checks, and can always Take 10 on a Climb Check.

Combat: Phookas generally run instead of fighting unless they really, really hate you.
« Last Edit: February 08, 2021, 07:01:14 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #169 on: January 31, 2021, 07:55:02 PM »
https://ghostbusters.fandom.com/wiki/Terror_dogs_(Type_of_Creatures)

Terror Dog
                      Medium Magical Beast (Chaos, Evil, Extraplanar)
Hit Dice:             4d10+20 (42 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +4/+12
Attack:               Bite +12 melee (1d8+12)
Full Attack:          Bite +12 melee (1d8+12)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charge, Possession, Spell-Like Abilities
Special Qualities:    Darkvesion 60 ft., Scent
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 26, Dex 14 Con 20, Int 8, Wis 13, Cha 14
Skills:               Climb +8, Intimidate +2, Jump +8, Listen +1, Knowledge (Arcana, History, The Planes, Religion) +0, Spot +1
Feats:              Iron Will. Run, Track (B)
Environment:          Another Dimension
Organization:         Solitary, Pair or Pack
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment:     ---

Demon Dogs are squat, green immortal beings who serve evil gods, and other extra-dimensional entities.   They have horns, glowing red eyes and gargoyle like faces.  They often possess locals to disguise themselves, but being not particularly bright (or sane), they reveal themselves through their behavior.  Males seem to mimic local behaviors badly, while spouting incoherent nonsense.  Females aggressively try to be seductive, and consider consent to be an odd notion of the local subcreatures.  In short, they're overtly hostile, easily fooled morons.

Charge (Ex): The Demon Dog does 2d8+18 damage with a successful Charge attack.  If it encounters an object, such as a door or a wall, it ignores the objects Hardness.

Possession (Su):  Once per round, a Demon Dog can merge its body with a living creature. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Demon Dog must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + Demon Dog’s Cha modifier). A creature that successfully saves is immune to that same Demon Dog’s possession for 24 hours, and the Demon Dog cannot enter the target’s space. If the save fails, the Demon Dog vanishes into the target’s body.

Spell-Like Abilities (Sp): At Will: Scare.  3/Day: Levitate.  1/Day: Summon Monster V, Telekinesis.

Combat: Demon Dogs generally just charge.  The females seem somewhat more tactically oriented, making use of their other powers.
« Last Edit: February 07, 2021, 09:24:15 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #170 on: February 07, 2021, 05:28:08 PM »
                   https://www.imdb.com/title/tt0116671/

                 Jack Frost
                      Medium Elemental (Cold, Water)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +3/+8
Attack:               Slam +8 melee (1d6+5) or Icicle +3 ranged (1d8)
Full Attack:          2 Slams +8 melee (1d6+5) and 1 Bite +3 melee (1d6+2) or Icicle +3 ranged (1d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Versatile Killer, Versatile Slam, Trip, Spell-like Abilities, Falling Slam
Special Qualities:    Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
Saves:                Fort +9, Ref +1, Will +2
Abilities:            Str 20, Dex 10, Con 20, Int 14, Wis 12, Cha 8
Skills:               Disguise +1, Drive +2, Hide +5, Knowledge (Geography, Local) +2, Listen +3, Move Silently +5, Spot +3
Feats:                Point Blank Shot, Stealthy
Environment:          Any Cold
Organization:         Unique
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          5-7 HD (Medium)
Level Adjustment:     ---

Jack Frost is a horrific serial killer who reanimates as a living snowman after a chemical accident destroys his human body.  Jack is proficient with Simple and Martial weapons and the Garrote.  He appears as a stereotypical  snowman, but can also theoretically appear as any object made of snow or a puddle of water.  He could use his powers to great effect were he not obsessed with vengeance on the family of the sheriff who arrested him for the final time.

Versatile Killer (Ex): Jack is used to killing people with whatever is at hand, and he suffers no penalty with improvised weapons.

Versatile Slam (Ex): Jack can  choose to do either bludgeoning or piercing damage with his Slam attack.

Trip Ex): Jacks blows can be powerful enough to knock people down. If Jack hits with a Bludgeoning Slam attack he can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip him.

Spell-like Abilities (Sp): At will: Flash-Freeze  1/Day: Cold Snap

Falling Slam (Ex):  Jack is rather heavy, and as a Full Round Action he can leap from a heightened position, crushing his opponent beneath him.  This does 2d6+7 damage, plus an additional 1d6 for every 10 ft. Jack falls.

Snow Walk (Ex): Frost can move normally over ice and snow, which is doubly odd seeing as he has no legs.  He leaves no tracks on snow or ice either.  Jack may also discorporate, and 'swim' through snow, water or ice at his full land speed while having Total Concealment.

Melt (Ex): Jack can melt into a body of water or refreeze into snowman form at will as a Move Action. As water, Jack can pass through small holes or narrow openings, even mere cracks.  He often uses it to pretend to be bathwater so he can refreeze with an opponent inside him.  If he does this as a Full Action he is automatically considered to be grappling his opponent.  By the second film he also gains the ability to Constrict after this, doing 2d6+7 piercing damage.  Jacks land speed is reduced -10 ft. in liquid form.  He can still speak as water.

Regeneration (Ex):
Jack regenerates 1 hit point per round, except in environments 90 degrees or hotter, or during any round he takes fire damage.  He can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart.  So long as some part of him exists he can eventually reform.   Even when he was melted in a pool of antifreeze, introduction of water to that antifreeze resurrected him.  Presumably the company that created the mutagen that made him has a way of killing him permanently (though a Wish spell would probably do it).

Heat Vulnerability (Ex):
Jack takes double damage from fire.  He takes 1d4 Fire damage per round in temperatures above 40 degrees F.  1d6 per round in temperatures above 60 degrees.  1d8 if they're above 90 degrees.  2d6 if they're above 110 degrees.  2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts him, and he stops taking damage when he reaches 0 hp.  Even if boiled away into steam he still regenerates once he reaches 0 hp.  Jack doesn't take heat damage while underwater, though it will still melt him.

Antifreeze Vulnerability (Ex): Antifreeze is like acid to Frost.  A pint of antifreeze does 1d6 acid damage to him for 1d3 rounds.  Jacks regeneration doesn't work on this damage, but he still heals 1 hit point a day of antifreeze damage.  By the sequel, Jack is immune to even this, though it does cause him to cough up Diminutive versions of himself.  He then suffers similar damage from bananas.

Immortality (Ex): Jack is immortal, and cannot die of old age, and is immune to aging effects.

Skills: Frost has a +8 Racial Bonus to Disguise Checks to appear as a snowman or equally voluminous body of water.  He also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

Combat:  Jack is arrogantly assured of his vulnerability, and obsessed with making his kills creative.  This often leads to elaborate plans that cause him to make mistakes.

Note:  Jack would likely take double damage from spells or effects dealing desiccation damage, and they might bypass his regeneration.  Spells like Dispel Water would kill the baby Jacks instantly, and probably Jack as well.
« Last Edit: February 08, 2021, 06:38:54 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #171 on: February 07, 2021, 09:36:55 PM »
Baby Jacks
                      Tiny Elemental (Cold, Water)
Hit Dice:             1d8+3 (7 hp)
Initiative:           +2
Speed:                10 ft. (2 squares)
Armor Class:          18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +0/-7
Attack:               Bite +4 melee (1d3+1)
Full Attack:         Bite +4 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      ---
Special Qualities:    Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
Saves:                Fort +5, Ref +2, Will -1
Abilities:            Str 12, Dex 14, Con 16, Int 6, Wis 8, Cha 6
Skills:               Hide +4, Move Silently +4
Feats:                Weapon Finesse
Environment:          Any Cold
Organization:         Solitary, Pair or Pack (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          2 HD (Small), 3+ HD ?(?)
Level Adjustment:     ---

Baby Jacks are miniature versions of himself that Jack coughs up during the second film.  They look like snowballs with fanged faces and tiny arms.

Snow Walk (Ex): Baby Jacks can move normally over ice and snow, which is doubly odd seeing as they have no legs.  They leave no tracks on snow or ice either.  Baby Jacks may also discorporate, and 'swim' through snow, water or ice at their full land speed while having Total Concealment.

Melt (Ex): Baby Jacks can melt into a body of water or refreeze into snowball form at will as a Move Action. As water, Baby Jacks can pass through small holes or narrow openings, even mere cracks.  Baby Jacks land speed is reduced -5 ft. in liquid form.  They can still speak as water.

Regeneration (Ex):
Baby Jacks regenerate 1 hit point per round, except in environments 90 degrees or hotter, or during any round they takes fire damage.  They can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart.  So long as some part of them exists he can eventually reform.   

Heat Vulnerability (Ex):
Baby Jacks take double damage from fire.  They take 1d4 Fire damage per round in temperatures above 40 degrees F.  1d6 per round in temperatures above 60 degrees.  1d8 if they're above 90 degrees.  2d6 if they're above 110 degrees.  2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts them, and they stop taking damage when they reach 0 hp.  Even if boiled away into steam they still regenerate once they reach 0 hp.  Baby Jacks don't take heat damage while underwater, though it will still melt them.

Antifreeze Vulnerability (Ex): Bananas like acid to Baby Jacks.  Bananas do 1d6 acid damage to them for 1d3 rounds.  The Baby Jacks regeneration doesn't work on this damage. 

Immortality (Ex): Baby Jacks are immortal, and cannot die of old age, and are immune to aging effects.

Skills: Baby Jacks have a +8 Racial Bonus to Disguise Checks to appear as snowballs or equally voluminous body of water.  They also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

Combat: Baby Jacks are geniuses.  They just run up and bite.
« Last Edit: February 07, 2021, 09:50:45 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #172 on: April 15, 2022, 07:06:13 PM »
                      Necrofex Colosus
                      Colossal Construct
Hit Dice:             48d10+80 (334 hp)
Initiative:           -2
Speed:                40 ft. (8 squares)
Armor Class:          35 (-8 Size, -2 Dex, +35 Natural), touch 0, flat-footed 35
Base Attack/Grapple:  +36/+69
Attack:               Slam +46 melee (4d8+17/19-20) or Cannon (see below)
Full Attack:          Slam +46 melee (4d8+17/19-20) and Cannon (see below)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Necromantic Cannon, Summon Deckhands, Aura of Fear, Trample 4d10+25, Walking Fire
Special Qualities:    Low-light Vision, Darkvision 120 ft., Construct traits, Undead Synthesis, Magic Immunity, DR 15/Epic and Adamantine,
Saves:                Fort +22, Ref +14, Will +28
Abilities:            Str 45, Dex 6, Con -, Int 14, Wis 22, Cha 28
Skills:               Climb +37, Intimidate +29, Knowledge (Arcana, Geography, History, Nature) +32, Listen +28, Spot +28
Feats:               Awesome Blow, Cleave, Devastating Critical (Slam), Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Iron Will, Large and in Charge, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary, plus Deckhands
Challenge Rating:     20
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

"So let me get this straight: You've carved up a ship of the line and mashed it together into a humanoid form by tying it together with the flesh of the former crew."

"Yup."

"And then you filled it full of pirate zombies?"

"Yup."

"And the purpose of this is?"

"We're sellin' it to the vampire lords!"

"Are you drunk?"

The Necrofex Collosus is a necromantic monstrosity formed of fused flesh, bone, timber and iron.  They are surrounded by the wails of the souls lost to their creation.  The multiple spirits bound to them by the necromantic rituals of their creation make them strong willed, and they often escape the reins of their creator.

Necromantic Cannon (Su): The Necrofex Colossus ca fire a blast of necromantic energy as a Standard Action, in either a 140 foot Line, or a 70 foot Cone.  This does 20d4 untyped damage to all creatures within this area, but they are allowed a DC 43 Reflex Save for half damage (Save DC is Charisma based).

Summon Deckhands (Ex):
When it reaches half it's hit points the Colossus Summons 1d4+1 CR 9 Pirate Zombies as a Free Action.  They will do their utmost to defend the Colossus.

Aura of Fear (Su):
The Necrofex Colossus inspires terror to all creatures  within 60 feet of itself. Affected creatures must succeed on a DC 43 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Colossus. The save DC is Charisma-based.

Trample (Ex): DC 51 Reflex Save for half damage.  Save DC is Str based.

Walking Fire (Ex): The Necrofex can move the same turn it makes a Full Attack, and can use both it's Slam and Cannon  attacks.

Undead Synthesis: While the Necrofex Colossus is a Construct, it shares many traits with the Undead, and is considered both Construct and Undead for purposes of Spells, Feats, Abilities etc.  Unlike normal Constructs you are not immune to necromancy effects, and it can be healed by negative energy similar to Undead.  Like Undead, it uses it's Cha modifier for Concentration checks. 

Magic Immunity (Ex): A Necrofex Colossus  is immune to all spells, spell-like abilities, and supernatural effects, except those that specifically target Undead or Construucts.

Combat: A Necrofex is quite confident, and simply wades in shotting sand tearing.  Despite this, they are quite intelligence and will use tactics if necessary.



Pirate Zombie

Pirate Zombie is an Acquired Template that can be applied to any Humanoid.

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind.

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

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size: +1 for Small, +2 for Medium, and +3 for Large.

Attacks: The Pirate Zombie retains all the natural attacks and weapon proficiencies of the base creature. A Pirate Zombie also gains a slam attack. The base creature's base attack bonus does not change.

Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the Pirate Zombie's size (1d4 for Small, 1d6 for Medium, 1d8 for Large). For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.  Use the base creature's slam damage if it is greater.

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

Aura of Fear (Su): Creatures of less than 5 HD in a 60-foot radius that look at the Pirate Zombie must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Pirate Zombie’s level. A creature that successfully saves cannot be affected again by the same Pirate Zombie's aura for 24 hours.

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

Meat Shield (Ex): The Pirate Zombie has maximum hit points per die.

Damage Reduction (Ex):  A Pirate Zombie has damage reduction 5/slashing.

Saves: Same as the base creature, modified by ability score adjustments.

Abilities: Str +4, Dex -2, Con score is now -.

Skills: Same as the base creature, modified by ability score adjustments.  Pirate Zombies gain a +4 Racial Bonus on Hide and Move Silently Checks.

Feats: Unchanged.

Environment: Any

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Evil.

Advancement: Up to double the Base Creature's Hit Dice.

Level Adjustment: ---
« Last Edit: April 16, 2022, 07:09:07 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #173 on: February 21, 2024, 08:53:54 PM »
https://www.youtube.com/watch?v=QrZkcVndaN0

Frank Douglas?
                      Large Giant
Hit Dice:             4d8+28 (46 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +3/+12
Attack:               Slam +7 melee (1d4+5 plus radiation)
Full Attack:          2 Slams +7 melee (1d4+5 plus radiation)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Radioactive Touch, Frightful Presence, Improved Grab, Radioactive Field 20 ft.
Special Qualities:    Darkvision 60 ft., Immune to Radiation, DR 10/-
Saves:                Fort +11, Ref +0, Will +0
Abilities:            Str 21, Dex 9, Con 24, Int 8, Wis 8, Cha 6
Skills:               Listen +1, Move Silently +2, Spot +1
Feats:                Endurance, Diehard
Environment:          Any
Organization:         Unique?
Challenge Rating:     8 (9 once it gains it's Radioactive Field)
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Large), 7-12 HD (Huge)
Level Adjustment:     ---

"Looks like some kind of a burn.  But it didn't touch his hair or his clothes."

In 1965 a space capsule re-entered Earth's atmosphere (possibly without it's occupant), somewhere near the long cursed city of Chicago.  A helicopter pilot who finds the capsule (which is mysteriously too small to have a human on board) is immediately murdered while on the radio with the local military, who are so poor they have to drive their own personal vehicles.  They describe the body as "mangled in a way no one had ever seen before", which implies the local police have long made friends with hyperbole.  He is further described as 'shrivelled and burned", though this is not displayed on the body what so ever.  Clearly something is afoot with the local water supply.

The forensics is handled by a local laboratory in bed with the space force, and it is their humble opinion that the capsules astronaut, Frank Douglas, has not only survived the crash, but is now a highly radioactive killing machine.  Their evidence for this is....umm...well, they have no evidence, it's really just something the lab tech pulled out of his butt.  Pretty soon a monster (okay, a tall ugly guy) begins murdering every monsters favorite prey: horny teenagers in their early 30's.  And, of course, anyone who indiscriminately wanders into it's sight.  Inexplicably, the murders cease for 8 weeks, and the local lab claims the radiation from the 10 foot tall, 400 pound monster turns people's blood to powder.  How they know this, given that the monster has left no witnesses is anyone's guess.  The lab also casually admits that one of their own, Dr. Logan, gave Frank injections to help him resist radiation.  It has some side effects, such as 'gigantism', which, if cured, results in the patients death.  Well, wtf Dr. Logan?

As it turns out, Dr. Logan had been keeping the monster sedated in his lab.  How he accomplishes this with no physical abilities or personal protective equipment at all is not explained.  He'd hoped to cure 'Frank', but the giant escapes one night when Dr. Logan is late coming home, and the sedatives wear off.  Dr. Logan is not only incompetent, he is unable to explain to the other scientists why he told them nothing of this until the escape.  The new antidote he made works, but wears off quicker each time it is administered, and Frank's radioactivity is growing stronger.  He will soon contaminate a 50 mile radius.  Again, how they know this is not clear.  A state of emergency is declared, and the hunt is on for the deformed giant, who goes unseen despite leaving a trail of radioactive bodies.

Coming up with the brilliant idea of leaving Geiger counters in random spots, it is estimated the lethal range of the giant now extends out to 20 to 25 feet.  Escaping into the sewers ((apparently old Frank hasn't completely lost his mind), he is pursued by the authorities in untested PPE, and carrying a 'decontaminating spray that reduces radiation.'  Casual reader, these are braver fools than I.  But to their surprise, the monster and his radiation simply disappear, only for Frank Douglas to be  found 8000 miles away with amnesia.  In a boat.  The monster (assuming it's not simply a mass hallucination), is a tall, balding, lanky man with a deformed face.  Said to be 10 foot tall, and weigh over 400 lbs. he is clearly neither of those things.  IF he can talk, he chooses not to.  He simply wanders aimlessly, taking out anything he sees.

Radioactive Touch (Ex): Any creature Frank touches must make a Save against Radiation (Note that while this works mechanically like poison, Immunity to poison doesn't protect you from it.  Immunity to Radiation does.  Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 permanent Con drain, Secondary damage is death.  Anything he touches is irradiated as well, and anything else touching what Frank has touched must make a DC 19 Fortitude Save (Save DC lowers by -1 for each passing week) or succumb to 2d6 Permanent Con drain as well.  This drops to 1d8 Con when the Save DC drops to 15.  It falls to 1d6 when the DC reaches 12. 1d3 when it reaches DC 10.

Frightful Presence (Ex): Frank can inspire terror by charging or attacking. Creatures within 30 feet of Frank who have less Hit Dice than him (or any amount of HD if they know about his radioactivity) must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 30 feet of Frank. The save DC is Charisma-based, with a +4 Racial Bonus.  Creatures who Save succeeds are immune to Frank's Frightful Presence for 25 hours.

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

Radioactive Field (Ex): Franks radioactivity increases throughout the film, and at some point simply being near him is deadly.  In addition to his touch attack, any creature within 20 feet of him must
make a save to avoid the radiation's effects: Contact, DC 19 Fortitude Save (Save DC is Con based), Initial damage 2d6 Con, Secondary damage is death.  The Save DC increases by +1 each round a creature remains within the area of effect.

Combat: Frank (or whatever he is), plods along at a slow walk, grabbing anything he can get close to.  He's not what you'd call a tactical genius.


« Last Edit: March 19, 2024, 08:00:54 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #174 on: March 02, 2024, 05:11:51 PM »
https://www.youtube.com/watch?v=T5dwbZKd64Y

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

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

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

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

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

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

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

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

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

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

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

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

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

« Last Edit: March 19, 2024, 08:03:16 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #175 on: March 02, 2024, 05:12:38 PM »
https://www.youtube.com/watch?v=aR0sf8PfAMQ

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

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

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

Improved Grab (Ex):  To use this ability, a Terror must hit a creature of Medium Size size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex):
  A Terror can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.  A Terror that swallows an opponent can use its Cleave feat to bite and grab another opponent.  A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Terror’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.  A Terror’s gizzard can hold 3 Medium, 12 Small, 48 Tiny, or 192 Diminutive or smaller opponents.

Cowering Presence (Ex): A Terror can unsettle foes with its mere presence. The ability takes effect automatically whenever the Terror attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Terror. A potentially affected creature that succeeds on a DC 17 Will save (Save DC is Cha based) remains immune to that Terror’s cowering presence for 24 hours. On a failure, creatures with 4 or less HD become cowered for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Terrors ignore the cowering presence of other Terrors.

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

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


« Last Edit: March 19, 2024, 08:07:19 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #176 on: March 02, 2024, 05:14:49 PM »
https://www.youtube.com/watch?v=ec9Js0iL9VI

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

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

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

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

Acid (Ex): A Flesh Eater secretes a digestive acid that quickly dissolves organic and inorganic material. Any melee hit or constrict attack deals 1d6 acid damage.

Improved Grab (Ex): To use this ability, a Flesh Eater must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex):  A Flesh Eater deals automatic tentacle and acid damage with a successful grapple check. 

Stench (Ex): All living creatures (except Flesh Eaters) within 30 feet of a Flesh Eater must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Flesh Eater’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Viral Aura (Ex):  A clumped together Flesh Eater is still surrounded by a cloud of it's un-clumped brethren.  Anything adjacent to the Flesh Eater must make a DC 16 Fortitude Save, or take 1d6 Acid damage.  The save DC is Constitution-based.

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

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

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

Skills: A Flesh Eater has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
Flesh Eaters have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Combat: The virus eats whatever it sees, like a pre-programmed robot.
« Last Edit: Yesterday at 08:52:44 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #177 on: March 02, 2024, 05:15:10 PM »
https://www.youtube.com/watch?v=w-lv3OxnnG4

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

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

Hit Dice: Unchanged.

Speed: Unchanged.

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

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

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

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

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

Saves: Unchanged, other than Ability Score increases.

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

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

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

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

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

Advancement: Unchanged.

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

Example of creature using template here:

Paul Webster (Expert 3)
                      Medium Humanoid (Augmented)
Hit Dice:             3d6+9 (19 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +2/+5
Attack:               Slam +5 melee (1d6+3)
Full Attack:          2 Slams +5 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    -
Saves:                Fort +6, Ref +2, Will +4
Abilities:            Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 8
Skills:               Disguise +5, Hide +6, Knowledge (History, Local) +5, Move Silently +6, Perform (Piano) +5
Feats:                Diehard, Great Fortitude, Endurance (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By  Character Class
Level Adjustment:     +1

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

Alligator People (Post Cobalt)

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

Size and Type: Unchanged. 

Hit Dice: Unchanged.

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

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

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

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

Special Attacks: Unchanged.

Special Qualities: Gains the following:

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

Saves: Unchanged other than changes made to Ability Scores.

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

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

Feats:
Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1

Example of creature using template here:


Paul Webster (Expert 3)
                      Medium Humanoid (Augmented)
Hit Dice:             3d6+9 (19 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +2/+7
Attack:               Slam +7 melee (1d6+5)
Full Attack:          2 Slams +7 melee (1d6+5) and 1 Bite +2 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath
Saves:                Fort +7, Ref +2, Will +4
Abilities:            Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 6
Skills:               Disguise +4, Hide +6, Knowledge (History, Local) +5, Move Silently +6, Perform (Piano) +4
Feats:                Diehard, Great Fortitude, Endurance (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By  Character Class
Level Adjustment:     +2



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

In 1959, an amnesiac nurse is administered sodium pentothal in a Louisiana psychiatric facility.  Surprisingly, the science behind this is accurate, it was used for this purpose.  Don't get used to this scientific literacy.  She tells a story of marrying a local man, only to see him disappear on their honeymoon after receiving a call.  Employing private detectives, she traces him to a plantation in a remote, rural town.  Traveling there she is allowed to spend the night so long as she doesn't leave her room.  Obviously, she disobeys this, and sees her husband as a reptile mutant.  After mild misadventure she finds a mad scientist has been using reptile hormones to regenerate the limbs and broken flesh of airplane crash victims (including her husband), but that later they began to take on reptilian features.  Trying an experimental cure involving cobalt radiation, they only turn her husband into an alligator headed man due to a lab accident involving a vile local.  Things swiftly go straight to hell, and only the nurse is left.  The psychiatrists decide she can't live a normal life without the amnesia blocking out her repressed memories, so they tell her nothing.
« Last Edit: Yesterday at 08:57:59 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #178 on: March 02, 2024, 05:19:24 PM »
https://www.youtube.com/watch?v=cBAJEczBaHY

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

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


The Carnivorous Plant
                      Huge Plant
Hit Dice:             9d8+54 (94 hp)
Initiative:           -5
Speed:                0 ft. (0 squares)
Armor Class:          15 (-2 Size, -5 Dex, +12 Natural), touch 3, flat-footed 15
Base Attack/Grapple:  +6/+23
Attack:               Tentacle +13 melee (1d4+9)
Full Attack:          6 Tentacles +13 melee (1d4+9)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Blind, Blindsense 60 ft., Mindless
Saves:                Fort +12, Ref -, Will +2
Abilities:            Str 28, Dex -, Con 22, Int -, Wis 8, Cha 1
Skills:               ---
Feats:                ---
Environment:          Warm Forest
Organization:         Solitary or grove (4-7)
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral
Advancement:          10-16 HD (Large); 17-27 HD (Huge)
Level Adjustment:     ---

This appears as a large lump sprouting from the ground, with  vertical mouth surrounded by leaves, and 6 tentacles.  Found in the equatorial jungles of Mars, upon examination they were found to have little chlorophyll, and a possible nervous system.  It's almost immediately dispatched, so we never learn much about it.

Improved Grab (Ex): To use this ability, a Plant must hit an opponent of Medium or smaller size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Swallow.

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

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

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

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



The Rat-Thing
                      Gargantuan Aberration
Hit Dice:             32d8+224 (368 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 30 ft.
Armor Class:          30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 30
Base Attack/Grapple:  +24/+53
Attack:               Pincer +34 melee (4d6+13)
Full Attack:          2 Pincer +34 melee (4d6+13)
Space/Reach:          20 ft./15 ft. (20 ft. w/Pincers)
Special Attacks:     Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
Saves:                Fort +23, Ref +9, Will +19
Abilities:            Str 37, Dex 9, Con 24, Int 2, Wis 12, Cha 8
Skills:               Climb +21, Listen +13, Search +11, Spot +13
Feats:                Alertness, Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Pincer), Improved Initiative, Power Attack, Weapon Focus (Pincer)    Epic Feats: Epic Fortitude
Environment:          Warm Plains or Desert
Organization:         Solitary
Challenge Rating:     19
Treasure:             None
Alignment:            Neutral
Advancement:          33-60 HD (Colossal)
Level Adjustment:     ---

The Rat Thing is a huge hairy creature with six, thorn covered spider-like limbs (the front two of which end in pincers).  It has two stubby arms underneath the head with clawed hands.  It's large, rat-like head has large ears resembling those of a bat.  It also has a long naked tail, and is bigger than a house at an estimated 40+ feet high.  Dwelling in the deserts just outside the forests, it is the only creature that can't be killed, but they do manage to chase it away by blinding it.

Improved Grab (Ex):  To use this ability, a Rat-Thing must hit a creature of any size with its Pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent.

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

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

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



The Cyclops Amoeba
                      Colossal Ooze (Amphibious, Aquatic)
Hit Dice:             30d10+300 (465 hp)
Initiative:           -5
Speed:                20 ft. (4 squares), Swim 30 ft.
Armor Class:          22 (-8 Size, -5 Dex, +25 Natural), touch 0, flat-footed 22
Base Attack/Grapple:  +22/+49
Attack:               Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
Full Attack:          Pseudopod +25 melee (4d6+16 plus 2d6 acid plus disease)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Engulf, Capsize, Improved Grab, Acid, Disease
Special Qualities:    Darkvision 60 ft., Ooze traits, Vulnerable to Electricity, DR 10/-, Energy Resistance 20 (Cold, Fire, Sonic)
Saves:                Fort +20, Ref +5, Will +5
Abilities:            Str 32, Dex 1, Con 30, Int -, Wis 1, Cha 1
Skills:               Spot + 3, Swim +19
Feats:                ---
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     19
Treasure:             None
Alignment:            Neutral
Advancement:          31-60 HD (Colossal)
Level Adjustment:     ---

This is a large flattened blob of flesh, with a central ridge through the center of the body, and a fringe of tendrils to either side.  A large eye/nucleus sits to one side.  It will ponderously chase anything it sees, hoping to tire it's prey out.  It's only defeated when the ships crew electrify the hull of their vessel.

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

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

Improved Grab (Ex): To use this ability, an Amoeba must hit with its Pseudopod attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Engulf.

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

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

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

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

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




« Last Edit: Yesterday at 08:13:35 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #179 on: March 08, 2024, 09:36:35 PM »
https://en.wikipedia.org/wiki/Charlie_and_the_Great_Glass_Elevator

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

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

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

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

Improved Grab (Ex):  To use this ability, Knid must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.

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

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

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

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

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

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

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

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

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

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


« Last Edit: March 19, 2024, 08:09:41 PM by bhu »