Author Topic: Jesters Realm Critters  (Read 65258 times)

Offline bhu

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Re: Jesters Realm Critters
« Reply #60 on: November 11, 2011, 08:56:33 PM »
Lavender Hulk
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 25 ft. (Clumsy)
Armor Class:          19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+15
Attack:               Claw +10 melee (1d8+5)
Full Attack:          2 Claws +10 melee (1d8+5) and 1 Bite +8 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Paralytic Gaze
Special Qualities:    Dark Vision 60 ft., Blindsight 60 ft.
Saves:                Fort +6, Ref +4, Will +6
Abilities:            Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
Skills:               Listen +11, Spot +11
Feats:                Flyby Attack, Hover, Multiattack
Environment:          Warm Plains
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---


"Bert...is that a bee comin' towards us?"

"Gawd ah hope not Abner.  Truly that is the ugliest bee Ah evah did see..."

Professor Huberta had always had a weird obsession with flying critters.  So it was obvious what her choice of mutation for her minion would be.  Unfortunately Hulks don't make great flyers.  Even when they've had bee wings added to their frames they give Cicada's a run for their money for clumsiest airborne species.  They came across as more amusing than horrifying.  Until they got mad of course, and started zapping people with their gaze.  Lavender Hulks are pinkish purple Hulks with wings.  They speak Terran.

Paralyzing Gaze (Su): Gaze, Hold Person, 30 ft., DC 16 Willpower Save negates, Save DC is Charisma Based.

Combat: Lavender Hulks prefer to use Flyby attacks, paralyzing opponents with their gaze before landing to rip into them.



Lavender Hulk

"What are those things it's shooting at?"

"Tell me those aren't flying Hulks."


Paralysis 'Bees'

"Those would be Huberta's contest entries."

"What a ghastly color."

KRAKOW!

"They should know better than to annoy Fred."


Don't Make Fun Of Them

"Perhaps they thought he was a statue?"

"Nah, he giggles every so often."

KRAKOW!!

"Perhaps we should move out of range of this?"
« Last Edit: December 13, 2022, 12:01:28 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #61 on: November 11, 2011, 08:57:12 PM »
First Place GitP Monster Contest XVII


Bubba The Headless Chicken
Tiny Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: Fly 30 ft (6 squares), Perfect
Armor Class: 17 (+2 Size, +3 Dex, +2 Deflection), touch 17, flat-footed 14
Base Attack/Grapple: +2/-
Attack: -
Full Attack: -
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Terrifying Appearance, Malevolence, Chickens Curse, BAWK!
Special Qualities: Undead traits, Darkvision 60 ft., Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense 100 ft.
Saves: Fort +1, Ref +4, Will +6
Abilities: Str -, Dex 16, Con -, Int 12, Wis 14, Cha 14
Skills: Bluff +8, Gather Information +8, Hide +11, Intimidate +18, Knowledge (Local) +9, Listen +10, Move Silently +11, Search +11, Sense Motive +10, Spot +10
Feats: Ability Focus (Chickens Curse), Ability Focus (BAWK!), Anklebiter (B)
Environment: Any
Organization: Unique
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: 6+ HD (Tiny)
Level Adjustment: -----


The setting: The jail of the small farming village of Tater.  In it's only jail cell sits a lone, immaculately well-groomed Orc.  A ghostly chicken enters through the wall.

”Hmm..An someone who doesn't run away screaming just at the sight of me...don't get too many of your kind 'round here.”

"You must be Bubba."

"Ayuh."

"Is it just me or are all the local farmers crazy?"

"Naw, tain't you.  They's damn crazy.  You should see the things Ah've seen.  Would curdle your blood.  Say, why ain't you runnin' in fear anyways?"

"Paladin of St. Cuthbert."

"Yeah, we definitely don't get many of your kind 'round here."

A farmer enters, stage left.

"Greetin's ya filtheh Orc scum.  We's gonna test yew fer witchcraft tonight."

"And what does this entail?"

"Whelp, first we's gonna burn ya.  If'n ya don't burn, yer a witch, and then we hang ya.  If'n ya do burn yer just a filthy Orc and ya go to meet Jebus."

"I'm gonna try a wild stab at logic here just for the hell of it: If burning doesn't kill me, what makes you think hanging will?"

"Cuz everyone knows witches magic don't work 'gainst no ropes."

"Riiiiiiighttttt....say have you met Bubba?"

"Bawk."

"AAAAAAAAAIIIIIIIIIIIIGGGGGGGGHHHHHHHHH!!!!"

The farmer exits the building.

"Well that was fun.  Guess I'll work on escaping now..."

"What you doin' in a small town like this anyway?"

"Your former owner escaped and asked the Church for revenge for your murder.  He mentioned you being a ghost and all, but he forgot to mention the locals were all insane.  What did they kill you for?  Witchcraft?

"Naw, they found out I was a drag king."

"Seriously?"

"Yup.  This here roosters comb is fake.  Or at least it was in life."

"I hesitate to ask this, but does this town have any more surprises I should know about?"

"Well...the sheep are planning a bloody revolution in 2 days.  But beyond that, no things are pretty damn dull 'round here."

Once upon a time there was a poor farming village named Tater.  Jim Bawb was the best chicken farmer there, and his prize winning chickens won the countries competitions year after year.  Jim and his sons had to go through some pretty interesting times what with all those other chicken farmers trying to sabotage them and all (hence why he still wasn't rich after winning all those competitions).  One year his prize hen Mathilda was kidnapped after rumors that a curse hung over her head.  Jim Bawb never found out the source of these rumors, but he did find Mathilda, now known as Bubba.  It seems somehow during the missing hours Mathilda was gone she became Awakened, and couldn't remember how.  She also knew she wanted to be a rooster.  Talked about it for hours.  To anyone who would listen. 

While Jim Bawb was trying to come to grips with his prize hens apparent lifestyle changes, a mob stormed his farm.  They said he'd committed sins against Jebus.  Jim Bawb knew there was a new cult in town, but he hadn't paid much attention since local religions came and went.  Apparently this one had finally taken hold and gotten violent.  They cut Bubba's head off, and Jim Bawb went into hiding with relatives before they up and burned him for witchcraft.  The lesson here being "stay well away from Tater."

Before long Bubba came back, floating through the night air.  Sometimes he was headless, sometimes he wasn't.  Sometimes he carried the head under his wing.  For a fairly new ghost he seemed unusually powerful at inspiring fear.  Bubba began to wonder if the curse rumors were true.  He helped Jim Bawb escape by distracting the townsfolk to cover him (he possessed several people who did some very unusual things, and were subsequently punished with very unusual exorcism rites).  Bubba is a little concerned for the townsfolk now.  It isn't their fault they're dumber than monkeys, and whoever started this new religion was taking advantage of the poor folks.  Time to go hire some professionals to fix this...

Terrifying Appearance (Su): Any living being within 60' of Bubba must make a DC 20 Willpower Save (Save DC is Charisma Based with a +6 Racial Bonus) or be Frightened for 2d6 rounds.  If they successfully make their Save they are Shaken for 1 round instead, and are immune to Bubba’s Terrifying Appearance for 24 hours.

Malevolence (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual.

Chicken’s Curse (Su): Once per day Bubba can curse an opponent within 60 ft. as a Standard Action.  This spell is otherwise identical to Bestow Curse in all aspects except it's effect: Once per day at random, the victims pants will explode and fly off, and he will spend one round doing his best impression of a chicken laying an egg.  Except he actually will be laying an egg.  If said egg is kept warm and safe for 1 week it will hatch a Cockatrice.  Bubba doesn't use this curse very often, unless he feels the victim is a real scumbag, and he usually warns people to dispose of the eggs, and what will happen if they don't.

BAWK! (Su): Once per day at the stroke of Midnight Bubba can unleash a tremendous Bawk that resounds for miles.  He doesn't do it very often unless someone has ticked him off.  The BAWK! is a standard Action, and can be heard by everything within a 10 mile radius.  Anything within 100 ft. must make a DC 16 Willpower Save (Save DC is Cha Based) or be Shaken for 2d6 rounds.  If they are within 30 ft. they are Frightened instead.  If they are within 10 ft. they are both Frightened and Deafened.   If the Save is successful they are Shaken for 2 rounds regardless of how close to Bubba they are.

Manifestation (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual.

Rejuvenation (Su): Identical to the Ghost ability listed on page 118 of the Monster Manual.  In order to lay Bubba to rest the PC’s must find out the origin of the curse that has created him.  And then convince him to go.  He seems really intent on hanging around actually.

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

Lifesense (Su): Bubba may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.
 
Skills: Bubba gets a +8 Racial Bonus on Hide, Intimidate, Listen, Move Silently,  Search, and Spot checks.

Combat: Bubba rarely involves himself in combat as it’s easier to hide until the big folk go away with all their nasty spitting Cleric types talking about heatherns and damnation and sin and such.  If chased intently he will likely use his Curse or Malevolence abilities to teach them a lesson by harassing them till they stop. 


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

Lore
Characters with ranks in Knowledge (Local) can learn a little about Bubba if they are from Tater. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

DC|Lore
10|Bubba was a famous local prize winning chicken in a farming village named Tater.
15|Somehow Bubba became aware (i.e. awakened), and dire predictions of a curse upon him were whispered about.  Possibly to prevent his further participation in competitions (Does anyone really believe someone would go through such enormous effort?  I mean really...).
20|Bubba was subsequently executed for "reasons" by a crazed mob, and returned as a semi-vengeful ghost.


Plot Hook
  • Jim Bawb has just barely escaped town after Bubba's death.  He appeals to the PC's for help in getting his farm back, and for enacting a hideous bloodstained revenge on the townsfolk for killing Bubba.  He claims the PC's can have a cow made from solid copper if they win the day for him.  The PC's are probably likely to think him insane unless they have enough ranks in Knowledge: Local to recognize Jim Bawb, or see the Cash Cow he has out back.  He'd also like them to get someone to resurrect Bubba, who seems content with being a ghost.
  • Word has it there's a cult in the small farming village of Tater thats burning people for witchcraft.  They're definition of witchcraft seems a little vague and is usually described as "anything we don't approve of".  Concerned authorities have asked the PC's to investigate.  Well okay that's a little bit of a fib.  Concerned authorities have actually asked the PC's to "find whichever drunken moron started this whole mess and beat him to within an inch of his life".  They'd also like them to look into rumors of a headless ghost chicken.  There's money in hauntings these days.
  • The PC's are approached by a floating dead chicken who (after they stop screaming and calm down) asks them to find out the truth of the circumstances behind his awakening, and the subsequent source of the rumors he was cursed.  Cause being as he's undead, he probably was cursed now that he thinks about it.  He'd also like them to find who started the cult now causing trouble in Tater.
  • The Glitter Gator Festival is the premier general weirdness showcase of the land, and it's always been Bubba's desire to attend since Awakening.  He has the minor problem though, that anyone seeing him starts screaming like they've seen a ghost.  Well at least a ghost that's malicious in intent.  He'd like the PC's to fix this problem for him if they could, without resurrecting him.  He kind of likes being dead. Plus he's a scheduled Judge for the Best Drag King competition, and he's worried people will try to harm him somehow.  The Judges get attacked every year, and Bubba thinks someone will resurrect him, and bump him off a second time in the hopes he won't come back as a ghost this time.
« Last Edit: October 31, 2023, 09:15:35 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #62 on: November 11, 2011, 08:58:09 PM »
Periwinkle Hulk
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+15
Attack:               Claw +10 melee (1d8+5)
Full Attack:          2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Hypnotic Gaze, Flower Addiction
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +8, Ref +4, Will +6
Abilities:            Str 20, Dex 15, Con 18, Int 11, Wis 11, Cha 15
Skills:               Listen +11, Spot +11
Feats:                Endurance, Diehard, Great Fortitude
Environment:          Warm Plains
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---


"ABNER!! Abner there's a giant critter eatin' mah flowers!"

"And?"

"And you need ta do yer husbinly dutees and go whack 'im!"

Professor Lamolle thought the idea of a contest of color coded evil minions was incredibly beneath him.  In defiance he decided to create a colorless Hulk.  And it worked out... sort of.  Their skin was colorless, making their organs and such visible.  Until they ate.  Then they absorbed the color of what they ate, possibly permanently if it stained.  Unfortunately the new Hulks had some problems with myrtle flowers.  Specifically they went completely nuts if they ate one, and it permanently dyes them a periwinkle color (hence their name).  As the contest was held outside, the Hulks had ample access to myrtle flowers, and did a surprising 40 million gold in property damage before being brought under control.  Periwinkle Hulks speak Terran.

Hypnotic Gaze (Su): Gaze, Mesmerizing Glare (see Spell Compendium), 30', DC 16 Willpower Save negates, Save DC is Charisma based.

Flower Addiction (Ex): If a Periwinkle Hulk eats a Myrtle flower it has to make a DC 20 Willpower Save 1d6 rounds later or it becomes subject to Frenzy.  This is identical to the class ability listed on page 34 of the Complete Warrior except that the Periwinkle Hulks don't attack each other.

Combat: Tactics are pretty similar to regular Umber Hulks, unless there are Myrtle flowers nearby.  If they've eaten any, just run.  There's no talking to them then.



Periwinkle Hulk

"I think we made a wrong turn."

"Whoever those critters came from needs to keep them under control.  They are absolutely wrecking that building."

"Oh, those are Lamolle's entries."

Myrtle Fiends

"They seem ill tempered."

"Are those myrtle flowers they're eating?"

"I hope not, Lamolle said they had issues with those."

"Issues?"

"I believe he said something to the effect of toxin induced psychosis."


Hypnotic Berserkers

"That doesn't bode well..."

"Heads up,  Panogiotis entered the contest too, and it looks like his entries are rounding the corner."

« Last Edit: December 11, 2022, 05:51:23 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #63 on: November 11, 2011, 08:59:01 PM »
Sepia Hulk
                      Large Aberration (Incorporeal)
Hit Dice:             10d8 (45 hp)
Initiative:           +7
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          20 (-1 Large, +3 Dex, +8 Deflection), touch 20, flat-footed 17
Base Attack/Grapple:  +7/-
Attack:               Claw +9 melee touch (energy drain)
Full Attack:          2 Claws +9 melee touch (energy drain) and 1 Bite +9 melee touch (energy drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Shadow Touch
Special Qualities:    Dark Vision 60 ft., Blindsight 60 ft., Incorporeal Shadow
Saves:                Fort +3, Ref +6, Will +8
Abilities:            Str -, Dex 17, Con -, Int 7, Wis 13, Cha 16
Skills:               Hide +11, Listen +5, Move Silently +11, Search +3, Spot +5
Feats:                Great Fortitude, Improved Initiative, Improved Multiattack, Multiattack,
Environment:          Any Cold
Organization:         Solitary or Pack (3-6)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---

"Abner...that shadow just moved..."

Professor Panagiotis also thought the Minion contest wasn't truly serious, and rebelled at the idea of making something so foolish as a color coded Hulk Minion.  So he set about to make a colorless one as well, ending up with a Hulk that was completely black.  But the energies he exposed it too made it a true monster.  Not undead, it shared many of the characteristics of one.  An incorporeal phantom creature that hungered for the living.  And unfortunately for Panagiotis he was living, and available.  The Sepia Hulks have never made any attempt to communicate or shown that they understood any attempt to communicate with them.

Shadow Touch (Su): By making a touch attack the Hulk can bestow 1 Negative level upon it's opponent if it fails a DC 18 Fortitude Save (Save DC is Cha based).  The Hulk does not gain any temporary hit points from this as it is how it feeds, and the Negative Level only lasts 1 Minute.  It must drain 1 energy level per week or die.

Incorporeal Shadow (Su): Sepia Hulks are Incorporeal, and have no Strength or Constitution score (despite not being Undead).  They are immune to poison, sleep effects, disease, death effects, paralysis, stunning, critical hits, nonlethal damage, ability drain or damage, energy drain, fatigue, and exhaustion effects.  It does not breathe or sleep.  In total Darkness it is invisible as per the Greater Invisibility spell.

Skills: Sepia Hulks gain a +8 Racial Bonus to Hide and Move Silently Checks.

Combat: Sepia Hulks are an odd bunch.  If they aren't hungry they're content to merely watch hidden from the shadows.  Just to see what intruders are up to.  But if they are hungry, then the go for draining energy levels immediately, and running once they have enough.



Sepia Hulk

"Those look like Shadows..."

"Get that forcewall handy Jim."

"We've been trying to round them up with little success."

Not Undead

"A good Cleric will fix that."

"Oh, they aren't dead, just phantasmal."

"They're really going for those other Hulks."

"That doesn't bode well for us no matter which of them wins."

"You still have those teleport spells you're infamous for hoarding Harlan?"


Fairly Harmless When They Aren't Hungry

"Of course."

"Pop us over to old Lambis' lab.  It should be empty."
« Last Edit: December 13, 2022, 12:03:11 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #64 on: November 11, 2011, 08:59:22 PM »
Giant Tick
Tiny Vermin
HitDice: 1/2d8+2 (4 hp)
Initiative: + 0
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 14 (+2 Size Bonus, +2 Natural armor Bonus), touch 12, flat-footed 14
Base Attack/Grapple: +0/ -12 (+0 if attached)
Attack: Touch +2 melee (Attach)
Full Attack: Touch +2 melee (Attach)
Space/Reach: 2 ½ ft./ 0 ft.
Special Attacks: Attach, blood drain, Disease
Special Qualities: Dark Vision 60 ft. Scent, Vermin Traits
Saves: Fort +4, Ref +0. Will +0
Abilities: Str 3, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide + 12, Spot +4
Feats: Weapon Finesse (B)
Environment: Any Temperate or Warm Mountains, Hills, Plains, Marsh, or Forest
Organization: Solitary or Colony (8-16)
Challenge Rating: 1/4
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

Small Vermin
Hit Dice: 1d8+2 (6hp)
Initiative: +0
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 14 (+1 Size, +3 Natural), touch 11, flat-footed 14
Base Attack/Grapple: + 0/ -5 (+7 if attached)
Attack: Touch + 1 melee (Attach)
Full Attack: Touch +1 melee (Attach)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Attach, Blood Drain, Disease
Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 9, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide + 8, Spot +4
Feats: Weapon Finesse (B)
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 1/2

Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 14 (+4 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+6
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Improved Grab, Blood Drain, Disease
Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide: +4, Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 1
Advancement: 3 HD (Medium)

Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 16 (-1 Size, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+15
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Improved Grab, Blood Drain, Disease
Special Qualities: Dark Vision 60 ft. Scent, Vermin Traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 14, Int --, Wis 10, Cha 2
Skills: Hide +0 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 2
Advancment: 5-7 HD (Large)

Huge Vermin
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 50 ft.(10 squares), Climb 30 ft.
Armor Class: 20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Bite +10 melee (2d6+6)
Full Attack: Bite +10 melee (2d6+6)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: Blood Drain, Improved Grab, Disease
Special Qualities: Dark Vision 60 ft., Scent, Vermin Traits
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 16, Int --, Wis 10, Cha 2
Skills: Hide -4 , Spot +4
Feats: -
Organization: Solitary, Colony (2-5), or Swarm (6-11)
Challenge Rating: 5
Advancement: 9-16 HD (Huge)

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!! GITITOFFMEGITIEOFFMEGITITOFFME!!!!"

I'd add a description here but lets face it you all know what Ticks are.

Attach (Ex): Small or smaller Ticks may make a touch attack to attach themselves to an opponent. It loses it's Dexterity bonus to AC, and may be grappled or struck with a weapon. To remove an attached Tick through grappling you must Pin it.

Improved Grapple (Ex): Medium or larger Ticks that successfully hit with a Bite attack may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it is successful it may use it's blood drain.

Blood Drain (Ex): A Tick does 1d4 temporary Constitution damage per round it is attached (if Small or smaller) or round it successfully maintains a Grapple (if Medium or larger). Once a Tick drains a specific amount of Constitution it drops off and leaves the area. Tiny=4 Con, Small=6 Con, Medium=9 Con, Large=13 Con, Huge=19 Con.

Disease (Ex): Any living creature successfully bitten by the Tick (if medium or bigger), or that it successfully attaches to (if Small or smaller) must make a Fortitude or contract the Red Ache disease (see DMG page 292). Save DC is 12 for Tiny or Small, 13 for Medium, 14 for Large, and 17 for Huge.

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks. Medium or Larger Ticks have a +4 Racial Bonus to Grapple checks. Tiny or Small Ticks have a +12 Racial Bonus to Grapple checks.

Combat: Grapple and suck, pretty much like real life Ticks.



Giant Tick

"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be showing you Cosmiomma Immanis, better known as the Giant Forest Tick!"

"I've never liked these things...

"Very few people do Jim."

"Our viewers should know these Giant Ticks are more prone to carrying disease than their smaller cousins."

"Pretty much.  Poor thing will have to fight for it's life before being melted."

Terrors of the Forest

"I think it's seen us."

"I have a fireball ready.."

"I thought you were more of a teleport man?"


Thankfully They Don't Spawn as Quickly as Normal Ticks

"I too, do not like Ticks."

"Now Harlan, our show is so that people will want to preserve nature because we expose them to it."
« Last Edit: January 12, 2023, 11:15:25 PM by bhu »

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Re: Jesters Realm Critters
« Reply #65 on: November 11, 2011, 08:59:50 PM »
Grey Hulk
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          16 (-1 Large, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple:  +6/+17
Attack:               Claw +12 melee (1d8+7)
Full Attack:          2 Claws +12 melee (1d8+7) and 1 Bite +7 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Powerful Charge (2d8+3d6+10)
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft., Damage Reduction 5/-, Wide Angle Vision
Saves:                Fort +6, Ref +3, Will +6
Abilities:            Str 25, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Skills:               Listen +11, Search +4, Spot +15
Feats:               Greater Powerful Charge, Powerful Charge, Reckless Charge (See the Miniature's Handbook)
Environment:          Warm Desert
Organization:         Solitary, or Herd (5-10)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Where have I seen this thing before?"

Professor Lambis had been obsessed with Umber Hulks since he was a child and was given toys modeled after them.  But upon actually seeing his first Umber Hulk he was massively disappointed.  They were gangly insectoid things as opposed to the hulking humanoid figures he remembered from his youth.  The contest was his perfect chance to remake the Hulk to his vision.  Now they are large humanoid figures with gray, elephant-like hide, and brown bony knobs on the chest and shoulders.  It has large claws and teeth, and shows no signs of it's insectoid heritage.  The Grey Hulks still speak Terran.

Powerful Charge (Ex): The Gray Hulk does 2d8+10 with a successful charge attack, plus the bonus damage from it's Feats.

Wide Angle Vision (Ex): The Gray hulk cannot be Flanked, and has a +4 Racial Bonus to Spot and Search checks.

Combat: Grey Hulks usually open with a charge, and then wail on their opponent.  Given the opportunity they will charge again.



Cookie for anyone who gets what this is...

Grey Hulk

"This lab is a wreck."

"Lambis is in the contest too isn't he?"

"Yes, but at least his Minion is acting like one.  Well, he is now, anyway."

New And 'Improved'

"Every creation is a bit frisky at first."

"Oh, there's Timothy now."

"rawur"

"Tiimothy doesn't look very Umber Hulk ish."

"Lambis always had  his quirks.  He always thought Hulks should be bigger."

"Whose a good Timothy?""

"rawur!"

They're Surprisingly Amenable To Working For Food

"I thought you said the place would be empty?"

"Well yes, except for Timothy.  He's needed as guard after the break-in's."
« Last Edit: December 11, 2022, 06:29:20 PM by bhu »

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Re: Jesters Realm Critters
« Reply #66 on: November 11, 2011, 09:00:56 PM »
Tick Swarm
Fine Vermin
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/ Grapple: +4/ -
Attack: 2d6 plus Blood Drain plus disease
Space/Reach: 10 ft./ 0 ft.
Special Attacks: Distraction, Anesthetize, Blood Drain, Disease
Special Qualities: Dark Vision 60 ft. Immune to Weapon Damage, swarm traits, Scent, Vermin Traits
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 1, Dex 14, Con 10, Int --, Wis 10, Cha 2
Skills: Hide +22, Spot + 4
Feats: ---
Environment: Any Warm or Temperate
Organization: Solitary, Tangle (2-4 swarms), or Infestation (7-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: ---


"AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!!!!!"

Tick Swarms regularly kill Giraffes.

Anesthetize (Ex): A creature attacked by a Tick Swarm must make a Spot check vs it's Hide check to notice it is being attacked if it is in grasses or vegetation higher than half the victims height. Each round of blood drain gains the victim another Spot roll with a cumulative +2 Bonus per round after the first. Creatures attacked by Tick Swarms in open areas or who have some means of detecting them other than sight can see them normally.

Blood Drain (Ex): Any creature damaged by the Tick Swarm loses 1 point of Constitution per round until he exits the Swarm and spends one full round pulling the Ticks off his body.

Disease (Ex): Any creature damaged by the Tick Swarm must make a DC 13 Fort Save or contract the Red Ache disease (see page 292 of the DMG).

Skills: Ticks receive a +4 Racial Bonus to Hide and Spot checks.

Combat: They're Ticks.  No explanation necessary, we all know what the sneaky little monsters do.  Brrr...



Tick Swarm

"It appears to be calling up swarms of Ticks..."

"Those look like Ixodes Scapularis, the Deer Tick."

"What kind of Undead usually does summoning that we know of besides Vampires?"

"It's a Tick, it could very well be a Vampire."

"Thankfully it's swarms can't get through the forcewall."

Can Take Down Prey of Any Size

"I still wouldn't be flipping it off if I were you."

"I want to see if it reacts to common insults."

"Harlan..."


As Nasty As It Gets

"What?  I'm testing to see if it's intelligent."

"Just make with the Teleport already."
« Last Edit: January 12, 2023, 11:20:45 PM by bhu »

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Re: Jesters Realm Critters
« Reply #67 on: November 11, 2011, 09:01:05 PM »
Vampiric Vermin

This is an Acquired Template that can be applied to any Vermin of Medium Size or bigger that has a Bite or Proboscis attack (or any Awakened Vermin that is now a Magical Beast).  Vampiric Vermin are usually created by magical ritual, and are used as shock troops by evil Druids turned Blighter, and necromancer Wizards.  Sometimes Clerics too.  They aren't usually well controlled, and are left to their own devices to destroy the surrounding countryside in preparations for their masters plan.  Of course their master may then have to put down his creation if he can't bring it to heel.

Size and Type: Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's, and hit points are recalculated.

Speed: The base creature gains a Burrow speed equal to half it's base land speed in order to avoid the sun.

Armor Class: Base Creatures Natural Armor Bonus increases by +6.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of base Creature and gains the following:

Blood Drain (Ex): If a Vampiric Vermin pins it's opponent in a Grapple, it does it's Bite damage each round as well as draining 1d4 Con.  On each such successful attack, the vampire gains 5 temporary hit points.

Attract Swarms (Su): Swarms of Vermin seem attracted to Vampiric Vermin. There will always be 1d6 Swarms of some kind of vermin near a Vampiric Vermin that attack it's foes. As long as they remain within 60 ft they share the Vampiric Vermins Immunity to Cold.  As long as they are within 30 feet of the Vampiric Vermin, they are under it's control in a manner similar to the Dominate Monster spell.

Create Spawn (Su): Any Vermin applicable to apply this template to that is killed by a Vampiric Vermin becomes one in 1d4 days.

Energy Drain (Su): Living creatures struck by the Vampiric Vermins Natural Weapons gain 2 negative levels. It can only use this ability once per round.

Special Qualities: Retains any Special Qualities of the Base Creature and gains the following:

Damage Reduction (Su): Vampiric Vermin gain Damage Reduction 10/Silver and Magic

Fast Healing (Ex): Vampiric Vermin gain Fast Healing 5.

Immunities: Vampiric Vermin are Immune to Cold.

Turn Resistance (Ex): Vampiric Vermin have +4 Turn Resistance.

Spider Climb (Ex): Vampiric Vermin can climb surfaces as though with the Spider Climb spell.

Saves: Unchanged, but need to be recalculated due to ability score changes.

Abilities: +8 Str, +4 Dex, Wis +4, Cha +4, Con becomes -

Skills: Vampiric Vermin have a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: Vampiric Vermin gain Alertness, Dodge, Great Fortitude, Improved Initiative, and Lightning Reflexes as Bonus Feats.

Environment: Any, usually Unchanged.

Organization: Solitary, plus 1d6 Swarms

Challenge Rating: Same as Base Creature +2, plus the CR of it's swarms

Treasure: None

Alignment: Always Neutral Evil

Advancement: unchanged

Level Adjustment: Same as base Creature +8 (only applies if Base Creature has been Awakened)

Note:  Vampiric Vermin share all the weaknesses of the Vampire template.

Example of creature using template here:

Vampire Tick
Huge Undead
Hit Dice: 8d12 (52 hp)
Initiative: +6
Speed: 50 ft. (10 squares), Climb 30 ft., Burrow 25 ft.
Armor Class: 28 (-2 Size, +2 Dex, +18 Natural), touch 10, flat-footed 26
Base Attack/Grapple: +6/+28
Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
Full Attack: Bite +14 melee (2d6+10 plus disease plus energy drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blood Drain, Create Spawn, Energy Drain, Attract Swarms, Improved Grab, Disease
Special Qualities: Scent, Undead Traits, Dark Vision 60 ft., Damage Reduction 10/Silver and Magic, Fast Healing 5, Immune to Cold, Turn Resistance, Spider Climb
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 31, Dex 14, Con -, Int -, Wis 14, Cha 6
Skills: Hide +2, Listen +12, Move Silently +10, Search +8, Spot +12
Feats: Alertness (B), Dodge (B), Great Fortitude (B), Improved Initiative (B), and Lightning Reflexes (B).
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: ----


"Maw...the giant bug outside says I have to let him eat you..."

"Damn them Druids!  Ah tole 'em don't awaken the bug critters, cause thats how you get vampires!"



Giant Vampire Tick

"Wait, where is it off to?"

"Hard ticks are somewhat diurnal, maybe it's headed home.  The sun is going down."

"When perfectly good food is available?"

"Wait, there's another one over there.  Bigger too."

"Bigger, and with glowing red eyes.  We've got trouble Jim."

Undead Bioweapons

"Thic Tick has clearly been modified somehow."

"These woods must have a Necromancer, look at the exoskeleton.  That Tick is Undead.."

"We'll have to go report this."


Even Nastier If They're Awakened First

"What's that thing doing?"

"That looks like a summoning spell..."
« Last Edit: January 12, 2023, 11:18:16 PM by bhu »

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Re: Jesters Realm Critters
« Reply #68 on: November 11, 2011, 09:02:09 PM »
Hummingbird Swarm
Fine Animal
Hit Dice: 3d8 (13 hp)
Initiative: +9
Speed: 5 ft. (1 squares), Fly 50 ft. (Perfect)
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Immune to Weapon Damage, Swarm Traits, Evasion
Saves: Fort +3, Ref +8, Will +3
Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 15, Cha 8
Skills: Hide +21, Listen +7, Spot +7
Feats: Alertness, Improved Initiative
Environment: Temperate Forest or Marshes
Organization: Solitary (Hummingbirds only swarm when summoned magically)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Burt...Burt there's a buncha teeny birds lookin' at me.  Lookin' at me like ah don't belong..."

Nothing says AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH like being surrounded by angry Hummingbirds.  Normally Hummingbirds don't swarm unless magically summoned, and they usually get more guffaws than gasps.  At least until the first one puts out someone's eye.

Distraction (Ex): Any living creature that begins its turn with a Hummingbird swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Evasion (Ex):  If the Swarm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless Swarm does not gain the benefit of evasion.

Combat: Hummingbirds peck and run if the opponent can fight back, or just swarm him if he can't.

Summon Swarm II
Conjuration  (Summoning)
Level: Brd 3, Dru 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 Round
Range: Close (25 ft. +5 ft./Level)
Effect: one swarm
Duration: Concentration, plus 2 rounds
Saving Throw: None
Spell Resistance: No

This works exactly like Summon Swarm, but it summons a Swarm of Hummingbirds, Locusts, or Vipers (see Fiend Folio).



Hummingbird Swarm

"Well that worked off our offense at the Church.  What now?"

"We're in Arrival, the greatest city in the known world.  May as well see the sights."

"Gimme yer money."

"What?"

"Gimme yer money, or my friends take you out.."

An Unusual Sight

"Little girl, do you know who we are?

"Yeah, yer on the Palantir, which means you gots money.  So cough it up or say hello to my little friends.

"Hummingbirds.  You're robbing us with Hummingbirds?"

"Damn straight I am.."

"I admire your pluck.  Here.  Here's some money and a writ.  Show it to any Ranger and they'll take you in for training.  You have too much potential to waste it being a thief."

"Really?"

Scarier Than You'd Think

"We're adventurers by trade.  We recognize potential."

"I don't know what to say."
« Last Edit: December 25, 2022, 06:14:45 PM by bhu »

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Re: Jesters Realm Critters
« Reply #69 on: November 11, 2011, 09:02:37 PM »
Superhero Template

Superhero is an Acquired or Inherited Template that can be applied to any corporeal creature of Large or smaller Size.  Superheroes are cape wearing lunatics who believe they fight for the common good. In reality they cause massive amounts of property damage fighting villains, and usually level the small towns they are in the process of saving. They have the same appearance as the base creature, but with a cape or unusual mask or headdress or something. Some got their power from the Gods, some get it from magical experiments, some are just accidents of nature. But they've all had some life altering event that made them very powerful, and fried their brain.

Size and Type: Unchanged (Animals or Vermin become Magical Beasts).

Hit Dice: The base creature is raised to 5 Hit Dice if it has less. If it has 5 or more Hit Dice it gains 5 Hit Dice.

Speed: Base creature gains Fly 120 ft (Good).

Armor Class: Base creature gains +10 Deflection bonus to Armor Class.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Keeps all Special Attacks of the base Creature and gains the following:

Hard Fists: The Base creatures Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.  If the Base Creature has no natural weapons it gains an Unarmed Strike attack (damage depends on size): Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 100 feet. Damage is 2d6 plus 1d6 more for every 3 Hit Dice it has.

Special Qualities: Keeps all Special Qualities of Base Creature and gains the following:

Invulnerability: Gains Invulnerability 5.  Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Superhero has Invulnerability 5. That means it negates the first 5 points of damage from any attack (this includes untyped damage).

Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

Tuff Guy: Gains a Racial bonus to all Saving Throws equal to it's Charisma Bonus (minimum +1)

Enhanced Senses (Ex): The superhero gains a Racial Bonus to all Listen, Search, and Spot rolls equal to it's Charisma Bonus (minimum +1). It also gains this bonus to Survival rolls when tracking by Scent (if it has Scent).

Born Fighter (Ex): The Superhero takes no size penalties to combat maneuvers (grapple, bull rush, trip, etc.).

Saves: Unchanged (but see above).

Abilities: +16 Strength, +10 Constitution, Int raises (or lowers) to 10, +4 Charisma.

Skills: Skill points are recalcualted, remember to add the skill points from the extra Hit Dice.

Feats: Unchanged, remember to add Feats gained because of the extra Hit Dice.

Environment: Any

Organization: Unique

Alignment: Becomes Chaotic Good or Chaotic Neutral

Treasure: Unchanged

Challenge Rating: +3

Advancement: Unchanged (or by Character Class).

Level Adjustment: +6



Example: THE IRON SQUIRREL

Diminutive Magical Beast (Augmented)
Hit Dice: 5d10+25 (52 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. climb, 120 ft Fly (Good)
Armor Class: 27 (+4 Size, +3 Dex, +10 Deflection), touch 27, flat-footed 24
Base Attack/Grapple: +5/+9
Attack: Bite +13 melee (1d3+6) or Eye Ray +12 ranged (3d6 force)
Full Attack: Bite +13 melee (1d3+6) or Eye Ray +12 ranged (3d6 force)
Space/Reach: 1 ft./0 ft.
Special Attacks: Ray Vision, Hard Fists
Special Qualities: Invulnerability 5, Immunities, Enhanced Senses, Tuff Guy, Born Fighter
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 18, Dex 17, Con 20, Int 10, Wis 12, Cha 10
Skills: Balance +12, Climb +12, Intimidation +6, Listen +5, Spot +5, Tumble +9
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Unique
Challenge Rating: 3
Treasure: None
Alignment: Chaotic Good
Advancement: By Character Class
Level Adjustment: +6

"Abner...Abner that skwirl has a cape...and I don't think he likes you touching his nuts..."

The Iron Squirrel appears to have been always powerful, he simply got tired of people picking on his nut stashes one day.  he ferociously defends the local forests nut trees, and may the Gods help anyone trying to raid them.

Hard Fists: Not applicable to the Squirrel.

Ray Vision (Su): Once every 1d4 rounds the Iron Squirrel can shoot a ray from his eyes. The ray is a 100 ft. ranged touch attack doing 3d6 Force damage.

Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.

Tuff Guy: Gains a Racial bonus to all Saving Throws equal to his Charisma Bonus

Enhanced Senses(Ex): The Iron Squirrel gains a Racial Bonus to all Listen, Search, and Spot rolls equal to his Charisma Bonus.

Born Fighter (Ex): The Iron Squirrel takes no size penalties to combat maneuvers.

Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.



Superhero

"Five minutes out of the temple, and someone tries to rob us.  With birds."

"You'll get used to it.  Say, uhh Jim?  There's a squirrel in a cape hovering behind you..."

"GREETINGS MORTAL!  KNOW THAT YOU GAZE UPON THE IRON SQUIRREL!"

"Oh Hell, it's  one of those superhero types..."

"HAVE YOU SEE MY NEMESIS, THE FLYING MARMOSET? "

Where Parody Goes To Die

"I can't believe I'm saying this, but I've never seen a flying monkey.

"THEY ARE RELENTLESS IN THEIR FIENDERY."

"Have you tried asking the Guard?"

"AHAHAAHAHAHAHAAHAHA!  I NEED NO GUARDS ASSISTANCE!"

"Do you have an inside voice/"

"I can answer that one Jim.  No.  No, they never do."

"THAT IS A HURTFUL STEREOTYPE!"

With Great Power Comes No Wisdom

"And yet, here we are."

"IT'S A GOOD THING FOR YOU TWO I'M A HERO."
« Last Edit: December 26, 2022, 06:30:27 PM by bhu »

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Re: Jesters Realm Critters
« Reply #70 on: November 11, 2011, 09:03:05 PM »
Green Hulk
                      Large Aberration
Hit Dice:             12d8+96 (150, 198 Raging)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +9 natural), touch 9, flat-footed 18
Armor Class Raging:          16 (-2 Rage, -1 Size, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple:  +8/+25 (+29 Raging)
Attack:               Smash +16 melee (2d6+9)
Attack Raging:               Smash +20 melee (2d6+13)
Full Attack:          2 Smashes +16 melee (2d6+9)
Full Attack Raging:          2 Smashes +20 melee (2d6+13)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rage, Powerful Build
Special Qualities:    Dark Vision 60 ft., Regeneration 5, Damage Reduction 3/-
Saves:                Fort +13 (+17 Raging), Ref +4, Will +8 (+12 Raging)
Abilities:            Str 28 (36 Raging), Dex 11, Con 24 (32 Raging), Int 8, Wis 11, Cha 15
Skills:               Climb +13 (+17 Raging), Jump +13 (+17 Raging), Listen +4, Spot +3
Feats:                Destructive Rage, Great Fortitude, Improved Toughness, Instantaneous Rage, Mad Foam Rager*
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          13-48 HD (Large)
Level Adjustment:     ---

*See Complete Warrior and PHB2 for some Feats

"Hey Abner, how da you say Please Don't Kill Us in freaky mutant critter?"

Professor Arturo was a lazy slug.  Always had been.  Always would be.  With no clue as to what to do for the contest, he stole Professor Lambis' notes for transforming the Hulks by exposing them to planar energies.  His first two experiments (Alpha and Beta) died.  The third (Gamma) made a strange green, muscular Hulk with anger management issues.  He promptly beat Arturo like a government mule and escaped.  Arturo has made several more with the same results.  He, of course, lost the contest.  And a few brain cells from the multiple concussions.  The Green Hulks appear to speak Common.

Powerful Build: Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Rage: Identical to the Mighty Rage ability listed on Page 26 of the PHB.  It may be used a number of times per day equal to the Hulks Hit Dice divided by 3.

Regeneration (Ex):  Force damage deals normal damage to a Hulk. If a Hulk 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.

Combat: Green Hulks tend to fight by going into rage, charging, and repeatedly bashing whatever made them angry with their fists until it no longer needs bashing.



Green Hulk

"Break-in's?"

"Things got a wee bit too competitive didn't they?"

"Arturo and Zamfirescu wanted  to steal his research.  Neither of them took the time to do their own.  You know what procrastinators they are."

Hulk Smash!

"Using techniques you haven't studied thoroughly is always bad form."

"And their experiments weren't as nice as Timothy."

"rawur!"

"So what do these technicolor aberrations do?."

"Arturo's critters are green and angry.  Accent on the word angry.""

Hulk Strongest One There Is!

"Do they look like regular Hulks?"

"Nah, they're all smooth and musclely with no claws or mandibles.  Not that they need them."
« Last Edit: December 13, 2022, 11:57:35 PM by bhu »

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Re: Jesters Realm Critters
« Reply #71 on: November 11, 2011, 09:03:23 PM »
Vampire Baby Swarm
Tiny Undead (Swarm)
Hit Dice: 12d12+15 (93 hp)
Initiative: +7
Speed: 15 ft. (3 squares), Climb 15 ft.
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/-
Attack: Swarm (3d6 plus blood drain plus energy drain)
Full Attack: Swarm (3d6 plus blood drain plus energy drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Blood Drain, Energy Drain
Special Qualities: Half Damage from Slashing and Piercing, Swarm Traits, Dark Vision 60 ft., +2 Turn Resistance, Damage Reduction 5/Silver, Fast Healing 2, Gaseous Form, Energy Resistance 10 (Cold and Electricity), Spider Climb, Undead Traits, Weaknesses
Saves: Fort +4, Ref +9, Will +9
Abilities: Str 8, Dex 16, Con -, Int 6, Wis 13, Cha 14
Skills: Bluff +6, Hide +19, Listen +8, Move Silently +12, Search +7, Sense Motive +5, Spot +7
Feats: Toughness x5, Alertness (B), Improved Initiative (B), Lightning Reflexes (B)
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Evil (any)
Advancement: -
Level Adjustment: ---

"Burt...Burt I don't like me the look o' them babies...I think we should lock 'em in and run...screw that let's just run."

Who knew vampires could have kids? In litters no less. Needless to say anyone entering a vampire nursery has a bad day.  Thankfully they aren't powerful enough to create spawn.

Blood Drain (Ex): Living creatures hit by the Vampire Babies swarm attack take 2 points of Constitution drain each round.  On each such successful attack, the Vampire Baby Swarm gains 5 temporary hit points.

Energy Drain (Su): Living Creatures hit by the Vampire Babies swarm attack gain one negative level. The Save DC to remove the negative level is 18 (Save is Charisma based).

Gaseous Form (Su): As a standard action, a Vampire Baby Swarm can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): Vampire Babies can climb walls as though they permanently had the benefits of the Spider Climb spell (speed is limited to 15 feet).

Weaknesses: Vampire Baby Swarms have all the traditional weaknesses of adult Vampires (see MM).

Skills: Vampire Baby Swarms have a +4 Racial Bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Combat: Vampire Babies pretty much act like any other Swarm.  "Oh look victims..FOR THE HORDE!!!!!!!!!!!!!!!!!!!!"





Vampire Baby Swarm
"Clearly we picked the wrong exit from the tunnels"

The Most Awkward Encounter

"No worries.  The cube of force is doing it's job."

"And yet they've still piled up on the forcewall trying to gnaw through it."

"They are newborns after all."

"Harlan?  Harlan, is that you?  What the hell are you doing in my children's room?"


Vampires: The Lords of Fertility

"Charles Pennyorth?  You're a vampire now?"

"Fraid so old boy.  Got cursed and my wife Penelope became obsessed with me.  We got her cured, but she and I ended up together anyway."

"You turned your children?"

"Oh goodness no, vampires can have children.  Quite a few of them in fact."

"Honey why is there an old Gnome and a Ranger in our nursery?"

"No worries dear, they're just adventurers."

"Now I'm more worried than before."
« Last Edit: April 02, 2023, 08:10:27 PM by bhu »

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Re: Jesters Realm Critters
« Reply #72 on: November 11, 2011, 09:04:43 PM »
Orange Hulk
                      Large Aberration (Cold)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +1
Speed:                20 ft. (4 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +6/+16
Attack:               Claw +11 melee (2d4+6)
Full Attack:          2 Claws +11 melee (2d4+6) and 1 Bite +6 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Static Cling, Improved Grapple
Special Qualities:    Dark Vision 60 ft., Obscuring Hair
Saves:                Fort +6, Ref +3, Will +6
Abilities:            Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 15
Skills:               Listen +3, Search +2, Spot +3, Survival +2
Feats:               Ability Focus (Static Cling), Diehard, Endurance
Environment:          Any Cold
Organization:         Solitary or Group (3-6)
Challenge Rating:  7
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          9-16 HD (Large), 17-43 HD (Huge)
Level Adjustment:     ---

"Burt...Burt there's a huge pile o' hair out in the snow moving towards the cabin.."

Following Professor Lambis' cue, Professor Zamfirescu wanted to be different.  He also stole a copy of Lambis' notes.  His Hulks are among the oddest of the bunch, appearing as huge mounds of orange hair.  The wool on them is so thick making out their features is difficult at a distance.  They appear to speak Sylvan, which is odd because no one at the school speaks Sylvan and they have no idea who they picked it up from.

Improved Grapple (Ex): If the Orange Hulk successfully hits with it's Claw Attack, it can make a Grapple Check as a Free Action without Provoking an Attack of Opportunity.  If successful it does it's Claw damage +1d6 electricity damage (due to the constant movement necessitated by Grappling the Orange Hulk does +1d6 electricity damage with a successful Grapple Check).

Static Cling (Ex)  The thick hair of the Orange Hulk builds up huge charges of static electricity as it moves.  Any round that the Hulk moves and attacks it does +1d6 electricity damage with any attacks (+2d6 if it charges).  As a Move Action the Hulk may shuffle it's feet back and forth to build up a massive charge.  It's next hit does +4d6 electricity damage.  Any time the Hulk successfully criticals with an electrified attack it's opponent must make a DC 18 Fortitude Save or be Stunned 1 round (Save DC is Charisma Based).

Obscuring Hair (Ex): Opponents of the Orange Hulk take a -4 Circumstance Penalty on all Critical Confirmation rolls as the thick hair on their bodies obscures them. 

Combat: Orange Hulks charge into the fray, blasting their opponents with their electrical claw attack.  After that they usually just Grapple or rip away.



Orange Hulk

"And Zamfirescu's bunch?"

"This should be good..."

"Orange and covered in thick wool.  Thankfully they aren't as dumb as sheep despite having similar outerwear."

Hulk Shuffle!

"Wooly hulks?"

"And the weirdest part is they speak Sylvan."

"How is that weird?"

"Zamfirescu and his staff don't speak Sylvan.  We had to hunt down a Fey to figure out the language."

Hulk Fwuffy!

"This is too far out of control.  Can we drop you off somewhere?"

"Nah, I'll be safe with Timothy!"

"rawur!"

"Good luck then!  Good to see you again!"
« Last Edit: December 11, 2022, 07:18:59 PM by bhu »

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Re: Jesters Realm Critters
« Reply #73 on: November 11, 2011, 09:05:01 PM »
"Holy Shit is that a Mosquito?"
                      Medium Vermin
Hit Dice:             2d8+2 (11 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 80 ft., Good
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+5
Attack:               Proboscis +4 melee (1d6 plus disease)
Full Attack:          Proboscis +4 melee (1d6 plus disease)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Improved Grab, Anesthesia, Disease
Special Qualities:    Dark Vision 60 ft., Vermin traits, Improved Scent
Saves:                Fort +4, Ref +3, Will +1
Abilities:            Str 11, Dex 16, Con 12, Int -, Wis 12, Cha 2
Skills:               Spot +5, Survival +5 (+7 track by scent)
Feats:                Weapon Finesse (B)
Environment:         Any Warm or Temperate
Organization:         Solitary or Swarm (3-10)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     --


"Bert...wake up Bert...it's on mah face...I need hep dammit..."

All jungles have mosquitoes.  Some of them have reeeeally big mosquitoes.  Mosquitoes who are capable of defending themselves from fly swatters. 

Blood Drain (Ex): Each round the Mosquito has a victim Pinned in a Grapple it does 1 point of temporary Constitution damage.  It will leave after it has drained 8 Constitution and become full.

Improved Grab (Ex): If the Mosquito succeeds with it's Proboscis attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  Mosquitoes gain a +4 Racial Bonus to Grapple Checks.

Anesthesia (Ex): If the Mosquito attacks a sleeping or unaware victim (flat-footed) they must make a DC 12 Fortitude Save to realize the attack is happening due to the numbing effect of the Mosquitoes bite.  Save DC is Constitution Based.  Granted if they're awake the attack will probably become quickly obvious after that initial round.

Disease (Ex): West Nile virus—bite. Fortitude save (DC 12) negates; incubation period 1d4 days; initial damage 1 Dex and 1 Con; secondary damage 1d2 Dex (temporary) and 1d2 Con (temporary or permanent).

Improved Scent (Ex): As the Scent ability listed on page 314 of the Monster Manual, but the Mosquito can smell blood up to 1 mile away.

Skills (Ex): Mosquitoes gain a +4 Racial Bonus to Spot and Survival checks (+6 to Survival when tracking by Scent).

Combat: Mosquitoes plan to fly straight up, grapple, suck, and fly away as fast as they can.  Then come back in a few hours if they're still hungry.  If attacked they will fly away and follow the prey attacking again when it is unaware later.  Damn skeeters...



Giant Mosquito

"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be showing you Aedes Magnus, better known as the Giant Forest Mosquito!"

"I'm beginning to understand why this is called Bad Critter Forest.  Everything drinks blood."

"This species even cannibalizes it's own Jim"

"Thanks Harlan, that's sure to make me sleep more soundly.."

"Thankfully we're smaller than their usual prey."

Mostly Diurnal

"That hasn't stopped them from swarming the forcewall."

"Studies of them are important.  They're a common vector for disease among the Forest Giant population."

"Wait, there are Giants here?"


Also Prone To Vampirism

"Don't worry, they aren't Anthropophagus."

"Harlan, I'm a Ranger.  We have a reputation among Giantkind.."
« Last Edit: January 08, 2023, 05:06:23 PM by bhu »

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Re: Jesters Realm Critters
« Reply #74 on: November 11, 2011, 09:21:19 PM »
Hairbeasts
                      Large Aberration
Hit Dice:             5d8+10 (32 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:  +3/+11
Attack:               Yorp! +6 melee touch (grapple)
Full Attack:          Yorp! +6 melee touch (grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Yorp!
Special Qualities:    Blind, Blindsight 60 ft., Damage Reduction 10/Slashing
Saves:                Fort +3, Ref +3, Will +6
Abilities:            Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 12
Skills:               Listen +10
Feats:                Endurance, Run
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Bert ah know we wanted somethin' differnt this time out...but this is just weird..."

"Relax Abner.  Ah brought mah cuzin Joe Bob along to get his feet wet helpin' out.  He's one'a them psychic types."

"FIRE!!"

"Beg pardon?'

"FIRE IS THE ANSWER TO ALL OF LIFES PROBLEMS!!"

"Bert...I'm not exactly reassured by his...enthusiasm..."

Hairbeasts (also known as Dire Hairs) are strange critters that seem to be composed entirely of hair.  What they eat, how they reproduce, and how they came to be is virtually unknown.  They are trainable as mounts, but their handlers don't seem very keen to give up their secrets as to how to train them, or what they might know of their origin.  Hairbeasts apparently understand commands in Common, but cannot speak.  They have been known to howl, bark, purr, or growl though.

Yorp! (Ex): If the Hairbeast makes a successful touch attack it is considered to be grappling it's opponent.  It's hairs work their way into it's opponents eyes and facial orifices during grapples, and each round the grapple is maintained the opponent must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Blinded and Sickened for as long as the Grapple continues and for 1d3 rounds thereafter (he also cannot speak for the duration of the grapple and 1 round thereafter).  The Hairbeast does 1d4+4 damage with a successful grapple as well.  Hairbeasts may use their Yorp! attack as part of a charge.

Blind (Ex): Hairbeasts are Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Combat: Hairbeasts charge into the grapple, and begin wrasslin'.  Sometimes they get bored and take off, but generally you better escape the hold and climb something to escape them.



Hairbeasts

"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I will be traveling deep into Bad Critter Forest to show you a rare spider colony!"

"Where did you buy these mounts from Harlan?"

"I got them from the locals Jim"

"Really?  Do tell.."

"There's that sarcasm we all know and love."

No Discernable Features

"What even are these things?"

"The seller called them Dire Hairs."

"Are we sure they aren't constructs?"


Yorp!

"Their behavior seems organic."

"They definitely seem to like chasing small forest critters."
« Last Edit: January 08, 2023, 05:23:42 PM by bhu »

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Re: Jesters Realm Critters
« Reply #75 on: November 11, 2011, 09:25:28 PM »
Were Otters

Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid.  Were Otters are minions of the Goddess of Zoanthropes, as are most weres.   Since Otters are playful, and people seem to adore them, she thought they'd make perfect nautical spies.  She was right.  Unfortunately their preferences for water don't make them wide ranging spies.  But since city ports are where much activity and business happens, they are still quite useful.  And Otters are soft fuzzy critters.  People find it hard to kill soft fuzzy critters.

Size and Type: Type remains the same, and the Base Creature gains the Shapechanger Subtype.  Size in Otter form is Small, Size in Hybrid form is Small. Size in humanoid form is unchanged.

Hit Dice: Same as the base creature plus 1d8.  To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

Speed: Land speed is 20 in Hybrid and Otter forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Otter or Hybrid Forms.  All 3 forms have a Swim speed of 30 feet (unless they have a higher racial Swim Speed).

Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

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

Damage: The Hybrid and Otter Forms have a Bite attack that does 1d3 damage (1d4 in Hybrid Form) plus one and a half times Strength Modifier.

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

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

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

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

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

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

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

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

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

Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

Abilities: Were Otters gain +2 Wis. Physical Stats in Otter and Hybrid Forms are -2 Str, +4 Dex, +2 Cha.

Skills: Were Otters gain a +8 Racial Bonus on Swim Checks, and may Always Take 10 on a Swim Check.  They can use the Run Action while swimming in a straight line.  They also gain a +4 Racial Bonus on Balance, luff, Climb, Hide, Move Silently and Perform Checks, and may use their Strength or Dexterity Modifier for Climb Checks, whichever is better. Skill bonuses are in Otter and Hybrid forms only.  It gains (Int+2) skill points, Class Skills are Balance, Bluff, Climb, Hide, Listen, Move Silently, Perform, Spot and Swim.

Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

Environment: Unchanged, but Were Otters prefer to move near water.

Organization: Solitary (Unchanged if there are enough other Were Otters about, or in squads of 5-10 if working for the Lycanthrope Goddess).

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: Unchanged, usually by Character Class

Level Adjustment: +1 Afflicted (+2 Natural)


Example of creature using template here:

                      Piggie Faced Bob (Human Form)
                      Medium Humanoid (Human, Shapechanger) Expert 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +0/+2
Attack:               Club +2 melee (1d6+2)
Full Attack:          Club +2 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Alter Form, Low Light Vision, Scent, Otter Empathy
Saves:                Fort +1, Ref +1, Will +5
Abilities:            Str 14, Dex 13, Con 12, Int 10, Wis 17, Cha 8
Skills:               Balance +5, luff +3, Climb +6, Hide +5, Knowledge (Local, Nature) +3, Listen +5, Move Silently +5, Perform +3, Profession (Fisherman, Sailor) +4, Spot +5, Swim +10
Feats:              Alertness, Iron Will (B), Weapon Finesse (B)
Challenge Rating:     2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2


Piggie Faced Bob (Hybrid Form)
                      Small Humanoid (Human, Shapechanger) Commoner 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-4
Attack:               Bite +4 melee (1d4+1)
Full Attack:          Bite +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 10/Silver
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 12, Dex 17, Con 12, Int 10, Wis 17, Cha 10
Skills:               Balance +7, Bluff +4, Climb +7, Hide +11, Knowledge (Local, Nature) +3, Listen +5, Move Silently +7, Perform +4, Profession (Fisherman, Sailor) +4, Spot +5, Swim +9
Feats:              Alertness, Iron Will (B), Weapon Finesse (B)
Challenge Rating:    2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:   +2


Piggie Faced Bob (Otter Form)
                      Small Humanoid (Human, Shapechanger) Expert 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-10
Attack:               Bite +4 melee (1d3+1)
Full Attack:          Bite +4 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 10/Silver
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 12, Dex 17, Con 12, Int 10, Wis 17, Cha 10
Skills:              Balance +7, luff +4, Climb +7, Hide +11, Knowledge (Local, Nature) +3, Listen +5, Move Silently +7, Perform +4, Profession (Fisherman, Sailor) +4, Spot +5, Swim +9
Feats:                Alertness, Iron Will (B), Weapon Finesse (B)
Challenge Rating:   2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:    +2

Piggie Faced Bob is a local fisherman and sailor.  Hanging out fishing by the docks it was inevitable he'd end up becoming a Were Otter.  Guess they felt it was payment for all the free fish he gives them.



Were Otter

"So you became a Were Otter because the Otters liked you?"

"Yup."

"And that's all there is to it?"

"Yup."

"What do you do now?"

"I'm still a fisherman."

Alternative Cats

"And you do side jobs or the Church?"

"Yup, they been good to me"

"Any changes in your life?"

"I get to play with the critters more."

Unexpectedly Savage

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

"Otters can be mean, don't tease them."
« Last Edit: December 25, 2022, 08:37:28 PM by bhu »

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Re: Jesters Realm Critters
« Reply #76 on: November 11, 2011, 09:33:36 PM »
Main Lobster
                      Large Vermin (Amphibious, Aquatic)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 60 ft.
Armor Class:          18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +4/+13
Attack:               Pincer +8 melee (1d8+5)
Full Attack:          2 Pincers +8 melee (1d8+5)
Space/Reach:          10 ft./5 ft.
Special Attacks:   Improved Grab, Constrict (1d8+10), Territorial
Special Qualities:    Dark Vision 60 ft., Mindless, Vermin Traits, Blindsense 60 ft.
Saves:                Fort +7, Ref +2, Will +3
Abilities:            Str 20, Dex 11, Con 14, Int -, Wis 12, Cha 2
Skills:                Swim +13
Feats:                -
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Awright! Been a long time since we been crawfishin'!"

"Um...these ain't exactly crawdads Abner..."

Main Lobsters are gigantic lobsters that are almost psychotically obsessive about protecting their personal space.  Which is a small area of about 600 ft. centered on their current position.  Anything entering that area gets attacked suicidally until it dies, no matter how big or small.   Druids who have studied them refer to these lobsters as 'paragons of ego'.  No one has yet to figure out how mindless vermin cam to be so self-absorbed.

Improved Grab (Ex): If the Main Lobster successfully hits a creature of any size with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may constrict.

Constrict (Ex): A Main Lobster does 1d8+10 damage with a successful Grapple Check.

Territorial (Ex): Once any living being gets within 600' of the Lobster, the Lobster goes into a homicidal fury and attacks, gaining a +2 Racial Bonus on all attack and damage rolls and saving throws for the duration of the encounter.

Blindsense (Ex): The Main Lobster can sense all beings within 60 ft. as long as it is underwater.

Skills: A Maiin Lobster 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. It can use the run action while swimming, provided it swims in a straight line.

Combat: Main Lobsters tend to rush forward and go straight for the claw attack almost mindlessly, regardless of what they are facing.  It's amazing their species lives to reproduce.




Main Lobster
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim will be using this magical item that allows communication with the lower life forms to interview a Homarus regium.  Better known as the Main Lobster."

Territorial To A Fault

"Your classism is showing Harlan."

"See if the item works Jim, we're all very curious."

"Ahem...good evening sir Lobster, can you understand me?"

"GIT OFF'N MAH LAND!"

"We're in an ocean..."

"GIT OUTTA MAH OCEAN!"

Single Minded To A Fault

"He seems very aggressive Jim."

"We're only here long enough to interview you sir."

"I NEED NO INTERVIEWS, FOR ALL KNOW MY NAME!  I AM THE MAIN MAN...er, Lobster."

"And there you have it Harlan.  Apparently testosterone poisoning affects Lobsters as well.
« Last Edit: May 05, 2022, 01:15:16 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #77 on: November 11, 2011, 09:34:51 PM »
Dryad, Moss
                      Medium Fey
Hit Dice:             4d6+8 (22 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+2
Attack:               Dagger +5 melee (1d4)
Full Attack:          Dagger +5 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    DR 5/Cold Iron, Moss Dependent, Wild Empathy, Fast Healing 5
Saves:                Fort +5, Ref +7, Will +7
Abilities:            Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 17
Skills:               Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering) +7, Knowledge (Nature) +9, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
Feats:                Great Fortitude, Weapon Finesse
Environment:          Any Warm except Desert
Organization:         Solitary or Clump (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"Are you the Moss Dryad known as Sibyl of the Frothing Marsh?"

"Maybe.  Who wants ta know."


Moss Dryads appear to be completely green women with moss for hair.  They are unusual for Dryads in that they appear to have an unusual amount of body hair (moss).  This combined with their incredibly antisocial nature, the fact that they live in remote areas, and the shallowness of society regarding body hair ensure they live fairly lonely lives.  It also makes for many frustrating conversations with the occasional stray adventurer on a mission. 

Spell-Like Abilities (Sp): At will: Horrible Taste (DC 14), One With the Land, Vine Mine.  3/day: Plant Body, Speak With Plants, Wood Wose.  1/day: Contagious Fog (DC 16).  Caster Level 6.  Save DC's are Wisdom based.

Moss Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Moss Dryad is tied to a large clump of moss.

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

Combat: Moss Dryads engage opponents with sarcastic banter (preferable from a distance) before coordinating attacks with their sisters.  usually they lead off with spells before pelting them with rocks.



Moss Dryad
"I'm beginning to think we're unwelcome."

Sarcastic and Temperamental

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

"You adventurers and yer (beep) missions.  Go away."

"Look, I'll be plain.  You're the fourth Dryad we've seen today.  Someone needs to start talking before I go full Wizard."

"And what does that mean?"

"He has weapons of mass destruction."

Don't Mention Their Fur

"How do you know I don't have them as well?"

"We're alive."

"So..."

"I don't have it.  Ask for the Mushroom Dryads."
« Last Edit: June 24, 2023, 09:59:26 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #78 on: November 11, 2011, 09:35:25 PM »
Dryad, Mushroom
                      Medium Fey
Hit Dice:             4d6+8 (22 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+2
Attack:               Dagger +5 melee (1d4)
Full Attack:          Dagger +5 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    DR 5/Cold Iron, Mushroom Dependent, Wild Empathy, These Mushrooms are Not For Eating
Saves:                Fort +5, Ref +7, Will +7
Abilities:            Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 20
Skills:               Bluff +6, Craft (Poison) +5, Diplomacy +6, Escape Artist +7, Hide +8, Intimidate +9, Knowledge (Dungeoneering, Nature) +3, Listen +7, Move Silently +7, Spot +7, Survival +7
Feats:                Great Fortitude, Weapon Finesse
Environment:          Any Warm except Desert
Organization:         Solitary or Clump (3-6), plus any number of Badgers or Dire Badgers
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"I'm going to choose my words carefully madam.  Are you...or are you not...the Mushroom Dryad known as Butter Gills of the Frothing Marsh.  Please just say yes or no.  I'm on a mission from Jebus and I'm in a hurry."

Mushroom Dryads appear to be women with odd skin color/textures, who seem to be wearing an odd hat (i.e. they have a shroom head).  They are well known for their love of Badgers, and they often keep them as pets.  An easy way to tell a Mushroom Dryad is in the neighborhood is that you now have Badgers out the wazoo.  And they are allowed to dig up your flower beds and poop on your doorstep.  Seriously.  Or your getting a knife in the dark.  Cause momma doesn't let anyone touch her babies.

Spell-Like Abilities (Sp): At Will: Phantasmal Assailants (DC 15), Poison (DC 16), Summon Nature's Ally I (badgersbadgersbadgers).  3/day: Breath of the Jungle (DC 14), Major Image (DC 16), Memory Rot (DC 18).  1/day: Nauseating Breath (DC 16). Caster Level 6.  Save DC's are Wisdom Based.

Mushroom Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Mushroom Dryad is tied to a large clump of Mushrooms.

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

These Mushrooms are Not For Eating (Ex):  Anyone attacking a Mushroom Dryad with a Bite Attack must make a DC 14 Fortitude Save or be mildly poisoned.  Initial and Secondary Damage is 1d4 Wisdom.  If a Mushroom Dryad is Swallowed Whole, the opponent must Save each round the Dryad is in it's stomach.  Dead Mushrooms have Hardness 5 against everything but Cold Iron.  Even if the Dryad is dead.  Don't eat mushrooms kids.

Combat: Aside from daring their opponents to lick them, Mushroom Dryads generally rely on their Spell-Like Abilities for combat.  And their beloved badgers.  Many a minor adventurer has fallen victim to the furry force field living within the Mushroom Dryads vicinity.



Mushroom Dryad
"Round five..."

Do Not Accept Food From Them

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

"You keep away from my badgers!"

"Relax madam, I am fluent in small forest critter."

"We ain't got no Cheeks here.  The artifacts get passed about so's they're never predictably in one place."

"So you don't have it then?"

Mind teh Badgers

"Nope.  Would you like some mushroom beer?"

"Sorry, we're on duty."

"So who's next in line?"

"The Banana Dryads.  Careful.  They'll gitcha."
« Last Edit: June 24, 2023, 10:03:55 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #79 on: November 11, 2011, 09:35:47 PM »
Dryad, Banana
                      Medium Fey
Hit Dice:             4d6 (14 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +2/+2
Attack:               Dagger +7 melee (1d4)
Full Attack:          Dagger +7 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    DR 5/Cold Iron, Banana Tree Dependent, Wild Empathy, Banana Dance
Saves:                Fort +3, Ref +9, Will +7
Abilities:            Str 10, Dex 20, Con 10, Int 11, Wis 16, Cha 20
Skills:               Bluff +9, Diplomacy +9, Hide +9, Knowledge (Nature) +5, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
Feats:                Great Fortitude, Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary or Grove (4-7)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"So these are the bananas you people described.  Is the Dryad near here?"

"Yes.  Yes I am.  Behold my yellowness, and know fear."

Food bananas are an odd organism.  They're all quite literally clones of each other.  This has led to some odd qualities among Banana Dryads, and many consider them the spooky mutants of the Dryad family.  There are certainly among the most astriking Dryads with their bright yellow leathery skin.  Mutations are common however, and some of them have certain mental and physical oddities, such as extra fingers, or a belief that blue is evil.  They also seem to have a weird affinity for Enchantment magics.

Spell-Like Abilities (Sp): At Will: Charm Person (DC 14), Entice Gift (DC 15), Mesmerizing Glare (DC 16).  3/day: Feeblemind (DC 18), Goodberry, Suggestion (DC 16).  1/day: Hold Person (DC 16) .  Caster Level 6.  Save DC's are Wisdom based.

Banana Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Banana Dryad is tied to a banana tree.

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

Banana Dance (Su):  Ass an Action, the Banana Dryad can make a Perform (Dance) Check. The Banana Dryad can use this to Fascinate all Living Beings within 60 ft. unless they make a Willpower Save (Save DC is equal to the Perform Check).  The affected creatures must make another Save against the Dryads original Perform Check each round, and the effect ends if they succeed, or they are attacked.  The Dryad may do this a number of times per day equal to her Cha modifier.

Combat:  Banana Dryads usually open with their Banana Dance while their partners sneak up on their opponents and bash them over the head.



Banana Dryad
"This should be fun."

High Weirdness

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

"Holy (beep), is tht a Gnome?"

"I am."

"Is it true you're descended from Burrow Owls?"

"Ma'am, were in kind of a hurry..."

Don't Stare, It Gives Them Opportunity

"Hoot for me!"

"Look here..."

"Do you have the cheek or not?"

"The Rosebush Dryads should have it.  Sure you can't hoot just once?"
« Last Edit: June 24, 2023, 10:10:12 PM by bhu »