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Creative Corner => Uncle Kittie's Party Time => New Mechanics and Subsystems => Homebrew and House Rules (D&D) => Uncle Kittie's Hopefully Humorous Guide to Abominations => Topic started by: bhu on November 11, 2011, 08:15:03 PM

Title: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:15:03 PM
Aberrations
Aquamarine Hulk (Page 3)
Beelemnoid (Page 10)
Cerise Hulk (Page 3)
Cerulean Hulk (Page 3)
Chartreuse Hulk (Page 3)
Fuschia Hulk (Page 3)
Green Hulk (Page 4)
Grey Hulk (Page 4)
Hairbeast (Page 4)
Heyve (Page 10)
Hummingator (Page 7)
Lavendar Hulk (Page 4)
Magenta Hulk (Page 3)
Orange Hulk (Page 4)
Periwinkle Hulk (Page 4)
Pet Tentacle Monster (Page 6)
Sepia Hulk (Page 4)
Sienna Hulk (Page 3)
Teal Hulk (Page 3)

Animals
Hummingbird Swarm (Page 4)

Constructs
Armored Turtle (Page 1)
Banana Muffin Swarm (Page 6)
Bee Golem (Page 10)
Beeswax Golem (Page 10)
Bell Golem (Page 1)
Booze Golem (Page 1)
Cyclopean Dreadguard (Page 7)
Edible Golem (Page 2)
Electric Yak (Page 1)
Fungal Golem (Page 5)
Gunpowder Golem (Page 1)
Hive Golem (Page 5)
Idiot Box (Page 6)
Lollipop Guardian (Page 7)
Manakin Golem (Page 5)
Marble Golem (Page 1)
Nerf Golem (Page 5)
Poop Golem (Page 1)
Putty Panda (Page 1)
Rabid Hushpuppy Swarm (Page 10)
Snow Golem (Page 2)
Whale Golem (Page 1)

Dragons
Miscreant Dragon (Page 11)

Elementals
Fire Succubi (Page 11)

Fey
Banana Dryad (Page 4)
Cactus Dryad (Page 1)
Dire Nymph (Page 1)
Durian Dryad (Page 8)
Fairy Shrimp (Page 1)
Habanero Dryad (Page 1)
Moss Dryad (Page 4)
Mushroom Dryad (Page 4)
Pan-Da (Page 1)
Rosebush Dryad (Page 5)
Seaweed Dryad (Page 1)

Giants
Vampire Giant (Page 12)

Humanoids
Bee-Holder (Page 6)

Magical Beasts
Antbird (Page 2)
The Apes of Wrath (Page 6)
Archer Fish (Page 2)
Arctic Fox (Page 2)
Armordillo (Page 2)
Atlas Hamster (Page 6)
Bafoon (Page 5)
Barbearian (Page 2)
Bearmaid (Page 7)
Beehemoth (Page 9)
Beest (Page 9)
Bighorn Sheep (Page 2)
Blowfly (Page 2)
Bore (Page 5)
Buffalo Chicken (Page 11)
Bugbear (Page 3)
Bullfrog (Page 2)
Bumblebee (Page 9)
Cameleon (Page 5
Carnivorous Jungle Death Penguin Swarm (Page 3)
Carpenter Bee (Page 9)
Cash Cow (Page 2)
Cat-Bee (Page 11)
Cetus Rex (Page 10)
Cogre (Page 11)
Combustible Chicken (Page 5)
Cow Bird (Page 6)
Crab Spider (Page 2)
Crocerocerous (Page 7)
Crow Bee (Page 9)
Crowolf/Dire Crowolf (Page 7)
Cuckoo Bee (Page 9)
Death Gerbil Swarm (Page 3)
Deel (Page 11)
Devil Mice Swarm (Page 3)
Digger Bee (Page 9)
Dire Honey Badger (Page 10)
Dire Owlbear (Page 7)
Fire Beetle (Page 3)
Funk Ape (Page 2)
Good Kitty (Page 2)
Hamstower (Page 7)
Headless Mule (Page 6)
Hero Shrew (Page 9)
Honey Bee (Page 9)
Hornfaced Bee (Page 9)
Killer Bee (Page 9)
Lemming Swarm (Page 3)
Liberator Fish (Page 6)
Llamabird (Page 7)
Mad Turtle Swarm (Page 6)
Mason Bee (Page 9)
Mimic Sheep (Page 6)
The Mosquito (Page 8)
The Mother of all Hummingbirds (Page 2)
Mysterious Magical Maniacal Miniaturized Moose Swarm (Page 3)
Owl-Honey Badger (Page 11)
Pack Mouse (Page 6)
Pidgin (Page 9)
Pirhanakeet Swarm (Page 6)
Rainbow Butt Monkey (Page 6)
Ram (Page 5)
Rhinoctopus (Page 5)
Sage Buzzard (Page 2)
Shark Bird (Page 6)
Smiley Faced Spider (Page 5)
Spookity Kitties (Page 1)
Stone Crab (Page 2)
Stout Stoat (Page 6)
Swarm Fish (Page 6)
Sweat Bee (Page 9)
Therabee (Page 11)
Trash Gryphons (Page 11)
Trash Gryphons, 5E (Page 11 wip)
Troll Boar (Page 5)
Turkey (Page 9)
Voracious Lemming (Page 6)
Vorpal Shrew Swarm (Page 3)
Vulture Bee (Page 9)
Wombat of Doom (Page 8)
Zebrocerous (Page 7)

Monstrous Humanoids
Bee-Gurl, Princess (Page 10)
Bee-Gurl, Queen (Page 10)
Bee-Gurl, Scout (Page 10)
Bee-Gurl, Soldier (Page 10)
Beeserker (Page 10)
Darwin Monkey (Page 5)
Fish Bastards (Page 7)

Oozes
Beer Pudding (Page 2)
Figgy Pudding (Page 3)
Honey Ooze (Page 10)

Outsiders
Argentariusloth (Page 9)
Bee Devil (Page 11)
Beeflings (Page 9)
Beerded Man (Page 10)
Bee Witch (Page 11)
Birraloth (Page 9)
Buzzuzu (Page 10)
Conventusloth (Page 8)
Devilish Attorney (Page 3)
Emperor Ralph (Page 5)
Fur-bee (Page 10)
Lollipop, Possessed (Page 7)
Paralegal Imp (Page 3)
Patraloth (Page 8)
Prosedaloth (Page 8)
Torqueoloth (Page 9)

Plants
Skunk Cabbage (Page 12)

Undead
Bubba the Headless Chicken (Page 4)
Ghost Frog (Page 5)

Vermin
Beer Lurker (Page 5)
Bee Swarm (Page 6)
Big Bees (Page 6)
Giant Tick (Page 4)
Holy Shit is That a Mosquito? (Page 4)
Main Lobster (Page 4)
Pattern Bee warm (Page 7)
Sauna Bee (Page 7)
Sun Bee (Page 7)
Tick Swarm (Page 4)
Vampire Baby Swarm (Page 4)

Templates
Adorable (Page 10)
Ally of the Hive (Page 10)
Awakened Spells (Page 1)
Bar-bee (Page 10)
Bay-bee (Page 10)
Bee-Dazzler (Page 10)
Bee-Gurl, Adopted (Page 10)
Bee-Gurl, Male Drone (Page 10)
Bee of Power! (Page 10)
Boo-bee (Page 10)
Hee-Bee-Jee-Bee (Page 10)
Hiveless (Page 10)
Light Puker (Page 9)
Martian (Page 1)
Neo-Animal (Page 7)
The Perfect (Page 5)
Ray-bee (Page 10)
Scream Queen (Page 10)
Serf (Page 10)
Superhero (Page 4)
Turbo-Charged (Page 9)
Unfeeling Brute (Page 3)
Vampire Bait (Page 9)
Vampiric Vermin (Page 4)
Were Flamingo (Page 9)
Were Human (Page 2)
Were Kitten (Page 2)
Were Komodo Dragon (Page 8)
Were Otter (Page 4)
Were Pink Fairy Armadillo (Page 8)
Were Porcupine (Page 9)
Were Sea Monkey (Page 8)
Were Wombat (Page 9)
Winchester (Page 9)

Races
Awakened Spells (Page 1)
Basset Folk (Page 5)
Beaver Folk (Page 7)
Danubans (Page 6)
Ferret Folk (Page 11)
Glider Folk (Page 11)
Gopher Folk (Page 11)
The Guppy Folk (Page 6)
Manakin (Page 5)
Mice Folk (Page 10)
Neo-Animal (Page 7)
Nephilim (Page 11)
Orc Amazons (Page 1)
Owl Folk (Page 11)
The Noble Platypi (Page 6)
Packrats (Page 11)
Possum Folk (Page 11)
Rabbit Folk (Page 11)
Raccoon Folk (Page 11)
Rat Folk (Page 10)
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:15:22 PM
This one still needs some work...

Awakened Spells

Awakened Spells are an odd occurrence that happen in areas of Wild Magic at very rare moments. Sometimes in particularly volatile regions when an arcane caster casts a spell it gains a life of its own. This usually takes 1d6 weeks after the spell is cast, so the mage is unaware it has happened. An Awakened spell looks like its 'creator' but for its size (which is dependent on it's spell level) and minor changes in appearance depending on what the spell was (A Fireball might have flaming pupils for instance, or orange skin). To make an Awakened Spell you must choose a Base Creature, and a Base Spell. The Base Creature is the caster who cast the soon to be living spell, and the Base Spell is the spell that has come to life. When text refers to the level of the Base spell it is the spells level plus any increases due to Metamagic Feats.  For example a Maximized Fireball is a 6th level spell.

Awakened Spell is an Inherited template that can be given to any creature that can cast arcane spells as a result of it's Class. It is considered Inherited since the template is being applied to the newly created spell as opposed to the caster.

Size and Type: Type becomes Aberration. Size depends on Spell Level of the Base Spell (0:Tiny, 1-4: Small, 5-9: Medium, Epic: Large).

Hit Dice: Hit Dice change to d8's and must be recalculated. Hit Dice total becomes 1 plus Base Spell Level (Epic Spells have 11 Hit Dice).

Speed: Unchanged from base creature.

Armor Class: The base creature loses any Natural Armor bonus, but gains a Deflection bonus to Armor Class equal to 1 plus the Base Spells level (Epic Spells get a +11 Bonus).

Base Attack/Grapple: Recalculate based on new Hit Dice total, Type change and size.

Attacks: Unchanged from base creature.

Special Attacks: The Awakened Spell keeps none of the Special Attacks of the Base Creature. Instead it gains the following:

Johnny One Spell (Sp): The Awakened Spell may cast the spell it used to be as a Spell Like Ability. In other words an Awakened Magic Missile may cast Magic Missile. If any Metamagic Feats were used while the spell that would eventually come to life was being cast their effects are included. In other words if our Awakened Spell were a Heightened Magic Missile, it would cast Heightened Magic Missiles. The Living Spell may cast this spell a certain number of times per day depending on the original spells level (0: At will, 1-3: 4 times per day, 4-6: 3 times per day, 7-9: Once per day, Epic: Once per week. If the original spell was cast with Metamagic Feats and used a higher level spell slot because of this, the spell is considered to be that spell.  In other words if the spell was a 3rd level spell like Fireball and it was maximized with the Maximize Spell Feat, it is considered a 6th level spell.). Caster level is the Awakened Spells Effective Character Level.  The Spells Level restricts when the Awakened Spell gains this ability: 0: 2 HD, 1st: 5 HD, 2nd: 9 HD, 3rd: 11 HD, 4th: 10 HD, 5th: 12 HD, 6th: 14 HD, 7th: 13 HD, 8th: 15 HD, 9th: 17 HD, Epic: 21+ HD.

Powerful Caster (Su):The Awakened Spells effective caster level for all Spells or Spell-Like Abilities it can cast is equal to its Effective Character Level (i.e. Racial Hit Dice + Character Levels + Level Adjustment).

Special Qualities: The Awakened Spell keeps none of the Special Qualities of the Base Creature and instead gains the following:

Spell Resistance: The Awakened Spell has Spell Resistance equal to 11 plus it's Effective Character Level.

Immunities (Ex): The Awakened Spell is Immune to poison, paralysis, disease, age/sleep/death effects, stunning, polymorph, fatigue, or exhaustion. Awakened Spells do not eat, sleep. or age.

Dark Vision: Range is 60 ft.

Arcane Body (Su): The Awakened Spell retains any Subtypes the Base spell had. For example Awakened spells with the Fire and Evil Descriptors gain the Fire and Evil Subtypes. Certain effects such as Dispel Magic or Antimagic Fields cause Awakened Spells problems. Dispel Magic effects the Awakened Spell in a manner similar to the Clerics Turn Undead ability. The Arcane Caster must do a Targeted Dispel Magic, and then rolls 1d20 plus his Charisma modifier to see how powerful an Awakened spell he can effect (use the Turning Undead table on page 159 of the Players Handbook). If the Awakened Spell is within the range of effect the caster then rolls 2d6 + caster level + Charisma modifier. If this equals or exceeds the Awakened Spells Hit Dice, it is affected in the exact same manner as Turn Undead effects the Undead. If the opponent casting Dispel Magic was the caster who originally cast the Base Spell that has become an Awakened Spell he/she gets a +4 Circumstance Bonus on both rolls. If an Awakened Spell enters an Antimagic Field it must make a Fortitude Save each round it is in it (DC:10 + 1/2 opponent casters level + opponent casters Charisma bonus) or take 1 point of Constitution damage each round it is in the Field. The Awakened Spell may also be modified depending on whether Metamagic feats were used when casting the Base spell (see Notes below). If Detect Magic is used on an Awakened Spell it radiates an aura like any normal spell of its type.

Sense Creator (Su): An Awakened Spell always knows exactly where the caster who created it is as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.

Limited Repertoire: The Awakened Spells may only take class levels in the same spellcasting class as their creator and any Prestige Classes it allows them to qualify for (i.e. a spell that was cast by a Wizard becomes a Wizard).

Abilities: The Awakened Spells Int, Wis, and Cha are 10 + Base Spells Level. The Physical attributes are the same as the base Creature, modified for its possible new Size Class (see page 291 of the Monster Manual). If the base creatures racial ability modifiers are -2 Strength, +2 Dexterity, so does the Awakened Spell.  The Awakened Spells primary casting stat gets another +2.

Skills: The Awakened Spell gets (2+Int modifer) skill points per level with 4 times that for the first level. Class skills are Concentration, Hide, Move Silently, Spellcraft, and Use Magic Device.

Feats: In addition to the Feats it would normally receive (i.e. one every 3 hit dice plus one at first level), the Living Spell receives any metamagic Feats used in the casting that created it as Bonus Feats.

Environment: Any

Organization: Solitary

Challenge Rating: CR now depends on the level of the Base Spell: 0-1st: +1, 2nd-4th: +2, 5th-7th: +3, 8th=9th: +4, Epic: +5.  Increase  CR ny +1 per 4 Hit Dice the creature has.

Alignment: Likely similar to the base creatures, but it could be anything.

Level Adjustment: Level Adjustment depends on the level of the Base Spell: 0-1st: +3, 2nd-3rd: +4, 4th-5th: +5, 6th-7th: +6, 8-9: +8, Epic: +9

Notes: Some Awakened spells can take certain species specific Feats depending on what Metamagic Feat was used in their creation.


Coercive
You're quite the talker.
 Prerequisites: Awakened Spell created with Coercive Spell Metamagic Feat, must be taken at creation
 Benefits: You can always take 10 on Bluff and Diplomacy checks.

Deceptive
You're a regular scamp.
 Prerequisites: Awakened Spell created with Deceptive Spell Metamagic Feat, must be taken at creation
 Benefits: You can always Take 10 on Hide and Sleight of Hand Checks.

Disruption
You're an excellent counterspeller.
 Prerequisites: Awakened Spell created with Disruptive Spell Metamagic Feat, must be taken at creation
 Benefits: You don't need to Ready an Action tp Counterspell, you can do it as an Immediate Action.

Empowered Smite
Take that hooligans!!
 Prerequisites: Awakened Spell created with Empowered Spell Metamagic Feat, must be taken at creation
 Benefits: 3 times per day, when casting a spell, your Caster Level is considered 4 levels higher for purposes of Caster level checks to overcome Spell Resistance.  This stacks with Feats like Spell Penetration.

Enhanced Spell
You're a better blaster.
 Prerequisites: Awakened Spell created with Enhance Spell Metamagic Feat, must be taken at creation
 Benefits: When determining how much damage your spells do, your caster level is considered to be 2 Levels higher.

Hulking Spell
Greetings puny mortal :D
 Prerequisites: Awakened Spell created with Enlarge Spell Metamagic Feat, must be taken at creation
 Benefits 3 times per day the Awakened spell can become 1 Size class bigger for 3 rounds plus 1 round per point of Charisma Modifier.  This works like the Enlarge Person Spell.

Personal Spell
How do you like my Mage Armor?
 Prerequisites: Awakened Spell created with Extend Spell Metamagic Feat, must be taken at creation
 Benefits Once per day you may cast any 1 spell with a Range of Personal, and it lasts for 24 hours.

Chonkers
I'm not fat, I'm big boned.
 Prerequisites: Awakened Spell created with Widen Spell Metamagic Feat, must be taken at creation
 Benefits The Awakened Spell has the Powerful Build ability, and it's weight is one and a half times greater.

Fast Spell
Take the spell component from my hand grasshopper.
 Prerequisites: Awakened Spell created with Quicken Spell Metamagic Feat, must be taken at creation
 Benefits The Awakened Spell gains a +4 Bonus to Initiative checks.  This stacks with Improved Initiative and similar Feats.

Quiet Spell
Sneaky Sneakies...
 Prerequisites: Awakened Spell created with Silent Spell Metamagic Feat, must be taken at creation
 Benefits 3 times per day the Awakened Spell can take 10 on a Move Silently skill check.

Strong Spell
You are quite powerful.
 Prerequisites: Awakened Spell created with Fortify Spell Metamagic Feat, must be taken at creation
 Benefits: You gain a +1 Bonus on attack rolls.

Zombie Lord
You're a bit cursed...
 Prerequisites: Awakened Spell created with Fell Animate Metamagic Feat, must be taken at creation
 Benefits: Any living being you kill that qualifies for the Zombie Template rises as one at the beginning of your next turn.  It is not a controlled zombie, however...


Example Living Spell
Base Creature: Dwarf Sorcerer
Base Spell: Leomunds Tiny Hut
Note: Physical stats were all 10 plus racial bonuses, with an additional +1 to one score for reaching 4th Level.

Jabberer the Hut
Small Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: By Weapon +2
Full Attack: By Weapon +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Natural Caster
Special Qualities: Spell Resistance 19, Immunities, Dark Vision 60 ft., Arcane Body, Sense Creator
Saves: Fort +2, Ref +1, Will +5
Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 13, Cha 13
Skills: Concentration +8, Hide +7, Listen +3, Move Silently +4, Spellcraft +9, Spot +3, Use Magic Device +8
Feats: Alertness, Endurance
Environment: Any
Organization: Unique
Challenge Rating: 3
Treasure: None currently
Alignment: Neutral
Advancement: Wizard Levels only
Level Adjustment: +4

Jabberer the Hut is an Awakened Leomund's Tiny Hut spell.  He appears as a Dwarf with opaque eyes of force.  Found wondering the mountains by Cohle, Jabberer was set up as a seller of magic items, specifically pranks and curses.  You know, the popular stuff.  It's uncertain what Cohle has in store for poor Jabberer, but he hasn't counted on Jabberer's immense popularity with the locals who adore the little guy.  The Gawds know they shouldn't, as the wares his store supplies keeps long held feuds fresh and raging.


AWAKENED SPELL
There are areas of Wild Magic in the world,  Chaotic and unpredictable, spells cast in their presence can behave erratically.  Sometimes, on rare occasions, they can come to life.  They have no memories of their creator, even though they can sense their maker.  Some seek out their creator to find meaning in life, some ignore their creator and set out to forge their own destiny. 

MAGICAL CLONES
Awakened spells are a semi-perfect clone of the individual who originally cast them, whom they refer to as their creator.  Their size is the main difference.  The less powerful the spell, the shorter the Awakened spell is.  The more powerful  it is, the taller the Awakened spell is.  There will also be some physical feature that hints at what spell it was originally.  For example, a Fireball might have fiery hair or eyes. 

BLANK SLATES
Awakened spells effectively have no society.  There aren't really enough of them to even form a subculture in most places.  They tend to adopt whichever culture first treats them with respect, bonding to the locals.  They are equally likely to become heroes or villains, largely depending on how they're treated, and who finds them first.

Awakened Spells are tireless defenders of whatever community they adopt, and are loyal without fail.  This sometimes leads to their collapse if that community somehow betrays them.  They can become so eaten by anger that they effectively become all devouring forces of nature, leading many to want them to simply move along if they know of past incidents where a Spell has been betrayed.  It is for this reason that some communities reject them out of hand, fearful that someday, someone will upset them.  On the plus side, fewer villains want to adopt them for this reason to, and often get wiped out by the Spell when the inevitable back stabbing happens.

AWAKENED SPELL NAMES
Awakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.

AWAKENED SPELL TRAITS

Ability Score Increase. Increase the ability score your creator used for casting by +2 (i.e. +2 Int for a Wizard, +2 Cha for a Sorcerer, etc.), and any other ability score by +1.

Age. Awakened Spells are born fully adult, and are effectively immortal.  They do not age.

Type. You are an Aberration.

Size. You are Medium or Small, depending on what kind of spell you are.  Cantrips, or spells of 4th Level or less are Small.  5th Level or higher are Medium.

Speed. Your walking speed is 30 feet.

Johnny One Spell. You can cast the spell you began life as with this trait, using the ability score you took a +2 in at character creation as your spellcasting ability for it. Once you cast this spell, you can't cast it again with this trait until you finish a short or long rest.  You may cast it without using a spell slot or using material components, but you cannot cast it until you reach a Level where you would normally have access to it.  For example, Fireball is a 3rd Level spell, which becomes available to certain casting classes at 5th Level.  So an Awakened Fireball would gain the ability to cast Fireball via this trait once it reaches 5th Level in any combination of classes.  It is up to the DM of the table to decide how high a spell you can play (keep in mind the higher the Level of spell you choose to be, the longer you will have to wait to have access to it).  If you are allowed to become an Awakened Wish, you cannot lose access to the spell via this trait only.  If you take a spellcasting class, you may use spell slots to cast this spell as well.

Arcane Body. Certain spells affect you differently:

Antimagic Field: Every round that an Awakened Spell spends in an Antimagic Field it must make a Constitution Save (Save DC is the spell save DC of whoever created the Antimagic Field).  If the Awakened Spell fails, it suffers 2d8 Force damage, and it must make another Save start of each turn it's in the field. 

Detect Magic: Detect Magic reveals you as clearly magical, as well as the school of magic the spell you used to be came from.

Dispel Magic: If you were originally a spell of any Level that would be affected by a Dispel Magic targeted on your person, you must make a Wisdom Saving Throw against the casters spell save DC.  If you fail, you are turned as if you had been affected by Turn Undead (See Cleric in the PHB).

Globe of Invulnerability: If you were originally a spell of any Level blocked by the Globe of Invulnerability, you cannot enter it's area of effect. 

Magic Resistance: You have advantage on saving throws against spells.

Powerful Caster. You always have Advantage on Constitution Saving Throws meant to maintain concentration on spells, and cannot gain Disadvantage.

Vestiges Of Your Creator. Awakened Spells gain a small ability based on the type of caster that cast them.  They gain one of the following at 3rd Level:

Arcane Trickster: At 3rd Level you can cast Mage Hand as a cantrip once per short or long rest with the same abilities as Mage Hand Legerdemain listed under Aracane Trickster.  If you take Levels in Arcane Trickster, in addition to the usual abilities they gain with Mage Hand it has a range of 60 feet.

Artificer: At 3rd Level you learn any one Artificer Infusion that an Artificer could take at 2nd Level.  If you take Artificer Levels, you can learn one more Infusion than normal.

Bard:  At 3rd Level you can use a Bardic Inspiration Die once per long rest.  If you take Bard Levels, you can use your Inspiration Die one extra time per day.

Cleric: At 3rd Level choose two Cleric Cantrips.  You can cast them once per short or long rest.  You use Wisdom as the casting modifier for this spell.  If you take Levels in Cleric, you know two additional Cantrips.

Druid: At 3rd Level choose two Druid Cantrips.  You can cast them once per short or long rest.  You use Wisdom as the casting modifier for this spell.   If you take Levels in Druid, you know two additional Cantrips.

Eldritch Knight: At 3rd Level you gain the Weapon Bond feature of the Eldritch Knight.  If you take Levels as an Eldritch Knight you may bond with three weapons.

Monk: If your creator was an appropriate Monk subclass (Way of the Four Elements, Way of Shadow, Way of the Sun Soul), you gain 2 Ki Points and Step of the Wind at 3rd Level.  If you take Monk Levels, you have two extra Ki Points.

Paladin: At 3rd Level choose two Paladin Cantrips.  You can cast them once per short or long rest.  You use Charisma as the casting modifier for this spell.  If you take Levels in Paladin, you know two additional Cantrips.

Ranger: At 3rd Level choose two Ranger Cantrips.  You can cast them once per short or long rest.  You use Wisdom as the casting modifier for this spell.  If you take Levels in Ranger, you know two additional Cantrips.

Sorcerer: At 3rd Level you gain 2 Sorcery Points, and one Metamagic option.  If you take Levels in Sorcerer, you effectively have one additional Metamagic option than normal.

Warlock: At 3rd Level you gain the use of any one Invocation a Warlock could use at 3rd Level or less.  If you take Levels in Warlock you have one more Invocation than usual.

Wizard: At 3rd Level choose two Wizard Cantrips.  You can cast them once per short or long rest.  You use Intelligence as the casting modifier for this spell.   If you take Levels in Wizard, you know two additional Cantrips.

Sense Creator. An Awakened Spell always knows exactly where the caster who 'created' it is, as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.

Languages. You speak, read and write any one language your creator spoke, plus any one other language your DM considers appropriate.


Awakened Spells
"Jabberer the Hut's?  Thats an odd name, even for a magic shop."

A Reputation For Emotional Problems
"Are we sure tracking down the cohorts of this Cohle guy without the authorities is wise?"

"He isn't going to let go of this since we torpedoed one of his factories and alerted the right people to what was going on.  Better we find him, before he finds us.

"Welcum to Jabberer's! Wut kin ah do ya fer?"

"An Awakened spell!  My goodness that explains the name.  It's been a while since I've seen one of you."

"Those really exist?"

"Yessir we do.  Y'all want pranks, or something a little more cursified?"

"We're looking for a man named Cohle."

"Cursified?"

"Well, Cohle owns the place, but I hain't seen 'im in furever.  I can ask around ta the boys if'n you care to peruse the merchandise.  Don't touch nuthin' without askin' first.  Like I said, cursified."


They Come With No Filter or Pre-Conceived Notions

"A place for buying curses?  I should come to the Great White North more often."

"Don't we have enough trouble right now?"

*Word came down Cohle is away on bidness.  He owns a lotta propities.   He talked to old Fred down the way afore leavin', you might ask him.*

"And what, pray tell, does Fred do?"

"He's an armorer."

"A lot of specialized magic shops in this part of the country..."


Bag of Candy
 Price (Item Level): 2500 GP
 Body Slot: - (Carried)
 Caster Level: 9th
 Aura: Moderate; (DC:20) Conjuration
 Activation: - (Use Activated)
 Weight: 15 lbs.

This appears to be a Bag of Holding Type 1, and detects as such. However anytime something is put in it, it is transformed into candy as soon as the bag is closed.  Living objects may not be put into the bag, which is sometimes a dead give away something might not be right.  Well that and usually whenever these are found there's some residual candy in them.  So as long as your PC's aren't diabetic they have a snack source.

Prerequisites: Create Wondrous Item, Bestow Curse, Leomunds Secret Chest
Cost to Create: 1250 GP, 2 days, 100 XP


Bag of Candy
Wondrous item, uncommon
This appears to be a Bag of Holding. However, anytime something is put in it, it is transformed into candy as soon as the bag is closed.  Living objects may not be put into the bag.


Bag of Dirty Tricks
 Price (Item Level): 182,000 GP
 Body Slot: - (Carried)
 Caster Level: 13th
 Aura: Strong; (DC:22) Conjuration
 Activation: -
 Weight: -

This appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters.  As usual when a ball is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes.  However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you.  Roll on the following table to see what you get:

01-10: Huge Fiendish Monstrous Scorpion
11-20: Fiendish Girallon
21-30: Invisible Stalker
31-40: Huge Elemental (any)
41-50: Babau
51-60: Red Slaad
61-70: Bone Devil
71-80: Djinni
81-90: Fiendish Megaraptor
91-00: 1d3 Chaos Beasts

Prerequisites: Create Wondrous Item, Bestow Curse, Summon Monster VII
Cost to Create: 91,000 GP, 91 days, 7000 XP


Bag of Dirty Tricks
Wondrous item, rare
This appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters.  As usual when a fuzzy object is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes.  However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you.  Roll on the following table to see what you get:

1: Tlincalli
2: Barlgura
3: Catoblepas
4: Elemental (any)
4: Mezzoloth
5: Red Slaad
6: Barbed Devil
7: Night Hag
8: Giant Crocodile


Bastard Sword
 Price (Item Level):18335 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: 6 lbs,

This appears to be a +3 Bastard Sword, which it is. However it is cursed and anyone picking it up immediately becomes Neutral Evil. If the wielder is already neutral evil, the sword functions as a plain non-magical sword. Either way, he cannot get rid of the sword until someone casts Remove Curse on him.  There are rumors of Artifact level versions of this that are far more powerful, and also cause their owner to become compulsively evil, unable to perform any act that isn't unethical. 

Prerequisites: Craft Magic Arms and Armor, Bestow Curse, creator must be Neutral Evil
Cost to Create: 9,168 GP, 10 days, 733 XP


Bastard Sword
Weapon (longsword), rare
This item appears to be a normal +1 Longsword.  Which it is. 

Curse. Whoever touches this sword must make a DC 15 Charisma Save, or become Neutral Evil until it receives an attunement spell.


The Black Russian
 Price (Item Level): 56,000 GP
 Body Slot: Waist
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: -

This laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing.  Mostly because he keeps referring to his codpiece.  It can of course, only be removed by Remove Curse, Miracle, Wish, etc.  While wearing it the victim has a -4 circumstance penalty to all Charisma based skill checks, except Intimidate, because people find him creepy.

Prerequisites: Create Wondrous Item, Bestow Curse
Cost to Create: 28,000 GP, 28 days, 2240 XP


The Black Russian
Wondrous item, rare (requires attunement)
This item appears to be a magical codpiece if Identify is cast.

Curse. Once attuned, this laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing.  Mostly because he keeps referring to his codpiece.  It can of course, only be removed by Remove Curse, etc.  While wearing it the victim has a -4 Disadvantage all Charisma based skill checks, except Intimidate, because people find him creepy.


Boom Ammunition
 Price (Item Level): 1400 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: varies (as ammo)

This can be arrows or bolts or any form of ammo. It appears to be +2 ammo for all intents and purposes (if that can be checked somehow). But when fired it explodes in the users face doing damage as a Fireball cast by a 7th level caster (the user does not get a Saving throw for half damage though).  Some mages just don't like archers, because failing that Concentration Check when you take an arrow in the backside is soooo inconvenient.  But they aren't petty.  No no, they made  these for...reasons?

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: 700 GP, 1 day, 56 XP


Boom Ammunition
Weapon (any ammunition), rare
This item appears to be a piece of normal magical ammo, but upon being used in combat the first time it explodes doing 8d6 Fire damage.  Any creature within 20 feet of the shooter must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save).  This destroys the weapon.


Booming Weapon
 Price (Item Level): 1400 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: -

This cursed ability can be applied to any melee weapon. Upon it's first successful hit, the weapon explodes doing damage as a Fireball cast by a 7th level wizard (the user does not get a Save for half damage).  It appears to be a +2 weapon.  Some mages don't like melee fighters either, and think it's fun to mess with the 'stupid brutes' every so often.  And as long as said 'brute' doesn't find them in their sleep that's okay.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: 700 GP, 1 day, 56 XP


Booming Weapon
Weapon (any melee weapon), rare
This item appears to be a normal magical weapon, but upon being used in melee combat the first time it explodes doing 8d6 Fire damage.  Any creature within 20 feet of the wielder must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save).  This destroys the weapon.


Burping Pills
 Price (Item Level): 4500 GP
 Body Slot: - (Carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Evocation
 Activation: - (10 rounds after Ingestion)
 Weight: -

These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 13 Fortitude Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell cast by a 3rd level Wizard lasting for 1 round. This is a bottle of 50 pills.

Prerequisites: Craft Wondrous Item, Gust of Wind, Craft (alchemy) 4 ranks
Cost to Create: 2,250 GP, 3 days, 180 XP


Burping Pills
Wondrous item, uncommon
These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 15 Constitution Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell lasting for 1 round. This is a bottle of 50 pills.


Cherry Bombs
 Price (Item Level): 82,500 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Conjuration
 Activation: -
 Weight: -

These items look like perfectly normal cherries.  Having been magically altered they explode roughly 5 minutes after being eaten doing 1d8+11 points of fire damage per cherry eaten (target gets no save, you may enchant 8 cherries at a time).  Their chief creators are not so nice Druids who decide to get revenge on all the civilized people killing animals and pooping in the forest.  Grow your own food and leave the Druids crops alone is the apparent theme here I guess.

Prerequisites: Create Wondrous Item, Bestow Curse, Fire Seeds
Cost to Create: 61,225 GP, 62 days, 3300 XP


Cherry Bombs
Wondrous item, very rare
These items look like perfectly normal cherries.  Having been magically altered they explode roughly 5 minutes after being eaten doing 2d8+4 points of fire damage per cherry eaten (target gets no save,  cherries generally come in groups of 8). 


Cowardly Armor
 Price (Item Level): 1400 GP
 Body Slot: Body
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: varies (as armor)

This cursed ability can be applied to any heavy armor. When struck in combat for the first time it disintegrates, providing no protection. It otherwise appears to be +3 Armor.  You have to be a real jerk to sell this to people.  Assassins love it.  They throw a shuriken to make the armor explode, and follow up with the heavy artillery.  It's also a great prank for jousting day.

Prerequisites: Create Magic Arms and Armor, Bestow Curse
Cost to Create: 700 GP, 1 day, 56 XP


Cowardly Armor
Armor(any heavy armor), rare
This item appears to be normal +2 Armor if Identify is cast.

Curse. When struck in combat for the first time it disintegrates, providing no protection.


Cursed Halloween Mask
 Price (Item Level): 56,000 GP
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: -

This appears to be a normal Halloween mask, but once you put it on you cant get it off or speak until the usual spells (Remove Curse, Miracle, Wish, etc) are cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter. Welcome to what we'll call 'interesting times'.

Prerequisites: Create Wondrous Item, Bestow Curse, Major Image
Cost to Create: 28,000 GP, 28 days, 2240 XP


Cursed Halloween Mask
Wondrous item, rare
This appears to be a magical face mask resembling a monster if Identify is cast.

Curse. Once you put it on you cant get it off or speak until Remove Curse is cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter.


Cursed Javelin of Lightning
 Price (Item Level): 1400 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: 2 lbs.

These appear to be normal Javelins of Lightning.  However when thrown, the wielder is struck by the 5d6 Lightning Bolt instead (no Save).  Rumor has it that Har the God of Lightning made these one day as a bit of a joke, or perhaps a punishment for people who do bad things in his name.  Unfortunately his subordinates cranked them out, and now they seem to be quite popular as 'pranks'.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Lightning Bolt
Cost to Create: 700 GP, 1 day, 56 XP


Cursed Javelin of Lightning
Weapon (javelin), uncommon
This item appears to be a normal Javelin of Lightning, but the moment someone tries to throw it, it explodes in their hand taking 4d6 lightning damage.  Any creature within 10 feet of the wielder must make a DC 13 Dexterity Saving Throw or take 4d6 Lightning damage as well (half damage on a successful Save).  This destroys the javelin.


Cursed Mace of Terror
 Price (Item Level): 56,000 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: 8 lbs.

These appear to be normal Maces of Terror (i.e. a +2 Heavy Mace). However when picked up the wielder himself is affected as if by a Fear spell (no save), at which point he runs from anything ambulatory and/or sentient until the effect wears off 7 rounds later.  After that once per day, usually when he draws the Mace or actually hits with it, he must Save versus the Fear effect again.  On the plus side he can't drop the Mace, and the usual spells (Remove Curse/Miracle/Wish/etc) are needed to get rid of it.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fear
Cost to Create: 28,000 GP, 28 days, 2240 XP


Cursed Mace of Terror
Weapon (mace), rare
This item appears to be a normal, albeit magical, mace.

Curse. As soon as this mace is touched, the toucher must make a DC 15 Wisdom Save, or be Frightened for 1 Minute.  The toucher cannot rid himself of the mace until he gets the benefits of a Remove Curse or similar spell.  As long as the toucher is cursed, it cannot wield any weapon but the mace, and must Save to avoid being Frightened when ever he draws the weapon again.


Cursed Ring of Elephant Summoning
 Price (Item Level): 23,760 GP
 Body Slot: Ring
 Caster Level: 11th
 Aura:Moderate; (DC:21) Conjuration
 Activation: - (Use Activated) or Swift (Command)
 Weight: -

When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per day.  And it does.  Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 11d6 damage (DC 20 Reflex Save for half damage), after which the stunned elephant wanders off..  After the first time, the ring does it at random times just to screw with it's wearer.  It rarely kills him/her, because that would end the pain...

Prerequisites: Forge Ring, Bestow Curse, Magic Mouth, Summon Nature's Ally VI
Cost to Create: 11,880 GP, 12 days, 940 XP


Cursed Ring of Elephant Summoning
Ring, rare (requires attunement
When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per long rest.

Curse. And it does, just as soon as the wearer attunes to it..  Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 10d6 Bludgeoning damage (DC 15 Dexterity Save for half damage), after which the stunned elephant wanders off.  After the first time, the ring does it at random times of the day just to screw with it's wearer.  It rarely kills him/her, because that would end the pain...Remove Curse or similar magics will allow the wearer to remove the ring.


Dingle Ball
 Price (Item Level): 240,000 GP
 Body Slot: - (Carried)
 Caster Level: 15th
 Aura: Strong; (DC:23) Enchantment
 Activation: - (Thrown)
 Weight: -

The Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 22 Willpower Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This compulsion is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours.  This is a Mind-Affecting Compulsion.

Prerequisites: Craft Wondrous Item, Sympathy
Cost to Create: 120,000 GP, 120 days, 9600 XP


Dingle Ball
Wondrous item, very rare
The Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 18 Wisdom Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This effect is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours


Dunce Cap
 Price (Item Level): 90,000 GP
 Body Slot: Head
 Caster Level: 9th
 Aura: Moderate; (DC:20) Enchantment
 Activation: -
 Weight: -

Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell until someone casts Remove Curse (or Wish/Miracle) to take the hat off.  Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).

Prerequisites: Create Wondrous Item, Bestow Curse, Feeblemind
Cost to Create: 45,000 GP, 45 days, 3600 XP


Dunce Cap
Wondrous item, very rare
This appears to be a magical hat if Identify is cast.

Curse. Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell (if it fails a DC 18 Intelligence Saving Throw) until someone casts Remove Curse to take the hat off.  Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).


Dwarven Beer Stein
 Price (Item Level): 56,000 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: 1 lb.

This magical beer stein is always full of some form of alcohol. Not always a good thing...  Once someone picks it up the stein is always full of his favorite form of alcohol, and never spills. However if he drinks from it he must make a DC 16 Willpower Save if he is angered within the next hour or go into Frenzy (identical to the ability listed on page 34 of the Complete Warrior). The Save DC increases by 1 for each day that the drinker avoids Frenzy, and resets when he has lost control. If someone attempts to take the Stein from him, he must make the save or also go into Frenzy, and the Stein will automatically teleport back to him within 1d4 rounds if taken from him. Only a Remove Curse/Miracle/Wish etc will convince him to give up the stein and prevent it from going back to him. So long as a person 'owns' the stein he is required to drink from it at every meal (he gets no save to avoid this). Dwarves only seem to make these to be given to non dwarves, particularly elves...Dwarven revenge is a dish best served hoppy apparently.

Prerequisites: Create Wondrous Item, Bestow Curse, Create Food and Water, Rage
Cost to Create: 28,000 GP, 28 days, 2240 XP


Dwarven Beer Stein
Wondrous item, rare
This appears to be a magical stein that always fills with alcohol when someone grasps the handle. 

Curse. Anyone drinking from it must make a DC 15 Constitution Save, or gain the following abilities for 1 Minute:

Berserk: On each of its turns while berserk, the drinker attacks the nearest creature it can see. If no creature is near enough to move to and attack, the drinker attacks an object, with preference for an object smaller than itself. Once the drinker goes berserk, it continues to do so until it is destroyed or the Minute passes.

Reckless: The drinker gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Once someone drinks from the stein, they will only drink from the stein, and cannot be rid of it until Remove Curse is cast.


Helm of Shrieking
 Price (Item Level): 56,000 GP
 Body Slot: Head
 Caster Level: 7th
 Aura:Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: -

Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc.  This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you.  Typical sayings include insults or vulgarities that are beyond the pale.  Basically, something guaranteed to get you physically attacked.

It can only be removed by Remove Curse/Wish/Miracle etc. Anything within 200 ft. can make a DC 10 Listen check to hear the shriek and immediately know your position.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Magic Mouth
Cost to Create: 28,000 GP, 28 days, 2240 XP


Helm of Shrieking
Wondrous item, rare
This appears to be a magical helmet if Identify is cast.

Curse. Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc.  This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you.  Typical sayings include insults or vulgarities that are beyond the pale.  Basically, something guaranteed to get you physically attacked.  It can only be removed by Remove Curse or similar magic. Anything within 200 ft. can make a DC 10 Wisdom (Perception) check to hear the shriek and immediately know your position.


Meddling Box
 Price (Item Level): 30,000 GP
 Body Slot: - (Held)
 Caster Level: 5th
 Aura: Faint; (DC:20) Abjuration
 Activation: - (Use Activated)
 Weight: 2 lbs.

This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people.  All of them are individually crafted and give a +2 Untyped Bonus to a random type of Check or roll if activated.  The trouble is figuring out what kind of Check, and how to activate the damn thing.  A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Skill or Ability Check for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed).  Once successfully activated the owner may then activate the Box as a Standard Action and gain the chosen Bonus for 24 hours (bonuses are not cumulative).  Rumor has it the Gnomes made these purely to screw with people.

Prerequisites: Craft Wondrous Item, Random is My Ally, Craft (Puzzleboxes 4 ranks)
Cost to Create: 15,000 GP, 15 days, 1200 XP


Meddling Box
Wondrous item, very rare (requires attunement)
This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people.  All of them are individually crafted and give a +2 Bonus to a random type of Check or roll if activated.  The trouble is figuring out what kind of Check, and how to activate the damn thing.  A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Check or roll for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed).  Once successfully activated the owner may then activate the Box as anAction and gain the chosen Bonus for 24 hours (bonuses are not cumulative).


Random is My Ally  
3rd Level Abjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance:     Yes (harmless)

The recipient of this spell gains a +2 Untyped Bonus to a single random roll.  At the beginning of each of the recipients turns roll 1d4 to figure out what the Bonus applies to:
1: Saving Throw
2: Skill Check
3: Ability Check
4: Attack roll

War Club
 Price (Item Level): 56,000 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: 6 lbs.

This appears to be a normal +1 club with perhaps some nifty adornment.  Anyone struck by it must make a DC 14 Willpower Save, or go into Frenzy as per the Frenzied Berserker Class ability on page 34 of the Complete Warrior.  It's a neat way to start riots, or reduce family gatherings to open brawls.

Prerequisites: Create Magic Arms and Armor, Bestow Curse, Rage
Cost to Create: 28,000 GP, 28 days, 2240 XP


War Club
Weapon (club), rare
This appears to be a normal +1 club with perhaps some nifty adornment. 

Curse. Anyone struck by it must make a DC 15 Wisdom Save, or go berserk for 1 Minute.  During that minute it gains the following:

Berserk: On each of its turns while berserk, the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. Once the target goes berserk, it continues to do so until it is destroyed or the Minute passes.

Reckless: The target gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.


Weasel Shorts
 Price (Item Level): 56,000 GP
 Body Slot: Waist
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: - (Use Activated)
 Weight: 1 lb.

When these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way.  Once again, Druids who want to keep people out of the forest are blamed for making these, but honestly what goober puts on pants he finds lying about randomly in the forest? The pants are removable, but this does not dissuade the weasel attack.

Prerequisites: Craft Wondrous Items, Bestow Curse, Summon Swarm
Cost to Create: 28,000 GP, 28 days, 2240 XP


Weasel Shorts
Wondrous item, uncommon
When these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way.  The pants are removable, but this does not dissuade the weasel attack.


Yard Gnome of Mockery
 Price (Item Level): 132,000 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Divination/Transmutation
 Activation: Continuous
 Weight: 5 lbs.

This appears to be a normal yard gnome.  But when people come near it, there is an obvious difference.  This Gnome can talk.  It can also read minds as per the Probe Thoughts spell.  When anything approaches within 100 ft. of the Gnome it uses Probe Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear.  Or it just insults people.  It has the stats of a Tiny Animated Object.  There are rumors of extra powerful versions of this Gnome which teleport it back to the yard once it's set down if it's removed, and who are invulnerable to most damage.  Or just bigger.  Bigger is bad enough.

Prerequisites: Create Wondrous Item, Animate Objects, Magic Mouth, Probe Thoughts
Cost to Create: 66,000 GP, 66 days, 5820 XP


Yard Gnome of Mockery
Wondrous item, rare
This appears to be a normal yard gnome.  But when people come near it, there is an obvious difference.  This Gnome can talk.  It can also read minds as per the Detect Thoughts spell, which it can cast at will without using spell slots or material components.  When anything approaches within 100 ft. of the Gnome it uses Detect Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear.  Or it just insults people.  It has the stats of a Tiny Animated Object, with the following exceptions: all mental ability scores are a 10. 


Your Own Personal Theme Music
 Price (Item Level): 56,000 GP
 Body Slot: Throat
 Caster Level: 7th
 Aura: Moderate; (DC:19) Necromancy
 Activation: -
 Weight: -

This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on....which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Hide and Move Silently checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make a Sense Motive Check (DC 15), he gets a +1 bonus to 1 roll he makes in the next round as long as the roll affects you. On the good side you get a +2 Profane bonus to all Intimidation checks, and for whatever reason you can sleep through the music quite soundly.  Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.

Prerequisites: Craft Wondrous Item, Bestow Curse, Magic Mouth
Cost to Create: 28,000 GP, 28 days, 2240 XP


Your Own Personal Theme Music
Wondrous item, uncommon (requires attunement)
This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on and attune to it...

Curse. which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Dexterity (Stealth) checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make an Insight Check (DC 15), he gets Advantage to 1 roll he makes in the next round as long as the roll affects you. On the good side you get Advantage to all Charisma (Intimidation) checks, and for whatever reason you can sleep through the music quite soundly.  Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:15:47 PM
Martian Template

Martian is an inherited template that can be applied to any Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin. Martians are native to a dry red desert country called Mars (it's part of my silly campaign). They are like the native species of other places except that they are all uniformly bright green, hairless, with antennae and large red eyes. They also usually have no nose, pointy ears, and a bulbous head (mostly because they all have some minor psionic ability). All believe of themselves that they are the only true Martians, and all the other species are poor copies, only to be associated with to conquer non-natives. Oh yes, and they all have a psychotic desire to rule the rest of the world.  it makes their politics quite interesting.  All Martians share the Martian language.

Size and Type: All Subtypes are kept, Type changes to Aberration if it isn't already. Size remains the same if the base creature is an Aberration. It goes down 1 Size Class if it's a Fey or Humanoid. It goes up 1 Size Class if it's anything else.

Hit Dice: Hit Dice change to d8's if they aren't already. If it goes down a Size category it loses 1 racial hit die (minimum Hit Dice is one). If it goes up a Size category it gains 2 hit dice per Size Category above Small..

Speed: Unchanged unless Size category changes. If Size category goes down base speed is -10 feet (minimum of 10 ft.). If it goes up base speed is +10 feet.

Armor Class: Unchanged, unless Size category changes (see page 291 of the Monster Manual on increasing a monsters Size).

Attacks: Unchanged. If Size category changes don't forget the new Size modifier.

Damage: Unchanged, unless Size category changes (see page 291 of the Monster Manual on increasing a monsters Size).

Special Attacks: The Martian keeps all Special Attacks of the base creature except the following: If the base creatures entry says it can cast spells as an x level caster, replace that with "it can manifest psionic powers as an x level manifester". It manifests powers as a Psion, and uses their power list.  Primary manifesting stat is Intelligence if the base creature was an Aberration, Dragon, Fey, Humanoid, Giant, or Monstrous Humanoid. Otherwise it's Wisdom. If the base creature has spell like abilities replace them with similar Psi-Like abilities. If there are no similar Psionic Powers, replace it with Powers of the same level. Power Points are same as a Psion of the same level. Martians have a minimum of 1 Power Point per hit die even if they do not have Psionics or Psi-Like abilities.

Special Qualities: The Martian retains all Special Qualities of the base creature except the following: Spell Resistance is replaced with Power Resistance. If the base creature was Mindless (i.e. Vermin) it loses that and now gains skills and Feats according to it's Hit Dice. The Martian is also well equipped to survive in the desert requiring only one quarter as much water as the base creature. It also has a +4 Racial bonus on Fortitude Saves against Dehydration. If the creature is Aquatic it becomes Amphibious, gaining a land speed equal to half its Swim speed.

Telepath (Su): The Martian can communicate telepathically with any creature within 60 ft., whether or not they share a language.

Saves: Saves must be recalculated, Willpower is now the only Good Save.

Abilities: If Size category changes, add those modifiers (see page 291 of the Monster Manual). The Base creature also gets +2 Intelligence and Wisdom. If the base creatures Intelligence is less than 8, it raises to a 10.

Skills: Skills must be recalculated for racial levels. The Martian gets (2 + Intelligence modifier) skill points per Hit Die, with X4 points for the first Hit Die if it was formerly Mindless. Class skills are the same as the base creature plus Autohypnosis and Concentration.

Feats: Gains Heat Endurance, Improved Heat Endurance, and 1 Psionic Feat as Bonus Feats. If the base creature no longer qualifies for 1 of it's feats (for example Weapon Finesse because it lost it's dex to to Size Increase) the Psionic Feat replaces that instead. Metamagic Feats (or Feats modifying Spell Like Abilities) are converted to similar Metapsionic Feats instead.

Environment: Warm Desert (or Warm Aquatic if Aquatic)

Alignment: Usually unchanged, but sometimes leans towards Chaotic Neutral.

Organization: Unchanged

Treasure: Unchanged

Challenge Rating: +1 (+2 if Size increases).

Advancement: Unchanged

Level Adjustment: +2 (+4 if Size increases)

Example: Martian Aranea

Empress Moonpie
Large Aberration (Shapechanger)
Hit Dice: 5d8+20 (43 hp)
Initiative: +5
Speed: 60 ft. (12 squares), 35 ft. climb
Armor Class: 13 (-1 Size,+1 Dex, +3 Natural ), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 plus poison) or web +4 ranged
Full Attack: Bite +6 melee (1d8+4 plus poison) or web +4 ranged
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, Psionics, Web
Special Qualities: Change Shape, Dark Vision 60 ft., Low Light Vision, Telepathy 60 ft.
Saves: Fort +5, Ref +2, Will +8
Abilities: Str 19, Dex 13, Con 18, Int 16, Wis 15, Cha 14
Skills: Autohypnosis +10, Climb +18, Concentration +10, Escape Artist +6, Jump +17, Listen +7, Spot +7
Feats: Improved Initiative, Iron Will, Heat Endurance (B), Improved Heat Endurance (B), Psionic Endowment
Environment: Warm Desert
Organization: Solitary or Colony (3-6)
Challenge Rating: 6
Treasure: Standard Coins, double goods, standard items
Alignment: Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +8

Empress Moonpie is your average Martian spider woman, newly hatched and ready to vie for her throne.  Technically she's currently only one of dozens of princesses, but once she ascends by murdering all her sisters, (and of course, Mom) she can begin her dreams of world conquest. 

Unfortunately all her sisters have the same dream.

And her guards.

And her maids.

Even her pet bug-thing wants to rule the world.  It makes life tedious...

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 2d6 Str. Save is Constitution based.

Web (Ex): Unchanged from regular Aranea stat block.

Psionics: Empress Moonpie manifests psionic powers as a 3rd level Psion, her primary manifesting stat is Wisdom.

Powers Known: 1st (Detect Psionics, Disable, Inertial Armor, My Light, Psionic Daze), 2nd (Brain Lock, Control Sound).

Change Shape (Su): Unchanged from regular Aranea Stat block, except the humanoid form is a Martian humanoid.

Skills: Aranea's have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 Racial bonus on Climb checks, and may always take 10 on a Climb check (even if threatened or endangered).

Combat: Empress Moonpie prefers to fight from range.

(https://i.imgur.com/cQnDivB.png)


Martians
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  And we officially welcome you back to Mutual of Gnomeahaw's Wild Kingdom!

Would Be World Conquerors
"Today we're in the red desert known as Mars, in the country of Texicas.  Mars is known for it's brilliant red sand, and it's odd effects on life that makes it's home here.  With us is local color person, Empress Moonpie!"

"Bow mortals."

"So what effects does the local environment have ma'am?"

"Well, you tend to become a different size, and turn green.  And you grow these antennae which give you enhanced intelligence, and possibly psionic power.  Oh, and you want to rule the world.  Ever live somewhere that everyone wants to rule the world?  It's...fun...

"All of you?  You all want to rule the world?  How do you function as a society?"

"The environement also warps your mind so you share a language and a culture.  There's surprisingly little murder for that reason.  Not that there's no murder, but you'd be surprised how little there is given the circumstances."

"I'm told you have a thriving export industry.  What is it that you can make in the desert?"?"

"Instant Minions, just add water.  And weapons.  Tons and tons of weapons."

"What's an Illudium Q-36 Explosive Space Modulator?"


Annoying Military Industrial COmplex

"That's a state secret.  You have not heard of that term."

"We..."

"We will be forced to terminate you if you state otherwise."

"Well, it's been fun talking, but..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:25:05 PM
Armored Turtle
Small Construct
Hit Dice: 4d10+10 (32 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 18 (+1 Size, +8 Natural, -1 Dex), touch 10, flat-footed 18
Base Attack: +3/ +0
Attack: Bite + 5 melee (1d3+1) or Lesser Orb of Fire +3 Ranged Touch (1d8)
Full Attack: Bite +5 melee (1d3+1) or Lesser Orb of Fire +3 Ranged Touch (1d8)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Lesser Orb of Fire
Special Qualities: Construct Traits, Damage Reduction 5/Adamantine, Dark Vision 60 ft., low-light Vision
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 12, Dex 8, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environments: Any
Organization: Solitary, Gang (2-4), or Battalion (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (Medium), 9-12 HD (large)
Level Adjustment: ---

"Before you is a clockwork turtle roughly 3 feet in diameter with a turret of some sort in its shell.  Obviously it must be a Gnome creation, only they would be so gauche..."

Armored Turtles were created by the Gnomish nations to meet a need for armored fire platforms, as most of their own people were unwilling to fill that role. They became immensely popular, and many variations were made, some quite large. Armored Turtle battalions were snuck into enemy territory and allowed to lay waste to it with their fire before being mothballed until the next time they were needed.  Most of them are the size of a particularly fat halfling, and weigh about 200 pounds or more.  They appear as clockwork turtles of varying appearance with a wand mounted on their back.

Lesser Orb of Fire (Sp): Once every other round the Turtle may 'cast' Lesser Orb of Fire from the turret in its back. Caster level is equal to the Turtles Hit Dice. Some Turtles have one of the other Lesser Orb spells, but these are uncommon (it's always been said Tinker Gnomes were closet firebugs). Medium or larger Armored Turtles are usually upgraded to the Orb of Fire spell.

Combat: Armored Turtle are pretty straight forward. They simply hold position and fire away with their Lesser Orb of Fire. If anyone gets close they bite.  Usually though, their masters try to ensure the battleground is highly flammable, making crossing to the turtles difficult.

Construction: An Armored Turtle is made from 235 pounds of steel treated with rare alchemical compounds costing at least 500 GP.  Assembling the Body requires a DC 20 Craft (clockworks) check. 

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lesser Orb of Fire, Caster must be 11th Level.  Price 6000 GP; Cost 3000 GP + 120 XP

(https://i.imgur.com/SuRKnmq.png)

Armored Turtle
"Hurray, hurray hurray, step right up!  SEE the newest and greatest in military gear!  SEE the new year model Golems!  SEE the six million gold piece hamster!"

"Harlan Jergens and Jim Bauer here on official business.  We're press."

Slow Moving Fire Support

"I can't believe the office is paying for this.  Sucks that it's a working vacation though."

"Is that a clockwork turtle?"

"Apparently there have been Autognome updates?"


Like, Literaally Fire Support
"Greetings gentlemen, I see you've noticed our M1 Support Turtle!"

"Is that a wand in it's back?."

"Indeed it is sir, set to fire Chromatic Orb on command."

"What damage type?"

"Er...fire."

"So they spam the battlefield with fire?  That seems...counter intuitive..."

"There's other settings, fire is just the default."

"Why?"

"We like fire."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:25:23 PM
Electric Yak
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
Base Attack: +9/ +20
Attack: Gore + 15 melee (1d10+10)
Full Attack: Gore +15 melee (1d10+10)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Electrified Charge
Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Darkvision 60 ft., Lowlight vision
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 25, Dex 10, Con--, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, Gang (2-4), Battalion (6-30)
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 13-30 HD (large), 31-42 HD (huge)
Level Adjustment: ---

"Is that a robot Yak? Effin' Gnomes.  The boss really doesn't pay us enough for this."

Yet another clockwork experiment by the Gnomish Nations, the Electric Yak is considered by some to be increasing proof of their insanity. The Yaks are usually used as cavalry, breaking through opposing forces. It looks much like a clockwork Yak made from high grade steel, with horns that are all sparkly from electricity. 

Electrified Charge (Su): When an Electric Yak charges it does 3d6+11 damage, plus an additional 2d6 electrical damage.

Combat: Electric Yaks generally Charge, and then repeatedly gore until their opponent falls or they do. They are unimaginative as fighters, but remain dangerous because of their massed numbers.

Construction: An Electric Yak is made from 2000 pounds of steel treated with rare alchemical compounds costing at least 5000 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lightning Bolt, Caster must be 11th Level. Price 60000 GP; Cost 30000 GP + 1200 XP

(https://i.imgur.com/WN85abg.png)

Electric Yak
"Eeeeelectric Yak!
The power you see the energy comin' up, coming on strong!
The future only belongs to the future itself!
And the future is Eeeeelectric Yak!"

"Truly the worst theme song I've heard in recent memory...."

Used For Breaking Through The Front Lines

"What is that humming sound?"

"Is that an electric turbine?"

"Indeed it is good sir!  It runs the bad guy zapping horns!"

"Did he just talk to you like you were a child?"


Ironically Safer Than Real Yaks
"I talk to everyone like they were a child sir!  I have a speech impediment!"

"That's not a speech impediment, that's being an (beep)."

"We're all (beeps) here sir."

"Truly the worst salesman I have ever seen..."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:25:38 PM
Whale Golem
Gargantuan Construct
Hit Dice: 50d10+60 (335 hp)
Initiative: -1
Speed: Swim 40 ft. (8 squares)
Armor Class: 37 (-4 Size, -1 Dex, +32 Natural), touch 5, Flat-footed 37
Base Attack/ Grapple: +37/ +61
Attack: Tail Slap + 45 melee (6d10+18)
Full Attack: Tail Slap +45 melee (6d10+18)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Ram, Sonar Blast
Special Qualities: Construct Traits, Damage Reduction 15/ Adamantine, Dark Vision 60 ft. Immunity to Magic, Low-light Vision, Blindsight 120 ft. Cargo
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 35, Dex 8, Con --, Int--, Wis 11, Cha 1
Skills: ----
Feats: ---
Environment: Any aquatic
Challenge Rating: 25
Organization: Solitary
Alignment: Neutral
Advancement: ---
Level Adjustment: ---

"A huge clockwork whale bursts from the water and swims into the bay. You can hear gnomish laughter. They've been drinking again..."

The Whale Golem was developed by the Gnomish Nations as a way to explore the seas, not, we repeat not, as a drunken bet as has been widely reported.  Why the Gnomes are interested in exploring the oceans is unknown, but since they have a wide range of odd behaviors manifesting in their society no one really questions it.  After all there are Gnomes who collect Dragon poop.  Bizarre Golems should come as no surprise.  Most people believe they made it just to prove they could.


Ram (Ex): Whenever the Whale Golem does a charge it does 8d10+24 damage. If it uses this against a boat it has a 95% chance of capsizing the boat if it is 30 ft. long or less. Boats 31+ feet long have only a 50% chance.

Sonar Blast (Su): Once every 1d4 rounds the Whale Golem can focus it's sonar to unleash a devastating attack in a 120 ft. cone. It loses it's blindsight ability on any turn the Blast is used. Damage is 30d8 sonic and anyone in the cones area of effect must make a DC 39 Fortitude Save or be permanently deafened. They may also make a DC 39 Reflex Save for half damage.  Save DC is 10 plus 1/2 hit dice plus a +4 Racial Bonus.

Cargo: The Whale Golem can hold up to 16 small creatures (or 8 Medium) in its cargo hold, and contains enough air for 24 hours before it needs to resurface. Optionally it can hold cargo equal to its heavy encumbrance value.

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

Combat: On it's own the Whale Golem will blast any threat with it's Sonar before ramming it and then bludgeoning whatever is left repeatedly. If there are Gnome riders they can give it orders of course.

Construction: A Whale Golem is made from 30 tons of steel treated with rare alchemical compounds costing at least 50000 GP. Assembling the Body requires a DC 25 Craft (clockworks) check.

CL 30th; Craft Construct (see MM page 303), Craft Epic Arms and Armor, Animate Object, Geas/Quest, Cacophonic Burst, Caster must be 30th Level. Price 1000000 GP; Cost 500000 GP + 10000 XP

(https://i.imgur.com/C7hj5DR.png)

Whale Golem
"Greetings sirs!  May I present the new and improved Whale Golem mark 5!"

"It looks more like a clockwork submersible."

Expensive, But Great For Undersea Adventures

"It is, but Golems sell better than clockwork automatons.  The public is fickle."

"Aren't we the public?"

"Indeed."

"No sir, you're the press.  I have a great many customers among your kind.  You're practically a military unto yourself."

"Are we Harlan?"

"I am legally obligated not to answer."

Dark Secret

"What powers it?"

"We follow whaling ships, and call up the dead souls of the whales to pilot the clockworks."

"Holy (beep)..."

"There's no (beep) here sir."

"We're getting off track here... we need specs."

"We need to run screaming in the opposite direction Harlan."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:25:58 PM
Gunpowder Golem
Medium Construct
Hit Dice: 12d10 +20 (75 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
Base Attack/ Grapple: +9/ +11
Attack: Slam +10 melee (1d6+2)
Full Attack: 2 Slams +10 melee (1d6+2)
Space/ Reach: 5 ft./ 5 ft.
Special Attacks: Berserk, Engulf
Special Qualities: Construct traits, Damage Reduction 10/Magic, Darkvision 60 ft., Immunity to Magic, low-light vision, Explosive
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 15, Dex 11, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang ( 2-4) or battle group (10 –40)
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 13-24 HD (medium), 25-36 (large)
Level Adjustment: ---


"A shifting humanoid pile of dark powder shambles toward you. You think it might be a dust or ash golem until it slaps Sergeant Bertrand in the face and subsequently explodes. Here's hoping the rest of the front line doesn't share the sarge's smoking habit."

A Gunpowder Golem is made from gunpowder (or something similar) as it's name implies. It was of course invented by the Gnomes, who like inventing things almost as much as they like seeing them explode. It's also the reason Gnomes are banned in some polite societies.  Strangely the Panda Folk also make these golems, and they're known for being an ultra polite society.  But then who would suspect cute, innocent pandas of being mad bombers?

Berserk (Ex): When a Gunpowder Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Gunpowder Golem goes berserk there is no known method of re establishing control.  Once it has been berserk for 12 rounds, it explodes.

Engulf (Ex): A Gunpowder Golem can attempt to smother an opponent by engulfing it in combat. If it succeeds with a grapple check against an opponent it engulfs it.  Instead of regular grapple damage the victim begins to suffocate (see page 304 of the DMG), unless of course the opponent does not require air.  Either way, it also blinds the opponent as long as it maintains the Grapple.

Immunity to Magic(Ex): The Gunpowder Golem is immune to any spell or spell like ability that allows spell resistance. The one exception is anything doing fire or electricity damage (see below).

Explosive (Ex): If the Gunpowder Golem takes fire or electricity damage, it must make a Fortitude Save (Save DC equals the damage taken) or it explodes. Damage and the area of effect are based on Size and Hit Dice. Opponents in the area get a DC 20 Reflex Save for half damage unless they are being grappled by the Gunpowder Golem. Save DC is Constitution based with a Racial Bonus based on Size: Medium +4, Large +6.  Damage is 1d6  for every Hit Dice the Golem has (i.e. 12d6 for the basic model). Area of Effect depends on the Golems size: Medium is 40 ft. radius, Large is 80 ft. The explosions area of effect is covered by a thick cloud of smoke for 1d6 minutes afterwards (strong winds will dissipate this in 1d6 rounds instead). Entering the smoke has the same effect as breathing heavy smoke (see page 304 of the DMG). Needless to say this explosion also kills the Golem.  If the Golem is destroyed in another manner, it's 'lifeless' body is still explosive, and fire or electrical damage will still detonate it.

Combat: Gunpowder Golems realize their explosive nature.  They will avoid opponents with fire until they can get close enough to grapple, or do serious damage if fire is used against them.  If opponents have no obvious fire they charge in and go straight to the Engulf attack.  They generally hit the ground running straight towards targets if they are within range.  Gnome mages often teleport them into the midst of foes before hitting them with a Fireball.

Construction: A Gunpowder Golem is made from 200 pounds of gunpowder treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Fireball, Caster must be 11th Level (+3 CL for every HD over 12). Price 30000 GP; Cost 16000 GP + 640 XP

(https://i.imgur.com/KvYPjnB.png)


Gunpowder Golem
"Who wants to see something scary!"

"Regular scary, or Gnome scary?"

More Dangerous Than It's Worth

"Rude.."

"Accurate."

"Ha!"

"Tough crowd...would you like to see a demonstration of the Gunpowder Golem sir?"

"The WHAT??"

"Sweet!"

BOOM!

"Harlan...bad..."

"We cannot recommend a Golem more for breaking enemy fortifications!"

"Its still a bomb."

"There's no smoking here sir."

"Maybe some of us like to live dangerously."

"Harlan!"

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:26:18 PM
Marble Golem
Large Construct (Fine Construct as a Swarm)
Hit Dice: 11d10+30 (90 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Size, +1 Dex, + 8 Natural), touch 10, flat-footed 17)
Armor Class as a Swarm 20 (+8 Size, +1 Dex, +1 Natural), touch 19, flat-footed 19)
Base Attack/ Grapple: +8/ +16
Attack: Slam + 11 melee (1d8+4)
Full Attack: 2 Slams +11 melee (1d8+4)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Berserk, Marbles, Distraction
Special Qualities: Construct Traits, Damage Reduction 15/Bludgeoning, Darkvision 60 ft., Immunity to Magic, Low-light Vision, Scattering Death  (also Distraction, Immune to Weapon damage, and Swarm traits in Swarm form)
Saves: + 3, Ref +4, Will +3
Abilities: Str 18, Dex 12, Con --, Int – Will 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 12-18 HD (Large)
Level Adjustment: ---


"Fuuuck I hate Gnomes..."

Marble Golems are humanoid figures composed of thousands of glass balls formerly used as children's toys.

Berserk (Ex): When a Marble Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Marble Golem goes berserk there is no known method of re-establishing control.

Marbles (Ex): Once per round as a Swift action a Marble Golem can scatter and become a Swarm of living, moving marbles. It covers a 20 ft. area, and anything entering the area is subject to a free trip attack that does not provoke an attack of opportunity. If the trip attack is successful, the opponent takes 1d6 damage. The golem itself is considered a swarm of thousands of Fine sized constructs, and has appropriate swarm traits in this form (i.e. Distraction, Immune to Weapon Damage, etc) with 2 exceptions: It doesn't get the usual Swarm attack, just the special trip attacks. And it doesn't suffer the penalties from wind based attacks swarms of Fine sized creatures usually do.  It may reform again as a Swift Action as well.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.  The Marble Golem may only use this attack after it has used it's Marbles ability to temporarily become a Swarm.

Immunity to Magic(Ex): The Marble Golem is immune to any spell or spell like ability that allows spell resistance, with the exception of Shatter.

Scattering Death (Ex): Upon being killed a marble golem covers a 20 ft. area with marbles. Anything entering or leaving this area must make a DC 15 Balance check or fall prone taking 1d6 subdual damage.

Combat: Gnomes usually have Marble Golems act as spoilers, using their Marbles attack to throw the enemy into disarray.

Construction: A Marble Golem is made from 500 pounds of glass marbles treated with rare alchemical compounds costing at least 500 GP. Assembling the Body requires a DC 20 Craft (glassblowing) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Caster must be 11th Level. Price 32000 GP; Cost 16000 GP + 640 XP

(https://i.imgur.com/LoAU1sF.png)

Marble Golem
"Greetings sirs!  May I present the new Marble Golem!"

"The military must be running low on ideas..."

Not A Children's Toy, And We Shouldn't Have To Say That

"You wound me sir."

"What's it for?"

"Guarding children sir."

"A guardian for children...refresh my memory Harlan, don't Golems occasionally go berserk?"

"Indeed they do."

I Can't Believe This Got Past Marketing

"What's to prevent on of these things from punting a child?"

"Why, our new spirit binding technology sir!"

"So they don't go berserk?"

"Not that you can prove..."

"We're journalists you know."

"Get out."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:26:35 PM
Bell Golem
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/ Grapple: +9/+20
Attack: Slam +15 melee (2d10+7+1d10 Sonic)
Full Attack: 2 Slams +15 melee (2d10+7+1d10 Sonic)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Berserk, Bell-like Fists, Bong
Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Darkvision 60 ft., Immunity to Magic, Low-light Vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con --, Int --, Wis 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary, or Gang (2-4)
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: 13-18 HD (large), 19 –33 HD (huge)
Level Adjustment: ---

"An' ah swear, standin' in front of the church is a frickin' Golem whose body looks ter be a huge bell. The local clergy is either putting on airs, or one a' them's made a drunken bet again..."

Originally conceived by a group of clerics known for their spectacular displays of public drunkenness, these are primarily the guardians of churches and the like.  They appear to be a large, metal, bell shaped humanoid with bell like fists.

Bell-Like Fists (Su): The Bell Golem's hands are replaced with large metal bells that bong loudly when striking a victim doing +1d10 Sonic Damage.

Berserk (Ex): When a Bell Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Bell Golem goes berserk there is no known method of re-establishing control.

Bong (Su): The Bell Golem's somewhat hollow body is a large bell itself, and it bongs loudly when struck, especially by blunt weapons. When hit by a weapon everyone within a 20 ft. radius takes Sonic damage equal to half the damage done by the weapon hit (full damage if it was a blunt weapon).

Immune to Magic (Ex): Bell Golems are immune to any spell or spell like ability that allows Spell Resistance. However, spells doing Sonic Damage cause it to Bong, doing half the spells damage to everyone else within 20 ft.

Combat: Bell Golems tend to wade in and start smacking away. They don't really have any sense of tactics other than to go for opponents with blunt weapons first.

Construction: A Bell Golem is made from 600 pounds of brass and other metals treated with rare alchemical compounds costing at least 2000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Shout, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

(https://i.imgur.com/ZkTM6Bx.png)

Bell Golem
"Good...evening?"

"It is for some us."

Not Many Golems Can Be Attributed To Alcohol, And That's A Shame

"Scuse' me...HWARF!"

"There's something you don't see at a military arms convention every day."

"Ah...how can I ... help you?"

"What in the 9 Hells is that thing?"

"Oh that's the Church Golem."

Church Of Bubnoff Approved!

"Your church approves of day drinking?"

"We're all about the day drinking."

"So what's the deal with the Golem?"

"We made it out of some old church bells."

"So stealth isn't an option.  Not that that's an option with most Golems anyway."

"Please stop speaking...it makes my head hurt."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:27:38 PM
Putty Panda
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/ Grapple: +7/ +26
Attack: Slam + 13 melee (1d10+7)
Full Attack: 2 slams +13 melee (1d10+7)
Space/ Reach: 10 ft./10 ft.
Special Attacks: Berserk, Adhesion, Smother, Improved Grab
Special Qualities: Construct Traits, Damage Reduction 10/ Bludgeoning and Adamantine, Darkvision 60 ft., Immunity to Magic, Low-light
Vision, Immune to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 8, Con --, Int --, Will 11, Cha 1
Skills: ---
Feats: ---
Environment: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: 11-18 HD (large)
Level Adjustment: ---


"Y'know...even from here I just know that thing is trouble..."

One of the few Golems known whose design is obviously deranged, and that ISN'T a creation of the Gnome Kingdoms, the Putty Pandas are the guardians, and sometimes foot soldiers, of the Pandafolk.  It appears to be a large anthropomorphic Panda made from abpout 600 pounds of some sort of sticky putty.

Berserk (Ex): When a Putty Panda enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Putty Panda goes berserk there is no known method of re establishing control.

Adhesion (Ex): Putty Pandas are incredibly sticky. Anyone striking them with a weapon must make a DC 15 Reflex Save (Save DC is Con based) or their weapon is stuck to the Putty Panda. They will have to succeed in a Grapple check to pull it free. Putty Pandas receive a +8 Racial Bonus to Grapple checks.

Improved Grab (Ex): A Putty Panda that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Smother attack on any opponent 1 Size Class smaller than itself. Due to it's adhesive nature the Putty Panda can grapple a creature of any size class.

Smother (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Putty Panda begins to suffocate (see DMG page 304).

Immune to Magic (Ex): Putty Pandas are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Putty Pandas usually just charge and grapple. They aren't really bright or subtle.  And of course they're made for grappling, so they may as well take advantage of it.


Construction: A Putty Panda is made from 600 pounds of silly putty treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Web, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

(https://i.imgur.com/O2PVlQQ.png)

Putty Panda
"Welcome to Panda Po's Putty Emporium!"

"I didn't know the government was letting in outsiders this year."

A Sticky Situation

"Diversity in military arms is a good thing."

"True enough.  What's that made out of?"

"Our patented extra secret sticky putty."

"So it sticks to things?"

"No sir, things stick to it."

Wildly Popular As Guards

"That's splitting hairs a bit finely isn't it?"

"Only aggressive individuals stick to it sir."

"I can't help but notice it's stuck to the floor..."

"This is just a display model sir."

"So how do we arrange to see one in action?"

"PANDA POWERS ACTIVATE!"

"I had to ask...."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:27:55 PM
Booze Golem
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:+7/+20
Attack: Slam +15 melee (1d8+9)
Full Attack: 2 Slams +15 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf, Berserk, Intoxication, Improved Grab
Special Qualities: Construct Traits, Immunity to Magic, Darkvision 60 ft., Low Light Vision, Damage Reduction 10/-, Fluid Body
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 29, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills:-
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating:10
Treasure: None
Alignment: Always Neutral
Advancement: 11-15 HD (large), 16 –30 HD (huge)
Level Adjustment:---

"Dude...dude we SO have to fight this monster.."

Long beloved by Gnomes, Dwarves, and Halflings (who all claim to have invented it), the Booze Golem is a tall, vaguely humanoid shape composed of some form of alcohol. They think of it as a way to have the Rum protect itself when the army is on the march. There is a secret code word which, when said, will make the Golem dissolve back into a pile of alcohol. This code word is chosen by it's creator at the time it is made, and only works for him. 

Berserk (Ex): When a Booze Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Booze Golem goes berserk there is no known method of re establishing control.

Improved Grab (Ex): A Booze Golem that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Engulf attack on any opponent 1 Size Class smaller than itself.

Engulf (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Booze Golem begins to drown (see DMG page 304). If it escapes drowning it risks becoming intoxicated (see below).

Intoxication (Ex): Each round a living, corporeal opponent is Engulfed it must make a Fortitude Save. DC of the Saving Throw is 10 plus half hit dice plus Constitution modifier, plus a Racial Bonus based on the type of alcohol the Golem is composed of (Ale, Diluted Spirits, or Wine +1/Fortified Wine or Stout Ale +2/Most Spirits +3/Strong Spirits +4/Dangerous Spirits +5). The opponent gains a cumulative -2 to the Saving Throw roll per round engulfed. If he fails he takes 1d2 temporary Dex and Wisdom damage each time the Saving Throw is failed. If Wisdom is reduced to 0 the opponent passes out. If Dexterity is reduced to 0 the opponent is helpless, but just barely conscious. If both go to 0, the opponent must make a second Fortitude Save (same DC) to avoid alcohol poisoning. If he fails he takes 1 temporary point of Con damage every 10 minutes until death, or his stomach is purged. Neutralize or Delay Poison will stop or delay this, and creatures immune to poison are immune to Intoxication. Once the encounter is over the opponent regains 1 point of Wisdom and Dexterity each hour, providing it consumes no more alcohol. Constitution damage from alcohol poisoning heals 1 point per day as usual.

Immunity to Magic (Ex): A Booze Golem is immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire damage. Fire spells cause it to explode if it fails a Fortitude Save (the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.  This destroys the Golem.

Fluid Body (Ex): The Booze Golem can take a Full Round action to pass through any porous barrier (i.e. a fence or net, not a solid wall) without slowing movement. At rest it appears to be a puddle of alcohol.

Combat: Booze Golems go straight for the Grapple, and when one opponent is stone drunk (or dead) they move on to the next.

Construction: A Booze Golem is made from 72 gallons of alcohol costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Animate Water, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

(https://i.imgur.com/YffEpbF.png)

Booze Golem
"Welcome to the Church of Bubnoff!"

"Weren't we just at your table?"

A Swiftly Growing Tradition Of 'Sploding Golems

"Maybe.  I've been a little drunk on the Golems..."

"The Golems are made of alcohol?"

"Yup.  Now the rum can march with the soldiers and defend them."

"Is it still flammable?"

"Of course."

Wildly Popular Among Soldiers

"Isn't that a tad dangerous?"

"Only if you're near fire."

"It'll be on battlefields.  There's always fire."

"Just have them run away from it.  You gotta save the booze."

"I can't tell if this is genius or insanity."

"We're thinking of making them sentient this year."

"And insanity just won out..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:29:32 PM
Poop Golem
                      Large Construct
Hit Dice:             10d10+30 (85 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +7/+18
Attack:               Slam +13 melee (2d6+7 plus Foulness)
Full Attack:          2 Slams +13 melee (2d6+7 plus Foulness)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Berserk, Unbegotten Foulness, Disturbing Presence, Improved Grab, Smother
Special Qualities:    Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60 ft., low Light Vision, Immunity to Magic
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills:               --
Feats:                --
Environment:          Any
Organization:         Solitary or Latrine (3-6)
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment:     ---

"We...are NOT...fighting that.  I don't care what the General threatened us with."

The origin of the Poop Golem is largely unknown.  They have appeared in several Dwarf/Elven conflicts on both sides, and the origin was assumed to be with them.  The Dwarves claim the Elves are too lazy to do mundane matters such as dig latrines, so they animate their waste to wreak havoc on the Dwarven lines.  The Elves have countered this claim by stating that Elves do not, in fact, poop.  The Dwarven legions response was to refer to the Elves as "a bunch of fruity, lying bastards".  Despite claims by either side, the Golems seem to attack both sides at random, meaning there is likely a third race at work.  Probably Gnomes.  Can't trust them Gnomes.  No sir.

Berserk (Ex): Each round it is in combat there is a 1% chance the Golem goes berserk.  It will attack the nearest living creature, or smash smaller objects each round until nothing is left before moving on to continue the destruction.  There is no known method of reestablishing control once the Golem is Berserk.

Improved Grab (Ex): If the Golem succeeds with a Slam attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity.  It will then usually Pin it's victim, or Smother if it's small enough.

Smother (Ex): If the Golem successfully Grapples an opponent at least 2 Size Categories smaller than itself it may Smother them with a successful Grapple check.  Each round it maintains the Grapple  causes the victim to Suffocate (See DMG page 304).

Unbegotten Foulness (Ex): Poop Golems smell so bad that any living creature within 60 ft. must make a DC 20 Fortitude Save (Save DC is Con based with a +5 Racial Bonus) or be Nauseated as long as they remain within 60 ft. of the Golem and for 1d6 rounds thereafter.  A successful Save means the victim is only Sickened instead.  If the Golem successfully strikes or Grapples an opponent they will be required to make another Save each time, and it will stink for 1d6 days afterwards (during this time it automatically fails all Hide checks, cannot use Scent if it has the ability, and anything tracking it by Scent has a +8 Circumstance Bonus on the rolls) whether the Save is made or not. If the victim has Scent it will be Sickened until this effect wears off.  Opponents with Scent take a -4 Circumstance Penalty on Saves against this ability.

Disturbing Presence (Ex): Massive amounts of vermin roam over the golem and swarm the air around it.  Anyone within 10 ft of the Golem must make a DC 15 Willpower Save or be Nauseated for 1 round as they get bitten and crawled upon (Save DC is Con based).  Spellcasting or concentrating on spells requires a Concentration Check (DC 20 plus spells level), and using skills  requiring patience and concentration requires a DC 20 Concentration check.  In addition if the first Save is failed the victim must make a second DC 15 Willpower Save (Save DC is Charisma Based with a +5 Racial Bonus) or be Shaken for 2d6 rounds.  If either Save is successful the victim is immune to this Golems Disturbing Presence for 24 hours.

Immunity To Magic (Ex): Poop Golems are immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire or Cold damage. Spells doing Cold slow the Golem down as the Slow spell for 4 rounds (no Save). Fire spells cause it to explode if it fails a Fortitude Save(the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.  This destroys the Golem.

Combat: Poop Golems always go for the Grapple.  Always.  It's like they know you hate that option the most.

Construction: A Poop Golem is made from 600 pounds of feces treated with alchemical compounds costing at least 100 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Contagion, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

(https://i.imgur.com/SdMsvqO.png)


Poop Golem

"What is that smell?"

Truly The Most Feared Of Golems

"Welcome to the Outhouse!  We make very special Golems!"

"The Golems seem o be made of excrement..."

"Building material is common and nigh well infinite!"

"It's unsanitary though."

"Imagine how terrified the enemy will be!"

Hated By Everyone

"Does it come with a Cleric on contract?  You'll need one."

"Cleric on contract? AHAHAHAHAHAHAHA!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:30:01 PM
Pan-Da
Medium Fey
Hit Dice: 5d6+10 (27 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, + 4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Claw + 6 melee (1d4+4)
Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee ( 1d6+2)
Space Reach: 5 ft./ 5 ft.
Special Attacks: Pipes, Spellcasting
Special Qualities: Damage Reduction 5/Cold Iron, low-light vision, Wild Empathy, Spell Resistance 15
Saves: Fort: +3, Ref + 5, Will + 5
Abilities: Str 18, Dex 13, Con 14, Int 15, Wis 13, Cha 18
Skills: Bluff + 8, Climb +8, Concentration + 6, Diplomacy +8, Handle Animal + 8, Heal +5, Hide +5, Intimidate +8, Knowledge (Nature) + 6, Listen + 6, Move Silently + 5, Search + 6, Sense Motive +8, Spellcraft +6, Spot + 5, Survival + 5
Feats: Alertness, Endurance, Self-Sufficient
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 4 without pipes, 5 with
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 6-7 HD (Medium), 8-12 HD (Large)
Level Adjustment: --

"Stop me if you've heard this one..."

"NO MORE PUNS!!!"

"Well fine Mr. Touchy Wizard, I just guess I'll settle for doing things to you while you're sleeping."

The Pan-Da appears to be a slightly anthropomorphic panda with short stubby horns (or moose antlers), carrying reed pipes. Some even have cloven hooves for feet. They are whimsical forest guardians, preferring bamboo or pine forests to all others. Approached respectfully (or if offered wine, bamboo or honey) they can be excellent guides and helpers. Otherwise your in deep trouble as it decides to spend all it's time pulling pranks on you, or telling bad puns until you wish for death.  They stand about 6' tall, weighing in at 350 pounds, and speak Common and Sylvan.

Pipes (Su):  Pan-Das can play a variety of magical tunes on their pan pipes. Usually, only one Pan-Da in a group carries pipes. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a DC 17 Will save or be affected by Charm Person, Sleep, or Fear (caster level 10th; the Pan-Da chooses the tune and its effect).

In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

Spellcasting: The Panda casts spells as a 5th Level Bard.

Typical Bard Spells Known (3/4/1; Save DC 14 plus spell level)
0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation.  1st:  Charm Person, Disguise Self, Grease, Hideous Laughter.  2nd: Invisibility, Mirror Image, Suggestion.

Wild Empathy (Ex): This is identical to the Druid class feature, except the Pan-Da has a +6 Racial Bonus on the roll.

Combat: Pan-Da's usually avoid combat, using their Pipes or spells to lead opponents into trouble. However should this fail they have no problem wading in and beating the unholy crap out of individuals. Groups are another matter....groups they pick at one by one from the cover of the forest.

(https://i.imgur.com/JGlPIU5.png)


Pan-Da
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my consistently befuddled assistant Jim!  Today on Wild Kingdom we'll be coming to you live from Alfheim!  With us is Deathmango Johnson, a member of a local Fey species known as Pan-Da's.  Which given their appearance is a horribly bad pun."

Pun-ishing Conversationalists
"The Pan-Da's are well known for bad puns Harlan."

"Ladies, if he can’t appreciate your fruit jokes, you need to let that mango."

"Apparently they also like inserting non-sequiturs into conversation."

Eminently Bribeable
"The Fey can be difficult to understand Jim."

"Kind sir, we provide valuable services as guides for those providing us with a small fee of food.  We also give advice."

"I could use some advice."

"Never ask a horse for advice.  They are a bunch of neigh sayers."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:31:10 PM
Fairy Shrimp
Diminutive Fey (Aquatic)
Hit Dice: 1d6+1 (4 hp)
Initiative: +4
Speed: 20 ft. Swim (4 squares), 40 ft. Flying (good)
Armor/Class: 18 (+4 Size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/ -15
Attack: Nip +1 melee (1d3-3)
Full Attack: Nip +1 melee (1d3-3)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Spells
Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious, Spell Resistance 17
Saves: Fort +1, Ref + 6, Will + 3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana) +4, Spot + 5
Feats: Dodge
Environment: Warm Marshes
Organization: Solitary or Swarm (10 to 40)
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: -

"Leroy?"

"What Jebediah?"

We had too much Shine? Or are the Crawdaddies floating 'round us on wings?"

"Naw.  Naw they's flyin'."

Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effective you run with what you're good at. They speak Common and Sylvan.

Spells: Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice.   

Typical Sorceror Spells Known (5/4; Save DC 13 plus spell level)
0: Dancing Lights, Detect Magic, Message, Prestidigitation.  1st:  Color Spray, Sleep. 

Combat: Fairy Shrimp rarely resort to physical combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion.  If pressed they will flee and return later with help.

(https://i.imgur.com/gLJjyvq.png)

Fairy Shrimp
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and today Jim and I seem to have been led astray by our guide and we are now lost on the outskirts of a marsh."

Local Guardians
"We have company Harlan."

"Explain yourselves evil-doers."

"We aren't evil, we just trusted a Pan-Da."

You Are Feeling Sleeepy...
"Evil is a subjective term, especially for shellfish."

"You must be a Wizard."

"Why do you say that?"

"He thinks Evil is debatable, and he's traveling with a clone.  Now, if you'll both look into our eyes this will all be over shortly."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:31:30 PM
Dire Nymph
Medium Fey
Hit Dice: 8d6+32 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 15 ft.
Armor Class: 15 (+1 Dex, +2 Deflection, +2 natural armor), touch 13, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Greatclub +8 melee (2d8+6)
Full Attack: Greatclub +8 melee (2d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fury, Spell-like abilities, Spells, Stunning Glance
Special Qualities: Damage Reduction 10/ cold iron, low-light vision, powerful build, Unearthly grace, wild empathy
Saves: Fort + 8, Ref + 9, Will + 11
Abilities: Str 18, Dex 12, Con 18, Int 16, Wis 17, Cha 15
Skills: Concentration +11, Climb +10, Diplomacy +10, Handle Animal +11, Heal +12, Hide + 10, Intimidate +7, Listen +12, Move Silently +10, Ride +8, Sense Motive +12, Spot, +12, Swim +12, Use Rope +6
Feats: Combat Casting, Power Attack, Cleave
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 9-13 HD (Medium), 14-18 HD (Large)
Level Adjustment: ---

"WHAT DID YOU JUST CALL ME!?!?!?!"

Dire Nymphs were formerly Nymph's of exceptional beauty (and vanity). Eventually some ticked off a Gawd or some other powerful entity who cursed them to become more....thickly muscled (for lack of a better term). They were also stripped of their ability to blind voyeurs, giving them an ever building sense of rage.  The Nymph ideal of hawtness does not involve being anything less than petite, and it is wise not to point out their new condition.  In any event, most Dire Nymphs left their seclusion and headed for more urban areas. They were quickly nicknamed "Dire" Nymphs by the less wise (who were promptly beaten within an inch of their lives). Nowadays they are rarely referred to as Nymphs in their presence (many going out of their way to find as polite as euphemism as they can). Many now find occupations as cheap muscle for hire.  Or as backup for the Rangers.  They speak Common and Sylvan.

Fury(Ex): If a Dire Nymph is in any way insulted or angry (and they insult easily) or is hurt or in combat, she goes into a Fury. This is similar to the Barbarian Rage ability and lasts as long and has the same restrictions. But instead of the standard ability adjustments the Nymph gains immunity to the following: Confused, Dazed, Dazzled, Fatigued, Fear, Nauseated, Paralysis, Sickened, Staggered, Stunned, and all Mind Affecting effects. She also is immune to pain and takes no penalties from spells like Symbol of Pain.

Stunning Glance (Su):An angry Dire Nymph may stun a creature within 30 feet with a look as a Swift Action. It must make a DC 16 Fort save or be Stunned for 2d4 rounds. Save DC is Charisma based.

Spells: A Dire Nymph casts spells as a 9th level Druid. Typical Druid spells prepared (6/5/5/4/2/1, Save DC is 13 plus spell level). 0=Detect Magic, Guidance x3, Resistance x2. 1=Jump, Foundation of Stone (Spell Compendium), Longstrider, Ram's Might (Spell Compendium), Shillelagh. 2=Barkskin, Bear's Strength, Bull's Endurance, Mountain Stance (Spell Compendium), Spider Climb. 3=Lion's Charge (Spell Compendium), Thunderous Roar (Spell Compendium), Tremor (Spell Compendium). 4=Essence of the Raptor (Spell Compendium), Spark of Vitality (Spell Compendium). 5=Stoneskin.

Spell-Like Abilities (Sp):  Dimension Door 1/day, caster Level 9th.

Powerful Build (Ex): Whenever a Dire Nymph 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 Dire Nymph is treated as one size larger if doing so is advantageous to her.

A Dire Nymph 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 her. A Dire Nymph can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Unearthly Grace (Su):A Dire Nymph adds her Charisma bonus to her Saves and as a Deflection Bonus to her Armor Class.

Wild Empathy(Ex): This works like the Druids class feature except the Dire Nymph has a +6 racial bonus on the check.

Skills: A Dire Nymph 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: Dire Nymph's usually buff themselves as much as possible before combat if they know it's coming. Unless the Fury takes them. Then they tend to simply go berserk and wade into the fight.

(https://i.imgur.com/p23qtEw.png)

Dire Nymph
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my poor assistant Jim!  Today on Wild Kingdom we'll be talking to 'Titan' Jethica, Headmistress of the local Royal Gardens.  Jim has been trying to avoid giving offense in conversation..  Jim?"

Often Mistaken for Half Giants
"Need a little help here Harlan."

"Nonsense Jim, you've been doing fine."

"I WILL KILL YOU!  I WILL EAT YOUR CHILDREN!"

Don't Mention 'The Incident'

"Clearly Harlan, we have differing standards of 'fine'."

"Madam, what can Jim have said to vex you so?"

"HE ASKED IF I WAS A NEW SUBSPECIES OF MY KIND!."

"Ah.  Yes.  Uh...Jim, there are certain things you can't say to the local Nymphs."

"In my defense, I didn't know she was one.  I didn't go blind after all.  My sincerest apologies miss, I meant no offense."

"I still might eat your children."

"I can assure you, I have none."

"So you're available for shenanigans then?"

"I swear, I simply do not know how things work here..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:32:22 PM
Habanero Dryad
Medium Fey
Hit Dice: 4d6 (14 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+ 4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/ +2
Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 ranged
Full Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 Ranged
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Improved Grapple, Pepper Spray, Spell-like Abilities, Spicy Grapple
Special Qualities: Damage Reduction 5/cold iron, plant dependent, wild empathy
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: Escape Artist +9, Handle Animal +11, Hide +11, Knowledge (Nature) +11, Listen +9, Move Silently +11, Ride +8, Spot +9, Survival +9 (+11 above ground), Use Rope +4 (+6 w/Binding)
Feats: Great Fortitude, Weapon Finesse
Environment: Warm Forests
Organization: Solitary or group (4-7)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: -


"Hey baby you look cold."

Habanero Dryads appear similar to normal Dryads except their hair is leafy and their skin is green instead of wooden (the exception being their chest and abdomen which are a bright orange. And like most brightly colored things this is nature's way of saying 'do not touch'. Instead of being linked to a tree they are linked to a Habanero bush. This gives them some minor protection as some cultures value the Habanero for food, and virtually no animals want to eat them. Unfortunately for the local populace they will soon find out that Habanero Dryads are far more frisky than regular ones, and they're always on the hunt for trouble. To the detriment of potential encounters, Dryad sweat contains capsaicin, the chemical that makes peppers hot. Simply embracing one has it's perils. Habanero Dryads speak Common, Elven, and Sylvan.

Improved Grapple (Ex): Habanero Dryads are experts at grabbing onto and hugging recalcitrant humans. They may make grapple attempts without provoking an attack of opportunity.

Pepper Spray (Ex): Once per round as a standard action a Habanero Dryad can hock a loogie at anyone within 20 feet. This is a ranged attack, and if it is successful the victim must make a DC 12 Fortitude (Save DC is Constitution based) Save or be Blinded for 1d4 rounds. If the Dryad confirms a critical hit, the victim does not get a save.

Spicy Grapple (Ex): Habanero Dryads can sweat capsaicin at will. While grappling a victim they work it into his skin as much as possible. In addition to regular grappling damage, a victim must make a DC 12 Fortitude Save (Save DC is Constitution based) each round it is in the grapple or be Dazed for 1 round, and Sickened for the duration of the Grapple and 1d4 rounds thereafter.  Prolonged exposure (more than 10 rounds) causes actual chemical burns doing 2 points of acid damage a round thereafter. If the Grapple check is a natural 20, roll again as if confirming a critical hit. If successful the Dryad has worked the stuf into her opponents eyes, blinding him for 1d6 rounds if he fails a DC 12 Fortitude Save, and for 1 round if he makes it (Save DC is Constitution based).

Plant Dependent (Su): The Habanero Dryad is mystically bound to her pepper bush and can't stray more than 300 yards from it. Those who do become ill and die within 4d6 hours. The bush does not radiate magic.

Spell Like Abilities (Sp): At Will: Barkskin, Entangle, Speak With Plants,
3/Day: Charm Person, Poison, Cloudkill
1/Day: Suggestion

Wild Empathy (Ex): This power works like the Druids class feature, except that the Dryad has a +6 Racial bonus on the check.

Combat: Similar to most Dryads really. They use their spell like abilities to charm potential problems. Or they spit pepper juice in their eyes and grapple till they give up.

(https://i.imgur.com/IWqVTC0.png)

Habanero Dryad
"Sigh.  Lets get this over with."

No Hugging!

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

"That's a helluva thing to say to a woman you just met."

"He's a Ranger.  They're blunt.  I'm a Wizard.  I'm worse."

"Then I'll be blunt too: whats in it for me?"

"The satisfaction of doing a good deed?"

Frustrating To Deal With

"AHAHAHAAHAHAHA!"

"You won't get personally blown up by me in a fit of pique..."

"He'll do it too.   He's crazy."

"Try the Cactus Dryads at the edge of the forest."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:32:44 PM
Cactus Dryad
Medium Fey
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Fist +4 melee (1d4+1 plus 1d6 Piercing)
Full Attack: 2 Fists +4 melee (1d4+1 plus 1d6 Piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Thornskin
Special Qualities: Damage Reduction 5/Cold Iron, Cold Vulnerability, Cactus Dependent, Immune to Heat, Wild Empathy
Saves: Fort +3, Ref +6, Will +7
Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 16
Skills: Handle Animal +5, Hide +9, Intimidate +10, Knowledge (Nature) +9, Listen +8, Move Silently +9, Search +6, Sense Motive +8, Spot +8, Survival +6, Use Magic Device +5
Feats: Improved Toughness, Weapon Finesse
Environment: Warm Deserts
Organization: Solitary, or Clsuter (4-7)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By Character Class
Level Adjustment: -

"Oopsie!"

Cactus Dryads are similar to regular Dryads except they're tied to a Cactus as opposed to a tree. They're quite lonely living all alone out in the desert by themselves. Much information can be gotten from them by simply chatting with them.  Cactus Dryads are green-skinned women covered in cactus needles.  Cactus Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will Briar Web (DC:15), Camouflage, Speak With Plants
3/day: Critical Strike, Forestfold, Quill Blast (DC:18)
1/day: Dehydrate (DC:16)

Caster Level 6, Save DC's are Wisdom based. All spells not listed in the PHB should be in the Spell Compendium.

Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapple checks. Anyone striking them with an unarmed strike or natural weapon, or making a Grapple attempt against  them takes 1d6 points of piercing damage.

Cactus Dependent (Su): This is the same as the standard Dryad's Tree Dependency, except it involves a cactus (see page 90 of the Monster Manual).

Wild Empathy (Ex): This power works like the Druid's Wild Empathy Class Feature except the Dryad has a +6 Racial Bonus on the check.

Combat: Generally the Dryads will Camouflage themselves and Hide. If the opponents are close they'll cast Critical Strike and try to surprise them, if not they'll use Quill Blast. Or Briar Web and then Dehydrate.

(https://i.imgur.com/VxFByA8.png)


Cactus Dryad
"Careful.  Cactus Dryads can be prickly."

DANGER HUGS!

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

"What the hell did you just say?

"We're trying to track down an artifact said to be held by Dryads here."

"Who's we?"

"We're a couple of insurance company employees turned adventurers out of necessity."

Spookier Than the Average Dryad

"You're joking, right?"

"Afraid not."

"Now about that Cheek..."

"Try the Seaweed Dryads further down the coast."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:33:04 PM
Seaweed Dryad
                      Medium Fey (aquatic)
Hit Dice:             4d6+8 (22 hp)
Initiative:           +0
Speed:                Swim 30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Grapple +6 (Grapple)
Full Attack:          Grapple +6 (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Improved Grab, Constrict (2d3+8)
Special Qualities:    Damage Reduction 5/Cold Iron, Seaweed Dependent
Saves:                Fort +5, Ref +4, Will +4
Abilities:            Str 19, Dex 10, Con 14, Int 15, Wis 11, Cha 18
Skills:               Escape Artist +7, Hide +14 (+18 in Seaweed), Knowledge (Nature) +11, Listen +7, Move Silently +11, Spot +7, Survival +7 (+9 above ground), Swim +19
Feats:                Great Fortitude, Skill Focus (Hide)
Environment:          Warm or Temperate Aquatic
Organization:         Solitary, or
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     --


"So...come here often sailor?"

Seaweed Dryads appear as greenish women with long hair made of seaweed.  They are sometimes a little friendlier to sailors than land Dryads are to people, but they are somewhat deadlier as well.  Even the animals leave them alone.  Not so much because they're more powerful, they're just more willing to do some damage.  Seaweed Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): Caster Level 6, Save DC's are Wisdom based.
At will: Entangle (DC 11), Kelpstrand, Speak With Plants
3/day: Water Breathing, Charm Person (DC 11), Commune With Nature
1/day: Suggestion (DC 13)
Spells not in the PHB may be found in the Spell Compendium.

Improved Grab (Ex):  The Seawead Dryad may make a Grapple attempt without provoking attacks of opportunity.

Constrict(Ex): The Seaweed Dryad does 2d3+8 with a successful Grapple check.

Seaweed Dependent (Su): This is the same as the Tree Dependent ability regular Dryads have (see MM page 90-91), except instead of a tree it's a patch of seaweed.

Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial Bonus to Swim checks.  they may always take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell.  Then they Grapple.  If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found.  Usually they hide if they think they can't confront someone.

(https://i.imgur.com/1oj2KLH.png)

Seaweed Dryad
"This is getting tedious."

Capricious

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

"What, no introduction?

"I'm Harlan Jurgens, and this is my friend Jim."

"And what makes you think I have the Cheek?"

"The Cactus Dryad."

Sometimes They Can Be 'Drowney'

"Those (beeeeeeeep)!"

"Saw that coming..."

"So do you have it?"

"Try the Moss Dryads back towards the forest."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:33:22 PM
ORC AMAZONS

(http://Picture URL if you have one)
   
"The red headed Dwarf is mine."

 Once upon a time an Orc tribe was uprooted from it's ancestral home.  It journeyed across the world looking for a new place, growing smaller as it went due to attrition.  The men insisted on constantly fighting to get what the tribe needed or wanted, and it cost them many lives.  Eventually they came upon an idol in the jungle that spoke to them, and claimed to be a deity.  Surprisingly it actually was a deity as opposed to some poseur Outsider who wanted to fool with a band of refugees.  By this time they were down to a handful of women and children (all female), and one old male Orc who was on his last legs.  The deity vowed to help and support the tribe, and make it prosper if they accepted it.  The Orcs agreed after some conversation.  After all what had Gruumsh done for them?  They were exiled and all their men dead.  Plus in Orc society they'd always been property anyway. 

So they accepted the Deity's offer, and she revealed herself as a Female Orc named Tealeaf.  They were however perplexed at how they were going to prosper with no men.  Tealeaf showed them how to make the first Dating Clubs, and told them to go forth from the Jungle to the nearby humanoid settlements and "convince" other humanoid men a nights work was in their best interest.  This has led to the Amazons being a rather odd looking bunch of Orcs, but their mixed blood certainly has some advantages.

ORC AMAZON RACIAL TRAITS
·   +2 Constitution, -2 to one stat of your choice. (Please note that this is not a template to be added to an Orc, these are the stats that will be used).
·   Size Class: Medium
·   Type: Humanoid with the Orc subtype, and any one other humanoid subtype (elf, human, goblinoid, reptilian, etc.).  If a PrC requires a particular Racial Subtype that you have, you may qualify for that class (i.e. you may become a Dwarven Defender if Dwarf is your other Racial Subtype).
·   Base speed: 30 ft.
·   Dark Vision 60 ft.
·   Racial Impurities: When using a magical item/effect that gives penalties to one of your Racial Subtypes, or if someone is using a magic item/effect against you that gains a bonus against one of your Racial Subtypes you can make a Use Magic Item check as an Immediate Action.  If you can beat a DC 20, you do not count as that Racial Subtype for 1 hour.  You gain the benefits of any item that provides them to one of your racial subtypes as normal.
·   The Orc Amazons have a +4 Racial Bonus on Survival checks.
·   Automatic and Bonus languages: The Orc Amazons automatically speak Orc and Common.  Bonus languages depend on where they live, and are generally those of neighboring races.
·   Favored Class: Any class with Survival as a Class skill, the player must choose 1 class at creation and this is the Amazon's Favored Class.

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years


HEIGHT AND WEIGHT  
 Base Height: 4'5"
 Height Modifier: +2d12
 Base Weight: 110 lbs
 Weight Modifier: x2d6

ORC AMAZON CHARACTERS
 If the group needs a gung-ho, take no prisoners skirmisher, the Amazon is your girl.  Most will multiclass enough to be capable outside of combat as well.  Many make great soldiers, scouts, or saboteurs.
 Adventuring Race: Orc Amazons go on adventures for many reasons.  Some are bored.  Some want to be rich or famous.  Some don't think highly of the local men and want a decent husband/pet.
 Character Development: Amazons will tend to be self sufficient, so classes that have many skill points are the ones they tend to drift toward.  They are also fairly military minded after years of fighting to survive in the jungle, so combat classes  will also be a favorite.  Try making the best of your racial subtypes, as you may qualify for some pretty unusual mixes.
 Character Names: Names tend to be the same as any other Orcs but with a slight mix of first names from other cultures nearby.

ROLEPLAYING AN ORC AMAZON
 Exotic is the keyword here.  You're pretty unusual to say the least.  Many people will be attracted to you, or repelled based on that simple fact.  Your life will be made difficult by it, but it will bring moments of opportunity because of it as well.  You intend to make the best of those opportunities, while minimizing the fallout from the bad times.
 Personality: For Orcs the Amazons are pretty darn open and inviting.  Men are okay as long as they aren't attractive in some manner (i.e. one of the Amazons believes they'd be good breeding stock).  Attractive men get whacked over the head and dragged off a lot.  The Amazons tend to be unapologetic about this saying most men enjoy the aftermath so whats a few headshots between friends.  If said male is attached to someone, the Amazon will try to get her permission first of course.  They are slightly condescending towards men as the memories of how their ancestors were treated still runs deep in the culture. 
 Behaviors: Amazons are quite opinionated, and often feel the need to express themselves whether they are asked to or not.  While this my seem like bickering to outsiders, the Amazons are used to it and there are no hard feelings.  Implying that they are somehow lesser because of their gender usually means you will have to fight, and they may not stop hitting once you go down either. But they are also loyal to a fault, always keep their word if it's possible, and never go out of their way to cause trouble (excpet of course for the aforementioned bit about misogyny).
 Language: Orc Amazons still speak Orc and Common.

ORC AMAZON SOCIETY
 Amazon society is pretty tribal.  They haven't advanced much past the iron age, and many of their advances have come from mixing with nearby races and assimilating their skills into the tribe.  Men who are particularly skilled at something the tribe needs are very prized, and have almost as much freedom as women.  Other men are treated pretty much as throwaway concubines who don't matter much, although sometimes romance does happen.  All Amazon women spend time in their military as memories of the old days often linger, and they have no wish to return to slavery or dependency.  Self sufficiency is a common goal of most Amazons, and many have several Knowledge, Profession, or Craft skills even if they can only take a few ranks in each.  Better to know a little something than nothing at all they believe.  Their military spends as much or more time on survival skills as it does actual combat training.  At this time their society is at a sort of impasse.  They'd like to do something, but don't know what.  They'd like to be more than what they are, but aren't sure of the best way to go about it.
 Alignment : Virtually all Amazons are Chaotic, and many are Neutral.  Good and Evil seem relatively equally represented.
 Lands : Most Orcish Amazons live in the jungles of their new homeland.
 Settlements : It's almost unheard of for Amazons to leave their homeland.  Even if they do, they still prefer to live in the jungle.
 Beliefs : Most Orc Amazons worship Tealeaf exclusively.  After all she gave them a life free from servitude to men, they get to kidnap men who do take their fancy, and they don't have to spend their entire lives fighting a largely pointless war for Gruumsh.
 Relations: Orcish Amazons usually relate to other races by whacking their menfolk over the head and stealing them.  They have developed a bit of an evil reputation as "those damn homebreakers from the jungle".  Granted they always return the (slightly exhausted but happy) men.  Of course their wives sometimes cause such a fuss they ask not to be taken back...There are no 'regular' Orcs in their vicinity, but if any migrated they would be appalled at what they found and likely make it their life's work to wipe out the Amazons.

ORC AMAZONS ADVENTURES
·   You asked a local human woman for the services of her husband for a night or so, and not only did she refuse she had you beaten and thrown out of town.  Obviously you must summon the sisters and teach them a lesson...
·   A local Medusa has been turning the menfolk into statues.  This cheeses you off as you now have no date for Saturday.  Obviously you must summon the sisters and teach her a lesson...
·   A Goliath has somehow seduced your daughter into running off into the hills and getting married. 
Unfortunate rumor has it that he is...deceptive.  Obviously you must summon the sisters and teach him a lesson...
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:33:40 PM
Big Spookity Kitty
Tiny Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Claw +14 melee (1d2+6)
Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60 ft.
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +14, Jump +14, Listen +3, Move Silently +7, Spot +3
Feats: Anklebiter, Dodge, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral
Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
Level Adjustment: ----

"Aww, look at the lil kitties!!!"

Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes.  They understand common, but cannot speak.

Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.

(https://i.imgur.com/4vWqv5o.png)

Little Spookity Kitty
Diminutive Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Claw +10 melee (4 pts)
Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60 ft.
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +9, Climb +7, Hide +17, Jump +9, Listen +3, Move Silently +5, Spot +3
Feats: Anklebiter, Improved Initiative
Environment: Temperate Plains
Organization: Solitary, Pair, or Pack (5-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-5 HD (Diminutive)
Level Adjustment: ----

"Awwwwww...look at the little teeny kitties.."

Little Spookity Kitties are Big Spookity Kitty kittens.

Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Pretty much just like the Big Spookity Kitties.

(https://i.imgur.com/z6V4sx9.png)

Little Spookity Kitty Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 18d10 +36 (135 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +18/-
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./ 0 ft.
Special Attacks: Distraction
Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60 ft.. Swarm traits, Immune to Weapon Damage
Saves: Fort +14, Ref +15, Will +8
Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
Skills: Balance +10, Climb +10, Hide +19, Jump +10, Listen +9, Move Silently +9, Spot +9
Feats: Alertness, Anklebiter, Improved Initiative, Iron Will, Lightning Reflexes, Stealthy, Track
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: ----


"Ummm..why are those kitties lookin' at us like that Granpa?"

Sometimes Little Spookity Kitties are separated from their parents by death or misfortune. If not killed or raised by Druids as companions they form small prides and ambush prey.

Sassy (Ex): Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must make a DC 21 Fortitude Save or be Nauseated for 1 round (Save is Constitution based).

Combat: Rush em and start tearing is the standard.  Not very tactical are kittens...

(https://i.imgur.com/DIkittS.png)

Anklebiter
You are well adjusted to attacking from below
 Prerequisites: Tiny Size Class or smaller
 Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square.  But not in this case.  You're a special kitty who breaks that rule due to training.  You do not provoke an AoO from entering an opponents square.


Spookity Kitties
"Greetings!  Once again his is your host Harlan Jurgens, along with my assistant Jim!  Today on Mutual of Gnomeahaw's WIld Kingdom, we take at look at Felis Formidulosis, known locally as the...big spookity kitty?  That can't be right...!

Just Normal Lil Kittehs
"The Fifty Shires has a few oddities within it's borders, but few so well known locally as the spookity kitties: housecats magically augmented to be as physically powerful as large bears."

"Why would someone do this?"

"Why do most casters do anything?  They want minions, or they're drunk or high.".

"Good evening miss!  And you are?"

"Wilhelmina Bigbottoms.  I'm the local Mayoress."

"What can you tell us about the cats?"

"Mean little bastards.  Territorial too.  The only people they seem to leave alone are the elderly.  Probably because they feed them table scraps."

"How do you tell the difference between them and regular cats?"


Can Peel An Antelope Like A Banana

"The violence level if you refuse them food."

"Have you tried domesticating them?"

"AHAHAHAAHAHAHA, no"

"Maybe if you planted catnip fields?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:34:16 PM
Sometimes the gods have a particularly odd sense of humor. Or perhaps they like to get drunk or stoned. In any event they seem to be responsible for cursing the occasional animal with Were-humanism. Under the light of the full moon these poor creatures become humanoids. This is not a pleasant experience for them, as slowly over the period of a month they become fully intelligent. But even though they have intelligence that doesn't immediately help them. Fish in the middle of the ocean or birds who are flying at a great height....usually don't enjoy their first transformation. Or survive it. Even animals that do survive the wilderness and learn to control their transformation over time have problems when discovered by people. They're naked, cant talk, and act like animals. Which means people think they are cursed (which is true) and find someone to dispel the curse (turning the Were Human into a normal, unintelligent animal again), burn them as witches in some sort of misunderstanding, or take them in and try to teach them to be people "again". This rarely works out well as the Were Human still has certain atavistic responses. Spiders are still tempted to eat their mates after um..mating. Sharks still investigate new things by biting them. Squirrels are obsessed with hoarding nuts. You get the idea.  Thankfully the Gawdess of Zoanthropes (Talindra) has taken to adopting them.


Creating a Were Human

Were Human is an Acquired or Inherited template that can be added to any Animal or Vermin.

Size and Type: The base creatures type changes to Magical Beast, and it gains the Shapechanger subtype. Size in animal form is unchanged. Size in Humanoid form is Medium or Small (depending on what Humanoid race you resemble). Size in Hybrid form is midway between the two. For example a Colossal Giant Spider would be Huge in its Hybrid form if it's Humanoid Form were Medium. (To make this easier assign each Size Class a number, add the 2 numbers and divide by 2 and round down. Fine:1, Diminutive:2, Tiny:3, etc.).

Hit Dice: Hit Dice become d10's now that the Were Human is a Magical Beast.  It gains one additional d10 Hit Die.

Speed: Land and Swim speed remains unchanged in all 3 forms. If the base creature has no land speed, the humanoid and hybrid forms have a land speed of 15 for Small and 20 for Medium. Flight, Climb and Burrow speeds are unavailable in Humanoid form, and half normal in Hybrid form (maneuverability class is one worse than Animal form).

Armor Class: Natural Armor Bonus increases by +2. Natural armor bonus is half normal (round up) in Hybrid form.  For example a Crocodile normally has +4 Natural armor Bonus to AC.  A Were Human Crocodile would have +6 in crocodile form, +3 in Hybrid Form, and +2 in Humanoid form.

Attack: Base Attack Bonus now becomes +1 per Hit Die. The Were Human retains all natural attacks in Hybrid and Animal forms (although the damage of the attacks in it's Hybrid form may be modified due to the change in Size, see page 291 of the Monster manual). In humanoid form a Were-Human is considered to have the Improved Unarmed Strike Feat.

Special Attacks: All Special Attacks are retained in Animal and Hybrid Forms. Only the following Special Attacks are retained in Humanoid form: Ferocity, Improved Grab, Pounce, Rage, Trip. Improved Grab now triggers with a successful unarmed strike. It also gains Curse of Humanthropy while in Humanoid and Hybrid form:

Curse of Humanthropy (Su): Any animal or vermin successfully bitten by a Were Human becomes a Were Human itself unless it makes a successful Fortitude Save. Save DC is 10 + 1/2 Hit Dice + Constitution modifier. If the base creature does not normally have a bite attack it now gains a Bite as a secondary attack doing 1 point of damage plus 1/2 Strength modifier in Humanoid and Hybrid Forms.  In Animal forms the ite damage is based on size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8),  Huge (2d6), Gargantuan (2d8) or Colossal (4d6)..

Special Qualities: The Were Human retains all Special qualities in all 3 forms, except Ink Cloud, Jet, Blindsight, and qualities based on alternative physiologies. These are only available in Animal and Hybrid Forms. Vermin Were Humans lose the Mindless Trait as well. Aquatic Were Humans (i.e. Fish) gain Hold Breath in Humanoid form. They may hold their breath for 8 x their Constitution modifier in rounds before they risk drowning (but since they have no problem making swim checks it wont be too much of a problem). All Were Humans gain Alternate Form, and Empathy in all 3 forms.

Alternate Form (Su): The Were Human can assume a bipedal Hybrid Form or become a humanoid. Only the appearance really changes. The Humanoid and Hybrid forms have hands, but that's the only real difference. Changing forms is a full round action until the Were Human has made a DC 15 Willpower Save to control it. After this changing forms is a standard action. Separated body parts or dead Were Humans revert to animal form.

Empathy (Su): The Were Human can communicate with Humanoids of its own species and (i.e. a Were Human that resembles a Human gains this ability against Humans) receives a +4 Racial bonus on Charisma based skill checks against them. It doesn't know how to speak humanoid languages initially, but still receives the +4 bonus on Charisma based skill checks. Maybe its pheromones. Or maybe people aren't as smart as they think....

Damage Reduction (Ex): A Were Human in Humanoid or hybrid form has damage reduction 10/silver.

Abilities: With the exception of Strength abilities remain the same in all 3 forms. The Were Human rolls 3d6 for Int, and gets +2 Wis, and +4 Cha. For Strength in Hybrid Form, add 10 plus the Animal Forms Strength, divide by 2, and round up. For Strength in humanoid form take 10 and add (or subtract if negative) the Animal Forms Strength modifier.  It also gains a 1 increase to any one ability score for every 4 hit dice.

Saves: If the Were Human was a vermin its Saving Throws must be recalculated as it is now a Magical Beast.  Increase Base Creature's Reflex Save by +2.

Skills: Racial skill bonuses are retained in all 3 forms.  Initially the Were Human knows no languages, but can learn them.  Recalculate skill points due to ability score changes.

Feats: Unchanged, unless the extra Hit Die would qualify it for an additional Feat.  Remember to add Feats if the base creature was Mindless.

Environment: Unchanged.

Organization: Usually becomes Solitary. Pack creatures may form packs if there are enough of them.

Challenge Rating:+1

Treasure: Standard

Alignment: Still Neutral, though that may begin to alter depending on the Were Humans newfound circumstances.

Advancement: By Character Class

Level Adjustment: +3 (this is in addition to any Level Adjustment that would be necessary for the Base Creature's abilities, which I will stat out if there's enough demand for it)

Human Appearance: The Were Humans humanoid form appears to be of a member of any nearby humanoid race.  Scaly animals will have rough skin, hairy animals will still be uncommonly hairy, etc. Animals without hair will be bald in humanoid form. Skin color will be within the humanoid species range but similar to its animal form. For example a shark will be very pale, or have a slight greyish cast to its skin.



Authors Note: I know this is somewhat different than the standard Lycanthrope Template, but it IS a bit unusual, and meant for a silly campaign.

Example Were-Human: "Buffalo" Bill Johnson

Human Form
Medium Magical Beast (Shapechanger)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 Natural) , touch 10, flat-footed 12
Base Attack/Grapple: +6/+9
Attack: Unarmed Strike +9 melee (1d3+3)
Full Attack: Unarmed Strike +9 melee (1d3+3) and 1 Bite +4 melee (2 points)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of Humanthropy
Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 9
Skills: Listen +12, Spot +12
Feats: Alertness, Endurance, Power Attack
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class Levels
Level Adjustment: -


Hybrid Form
Medium Magical Beast (Shapechanger)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (+3 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Gore +9 melee (1d6+4)
Full Attack: 1 Gore +9 melee (1d6+4 and 1 Bite +4 melee (2 pts)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of Humanthropy
Special Qualities: Low-Light Vision, Scent, DR 10/Silver, Alternate Form, Empathy
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 9
Skills: Listen +12, Spot +12
Feats: Alertness, Endurance, Power Attack
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class Levels
Level Adjustment: ----


Bison Form
Large Magical Beast (Shapechanger)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Gore +11 melee (1d8+9)
Full Attack: 1 Gore +11 melee (1d8 +9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-Light Vision, Scent, Empathy, Alternate Form
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 22, Dex 10, Con 13, Int 10, Wis 13, Cha 9
Skills: Listen +12, Spot +12
Feats: Alertness, Endurance, Power Attack
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: By Class level
Level Adjustment: ---

Late one July evening a simple Buffalo was bitten by a Coyote Were-Human whom his herd promptly stomped to death. This Buffalo found himself growing ever more self aware over the coming weeks. He began to think. "Is this all I do with my life? Eat grass?" "Why are the other Buffalo so bloody stupid?" "Man, I really need a bath."

Eventually he split from the herd and wondered near a human settlement on the night of the full moon where he received the shock of his life as he turned into a naked man. He then received the second great shock of his life as a woman marched out of her hut, screamed upon seeing him, and knocked him blissfully unconscious with the club she was carrying. At which point he became a Buffalo.

Thankfully the town knew of a nearby Druid who explained things. Bill has been adopted by the Johnson family who are currently trying to teach him several things: How to speak the common language, how to work a farm, and why being naked is bad for you.

(https://i.imgur.com/sfvVPNI.png)

(https://i.imgur.com/gZgMvBm.png)

(https://i.imgur.com/Qd2zzAD.png)

(https://i.imgur.com/xEzqNWE.png)

Were Human

"So you used to just be a normal Viper.  How did you come to this?"

"I was sunning on a rock, when several drunken Gawds fell from the sky, zapped me, and then took off after peeing in the bushes."

"That had to be a rough day."

"Not as rough as the first full moon.  The other Vipers chased me off because they didn't know what was going on, but thankfullya Cleric of Talindra rounded up myself and several other victims.  After I nearly froze to death."

"So how do you feel about being partly human now?"

"Clothing sucks, I don't get the obsession your kind has with bosoms, and I feel your society is largely predicated on concepts that are pure horse (beep)."

The Gawds Strike Again

"Fair enough.  I understand you lot have been adopted by the Curch?"

"Indeed.  Being other weres, they understand our situation more than most of your kind."

"Any surprises about your new life?"

"I never realized just how weird you people were.  Honey for example.  Which one of you saw a beehive and thought 'I bet I can take them'."

Confusion Reigns Supreme

"It largely comes down to famines.  Famines make fools of us all."

"That checks out, I guess."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:34:43 PM
Were-Kittens

Originally created by Talindra, the Goddess of Zoanthropes, to serve as her spies, Were Kittens have spread about the world. Many other organizations have found ways to use them besides hers, and they have found a very lucrative niche in some places. Some others simply enjoy life as kittens and the free food that comes with being one.  And it comes in handy when fleeing the law too.

Were Kitten is an Acquired or Inherited template that can be added to any humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Kitten form is Diminutive, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.

Hit Dice: Unchanged

Speed: Land speed is 30 in Hybrid and Kitten forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Kitten or hybrid Forms.

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

Base Attack/Grapple: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms).

Attacks: Same as base creature in Humanoid form, same as Kitten in Kitten Form (Kittens have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1d2 + 1/2 Strength bonus), attacks in Hybrid Form are 2 Claw attacks doing 1d2 plus Strength and 1 Bite doing 1d3 plus Strength.

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.

Cat 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.

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

Abilities: Were Kittens gain +2 Wis. In Kitten and Hybrid Forms it gains +4 Dex, +2 Cha.

Skills: Were Kittens gain a + 8 Racial bonus to Jump and Balance checks. They also have a +4 Racial bonus to Climb, Hide, and Move Silently checks. Skill Bonuses are gained in Kitten and Hybrid forms only, and while in heavy undergrowth or tall grass the Hide bonus increases to +8. Were Kittens may use their Strength or Dexterity modifier for Climb and Jump checks, whichever is better.

Feats: Weapon Finesse and Iron Will as Bonus Feats.

Environment: Unchanged.

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

Challenge Rating: +1

Treasure: Standard

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By Character Class

Level Adjustment:+2


Example Were Kitten: 1st level human Ninja, Lil Mister Fuzzy

Human Form

Medium Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +1 Natural, +3 Ninja), touch 15, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Short Sword +2 melee (1d6+1) or Short Bow +2 Ranged (1d6)
Full Attack: Short Sword +2 melee(1d6+1) or Short Bow +2 Ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: +1d6 Sudden Strike
Special Qualities: Low-Light Vision, Scent, Alternate Form, Cat Empathy, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 12, Dex 15, Con 8, Int 10, Wis 16, Cha 13
Skills: Balance +10, Bluff +5, Climb +6, Disable Device +4, Escape Artist +6, Hide +6, Jump +10, Listen +5, Move Silently +6, Open Lock +6, Search +4, Spot +5,Tumble +6
Feats: Alertness, Iron Will (b), Weapon Finesse (b)
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By character class
Level Adjustment: +2


Hybrid Form

Tiny Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Size, +4 Dex, +1 Natural, +3 Ninja), touch 19, flat-footed 16
Base Attack/Grapple: +0/-7
Attack: Claw +6 melee (1d2+1)
Full Attack: 2 Claws +6 (1d2+1) and 1 Bite +1 melee(1d3+1)
Space/Reach: 2 1/2 ft./ 0 ft.
Special Attacks: +1d6 Sudden Strike, Cursed Bite
Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +8, Will +5
Abilities: Str 12, Dex 19, Con 8, Int 10, Wis 16, Cha 15
Skills: Balance +12, Bluff +6, Climb +8, Disable Device +4, Escape Artist +8, Hide +16, Jump +12, Listen +5, Move Silently +8, Open Lock +8, Search +4, Spot +5, Tumble +8
Feats: Alertness, Iron Will (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +1 Afflicted (+2 Natural)

Kitten Form

Diminutive Humanoid (Shapechanger)
Hit Dice: 1d6-1 (5 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 21 (+4 Size,+4 Dex, +1 Natural, +3 Ninja ), touch 20, flat-footed 17
Base Attack/Grapple: +0/-11
Attack: Claw +8 melee (1 point)
Full Attack: 2 Claws +8 melee (1 point) and 1 Bite +3 melee (1d2+1)
Space/Reach: 1 ft./0 ft.
Special Attacks: +1d6 Sudden Strike, Cursed Bite
Special Qualities: Low-Light Vision, Scent, Cat Empathy, Alternate Form, DR 5/Silver, Trapfinding, Ki Power 4/day
Saves: Fort +1, Ref +8, Will +5
Abilities: Str 12, Dex 19, Con 8, Int 10, Wis 16, Cha 15
Skills: Balance +12, Bluff +6, Climb +8, Disable Device +4, Escape Artist +8, Hide +16, Jump +12, Listen +5, Move Silently +8, Open Lock +8, Search +4, Spot +5, Tumble +8
Feats: Alertness, Iron Will (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or Organization (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: By Character Class
Level Adjustment: +2

Lil Mister Fuzzy was bitten by a Werekitten on a job.  Laughed out of his ninja clan, he now specializes as a spy and saboteur for those willing to pay for his unique skills.

Lord Fuzzington: Good evening everyone, please be seated!
(crowd murmurs)
Lord Fuzzington: As you know the local sushi house, Bob's Stale Fish has been ransacked and taken over by PIRATES!
Crowd: BOOOOOOOOOOOOOOOO!!!! HIIISSSS!!
Lord Fuzzington: We cannot allow this!
Crowd: YEAH!
Lord Fuzzington:Tonight our claws shall drink deeply into their poofy pirate shirts!
Crowd: YEAH!
Lord Fuzzington:  And then we shall mock them while wearing their own eyepatches!
Crowd: YEAH!
Lord Fuzzington: As I understand the captain and his core crew are currently passed out drunk at the Itchy Walrus.   After we dispatch them we retake Bobs!
Crowd: YEAH!
Lord Fuzzington: And the gods willing Bob will be a little less stingy with the free sashimi for kitties in the future...
Crowd: YEAH!

(https://i.imgur.com/Q10lpzq.png)

Were Kitten

BAMF!!

"Where are we now Harlan?"

"Should be a church in the city of Arrival.  Hopefully still a Church that isn't all sacrificey."

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

Who's Mommies Widdle Angel?

"Must you scream like that?"

"I always scream when I walk into my quarters and find strange people there."

"Why are you naked?"

"Why aren't you?"

Spies of the Zoanthropw Gawdess!

"Fair enough."

"Guards!"

"Relax man.  Clearlly my teleport spell was off.  No need to be unreasonable."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:36:17 PM
Good Kitty
Tiny Magical Beast
Hit Dice: 18d10+36 (135 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 21, flat-footed 17
Base Attack/Grapple: +18/+7
Attack: Claw +24 melee (1d2 -3)
Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Gaze Attack, Spell-Like Abilities
Special Qualities: Scent, Dark Vision 60 ft., Telepathy (150 ft.), Low Light Vision, Unreadable
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
Feats: Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 19+ HD (Small)
Level Adjustment: ---

"Sassy is mama's good widdle piddy!  Yes she is!"

Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral, they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

And woe be unto he who shall disrupt the catnip production.

Good Kitties speak common and any 2 other languages of the DM's choice.

Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

Gaze Attack (Su): Charm Monster, 30 ft., DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility

3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

1/day: Dominate Person (DC 19)

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

Combat: Good Kitties rarely participate in combat, as they are not meant for it. They will send charmed subjects to defend them or run away.  If they know their opponent doesn't know what they are, they may be telepathically directing the battle from nearby.

(https://i.imgur.com/aShkvQN.png)

Good Kitties
"Planting catnip 'round here suggests feline problems of a different sort."

Just Normal Lil Kittehs
"Feline problems?."

"There's more than one mystical cat species here??"

"There are rumors of intelligent cats taking over remote towns by mind control.".

"Are they more than rumors?"

"Our Sheriff has not been able to confirm that, but the local populace generally accepts it as true."

"What else can you tell us about the rumors?"

"Not much.  Generally if the local government has cats, and the farmers are growing a catnip field, they've been taken over."

"How do you tell the difference between them and regular cats?"


Move Along Citizen, Nothing To See Here

"We don't."

"That sounds terrifying."

"Absolutely, yes."

"Well, we have an appointment the next Shire over, so..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:36:35 PM
Cash Cow
Large Magical Beast
Hit Dice: 4d8+16 (34 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+13
Attack: Butt +8 melee (1d8+7)
Full Attack: Butt +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Trample (2d6+7)
Special Qualities: Darkvision 60 ft., Scent, Valuable, DR 5/Adamantine
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +5
Feats: Alertness, Endurance
Environment: Temperate Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 3
Treasure: See text
Alignment: Neutral
Advancement: 5-6 HD (Large)
Level Adjustment: ---

"Abner...that cow's hide looks ta be made o' Platinum..."

Cash Cows appear to be regular cattle whose hide has a somewhat metallic sheen. When killed they may are usually dissected, as many of their organs are precious metals. It's uncertain exactly how they came about, but an insane mage is assumed to be the case as usual. Someone wanted cattle that could eat earth and raw ore and poop refined metals. He got it, but in the process they convert so much of the stuff that their insides slowly become metal. They are the same size as normal cattle but weigh twice as much.

Stampede (Ex): A frightened herd of Cash Cattle run in a random direction, literally running over anything Large or smaller. Anything in their path takes 1d12 damage for every 5 cattle in the herd (Reflex Save DC 17 for half damage, Save DC is Strength based).

Trample (Ex): Reflex Save DC 17 for half damage (Save DC is Strength based)

Valuable (Ex): Cash Cattle are pretty much inedible, and so is their milk. However if fed raw ore they can 'refine' it into a purified state (a full grown cow can 'process' 2 pounds of raw ore per day). Fully mature cattle are worth about 5 GP per pound (and weigh up to 2000 pounds) dead, but quite a bit more alive.

Combat: Preeetty much the same as your standard cow really...



(https://i.imgur.com/bGupOCM.png)

Cash Cow
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my easily cloned assistant Jim!  Today on Wild Kingdom we'll be taking a look at Bos Aureus, more popularly known as the Cash Cow.  Fairly similar looking to modern cattle, they weigh almost twice as much due to the metallic compounds infusing their bodies.  They're thought to have originated in the land of Rivenburgh, and have since spread throughout the world."

Centers of Industry
"Cash Cows are mineral eaters, who can somehow eat raw ore and, er, 'refine' it into pure metals.  Over time most of their organs become a flexible organic metal, and many are stolen for this reason.  Their incredible weight and durable nature make this a difficult task for would be rustlers.  Allow me to demonstrate!"

Magic Origin
"Careful Jim!  It's said the Cash Cattle were the brainchild of Prak the Mad, and as we all know his creations can be rather...frisky."

"MOO!"

"Sweet Jebus!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:37:13 PM
Armordillo
Small Magical Beast
Hit Dice: 2d10+10 (21 hp)
Initiative: -2
Speed: 20 ft. (4 squares), Burrow 5 ft.
Armor Class: 18 (+1 Size, -2 Dex, +9 Natural), touch 9, flat-footed 18
Base Attack/Grapple: +2/-2
Attack: Nibble +3 melee (1d3)
Full Attack: Nibble +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Dark Vision 60 ft., Invulnerability10/-, Immunities, Hard to Budge, Scent, Fortified
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 10, Dex 6, Con 20, Int 1, Wis 10, Cha 2
Skills: Listen +5, Spot +4
Feats: Alertness
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: 3-4 HD (Small)
Level Adjustment: ---

"Martha...I just broke my sledgehammer on thet critter's head.  Time to call the professionals..."

The Armordillo appears to be a normal armadillo in all respects except 3:

It is a voracious devourer of vegetable crops.
It is incredibly heavy (200+ pounds) for it's size.
It has no fear.

Whether it was created , or evolved naturally, 10 out of 10 farmers agree the Armordillo has to go.  The problem is how.  The things are damn near invulnerable, so unless they're willing to shell out serious money for help, they're stuck with them.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example the Armordillo has Invulnerability 10.  That means it negates the first 10 points of damage from any attack (this includes untyped damage).

Immunities (Ex): The Armordillo is immune to Fear or morale based effects. It is also immune to non lethal damage, and cannot be Stunned, Dazed, or Staggered. 

Fortified (Ex): If an enemy confirms a critical result on an attack roll the Armordillo has a 50% chance of making it just a normal hit.

Hard to Budge (Ex):The Armordillo does not take a Size Penalty when resisting Grapple, Bull Rush, or Trip checks. It also has a +4 Racial Bonus when resisting such checks.

Combat: Armordillo's never initiate combat. They go about their business of devouring crops, and sometimes even ignore attackers if they can't manage to do any damage.  The sight of a bunch of villagers breaking their farming tools on the back of a small critter has stunned more than one PC.  Usually just before desperate villagers agree to pay them to remove the things.  They're less of a hazard or wandering monster, and more of a stubborn obstacle.


(https://i.imgur.com/OLgBsrz.png)

Armordillo
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my easily frustrated assistant Jim!  Today on Wild Kingdom we'll be taking a look at the Armrdillo, also known as Dasypus loricatus.  Believed to be a descendant or offshoot of the more common 7 Banded Armadillo, how they acquired their incredible armor isn't known.  Thanks to it, they have no natural predators, or at least none willing to put forth the effort that would be needed.  Isn't that right Jim?"

A Threat To Crops
"We've been trying to move this thing from Farmer John's fields all day Harlan, and it looks like we're now waiting on a local mage to give us an estimate on how much he'll charge to just Plane Shift the darn thing.  Armordillo's have been one of the greatest threats to crops in Texicas, they are somehow rapidly spreading to other countries despite their limited mobility.  Fortunately, they don't seem very aggressive.  Unless you have food."

Origin and Purpose Unknown
"It's strange that they have no known origin Jim.  No Wizard's Guild claims them, and they appear rather suddenly in several distinct areas all at once in the natural records we have available.."

"So y'all gonna git that thing outta mah taters soon?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:39:43 PM
Antbird
Tiny Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2
Speed: 5 ft. (1 square), Fly 60 ft (Good)
Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/-6
Attack: Bite +6 melee (1d3+1d3 acid)
Full Attack: Bite +6 melee (1d3+1d3 acid)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Improved Grab
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
Skills: Listen +3, Spot +4
Feats: Weapon Finesse
Environment: Warm Plains, Forest, or Swamp
Organization: Solitary or flock (10-1000)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 2-3 HD (Small), 4-6 HD (Medium)
Level Adjustment: ---

"Abner...git me mah bird shootin' thingy.  Them freak birds is in the corn agin."

Antbirds are an unholy mingling of ant and bird created by the same magic process that created owlbears. Unfortunately the magic was just as faulty, and the things wreak havoc when they swarm each year for mating season, eating everything in sight. It is said their creator was creatively murdered at the hands of a mob of farmers.  Which is astonishing if true.

Improved Grab (Ex): If the Antbird succeeds in biting an opponent it can make a grapple check as a free action without provoking an attack of opportunity. If it succeeds it does bite damage each round the hold is maintained.

Combat: Antbirds usually fly straight at their opponent, latch on, and bite until it dies, or it wounds the Antbird. If there is a swarm they attack en masse, stripping crops, livestock, and even people.


Antbird Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 12d10 (66 hp)
Initiative: +6
Speed: 5 ft. (1 square), Fly 60 ft (Good)
Armor Class: 19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
Base Attack/Grapple: +12/-
Attack: Swarm (3d6+3d6 acid)
Full Attack: Swarm (3d6+3d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60 ft., Scent, Half damage from slashing and piercing, Swarm traits
Saves: Fort +8, Ref +10, Will +5
Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
Skills: Listen +8, Spot +9
Feats: Improved Initiative
Environment: Warm Plains, Forest, or Swamp
Organization: Solitary or flock (10-20)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: ---

Distraction (Ex):  Any living creature that begins its turn with a Antbird swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Combat: An Antbird Swarm surrounds and attacks any living prey it encounters.

(https://i.imgur.com/mxxCX1w.png)

(https://i.imgur.com/sAQPfEK.png)



Antbird
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we'll be taking a look at a potential Antbird infestation in the official Mutual of Gnomeahaw Palantir! jim!  Are you there Jim?  Can you hear me?"

Not Really Eusocial, As They Apparently Have No Queen
"Yes Harlan, I can hear you, as can the unholy abomination hovering inches from my face"

"I'm told they're heavily arboreal in nature Jim.  Are you close to the treeline?"

"We're in a forest Harlan.  Everything is treeline."

Make Sure Your Insurance Is Paid
"Now is probably the perfect time to remind our viewers of our sponsor, Mutual of Gnomeahaw!  Are you a heavily armed drifter the townies consider expendable when they ask you to solve their difficulties?  Do you live within 100 miles of a Wizards school?Is your Mother In Law a known Entity of Power?  Well you need Mutual of Gnomeahaw!  Mutual of Gnomeahaw has a vast storage of powdered diamond available for loan when you need brought back from the dead!  We also provide Clerical discounts!  Isn't that right Jim?"

"I'm a little more interested in Evocation spells at the moment Harlan."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:40:05 PM
Archer Fish
Small Magical Beast (Aquatic)
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-5
Attack: Spit +6 Ranged (1d6/x3)
Full Attack: Spit +6 Ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit
Special Qualities: Dark Vision 60 ft.
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 5, Dex 17, Con 11, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +3
Feats: Point Blank Shot
Environment: Warm Aquatic
Organization: Solitary or School (6-30)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment:  ---

"Abner...git the preacher.  Thet carp done shot me!"

Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large fish that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the rural fishermen being shot by them.

Spit(Su): The Archer Fish can spit arrows of force. This is a Standard Action with a 100 ft. range, and firing it under water, or at opponents out of the water doesn't provide any penalties to the attack/damage rolls.

Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.

Combat: The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area (or seems threatening enough that the fish decides to flee).


(https://i.imgur.com/9rIVsvi.png)

Archer Fish
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim has been sent in search of the elusive Archer Fish, a freshwater lake fish that can supposedly expectorate Force projectiles.  Have you found anything Jim?"

Wizards? I Think Not
"Yes Harlan, the locals claim the river is haunted, and we're now theorizing these fish may have evolved their Force abilities as a way of not only securing prey, but in dealing with the incorporeal."

"Are there any ghosts in the vicinity?"

"Quite a few. We're having to use magic to avoid their notice."

Some Hours Later
PEW  PEW PEW PEW

"They have us pinned down Harlan!  The ghosts may not have noticed us but the fish did!"

"What's that to your South Jim?"

"That...that is a ghost shark..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:40:23 PM
Blowfly
Fine Magical Beast (Air)
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
Armor Class: 18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: -
Full Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Gust of Wind
Special Qualities: Dark Vision 60 ft., Scent
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
Skills: Climb+3, Hide +16, Listen +4, Spot +4
Feats: Alertness
Environment: Any
Organization: Solitary or Swarm (6-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: ---

"Abner...this has to be the low point of our career..."

"Naw.  Remember when we got our asses kicked by that giant duck?

Blowflies are large black flies invented by a madman in his magical labs for purposes of amusement.  And by amusement we mean vengeful prank on the local populace who refused to accept their place as his servants.  They are generally regarded as among the most hated magical creations known today, even more reviled than the Owlbear.  Large swarms of them are rumored to produce hurricane like winds, destroying communities.  They appear to be hideous flies roughly 2 inches long.

Gust of Wind (Su): The Blowfly may cast the spell Gust of Wind as a Supernatural ability at will as a 3rd level Sorcerer.

Skills: Blowflies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Combat: Nervous flies blast any source of irritation or fear with Gust of Wind and fly away. But the little monsters keep coming back, Just like real flies. 


Blowfly Swarm
                      Fine Magical Beast (Air)
Hit Dice:             12d10 (66 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Climb 5 ft., Fly 40 Ft. (Good)
Armor Class:          18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Hurricane, Distraction
Special Qualities:    Dark Vision 60 ft., Scent, Immune to Weapon damage, Swarm traits
Saves:                Fort +10, Ref +10, Will +6
Abilities:            Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
Skills:               Climb+7, Hide +16, Listen +7, Spot +7
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral
Advancement:          -
Level Adjustment:     ----

Hurricane (Su): The Blowfly Swarm may cast the spell Gust of Wind as a Supernatural ability at will as a 15th level Sorcerer.  It may also cast  Whirlwind 1/day as a Supernatural Ability (Caster Level is the same).

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Blowflies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Combat: Blowfly swarms are a tad more aggressive and smug than lone members of their kind.

(https://i.imgur.com/bHRotwv.png)

(https://i.imgur.com/b5SgPEh.png)

Blowfly
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we'll be taking a look at the Blowfly, also known as Calliphora ventifera.  As usual, my expendable assistant Jim will be doing the honors!"

Born To Be Annoying
"The Blowfly is the pest it was designed to be Harlan.  It's habit of lashing out with gale force wind at anything that approaches has damaged crops, buildings, and even occasionally taken some lives."

"Have you found more on their creator Jim?"

"Afraid not Harlan.  The birthplace of the Blowfly was utterly destroyed by the initial swarms.  Seems their creator didn't know how dangerous they'd be when they congregated."

Sought As An Energy Resource
"Viewers will be astonished to learn that Blowflies are now being sought after as a source of wind power, for turning mills and other sundry uses."

"By who?  Madmen?."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:40:44 PM
Barbearian
Large Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
flat-footed 12
Base Attack/Grapple: +8/+20
Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
Skills: Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Intimidating Rage
Environment: Cold Forests
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: ---

"Abner thet there bawr is lookin' at me like I stole his salmon..."

Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys.  Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears.  They speak Common and Sylvan.

Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

Rage (Ex):  A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels.  So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.

Uncanny Dodge (Ex):  A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Improved Uncanny Dodge (Ex):  A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.

Damage Reduction (Ex):  A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.

Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence.  Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.



Frenzied Bearserker (Barbearian, Frenzied Berserker 6
Large Magical Beast
Hit Dice: 8d10+6d12+70 (153 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
flat-footed 11
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging and frenzying: 3 Claws +27 melee (1d8+14) and 1 Bite +25 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, Deathless Frenzy
Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
Feats: Power Attack, Cleave, Diehard (B), Instantaneous Rage, Intimidating Rage, Multiattack
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic Neutral

Frenzied Bearserkers  are older, meaner Barbearians.  Rare conversations with them have led to the discovery that Druids, not Wizards, are responsible for them.  This has done nothing to soothe the minds of locals.

Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

Rage (Ex):  A Barbearian can fly into a rage 3 times per day. In a rage, a Barbearian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but they take a -2 penalty to Armor Class. The increase in Constitution increases the Barbearian’s hit points by 2 points per level, but these hit points go away at the end of the rage when their Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Barbearian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, and Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Barbearian’s (newly improved) Constitution modifier. A Barbearian may prematurely end his rage. At the end of the rage, the Barbearian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Barbearian can fly into a rage only once per encounter. At 1st level they can use their rage ability once per day. If they take Levels in Barbarian, their Racial Hit Dice are considered Barbarian Levels.  So a Barbearian with one Level in Barbarian has the abilities of a 9th Level Barbarian.

Frenzy (Ex): A Frenzied Bearserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Bearserker's Constitution modifier. To end the frenzy before its duration expires, the Bearserker may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the Bearserker may have.
The Bearserker can enter a frenzy 3 times per day (but she can't use the ability more than once in any encounter). The Bearserker can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the Bearserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.

During a frenzy, the Frenzied Bearserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

When a frenzy ends, the Frenzied Bearserker is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued. 

Supreme Cleave: A Frenzied Bearserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex): A Frenzied Bearserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack: A Frenzied Bearserker gains a +3 bonus on her melee damage rolls for every —2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su): A Frenzied Bearserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her.

Uncanny Dodge (Ex):  A Barbearian retains his Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

Trap Sense (Ex): A Barbearian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Improved Uncanny Dodge (Ex):  A Barbearian can no longer be flanked. This defense denies a rogue the ability to sneak attack the Barbearian by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.

Damage Reduction (Ex):  A Barbearian gains Damage Reduction. Subtract 1 from the damage the Barbearian takes each time he is dealt damage from a weapon or a natural attack.

Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

Combat:  A Frenzied Bearserker is a Barbarian with Levels of Frenzied Berserker.  Tactics are now a distant memory for them.

(https://i.imgur.com/cBhVfqt.png)

(https://i.imgur.com/dy9VgkV.png)

Barbearian
"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 interviewing a common Ursus arctos whom local Wizards have given sapience and a job."

So Not Wizards
"Actually Harlan, they were explaining that they're minions for the local Druids.."

"Is this true?"

"We consider minion a hurtful term.."

Permarage
"Our apologies good sir.  May I ask what you are employed for?."

"Being able to enter mindless fury at will when it is needed."

"How often is that?"

"Mostly when the local pirates invade.  Every other Tuesday.  Virtually any sudden movements or loud noises."

"Well that's all the time we have for today folks..."



Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:41:40 PM
Stone Crab
Huge Magical Beast (Aquatic, Earth)
Hit Dice: 16d10+176 (264 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
Base Attack/Grapple: +16/+38
Attack: Pincer +24 melee (2d6+10/19-20)
Full Attack: 2 Pincers +24 melee (2d6+10/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict, Improved Grab
Special Qualities: Darkvision 60 ft., Amphibious, Scent, Damage Reduction 10/-, Immunities, Camouflage
Saves: Fort +20, Ref +9, Will +6
Abilities: Str 30, Dex 8, Con 30, Int 1, Wis 12, Cha 2
Skills: Hide +1 (+9 in stony areas), Spot +10
Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (Claw), Improved Toughness, Power Attack
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Neutral
Advancement: 17-32 HD (Gargantuan), 33-54 HD (Collosal)
Level Adjustment: ---

"Thaaat ain't no hill..."

Stone Crabs are immense Crabs infused with the power of the Elemental Plane of Earth by yet another psychotic mage with an axe to grind. Capable of growing to immense size, their ferocious appetites make them trouble for the local ecosystems. Their bodily makeup makes them a rich prize for anyone capable of putting one down, as they also eat many rare metals and minerals.  Stone Crabs are roughly 16' across, and weigh up to 16 tons.

Constrict (Ex): A Stone Crab does 4d6+10 with a successful Grapple check.

Improved Grab (Ex): If a Stone Crab successfully hits with a Claw Attack it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may Constrict. Stone Crabs receive a +4 Racial Bonus on Grapple Checks.

Immunities (Ex): Stone Crab are immune to Poison, sleep effects, paralysis, stunning, Critical Hits, and all mind-affecting effects.

Camouflage (Ex): Stone Crabs appear to be made of stone, and in rough, jagged stone areas they receive a +8 Racial Bonus to Hide checks, and may use the Camouflage and Hide in Plain Sight abilities (see page 48 of the Players Handbook).

Combat: Stone Crabs are ambush predators with little more tactical sense than to Hide until something gets close, and then grab it.  They're stubborn too.  You really gotta hurt em to make one leave.  And by hurt we don't mean wound so much as tear of a limb or two.

(https://i.imgur.com/MLJ5nb6.png)



Stone Crab
"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 interviewing Brother Oswin, Priest of the local Earth God, about his astonishing coastal fauna.

Divine Creations
"What exactly are those things Brother Oswin?"

"The local villagers consider them the work of an arcane madman, but I know the truth!  It was I, Brother Oswin, who petitioned the Great God Ertu to provide us with guardians to stop raiders from pillaging our monastery.  And behold, Ertu has responded by gifting once common crabs with the power of the Earth!"

Hungry
"Why do the local villagers not like them if they were sent by your God?"

"Well, unfortunately, being so much bigger, the crabs are always hungry.  And besides raiders, they protect our coasts from virtually all living things that get close enough."

"Gentlemen, I think they've noticed us..."




Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:42:01 PM
The Mother Of All Hummingbirds
Medium Magical Beast
Hit Dice: 12d10+60 (126 hp)
Initiative: +9
Speed: 5 ft. (1 square), Fly 240 ft. (Perfect)
Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
Base Attack/Grapple: +12/+12
Attack: Peck +17 melee (1d6)
Full Attack: Peck +17 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Hurricane Flight, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
Saves: Fort +13, Ref +15, Will +7
Abilities: Str 11, Dex 21, Con 20, Int 10, Wis 16, Cha 20
Skills: Hide +10, Knowledge (Arcana, Nature) +5, Listen +8, Sense Motive +8, Spot +8
Feats: Adroit Fly-By Attack (see Draconomicon), Fly-By Attack, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover (B)
Environment: Any (only appears when summoned or on business)
Organization: Unique
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 13+ HD
Level Adjustment: ---

"What the hell is that humming sound?"

The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically, or seeking vengeance on those who harm her kin. Her purpose and desires are otherwise unknown. She is, however, quite destructive, though she doesn't seem to intend to cause harm. The winds stirred up by her flight can destroy small villages. But people like her cause she's so pwetty.  Darn weird them people.  Despite being almost 6 ft. long the MoaH is only 80 pounds.  While she cannot speak she does understand Common, Elven, Auran, and Sylvan.  Note that she can be summoned via Summon Nature's Ally VII, but only if one has never harmed, or allowed to come to harm, a Hummingbird.

Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around herself (it is impossible for her to make Hide or Move Silently Checks while flying). Anything within 10 feet of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10 ft. are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment in areas of sand, dust, loose dirt, etc.).  The MoaH's vision is unimpaired.  Hummingbirds (and other Birds of the MoaH's choice) are unaffected by this ability.

Evasion: The MoaH can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. When helpless, she does not gain the benefit of evasion.

Improved Evasion: This ability works like evasion, except that while the MoaH still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. If helpless, she does not gain the benefit of improved evasion.

Uncanny Dodge: The MoaH can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge: The MoaH can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker is at least a 16th Level Rogue.

Combat: The Mother of All Hummingbirds usually relies on Fly-By attacks and her Hurricane Flight to finish off foes. If neither of those work she simply flees.

(https://i.imgur.com/M3CCBIk.png)


The Mother Of All Hummingbirds
"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 lie in wait for a fantastic Hummingbird, said to be the patron spirit of her species!"

Mess Not With The Hummingbirds, For Their Mom Is Vengeful
"Harlan, we've done some odd things.  But I can't believe we've trapped some small  birds in the hopes a not so small bird will come to their rescue."

"My plan is genius, and you know it."

"May I ask what our end game is here?  What are we doing if she actually shows?"

"Why, capturing her image on this Cameleon of ocurse."

A Living Storm

FWOOOOOOAAAAAAARRR

"Well that was quick."

"Please tell me got that on the Cam?"

"Of course I did, I'm a professional.  Shouldn't we be teleporting out before she turns around and comes back?"

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:43:02 PM
Snow Golem
Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flat-footed
18
Base Attack/Grapple: +6/+8
Attack: Slam +8 melee (1d6+2 plus 1d6 cold)
Full Attack: 2 Slams +8 melee (1d6+2 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, Snowballs, Freezing Touch
Special Qualities: Dark Vision 60 ft., Construct traits. Immunity to Magic, Low Light Vision, Immune to Cold, Hide in Snow, Damage Reduction 10/Magic and Bludgeoning
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: Hide +1 (+9 in snow)
Feats: -
Environment: Any Cold
Organization: Solitary or Group (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Large), 19-27 HD (Huge)
Level Adjustment: ---

"Burt...did that snowman just move?"

Snow Golems are an unusual but cheap to make Golem in wintery areas.  All you need is plenty of snow, and they look like snowmen or snow sculptures for the most part so they can hide in plain sight as well.  Most Snow GOlems are made of roughly 150 pounds of snow.

Berserk (Ex): When a Snow Golem enters combat there is a cumulative 1% chance per round that it will go berserk.  Once it goes berserk it will attack the nearest creature, or smashing any object smaller than itself if none is available.  If the Golems creator is within 60 ft., it can try to regain control by making a DC 19 Charisma check.  After 1 minute of inactivity, the Golem's chances of going berserk reset to 0%.

Snowballs (Su): The Snow Golem may cast the spell Snowball Swarm (see Spell Compendium) 3 times per day as a Supernatural Ability.  Caster Level is equal to Hit Dice, casting ability is Wisdom. 

Freezing Touch (Su): The Snow Golem's Slam Attacks and successful Grapple checks do +1d6 Cold Damage.

Immunity to Magic: The Snow Golem is immune to any Spell or Spell Like Ability that allows Spell Resistance, with the exception of spells that do fire or cold damage.  Fire does double damage to a Snow Golem.  Cold spells that do damage actually add to the Golem's hit points instead.  Any hit points beyond the Golem's normal maximum are temporary hp lasting 10 minutes.

Hide in Snow: The Snow Golem has the Hide in Plain Sight and Camouflage abilities (see PHB page 48) while in snowy areas.

Skills: Snow Golem's have a +8 Racial Bonus to Hide checks in snow.

Combat: Snow Golem's tend to remain still, hiding in plain sight until opponents get close enough to fight.  If they are spotted before then they open up with the snowballs.


Create Snow Golem  
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Full Round Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Animates 1 Snow Golem
Duration: 1 hour/level

This spell animates 1 Snow Golem for the duration of the spell.  When created you designate one "owner" who will control the Golem, and a code word which may disassemble it before the spell ends (speaking the word is a Swift Action).
Focus is 150 pounds of snow.  This Focus can only be used for 1 Golem at a time, for more Golems, you need more snow.

(https://i.imgur.com/WWsjXxN.png)


Snow Golem

"Welcome to Spiffy Spalls Snow Kingdom!  Our Golems are made from simple spells and snow.   Cheap and easy to make!"

"But how effective might Snow be?"

Snowman Golems

"They're excellent at blending in while in arctic conditions!"

"Yes, but are they effective?"

"And they can throw snow balls!"

"Snowballs.  A traditional military weapon.."

Hated By Everyone

"Do they still go berserk?"

"Of course sir!  We're strictly old school here at Spalls."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:43:20 PM
Beer Pudding
Large Ooze
Hit Dice: 6d10+42 (76 hp)
Initiative: -3
Speed: 10 ft. (2 squares)
Armor Class: 6 (-1 Size, -3 Dex), touch 6, flat-footed
6
Base Attack/Grapple: +4/+10
Attack: Slam +5 melee (2d4+2 plus 1d4 acid)
Full Attack: Slam +5 melee (2d4+2 plus 1d4 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d4+2 plus 1d4 acid), Acid
Special Qualities: Blindsight 60 ft., Ooze traits, Dude I Smell Beer
Saves: Fort +9, Ref -1, Will -3
Abilities: Str 14, Dex 5, Con 24, Int -, Wis 1, Cha 1
Skills: Disguise +8 (beer only)
Feats: -
Environment: Underground, and Warm (except Desert)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: ---

"Dude...dude I smell beer!"

Beer Puddings are smaller, warmer weather cousins of the Black Puddings, and smell/look like pools of stout beer.  They live underground, but emerge at night to eat vegetation (although they will take meat when they can get it), ruining grain and corn crops.  As a side effect of their digestion, the symbiotic yeast organisms in their body give off a roasted coffee smell, much like dark stout.  This smell is often the undoing of beer enthusiasts, who end up becoming the Beer Puddings next victim when they go in search of a free brew.  A Beer Pudding is around 8 ft. across, and perhaps 500 pounds.

Improved Grab (Ex): If a Beer Pudding hits with it's Slam Attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may Constrict.

Constrict (Ex): A Beer Pudding does Slam plus acid damage with a successful Grapple check.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material, but does not affect metal or stone. Any melee hit or constrict attack deals 1d4 acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves (unless the armor is metal).  A wooden weapon that strikes a Beer Pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based.

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

Dude I Smell Beer! (Ex): The Pudding has a +13 Racial Bonus to Disguise checks to appear as a pool of stout, leading many creatures to attempt to drink it, allowing it a Grapple Check as a Free Action without provoking an Attack of Opportunity.  They will immediately realize their mistake as soon as they begins taking acid damage, but by then the pudding will have tried to nab them. 

Combat: Beer Puddings are similar to most Puddings in that they just charge anything that comes within range of their Blindsight. However. many now lie in wait since they realize some victims will simply walk up to them.

(https://i.imgur.com/wNINGre.png)

Beer Pudding
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens, and this is my soon to be inebriated assistant Jim!"

Is That Beer?

 "Welcome to Dwarvenhaus!"

"Why are we at a beer hall Harlan?"

"The owners believe it's haunted Jim.  People disappear here, and strange noises are heard at night."

Avoid Vat Number 12

"Why is the beer in that vat moving?

"Oh my goodness Jim!  That's an Amoeba (pseudo) cervisiaria, better known as the Beer Pudding!"

"Screw this, I'm out."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:43:46 PM
Arctic Fox
Tiny Magical Beast (Cold)
Hit Dice: 6d10+6 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/-2
Attack: Bite +11 melee (1d3+1d6 cold)
Full Attack: Bite +11 melee (1d3+1d6 cold)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Arctic Weather, Cold Touch
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +8, Ref +10, Will +5
Abilities: Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 20
Skills: Hide +13, Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +9, Spot +4, Survival +6
Feats: Alertness, Leadership, Weapon Finesse
Environment: Any Cold or Temperate
Organization: Solitary plus Cohort
Challenge Rating: 4
Treasure: standard
Alignment: Neutral
Advancement: 7-10 HD (Tiny)
Level Adjustment: ---

"So...your money or your crops.  Better you make with the shiny."

Arctic Foxes appear to be normal white foxes. Unfortunately the winter comes with them, meaning they are quite the nuisance for civilizations and other spurious definitions of ecosystems.  They used to use it to extort farmers, till they learned farmers are dirt poor and get taxed into oblivion.  So now they extort the communities dependent on the farmers efforts (i.e. the tax collectors).  No one has yet figured out what they need or use the money for, and if asked the foxes sarcastically reply that they eat it.  It may be true after all, as no one has ever seen what they do with it or how they transport it.  Wizards are blamed as usual for their appearance, though for once even they seem at a loss as to the foxes origins.   Arctic Foxes speak Common and Sylvan.

Arctic Weather (Su): Weather within 5 miles of an Arctic Fox undergoes a drastic change. The temperature lowers by 30 degrees, and winds increase by 20 mph. If this makes it cold enough to snow, it does so.  In effect the area in a 5 mile radius of the Arctic Fox is permanently under the effects of a Fimbulwinter spell (Caster Level 10th). 

Cold Touch (Su): Anyone touching the Arctic Fox (natural weapon, grapple, unarmed strike, etc) takes 1d6 cold damage. Anyone it successfully attacks takes 1d6 cold damage as well (or 1d6 cold per round in a grapple).

Combat: Arctic Foxes avoid combat with anything bigger than themselves (and because they know that most other beings want them dead because of the weather they cause).  In general they try to avoid combat.  They'll waylay a passerby and tell him to present their demands to the city (give me your money and I'll go away), then hightail it somewhere nearby they can hide.  Usually they have a some group of minions as hirelings in order to accept or relay messages, and collect the loot as well.

Typical Cohort: An Arctic Fox has a Leadership Score of 11, which translates to an 4th Level Cohort (usually a Druid or Barbarian), and six 1st Level followers.

(https://i.imgur.com/HOUUWRI.png)

Arctic Fox
"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 interviewing some sort of a fox."

Snow Is My Constant Companion

 "You two really aren't dressed for this."

"In our defense the last thing we remember was being in a swamp.  Is this still Alfheim?""

"Afraid so chap.  You'll pardon the winter weatherr, it always snows where I travel."

Give Me What I Want, And I'll Go Away

"Doesn't that make life difficult?"

"Only for the people who I make bribe me to leave."

"I don't suppose you know of a local teleportation circle?"




Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:44:02 PM
Bullfrog
Large Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
Base Attack/Grapple: +8/+17
Attack: Bite +14 melee (1d8+5) or Tongue +14 melee touch (grapple)
Full Attack: Bite +14 melee (1d8+5) or Tongue +14 melee touch (grapple)
Space/Reach: 10 ft./5 ft. (10 ft. with Tongue)
Special Attacks: Tongue Grapple, Powerful Charge
Special Qualities: Darkvision 60 ft., Low Light Vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 14, Cha 4
Skills: Jump +13, Listen +7, Spot +7
Feats: Alertness, Skill Focus: Jump, Improved Initiative
Environment: Warm Marsh, Plains, Forest
Organization: Solitary, Pair, or Herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: ---

"Bert...Bert you hear that?  It sounded like a thousand frogs ribbited at once..."

In some sort of drunken college spree, several wizards came across the methods used to make the Owlbear, and created a bunch of bison sized frogs with horns. Then, just for giggles, when they got tired of them setting around eating giant bugs and farting all over the place they turned them loose into the wild.  Now swampdwellers everywhere can raise the vicious little halfwits as food or companions.  Bullywugs are actually said to prize them.

Tongue Grapple (Ex): The Bullfrog has an adhesive tongue that allows it to make grapple checks without the usual penalty for grappling with one extremity. It may attack with it's tongue as a melee touch attack, and is considered to be grappling it's opponent if successful.  This does not provoke an Attack of Opportunity, and if the Bullfrog wins the Grapple check it can reel a target in and begin doing bite damage each turn it maintains the Grapple.

Powerful Charge (Ex): When Bullfrogs do their initial leaping charge, they slam into opponents for 2d8+10 bludgeoning damage.

Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite.  Either way, they have a single minded fixation on noms.

(https://i.imgur.com/XlGiJt1.png)

Bullfrog
"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 coming to you live from the Black Marsh!"

Swamp Cattle

 "What the hell are you two doing in my field?."

"Good evening sir!  We're from Mutual of Gnomeahaw, and we're hoping to interview you about your unique cattle."

"You two don't stay out of tongue range and you'll be interviewing me from inside one of them."

Ribbit Ribbit

"Don't worry good sir!  We're protected by Mutual of Gnomeahaw!"

"You'd be better off if you just tasted really bad."

"So...how is life as a Bullfrog farmer?"

"They only eat giant bugs, so that complicates things.  Speaking of which, you see that way over there?  Don't go that way."



Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:44:24 PM
Crab Spider
Huge Magical Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 21 (-2 Size, +3 Dex, +10 Natural), touch 11, flat-footed 18
Base Attack/Grapple: +10/+25
Attack: Pincer +15 melee (2d6+7)
Full Attack: 2 Pincers +15 melee (2d6+7) and 1 Bite +10 melee (2d6+3 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Pincer Grab, Constrict (3d6+10)
Special Qualities: Low Light Vision, Darkvision 60 ft., Scent
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 12, Cha 2
Skills: Climb +10, Hide -1, Jump +10, Spot +4
Feats: Cleave, Great Cleave, Improved Toughness, Power Attack
Environment: Warm Forests and Mountains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 11-19 HD (Huge)
Level Adjustment: ---

"Aw crap...the local spiders can break swords now.  Retreeeeaaatt!!"


This appears to be a huge Wolf Spider with crab pincers. Yet another in a long line of Owlbear knockoffs, it has once again brought shame to the Wizarding community.  As usual with giant, freaky, magically created monsters they got loose and bred like rabbits. Now they haunt forests everywhere and make nuisances of themselves.  Most people believe they're as dumb as any spider, but those who have encountered them swear they giggle when they disarm opponents.

Poison (Ex): Injury Fortitude DC 17, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make either a Grapple, Sunder or Trip attack as a Free Action without provoking an Attack of Opportunity.   If it is performing a Trip and fails, it cannot be Tripped in return as normal.

Constrict (Ex): If the Crab Spider succeeds with a Grapple check it does its constriction damage each turn. It may also attempt to attack with it's Bite attack once per turn.

Combat: Crab Spiders have an unexpected cunning. Usually they will attempt to just straightforward grapple and constrict, then bite to let the poison finish off prey. If surrounded they will trip up the slower looking targets, or try Sundering weapons.

(https://i.imgur.com/8WOrCWS.png)


Crab Spider
"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 reviewing another Owlbear knockoff?"

Why Jebus?

"Fraid so Harlan.  It's proving to be a very popular arcane technique."

"Sigh.  So what does this one do?"

Snip Snip

"Well aside from being a simply enormous toxic spider, it has crab pincers."

"Creatures based on  bad puns are always the worst."

"Also I'm told they giggle."

"What?"

"Apparently they have a sense of humor.  Also, the height of Crab Spider humor seems to be breaking things with their pincers."

"We have clearly offended someone in a former life Jim."



Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:44:43 PM
Sage Buzzard
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Fly 80 ft.(Good)
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Talon +6 melee (1d6+1)
Full Attack: 2 Talons +6 melee (1d6+1) and 1 Beak +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: RAWK!
Special Qualities: Low Light Vision, Darkvision 60 ft, Spell Like Abilities, Sage Knowledge, Scent
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 12, Dex 14, Con 12, Int 18, Wis 18, Cha 18
Skills: Bluff +8, Decipher Script +8, Intimidate +8, Knowledge (Arcana, Geography, History, Local, Nature) +8, Listen +8, Move Silently +2, Sense Motive +8, Spot +8, Survival +8
Feats: Fly-By Attack, Hover
Environment: Warm Desert
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 3
Treasure: None
Alignment: usually Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: ---

"Will you hurry up and die?  I'd like to eat before I expire of old age."

Sage Buzzards look more like vultures than buzzards, and are renowned for their knowledge of just about damn near everything.  They're also pretty well known for lurking nearby as people and animals die, waiting to make them a free lunch despite possibly knowing how to save them.  In their defense, food is mighty hard to come by where they live.  But if you have food aplenty to bribe them with, they'll take care of you, and tell you what they know on any subject you care to hear them argue about (nothing is worse than a flock of know it all's). They speak Common, and whatever the local races speak (they have up to 4 additional languages). Their origin is unknown, but it is rumored that in a desert somewhere is the fabled Tower of Bib. Bib's tower is covered in mystical writings that bring Awareness to any animal reading them. The Sage Buzzards scoff at these rumors, and do their best to discourage people from going out in the desert to see if the Tower is real. They're even rumored to eat the stubborn ones who persist in going anyway...

RAWK! (Su): Once every 1d4 rounds the Buzzard can unleash an ear splitting screech. Any living creature within 60 ft. must make a DC 16 Willpower Save or be Shaken for 1d6 rounds. Save DC is Charisma Based. If the opponent Saves successfully it is immune to this Buzzard's RAWK! attack for 24 hours.

Sage Knowledge (Ex): This is identical to the Bardic Knowledge ability on page 28 of the Players Handbook, but instead of Bard levels the Sage Buzzard uses it's Hit Dice.

Spell Like Abilities (Sp): The Sage Buzzard can cast the following spells as Spell Like abilities: At will: Deathwatch, Detect Magic, Detect Poison, Know Direction.  3/day: Death Knell, Delay Poison, Detect Animals or Plants, Hide from Animals, Locate Objects, Speak With Animals, Whispering Wind.  1/day: Clairvoyance, Commune With Nature, Locate Creature, Scrying. Caster level is equal to Hit Dice.

Combat: Sage Buzzards aren't great combatants. They usually use their spells to coordinate and arrange little traps for foes. They don't so much fight, as wage a campaign of harassment. Unless they know you're dying. Then it's on.

(https://i.imgur.com/CISqXlJ.png)


Sage Buzzard
"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 coming to you live from the Broken Wastes, where the local Orc nobles have granted us an audience with their advisers, the Vultur sapiens, known locally as the Sage Buzzards!"

Wisdom Does Not Preclude Sarcasm

 "Your naming conventions are specious human."

"Do you have a name you prefer to be called"

"Lord Vultur sapiens."

Living Libraries

"We're told you know of many things."

"We do sir.  Perhaps you would be interested in the story of your predecessor, Jim, Mad Barbarian of the North?"

"And that's all the time we have for today folks!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:45:02 PM
Bighorn Sheep
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +1
Speed: 30 ft. ( 6 squares)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Butt +5 melee (1d8+2)
Full Attack: Butt +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge
Special Qualities: Low Light Vision, Darkvision 60’
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Power Attack, Improved Overrun, Reckless Charge (B)
Environment: Temperate Plains, Hills, or Mountains
Organization: Solitary or Flock (5-500)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: ---

"Jed?? Can you hear me Jed?? Speak to me!"

"I knew jumpin' that sheep was a bad idea..."

These appear to be mule sized sheep with oversized horns, and bony armor reinforcing their necks and foreheads. They are infamously temperamental, and territorial to a fault. Their origin is unknown, but the local Druids always seem to need to be somewhere else when the subject is brought up.  Many attempts have been made to domesticate them and all have failed.  The locals would love access to the wool as they believe they can make a wonderful lightweight armor from it.  Despite offers of a shiny new silver piece for anyone willing to help domesticate some, the local Rangers have expressed no interest...

Powerful Charge (Ex): When charging the Bighorn Sheep's Butt attack does 2d8+4, and it can make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.  You gain a +4 Bonus on the opposed Strength check.

Combat: Bighorn Sheep generally charge into the fray, then repeatedly slam their forehead into opponents until they flee or stop moving.  The rams will fight to the death while the rest of the flock escapes.


(https://i.imgur.com/7XYFQNw.png)


Bighorn Sheep
"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 trying to wrangle a small flock of Ovis magnicornuta, better known as the Bighorn Sheep!"

You Aren't The Boss Of Me

"I'm beginning to lose my respect for Druids Harlan."

"Now Jim, lone hermits in the woods have given us many fascinating wonders to study!"

Charge!

"Would that be why I'm trying to 'herd' these things from the back of a T. Rex?"

"We needed a steed the Sheep would respect."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:45:34 PM
Edible Golem
Medium Consruct
Hit Dice: 3d10+20 (36 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple: +2/+8
Attack: Slam +4 melee (1d8+2)
Full Attack: 2 Slams +4 melee (1d8+2)
Space/Reach: 5ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d8+4)
Special Qualities: Construct Traits, Dark Vision 60 ft., Damage Reduction 10/Magic, Immunity to Magic, Low Light Vision, Mindless
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Group (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -----

”We wuz out foragin’ when we came up on this Halfling encampment.  Lil’ squatty bastards left their chuckwagon unguarded, and me an’ Chuck we thinks “Well sir…guess that foods ours now”.  Then this thing made out of cabbage beats Chuck like a ragdoll, and some sort of cheese monkey choked me into unconsciousness.  Damn I hate them Halflings...”


Halflings are known for their prowess with cuisine, but not so much so for their abilities as a military force.  Particularly hard hit are the cooks and guards for the food stores.  Bigger races tend to run them over to get the Halflings prized vittles.  And consequently this makes the Halflings pretty ticked off. 

After several years of this, some enterprising Halfling Wizard made the first Edible Golem.  Edible Golems can be composed of any hard foodstuff (cheese, jerked and smoked meats, vegetables, mushrooms), and are basically a 6 foot high figure composed of the aforementioned edibles.  Created to guard the food stores, a code word chosen at creation (and given to the Golems “owner”) will immediately disassemble the Golem into its component parts.  As long as the food is part of the Golem it never spoils, and it can even move and defend itself thus freeing up guards for other purposes. 

This makes them ideal Golems as they can be eaten, are cheap to make, and don’t go Berserk.  They are a staple of many armies now in tribute to the Halflings success with using them.


Improved Grab (Ex): If the Golem successfully hits with it’s Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may then Constrict.  Edible Golems get a +4 Racial Bonus to Grapple checks.  Unlike normal this ability may be used on creatures the same size class as the Golem.

Constrict (Ex): An Edible Golem does 2d8+4 damage with a successful Grapple Check.

Immunity to Magic (Ex): An Edible Golem is immune to any spell or spell like ability that allows Spell Resistance, with one exception.  If Purify Food and Drink is cast on the Golem it heals 1d6 hit points of damage. 

Combat: Edible Golems aren’t very tactical combatants being mindless and all.  They generally just waltz up to whatever enemy is closest, initiate a Grapple, and squeeze till dead.  Rinse, repeat.  It’s effective though.  Many is the opposing military man who has suffered the dismay of being beaten down by a cheese Golem.


Construction: An Edible Golem is made from 300 pounds of some sort of foodstuffs (average cost around 120 GP).  Unlike normal Golems, Edibles aren't constructed, they are temporarily animated by means of the right spell.


Create Edible Golem  
Transmutation
Level: Sor/Wiz 4, Food 4
Components: V, S, F
Casting Time: 1 Full Round Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Animates 1 Edible Golem
Duration: 1 hour/level

This spell animates 1 Edible Golem for the duration of the spell.  When created you designate one "owner" who will control the Golem, and a code word which may disassemble it before the spell ends (speaking the word is a Swift Action).
Focus is 300 pounds of some sort of food.  This Focus can only be used for 1 Golem at a time, for more Golems, you need more food.
-=-=-=-=-=-=-
Lore
Characters with ranks in Knowledge (Arcane) can learn a little about the Edible Golem. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

DC|Lore
10|The Halflings sometimes have Constructs guarding their food.
15|The Constructs guarding the Halflings food stores ARE food.
20|The magic making Edible Golems is cheap, but fairly short in duration and must be renewed regularly.
25|If you can get the Golem's "owner" to spit out the right word, the Golems will disassemble into harmless victuals.



Plot Hook
  • The Edible Golems your base has been relying upon to guard the food (i.e. themselves for the most part) have somehow been awakened by an unknown enemy, and they no longer disassemble when the code word is given.  Somehow you must discover what is going on, keep the base in food in the meantime, and manage to imprison the Golems long enough to do the first two tasks.
  • Every night someone near a local restaurant dies.  Every morning the restaurateur find blood on his cabbages.  He has told no one of this, and has hired the PC's to find out what is going on before the authorities do.  One night they notice a strange figure leave the restaurant with what looks like a very deformed man under a greatcoat and heavy clothing.  The deformed man does not speak or respond to anyone but his partner.  And he simply stinks of garlic and cabbage...
  • Yesterday was the best day of your groups life.  You defeated bad guys, got a good haul, and had a blast with the local tavern wenches.  In the morning however you find out the tavern wenches who were sleeping downstairs are all beaten up, the food is gone, your money is stolen, and everyone who was there claims that cheese people robbed the place while you were all passed out drunk.  You're having a bit of a hard time accepting their explanation, but the place does seem Limburgery today...
  • Local Halfling Wizard King Codpuncher (that doesn't sound megalomaniacal in any way...) has hired the PC's to test out his security.  In reality he's bored and wants to see someone beaten up by the various food based Golems running around his trapped underground mansion.  Darn sneaky them Halflings.

(https://i.imgur.com/muJ90iE.png)

Edible Golem

"Welcome to Hell's Kitchen!"

"Is that a cabbage golem?"

Ever Been Beaten By A Turnip?

"Yes.  Our team uses spells to allow the food stores to defend themselves."

"Please tell me they don't go berserk."

"No but there is a statistically insignificant chance that they spontaneously achieve sentient awareness."

"Is that good or bad?"

Random Sentience Achieved

"As a general rule, spontaneous awareness is bad."

"Plus, they do know you consider them food..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:46:25 PM
Funk Ape
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d4+2)
Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Funk, Blur
Special Qualities: Low Light Vision, Darkvision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
Skills: Climb +10, Listen +8, Spot +7
Feats: Alertness, Ability Focus (Funk)
Environment: Warm Forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-8 HD (Large)
Level Adjustment: ---


" Ooohmigod...what is that?  It smells like mindflayer poop and burning rubber...avenge me...sputter...cough..."

Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter Forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. This has to be one of his less welcome creations.  The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the atmosphere to shimmer and distort, as if the very air wanted to be elsewhere.

Funk (Su): The Funk Ape smells bad. Any creature within 60 ft. of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or fall unconscious for 1 round, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60 ft. of the Funk Ape it will have to make Saves to avoid unconsciousness each round. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60 ft. of the Funk Ape.

Blur (Su): Due to the air around it boiling, the Funk Ape permanently has it's own personal Blur spell (as well as a +2 Deflection Bonus to AC).

Immunities (Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (of which they have none, due to the Funk).

Skills: Funk Apes get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Combat: Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge if scared or angry. After that they just continuously whack their opponent till he falls, or they run away if hurt too bad.  Most opponents simply black out or puke near them, which is an endless supply of entertainment for the ape.

(https://i.imgur.com/MyzfbS2.png)

Funk Ape
"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 trying to verify the existence of the legendary Funk Ape!

Smells Worse Than a Dead Beholder Frying In The Sun

"Can I state for the record how much I hate Florida."

"Is that Prak?"

Of Course It's Prak

"Yes...and the ape thing he's with smells so bad I can taste it through the forcewall."

"Guess we can cross this one off the cryptid list."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:46:49 PM
Vorpal Shrew Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+12 (78 hp)
Initiative: +9
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Vorpal Attacks, Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
Skills: Balance +13, Climb +16, Hide +17, Listen +7, Move Silently +12, Spot +7, Survival +5
Feats: Alertness, Endurance, Diehard, Improved Initiative, Track
Environment: Any Forest
Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Abner...I don't like the way thet grass is movin'..I think we should leave..."

Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything. They appear to be normal (if somewhat rabid) shrews.  And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

Vorpal Attacks (Su): The damage from Vorpal Shrews Swarm Attack is untyped, meaning it bypasses Damage Reduction.

Distraction (Ex): Any living creature that begins its turn with a  swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing.  Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive. 

(https://i.imgur.com/W8Qd2b4.png)

Vorpal Shrew Swarm
"All right Prak.  Prove to us you've been following the protocols."

Srews, The Bane Of Wizardkind
"The escaped Moose were a bad sign."

"They didn't escape, we shooed them off.  They weren't mine."

"So you have compet...holy crap are those shrew bite marks?"

"Tell us you didn't use shrews."

Can Chew Through Adamantine

"I used shrews."

"Where are they now?"

"They escaped the first day.  Chewed their way through 6 feet of stone.  So I hadda start over with mice."

"Well, mice are a step up from shrews at least."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:47:09 PM
Devil Mice Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+24 (90 hp)
Initiative: +5
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Summon Swarm, Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Telepathy 100 ft., Immune to Fire and Poison, Energy Resistance 20 (Cold and Acid)
Saves: Fort +10 Ref +13, Will +8
Abilities: Str 4, Dex 21, Con 14, Int 10, Wis 14, Cha 10
Skills: Balance +13, Bluff +6, Climb +16, Hide +17, Intimidate +7, Listen +7, Move Silently +12, Spot +7
Feats: Ability Focus (Distraction, Poison), Alertness, Iron Will, Persuasive
Environment: Any Forest
Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner the mice got horns...and they's tellin' me bad things..."

Yet another creation of the mad wizard of Bad Critter Forest, these mice have a fiendish ancestry of some sort. They appear to be mice or hamsters with black fur, red eyes, and teensy little devil horns. Despite this they are not Extraplanar entities, nor do they seem to have alignment restrictions.  Which just drives mages studying them nuts.  Devil Mice speak Common and Infernal.

Summon Swarm (Su): Devil Mice can try summon another Swarm of Devil Mice once per day with a 35% chance of success.

Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary Damage is 1d4 Str.

Distraction (Ex): Any living creature that begins its turn with a  swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Devil Mice have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Devil Mice usually hide while trying to summon another swarm before moving in for the kill and nibbling their victim to death in a rude manner.  Being intelligent however, you can try to bluff or bribe them.  Bribing generally works better.  You'd be surprised what evil mice will accept in exchange for not devouring you in your sleep.

(https://i.imgur.com/zIbVgfm.png)

Devil Mice Swarm
"So where are these Mice?"

The Horns Give Away Their True Nature
"Their cage seems empty too."

"Oh I got rid of them.  They were whispering to me at night, trying to tempt me to do awful things."

"Clearly they didn't know you well."

"So you Awakened a swarm of mice?"

Whispers In The Night

"No sir.  I magically spliced them with Devils."

"You WHAT?"

"It seemed like a good idea until they kept trying to bargain for my soul?"

"Wizards have souls to bargain with?"

"That hurt Jim."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:47:30 PM
Mysterious Magical Maniacal Miniaturized Moose Swarm
Tiny Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Trip
Special Qualities: Low Light Vision, Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +11, Listen +8, Spot +8, Survival +6
Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Run
Environment: Cold or Temperate Forests
Organization: Solitary, Herd (3-5 Swarms)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ---


"Maw...Maw the mooses got Abner..."

"Git me the moose smackin' club."

These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for.  They seem as stubborn and irrationally violent as the usual sized moose that's gotten drunk on fermented crab apples.  Perhaps a tad more so, as they have to make up for their lack of size.  Originating in Bad Critter Forest (figures), they have spread quickly over the world.

Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back).  Their Swarm attack does +1d6 against Prone opponents.

Combat: The Moose swarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee.  Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.

(https://i.imgur.com/8vvdVbF.png)

Mysterious Magical Maniacal Miniaturized Moose Swarm
"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 are investigating the reports of swarms of odd critters in the appropriately named Bad Critter Forest!"

Beware Crab Apple Season
"And I've found our first swarm Harlan.  Tiny moose hopped up on rage."

"I just know someone will blame my profession for this..."

"Relax Harlan.  It could still be Druids."

They've Forgotten They're Tiny
"No...no that is clearly a Wizards spire I can see in the distance."

"Let's go see who is turning Tiny abominations of nature loose on the public."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:47:47 PM
Teal Hulk
                      Small Aberration
Hit Dice:             3d8+3 (16 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft., Burrow 20 ft.
Armor Class:          19 (+1 Small, +2 Dex, +6 natural), touch 13, flat-footed 17
Base Attack/Grapple:  +2/-1
Attack:               Claw +5 melee (1d4+1)
Full Attack:          2 Claws +5 melee (1d4+1) and 1 Bite +0 melee (2d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charm Gaze
Special Qualities:    Dark Vision 30 ft., Tremorsense 40 ft.
Saves:                Fort +2, Ref +3, Will +3
Abilities:            Str 12, Dex 15, Con 12, Int 11, Wis 11, Cha 11
Skills:               Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +3, Spot +2
Feats:                Blind-Fight, Weapon Finesse
Environment:          Underground
Organization:         Solitary, Cluster (3-6), or Hive (10-100)
Challenge Rating:     2
Treasure:             Half Standard
Alignment:            Usually Neutral Evil
Advancement:          4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     ---


"Bert...Bert there's this weird blue/green bug eating my boot...it's a really big bug Bert..."

The city of Gandalf's Folly is known for many things, chief among them it's Wizard's college.  And the college's many, potentially devastating, competitions.  Wizards are prone to madness after all.  One of the worst is the Evil Minion competition.  All competitors take a common monster, and manipulate it into what they consider the perfect evil minion.  This most recent competition involved the Umber Hulk (you can already see where this is going bad).  Professor Nwakuche's entry is a bluish-green Hulk that's only a scant 2 feet 6 inches tall, and weighing in at 50 pounds at most.  It's Charming Gaze and stealth due to it's small size make it quite useful.  Unfortunately the Teal Hulk's rapid reproductive rate, and tendencies to swarm makes up for it's advantages.  They can eat other species out of existence.  Teal Hulks speak Terran.

Charm Gaze: Charm Monster as per the spell, 30 ft., Willpower DC 11 negates, Caster Level equal to Hit Dice, Save DC is Charisma Based.

Skills: Teal Hulks have a +8 Racial Bonus on Climb checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Teal Hulks try to usually Charm opponents, and get them to help out the Hive before sending them on their way or using them to feed the young.  If the gaze attack doesn't work they swarm the outsider and begin biting his legs furiously.

(https://i.imgur.com/f9leoaJ.png)

Teal Hulk

"It's a good thing you always have that teleport on contingency.  I've no intent on getting involved in a Gome-Mindflayer war on my vacation.  Where are we anyway?"

"My old college campus.  It was the nearest place I could think of."

You Will Obey Hulk

"I can't help but notice you didn't say it was the safest place you could think of."

"I say, young Jergens is that you?  Are you here for the Evil Minion Competition?"

"Professor Nwakuche! Good to see you! What's this years theme?"

"The Evil what competition?"

"Umber Hulks.  This little charmer is my entry.  Don't look it too closely in the eye now."

"So what can he do?"

Hulk Hungry!

"He's a mesmerist.  And being smaller, he eats less. "

"Your Minions specialty is mind control...you don't see an issue here?"

"Who is this sidekick of yours?"

"This is Jim, my business partner.."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:48:06 PM
Sienna Hulk
                      Large Aberration
Hit Dice:             8d8+24 (60 hp)
Initiative:           +2
Speed:                30 ft. (5 squares), Burrow 20 ft.
Armor Class:          19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+16
Attack:               Claw +11 melee (1d8+6)
Full Attack:          2 Claws +11 melee (1d8+6) and 1 Bite +9 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Despairing Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +5, Ref +4, Will +6
Abilities:            Str 22, Dex 15, Con 17, Int 9, Wis 11, Cha 15
Skills:               Climb +9, Jump +9, Listen +3, Spot +2
Feats:                Ability Focus (Gaze), Irresistible Gaze (see Savage Species), Multiattack
Environment:          Underground
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---


"Wow...that's the freakiest bug thing ah evah did see.  Hey Bert you 'spose he's friendly?  Bert? Uh oh..."

Professor Butler had often taken a lot of bad jokes based on his name.  A lot.  As a result he often suffered from crushing depression.  Then he heard about the minion contest.  Soon all would feel his depression! HAHAHAHAHAHAHAHA!!!!  Sienna hulks are tall, thin yellow-brown Hulks standing roughly 12 feet tall but weighing only 500 pounds or so.  Not as intelligent as the Umber Hulk, but their gaze is a bit more powerful causing opponents to succumb to despair.  Unfortunately close proximity to his new minions caused Professor Butler to be eaten.  They speak Terran.

Despairing Gaze: Crushing Despair, 30 ft., Willpower Save DC 20 negates, Save DC is Charisma based.

Combat: Sienna Hulks fight pretty similarly to a regular Umber Hulk.  They do rely more on their gaze to soften up opponents though.

(https://i.imgur.com/9jwUU9m.png)

Sienna Hulk

"Sidekick?  You offend me sir.  Wat, what are those tall, hulk-like critters?"

"Ah, that would be Professor Butler's entries.  Scuttlebutt has it they ate him."

Hulk Make Sad

"Doesn't this campus have security?"

"Yes, but the new Hulks seem to cause soul-crippling depression.  We should probably leave before they notice us."

"So they've taken out the guards?"

"Among other things."

"Other things?"

Hulk In Existential Crisis

"There were a record number of entries this year. "

"Out of control already is it??"

"Indeed."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:48:25 PM
Magenta Hulk
                      Large Aberration
Hit Dice:             10d8+50 (95 hp)
Initiative:           +0
Speed:                15 ft. (4 squares), Burrow 10 ft.
Armor Class:          20 (-1 Large, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:  +7/+18
Attack:               Claw +13 melee (1d8+7)
Full Attack:          2 Claws +13 melee (1d8+7) and 1 Bite +11 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rebuking Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +7, Ref +3, Will +7
Abilities:            Str 25, Dex 11, Con 19, Int 9, Wis 11, Cha 15
Skills:               Listen +7, Spot +6
Feats:                Cumbrous Fortitude, Improved Toughness, Irresistible Gaze, Multiattack*
Environment:          Underground
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---

*Cumbrous Fortitude, Irresistible Gaze are from Savage Species.

"Hahahahaha!!! Thats the fattest Hulk I've ever seen!  Oh crap...Oh crap, dude, I think we made him angry!"

Professor Esther had long been teased about her weight.  After years it had gotten to the point where she decided to show people in the competition not only was big okay, it was better.  And to some extent she was right.  Her minions were a bit tougher than the usual Hulk.  But she didn't realize increased mass meant increased appetite.  Fortunately she wasn't around for the eating spree, but her students weren't so lucky.  Magenta hulks are a light purplish red.  While they stand no taller than a regular Hulk they weigh almost half again as much.  They speak Terran.

Rebuking Gaze: Greater Rebuke (see Spell Compendium), 30 ft., Willpower Save DC 19 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)

Combat: magenta Hulks soften their opponents up with their Gaze and then move in.  They're pretty much like normal Hulks, but their hunger leads them to try to eat any downed victims, often taking at least one of them out of the combat if they kill an opponent.

(https://i.imgur.com/6dGLTNb.png)

Magenta Hulk

"Who is that running towards us?"

"That's Professor Esther.  She's a bit of a drama queen."

Hulk Not Take Peoples Crap

"You don't take the sight of a mage running as a bad sign?"

"Of course not, if things were truly bad she'd have teleported."

"Maybe she's out of spells?"

"That...would most definitely be a bad sign."

"They're eating the students!"

Hulk Have Righteous Fury!

"our entry getting a little frisky Esther? "

"Young Harlan, is that you?  Please tell me you have teleport prepped."

"Always."

BAMF!
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:48:40 PM
Death Gerbil Swarm
Diminutive Magical Beast
Hit Dice: 15d10+45 (127 hp)
Initiative: +9
Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Burrow 15 ft.
Armor Class: 24 (+4 Size, +5 Dex, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +15/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Preternatually Tough
Saves: Fort +11, Ref +15, Will +10
Abilities: Str 4, Dex 21, Con 12, Int 14, Wis 14, Cha 10
Skills: Balance +16, Climb +17, Hide +26, Jump +10, Knowledge (Local, Nature) +8, Listen +10, Move Silently +14, Search +10, Spot +10, Survival +10, Swim +10, Tumble +10
Feats: Alertness, Ability Focus (Poison), Dodge, Improved Initiative, Iron Will, Brachiation (Complete Adventurer, yes I know they have pudgy little hamster legs, they still swing from trees)
Environment: Any Warm
Organization: Solitary, Pair, or Big Swarm (3-6 swarms)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner I think that mouse ate something bad 'fore it bit me..."

Death Gerbils are small gerbil or hamster like critters once again made by insane wizards hellbent on ruining the reputation of their profession.  Just once you think they'd make something useful that didn't end up killing people and infesting the town.  Colors vary, but most have the same insane gleam in their eyes.  It's easy to recognize them from the local rodents as they're cuter, and look like they want to eat you.  Most gerbils aren't carnivorous, nor do they discuss with you how you'd like to be prepared after you are killed.  Death Gerbils understand Common, and 2 other languages (usually of nearby races wherever they live).

Poison (Ex): Injury, Fort Save DC 20, Initial and Secondary Damage 1d4 Strength

Preternaturally Tough (Ex): Death Gerbils have a Racial Bonus to their Saving Throws equal to their Constitution Modifier (yes this means they get double their Con mod for Fort Saves). They also get an additional 2 hp per Hit Die.

Skills: Death Gerbils have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Jump and Move Silently checks. They may use their Dex or Str modifier for Climb and Jump checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.  Death Gerbils have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

Combat: Capable of climbing, swimming, burrowing, or swinging through the trees if necessary, Death Gerbils are all terrain munching machines.  Think of them as fuzzy pirhana.  Being intelligent it is possible to bribe them however.  If you happen to have dozens of suits of gerbil sized magical armor on you it might even be exceptionally possible.


(https://i.imgur.com/fDEeFp6.png)

Death Gerbil Swarm
"What did you move on to next?"

A Little Too Good At Their Job
"I see an empty gerbil cage."

"Yeah, the gerbils were a super bad idea."

"Worse than the others?"

"They can't be worse than mousy half-devils."

Beware The Gerbil Death Squad

"They tried to kill me unsuccessfully multiple times.  Saw me as competition.  They've taken over a local village and hired killers to come after me."

"Sounds like you were a little too successful."

"Wait, they've hired killers?  Already?  What are we still doing here?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:48:58 PM
Lemming Swarm
Fine Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 15 ft. (3 squares), burrow 15 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6+curse)
Full Attack: Swarm (3d6+curse)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Swarm Traits, Dark Vision 60 ft., Immune to Weapon Damage, Lemming Curse, Scent
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 4, Wis 14, Cha 10
Skills: Hide +18, Listen +7, Spot +7, Swim +4
Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ----

"Bert I don't like the way them critters is lookin' at us.  Bert?  Bert why you lookin' at me like them thangs over there?"

These look pretty much like any other Lemming.  Little fuzzy critters.  WHo munch endlessly and occasionally swarm for no apparent reason.  Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces...  Dammit you're gonna have to have a talk with the local Wizards again.

Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

Combat: The Lemmings aren't interested in wiping opponents out as having them join the horde.  If something is immune to their Curse, they'll have the converts take him out back, so to speak...

(https://i.imgur.com/haFqAaY.png)


Lemming Swarm
"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 visit an old foe!"

Subject of Falsehoods
"Aren't these the little rodents that you convince everyone would run off cliffs if panicked?"

"In my defense we needed them to do something, anything, on Cameleon. We're here to investigate rumors though."

"Are they rumors you didn't start personally?"

"Why Jim, I feel wounded.  Make sure your forcewall is up though."

They Adopt What They Can't Kill

"Why?"

"Word has it their bite is mind altering, and if you  get bitten you become one with the swarm."

"Why that's not terrifying at all..."

"Is that an Orc?  What are you doing here sir?  This is a dangerous place!"

"Squeak Squeak Squeak SQUEAKEN!!!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:49:21 PM
Carnivorous Jungle Death Penguin Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 5d10+5 (32 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 15 ft.
Armor Class: 13 (+2 Size, +1 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing/Piercing Weapons
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
Skills: Hide +10, Jump +16, Listen +5, Spot +5, Survival +6, Swim +4
Feats: Alertness, Endurance, Track (B)
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5 Swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

"Penguins?  What the hell are penguins doing in the jungle?"

Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for women who were equally larcenous at heart.  A taste he indulged while in wizardry school. One, named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the city. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the zoos menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a guardian species for jungle habitats.

With penguins.

Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" as a selling point when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

He locked them up next to a fiendish artifact the Wizards school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

In his defense he was stone drunk.

Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad, penguiny Vestige.

Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim check. They also have a +20 Racial Bonus to Jump Checks.

Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.


Humphrey Billingsworth the 3rd

Humphrey's story is listed above.

Vestige Level: 6
Binding DC: 25
Special Requirement: No
Manifestation: There is an explosion of fetid jungle mist.  It clears to reveal a well-attired man, short in stature, with the head of a penguin.  He looks at you condescendingly, and asks if you have any wine.  Unless you are female, in which case he attempts to smile, to horrific effect.
Sign:  While bound to Humphrey, your face is that of a Penguin.
Influence: When influenced by Humphrey, you become enamored of wine, women who are badly in need o a sugar daddy, and horrible decision making.  A little too enamored.  You are bad times waiting to happen.
Granted Abilities: Humphrey grants you various Penguin related abilities, and the ability to jump large distances.
 You Have Angered Me: Once per 8 hours you may Shapechange (as per the spell) into a Dire Penguin.
 Boing: You may use the Jump spell at will.  The DC of your Jump Checks is not increased if you don't have a running start, or are moving less than 30 feet.  Your maximum Jump distance is double.
 Behold My Children:: You can use Summon Swarm to summon a Carnivorous Jungle Death Penguin Swarm, which you can control.  Once you have used this ability, you cannot do so again for 5 rounds.
 I Smite Thee: You can polymorph, as per the spell, any opponent into a Penguin (see Frostburn).  Once you have used this ability, you cannot do so again for 5 rounds.



(https://i.imgur.com/r3euw5P.png)

Carnivorous Jungle Death Penguin Swarm
"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 make our triumphant return to Bad Critter Forest!"

WTF
"It's good to be back Harlan, I...what the hell?"

HONK!

"Oh crap.  Run Jim.  Run quite fast, those are Humphrey's Penguins."

"Relax, I still have the cube of force.  Who is Humphrey?"

Born From Tragedy
"It's a long, sad, terrible story of a man caught between love, inebriation and the forces of Hell."

"So one of your contemporaries in Wizard school then?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:49:38 PM
Aquamarine Hulk
                      Large Aberration (Aquatic)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +2
Speed:                20 ft. (5 squares), Swim 20 ft.
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:      Light Gaze
Special Qualities:    Dark Vision 60 ft., Blindsense 60 ft., Amphibious
Saves:                Fort +8, Ref +4, Will +6
Abilities:            Str 21, Dex 15, Con 19, Int 11, Wis 11, Cha 13
Skills:               Listen +7, Search +7, Spot +8, Swim +13
Feats:                Ability Focus (Gaze), Great Fortitude, Swim-By Attack*
Environment:          Warm or Temperate Aquatic
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:     ---

*Swim-By Attack may be found in Stormwrack.

"Abner...ah just saw a huge bug eat the carp we pulled in...ah think we're dun fishin'"

Professor Jingang's headquarters were underwater, making her somewhat upset over the choice of a very non water traveling race for the competition.  But she adapted.  Aquamarine Hulks are a pale blue water dwelling species of Hulk with fins and pulsing gills and what have you.  Normal Hulks get sick looking at them for some reason.  They just don't get along.  Aquamarine Hulk speak Aquan.

Light Gaze: Rainbow Pattern, 30 ft., Willpower Save DC 17 negates, Save DC is Charisma Based.

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

Combat: Aquamarine Hulks prefer hit and run tactics to stand up fighting, especially since they usually are able to take more advantage of their environment than invading adventurers.

(https://i.imgur.com/rdPA1QZ.png)

Aquamarine Hulk

"Where are we now?"

"Down y the lake,  Perhaps we'll get lucky and Professor Jingang will e home.."

Hulk Swim!

"Heads up, there are more Hulks, and they're...vomiting at the sight of each other?"

"The pale blue ones seem to e inspiring that."

"They're coming out of the lake, so they must e Jingang's entry.  I'm betting she didn't like the choice of the minion of the year, this has to be one of her 'subtle' protests."

"Creating a minion that makes other minions ill is bad form."

"But handy, in this instance!"

Swimmy Swimmy Swim!

"I'm off then.  Don't want my minion gettiing ill."

"Coward.  You always run when things get interesting."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:50:41 PM
Cerise Hulk
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +5
Speed:                20 ft. (5 squares), Climb 20 ft.
Armor Class:          18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:  +6/+19
Attack:               Claw +10 melee (1d8+5)
Full Attack:          2 Claws +10 melee (1d8+5) and 1 Bite +10 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Fear Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +8, Ref +3, Will +6
Abilities:            Str 21, Dex 13, Con 19, Int 11, Wis 11, Cha 15
Skills:               Climb +18, Jump +10, Listen +6, Spot +6
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Warm Forests
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:     ---


"Dude...dude do you smell cherries??"

Professor Zvonko had always liked cherries, and his entry to the minion competition both smell and look like them.  He wanted minions perfect for keeping pests away from his cherry bushes.  They kept him away from them too.  The Cerise Hulks Fear gaze makes it perfect for this role. They otherwise seem like regular Hulks other than being bright red, and speak Terran.

Fear Gaze (Su): Fear, 30 ft., DC 16 Willpower Save negates, Save DC is Charisma based.

Skills: Cerise Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Cerise Hulks will usually blast opponent with their Gaze, and then attack if they don't run away

(https://i.imgur.com/1A1DNkQ.png)

Cerise Hulk

"Who is that running this way?"

"Professor Zvonko.  He looks terrified."

Hulk Intimidate!

"Excuse us, sir?"

"AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Well thats the first time someone's ignored us today.."

"What did he make?"

"Guards.  He wanted to keep people away from his cherries."

Hulk Red

"AAAAAAAHHHHHHHHHHHHHHH!"

"I'm betting they have a fear gaze."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:51:06 PM
Cerulean Hulk
                      Medium Aberration
Hit Dice:             4d8+8 (26 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+5
Attack:               Claw +5 melee (1d6+2)
Full Attack:          2 Claws +5 melee (1d6+2) and 1 Bite +3 melee (2d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Lightning Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +3, Ref +3, Will +4
Abilities:            Str 15, Dex 15, Con 15, Int 11, Wis 11, Cha 15
Skills:               Climb +5, Jump +5, Listen +4, Spot +4
Feats:               Improved Initiative, Multiattack
Environment:          Cold Forests
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment:     ---


"Hey Abner...member how maw allus told us not to pee on the electric fence...it goes for bugs too..."

Professor Gorm didn't want some basic, gaze attacking Hulk for his entry.  Gaze attacks were for wimps.  He wanted to breed them out of his creation and make them tougher.  Real minions don't need range.  His plans backfired, and his minions now shoot ball lightning, probably as a result of his using massive amounts of electricity in his experiments making them.  Nor are they tougher than regular Hulks.  Fortunately, the electrical burns to his kidneys could be regenerated.  Cerulean Hulks speak Auran.

Lightning Gaze (Sp): The Cerulean Hulk may cast Lesser Orb of Electricity at will as a Spell-Like Ability.  Caster Level is equal to Hit Dice.

Combat: Cerulean Hulks just sit back and blast away with their electrical powers.  They're kinda lazy tactically for Hulks.

(https://i.imgur.com/V2kzRwG.png)

Cerulean Hulk

"How do you keep getting me into these things Harlan?"

"Why do you say that Jim?"

KRACK!

"Lightning bolts shooting from the sky and blowing out the windows of local buildings is normal?"

Electric Hulk

"Why Jim, you wound me."

"No, but I'm sure the locals will."

"AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"That's Professor Gorm.  He's looked better."

"Any day Hulks are shooting ball lightning at you is a bad day."

"To hell with this, I'm out."

Hulk Not Like Little Man

"AAAAAAAHHHHHHHHHHHHHHH!"

"You got any Abjuration handy?"

"Always."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:51:59 PM
Bugbear
                      Large Magical Beast
Hit Dice:             8d10+32 (76 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+22
Attack:               Claw +17 melee (1d6+10)
Full Attack:          2 Claws +17 melee (1d6+10) and 1 Bite +12 melee (1d8+5 plus Poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Poison, Constrict (2d6+20)
Special Qualities:    Scent, Dark Vision 60 ft., Immune to Fear, Random Mutation
Saves:                Fort +10, Ref +7, Will +2
Abilities:            Str 30, Dex 13, Con 19, Int 9, Wis 11, Cha 3
Skills:               Climb +10, Intimidate +0, Listen +3, Spot +3
Feats:                Cleave, Improved Initiative, Power Attack
Environment:          Any Warm or Temperate
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     --


"Abner...ah'm givin' up huntin'..."

Bugbears are a nightmarish melding of mammal and arthropod.  Their features vary heavily from one generation to the next, with mutations becoming ever more grotesque.  The only constant is that it's usually the size and mass of a brown bear, with a vaguely similar shape.  Spots of fur and chitin wind interchangeably about the body.  The face is a mix of arthropod and mammal, and some arthropod features such as stunted wings or vestigial extra limbs may appear.  Since their appearance many a local mage has fallen victim to a torch wielding mob.


Improved Grab (Ex):  If the Bugbear hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may Constrict next round.

Poison (Ex): Injury, Fortitude DC 18, Initial and Secondary Damage is 1d6 Strength.  Save DC is Constitution based.

Constrict (Ex): The Bugbear does 2d6+20 damage with a successful Grapple Check.

Random Mutation (Ex):  The Bugbear gets one random mutation from the following list:

Wings: The Bugbear gains a Fly Speed of 25 ft. (Poor)

Heavy Chitin: Natural Armor Bonus increases to +12

Long Claws: Increase the Reach of it's Claw Attacks by +5 ft.

Sensory Hairs: The Bugbear gains Blindsight 40 ft..

Knitting SKin: The Bugbear gains Fast Healing 3.

Horrific: The Bugbear gains Frightful Presence.  Whenever it charges or attacks, any creature with fewer Hit Dice than the Bugbear within 30' must make a DC 14 Willpower Save (Save DC is Charisma Basedm Bugbear gets a +4 Racial Bonus) or be Shaken for 5d6 rounds.  Opponents who successfully make their Save are immune to this Bugbears Frightening Presence for 24 hours.

Spiderlike: The Bugbear may use Spider Climb at will as an Exceptional ability.

Many Eyed: The Bugbear cannot be Flanked.

Combat: Bugbears usually rush into melee blindly and begin hacking away.  Some random mutations make them change their tactics though.


(https://i.imgur.com/nZxEQnk.png)


Bugbear
"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 roaming Bad Critter Forest in search of a cryptid species the locals call Bugbears."

Horrific Abominations

"Witness descriptions vary wildly Harlan.  The current prevailing theory is that this is due to their being an artificially created species."

"Another 'blame the Wizards' special is it Jim?"

"Well...this forest does have a reputation."

Gotta Catch Em All

"Be careful Jim.  Who knows whats out there."

"Too late Harlan, one of them appears to have grabbed me."

"Darn sneaky buggers they are Jim."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:52:33 PM
Fire Beetle
                      Large Magical Beast (Fire)
Hit Dice:             7d10+21 (59 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +7/+17
Attack:               Bite +12 melee (2d6+6+1d6 Fire)
Full Attack:          Bite +12 melee (2d6+6+1d6 Fire)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spew Flame, Burning Touch, Set Fires
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +8, Ref +5, Will +4
Abilities:            Str 23, Dex 10, Con 17, Int 3, Wis 14, Cha 12
Skills:               Listen +7, Spot +7
Feats:                Ability Focus (Spew Flame, Set Fires), Improved Initiative
Environment:         Any Warm or Underground
Organization:         Solitary
Challenge Rating:     5
Treasure:             Double Gems
Alignment:            Always Neutral
Advancement:          8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment:     ---

Durin the Dwarf: "This has to be the worst evil minion I've seen yet."
Pooter the Elf: "Well it's a giant bug. I don't know as they're really evil..."
Durin: "Made by an evil mage, so it's an evil minion.  Man, look at it.  Who designs evil minions on spurious puns?"
Pooter: "Most of our opponents actually.  Remember that Pope Fish?"
Durin: "Someone really hasta talk with this guy.  Tell him he needs less lame monsters."
Pooter: "But it just burned a fist size hole in Bob's nether regions."
Bob the Human: "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!!!"
Durin: "Which goes to prove it's lameness.  Bob always was a poorly designed character.  6 levels in fighter? Come on!"
Pooter: "I uh..I think we're breaking the fourth wall here..."
Durin: "Screw it.  The writer will take the blame not us."
Pooter: "Your axe is on fire...."
Durin: "Okay, now it simply has to die..."

Fire Beetles are 800 pound beetles that appear to be on fire.  Mostly because they are on fire.  Originally conceived as a neat minion by insect obsessed BBEG's, it's drawbacks have become readily apparent over time.  Specifically, it's on fire.  And it spits fire.  And it likes to set fires.  So unless you have an asbestos castle, you got problems.

Spew Flame (Su): The Fire Beetle can spew a 30 ft. Cone of fire once every 1d4 rounds.  This cone does 7d6 Fire damage to anything in it's area (DC 18 Reflex Save for half damage, Save DC is Constitution Based).

Burning Touch (Su): The Fire Beetle itself is incredibly hot.  Attacking it with a weapon (or being attacked by it if you're wearing armor) produces an effect similar to the Heat Metal spell.  Each attack extends the duration by 1 round (DC 14 Will Save negates, Save DC is Charisma Based). Attacking the Fire Beetle with an unarmed strike or natural weapons results in 1d6 Fire damage.

Set Fires (Su): As a Swift Action, once per round the Fire Beetle may set 1 square within 30 ft. on fire.  Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).

Combat:  Fire Beetles will try to set fire to hexes to control it's opponent avenues of approach if it can.  If not it will Spew Flame as they charge in, and rely on it's mandibles to get the job done.  Opponents who are immune to flame are fled from, as they spook the beetle. 


(https://i.imgur.com/E3zQNgv.png)


Fire Beetle
"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 trying a new fire-proof suit, and to help him we have provided a Pyrophorus lucifer, better known as the Fire Beetle!"

Mindless Arsonists

"Just for my own edification, who designed this suit Harlan."

"The local Gnome Artiificers Union did Jim!"

"So we're trusting Tinker Gnomes now?  Is this what we've come to?"

Come To Think Of It, What Do They Eat?

"Hush Jim, Mutual of Gnomeahaw is listening..."

"Good, tell them if this suit turns out to be made o toxic, alchemical fibers I will sue."

"Be careful Jim, the Beetle seems to have noticed you!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:52:52 PM
Figgy Pudding
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 f.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/ Grapple: +2/ +3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/ Reach: 5 ft./ 5 ft.
Special Attacks: Constrict 1d6+1 plus 1d6 acid, Improved Grab, Intoxicating Scent, Acid
Special Qualities: Blindsight 60 ft., Immune to cold and fire, ooze traits, Addictive Flesh
Saves: Fort +6, Ref +1, Will -4
Abilities: Str 12, Dex 10, Con 21, Int --, Wis 1, Cha 1
Skills: Climb +9
Feats: --
Environment: Cold Forest and Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: --


"MUST...CONSUME...PUDDING..."

Figgy Puddings look like blobs of some sort of foodlike substance, and smell delicious. They remain underground in hibernation until winter when they come forth to hunt.  It seems unlikely they simply evolved, but no one is willing to take credit for their creation.  Conspiracy theorists say this means it has to be a prank on mankind by the Gawds.  Cruel Gawds, who deserve a buttkicking, were there someone to give them one...

Improved Grab (Ex): If the Figgy Pudding hits with it's Slam attack it gets an automatic Grapple check as a Free action without provoking an attack of opportunity. If it is successful it may begin doing Constriction damage each round it maintains the Grapple.

Constrict (Ex): On a successful Grapple check the Figgy Pudding does 1d6+1 damage and an additional 1d6 acid damage.

Intoxicating Scent (Ex): Anyone within 30 feet of a Figgy Pudding (50 feet if they have Scent) must make a DC 16 Willpower Save (Save DC is Con based) or be consumed by desire to eat the Figgy Pudding. If this happens the Figgy Pudding will split off a small portion of itself (it loses 3 hit points temporarily) and allow it to be consumed. This smaller Figgy Pudding will consume the victim from the inside doing 1d6 points of acid damage per round (beings immune to acid damage will eventually 'evacuate' the pudding) until the victim dies (and it rejoins the larger pudding in devouring the corpse), or a Remove Disease spell kills it (in which case the loss of 3 hit points is permanent for the parent pudding).

Acid (Ex):  The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 16 Reflex saves. A metal or wooden weapon that strikes a Figgy Pudding also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

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

Addictive Flesh (Ex): Anyone tasting the flesh of a Figgy Pudding must make a DC 16 Willpower Save (Save DC is Con based) or become addicted to the taste. Thereafter each week the addict must make a DC 10 Willpower Save or compulsively hunt down and try to eat a Figgy Pudding. DC check raises by +1 each week the Save is successful. If the addict cannot get to a Figgy Pudding within one week after a Failed Save he suffers from Insanity (as per the spell) until cured or he gets a Figgy Pudding.  If using the addiction rules from the Book of Vile Darkness instead, this is a High Addiction rating instead.

Skills: A Figgy pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Combat: The Figgy Pudding will let it's Intoxicating Scent do the work for it, and let a potential victim munch away while enveloping it.  Should that fail it will immediately attack the nearest person and attempt to constrict.

(https://i.imgur.com/Wd34ypT.png)



Figgy Pudding
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  On todays show, Jim and I have apparently been captured by a cult!"

A Yule Tradition

"Oh, bring us some figgy pudding
Oh, bring us some figgy pudding
Oh, bring us some figgy pudding
And bring it right here!

We won’t go until we get some
We won’t go until we get some
We won’t go until we get some
So bring it right here!"

"Madam, I invite you to explain how I can bring you anything whilst tied to this chair."

"I think they may actually be calling something up from that hole to the Underdark Jim"

Are You Eating It?  Or Is It Eating You?

"Great.  So cults have run out of Gawds and begun worshiping oozes now."

"Have you heard of the Amoeba ficaria Jim?  Better known as the Figgy Pudding?  We may be in a spot of trouble."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:53:20 PM
Paralegal Imp
                      Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice:             3d8 (13 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +3/-2
Attack:               Sting +7 melee (1d4-1 plus poison)
Full Attack:          Sting +7 melee (1d4-1 plus poison)
Space/Reach:         5 ft./5 ft.
Special Attacks:      Poison, Spell Like Abilities
Special Qualities:    DR 5/ Good or Silver, Dark Vision 60 ft., Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
Saves:                Fort +3, Ref +6, Will +4
Abilities:            Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
Skills:              Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Profession (Lawyer) +4, Search +7, Sense Motive +3, Spellcraft +7
Feats:                Dodge, Weapon Finesse
Environment:          Nine Hells
Organization:         Solitary or Team (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Lawful Evil
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

"Why no your honor my client is not a goat sacrificer, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."

"My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

"My client did NOT have relations with that woman."

Paralegal Imps may be contracted with to serve as an attorney for mortals and Devils alike.  Some other Outsiders use them as well, as they are known for getting the job done (if not always honestly).

Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom.  Save DC is Con based and includes a +2 Racial Bonus.

Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (see Spell Compendium) (DC 14)
1/day: Suggestion (DC 15)
1/week: Commune
Caster Level 6, Save DC's are Charisma Based.

Lawyer (Su): You have become pretty good at assessing people's guilt.  Gaze, 30 ft., Will Save DC 13 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp.  Save DC is Charisma Based.

Skills: Paralegal Imps are extensively trained in the Laws of various peoples and may always Take 10 on a Knowledge: Local check when it deals with the laws.

Combat: A Paralegal Imp is made for intellectual combat, not physical,  It will use it's powers to cheat on court cases if it can, but most will flee from combat.

(https://i.imgur.com/zyfLbAD.png)

Paralegal Imp
"And now with a little luck we can get back to doing our show."

Sneaky Little...

"Don't look now, but we have company."

"Greetings.   Are you the mortal entities known as Harlan Jurgens and Jim?"

"Who's asking?"

"I'm Filthy Ratman, from the High Court of the Pit."

"You're a lawyer?"

Surprisingly 'Good' Lawyers

"No, I'm a process server.  You are hereby served."

"Who could be suing us?"

"We did just  participate in a massive inter-cult brawl, and unleashed a being of nigh infinite cosmic power."

"Lord Beelzebub is having you prosecuted for interfering in the lawful actions of a registered Gawd's religion.  Please report to the court with your attorney within the next 7 days."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:55:12 PM
Devilish Attorney
                      Medium Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:               Slap +10 melee (1d3+2)
Full Attack:          2 Slaps +10 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Unnerving Gaze
Special Qualities:    Damage Reduction 5/Silver or Good, Dark Vision 60 ft., Spell Resistance 18, Lawyer, Immune to Poison, Fast Healing 2
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 15, Dex 15, Con 15, Int 15, Wis 15, Cha 15
Skills:               Bluff +14, Diplomacy +12, Gather Information +14, Hide +12, Intimidate +14, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
Feats:                Irresistible Gaze, Narrowed Gaze, Pervasive Gaze (see Savage Species)
Environment:          Nine Hells of Baator
Organization:         Solitary, Team (2-4), Firm (11-20)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

"Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from destruction by the local Cleric of Pelor. He is...a vile man..."

"Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

If you find yourself in truly deep legal poopie, a Paralegal Imp may not do.  In these cases a full blown Devilish Attorney is needed.  If one of these guys can't get you out of trouble, your only option after that is to hire Asmodeus himself...at least until you learn of the existence of Solicitors.  If you can afford them.

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts (DC 14), Suggestion (DC 15), Charm Monster (DC 16)
1/day: Dominate Person (DC 17), Mind Fog (DC 17), Mass Suggestion (DC 18), Teleport
Caster Level 12

Unnerving Gaze (Su): Gaze, 30 ft, Will Save DC 18 negates, Devilish Attorney gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour.  Save DC is Charisma Based.

Lawyer (Su): Gaze, 30 ft., Will Save DC 18 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Devil. Save DC is Charisma based.

Summon Baatezu (Sp): Once per day the Devilish Attorney can attempt to summon 2d10 Paralegal Imps with a 50% chance of success, or 1 Devilish Attorney with a 35% chance of success. This is the equivalent of a 3rd level spell.

Combat: Devilish Attorneys are fond of saying that they're lovers, not fighters. If there's someone their Spell-Like Abilities wont put down, they'll flee.

(https://i.imgur.com/J6uR6VB.png)

Devilish Attorney
"Good to see you again Ralph.  I wish it were under better circumstances."

When Imps Won't Do

"Your divorce attorney I presume?"

"Indeed I was sir.  What's up now Harlan?."

"Being sued by Beelzebub."

"The Beelzebub?"

"The very same."

They Reserve Their Worst For Paladins

"That's a wee bit above my pay grade."

"Yes, but you have people whose specialty is this sort of thing."

"Gawds have sued people before?"

"Happens all the time.  Let me just see if the boss is busy right now."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:55:30 PM
Chartreuse Hulk
                      Tiny Aberration (Swarm)
Hit Dice:             8d8+8 (44 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+2 Size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Force Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
Saves:                Fort +5, Ref +8, Will +6
Abilities:            Str 5, Dex 18, Con 12, Int 6, Wis 11, Cha 5
Skills:               Climb +8, Hide +12, Listen +4, Spot +4
Feats:            Great Fortitude, Lightning Reflexes, Ability Focus (Distraction)
Environment:          Warm Marshes
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          -
Level Adjustment:     ---


"Dude...Dude it's an army of teeny bug monsters.  That's hysterical.  Why are they looking at us and laughing?"


Chartreuse Hulks are small Hulks a little bit bigger than a rat.  Created by Professor Mechelina for the contest for no better reason than she was required to enter a minion, and she was really really stoned on pipeweed.  Not having any real idea of what they were for, or what they did, she still went to introduce them the day of the contest only to find out they'd decided to nest in the college's solarium, and weren't leaving for anyone or anything.  Eventually forced to leave after a massive extermination campaign they are now firmly ensconced in a nearby marsh. 

Distraction (Ex):  Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based

Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.

Skills: Chartreuse Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Chartreuse Hulks are more intelligent than most swarms, which makes them a little more dangerous than the average swarm.  But their tactics are still pretty limited to the traditional swarm attack.

(https://i.imgur.com/L7ON8A4.png)

Chartreuse Hulk

"That was more of a workout than I expected today."

"At least we got Gorm extinguished and to the infirmary."

PHOOM!

"What the heck was that?"

Hulk Seize Territory

"It looks like they're gassing the solarium!"

"Excuse me sir, what's going on?"

"The university hired us to perform an eviction."

"You don't look like law enforcement."

"We aren't.  We're pest control."


Use The Force Hulk

"Sweet Jeebus, look at the size of that swarm!"

"Harlan..."

BAMF!
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:55:53 PM
Unfeeling Brute Template

Unfeeling Brute is an Acquired or Inherited Template that can be added to any living, corporeal creature that is medium or larger, and doesn't have an Int score higher than 15.  Unfeeling Brutes are twisted mistakes of nature who are all brawn and little or no brain.  What causes this is unknown, but pollution by mages or alchemists (or the interference of drunken gods) is often blamed.  They make pretty good cheap muscle.  Just keep them fed and happy.  Or bad times is a'comin'.

Size and Type: Unchanged

Hit Dice: Unchanged, remember to add new Con bonus.

Speed: Lower base speed of all movement types by 5 feet, to a minimum of 5 feet.

Armor Class: Natural Armor Class increases by an amount that depends on it's Size: Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

Attacks: All natural attacks increase their damage die as if you were one Size Class larger (see MM page 291). If you have no attacks but unarmed strikes, your unarmed strikes become Slam attacks doing lethal damage. Unarmed strikes also increase to the next highest die.

Special Attacks: The Brute retains the special attacks of the base creature.

Special Qualities: The Brute retains the special qualities of the base creature, plus gains the following:

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

A Brute 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 Brute 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.

Immunities (Ex): The Brute is immune to all mind affecting effects.

Damage Reduction (Ex): The Brute also gains DR x/-, the number depending on its Size:Medium: DR 3, Large: DR 5, Huge: DR 8, Gargantuan: DR 10, Colossal: DR 12.

Saves: Fortitude Saving Throws gain a +2 Racial Bonus

Abilities: Bonuses for Str, Dex, and Con depend on Size. Int becomes a 3 if it is 4 or higher, a 1 if it's a 2 or 3, and - if it's a 1 (the Base Creature also becomes Mindless in this instance). Wis and Cha are unchanged.

Code: [Select]
[B]Size[/B]    [B]Str[/B]  [B]Dex[/B]  [B]Con[/B]
Medium            +4        -2          +4
Large             +10       -2          +4
Huge              +14       -4          +8
Gargantuan        +20       -4          +8
Colossal          +24       -8          +12

Skills: Gains a +8 Racial bonus to Intimidate checks. Adjust skills due to new Int. It loses all skills other than Racial Bonuses if it becomes Mindless.

Feats: Gains 1 bonus Feat from the following list for every 4 Hit Dice if it meets the prerequisites: Area Attack, Awesome Blow, Brutal Strike, Brutal Throw, Combat Brute, Cometary Collision, Crush, Cumbrous Fortitude, Diehard, Endurance, Fling Enemy, Great Fortitude, Greater Powerful Charge, Improved Bull Rush, Improved Critical, Improved Natural Armor, Improved Overrun, Improved Sunder, Involuntary Rage, Large and in Charge, Mighty Leaping, Pain Mastery, Power Attack, Powerful Charge, Power Critical, Power Throw, Pushback, Roll With It, shock Trooper, Stomp, Toughness, and Improved Toughness. It loses all Feats except the Bonus Feats if it becomes Mindless.  If it would have access to Epic Feats it may also choose Armor Skin, Damage Reduction, Devastating Critical, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Toughness, Fast Healing, Great Constitution, Great Strength, Legendary Leaper, Overwhelming Critical, Penetrate Damage Reduction, or Perfect Health.  Feats are from Savage Species, Epic Level Handbook, Monster Manual, Complete Adventurer, Miniature's Handbook, Complete Warrior, and PHB II.

Environment: Unchanged

Organization: Solitary

CR: Medium: +2, Large: +2, Huge: +3, Gargantuan: +3, Colossal: +4

Treasure: Unchanged

Alignment: Most Brutes become Neutral unless they are prevented (i.e. Outsiders that are restricted in alignment)

Advancement: Unchanged

Level Adjustment: Medium: +4, Large: +5, Huge: +6, Gargantuan: +7, Colossal: +8

"So whaddya call this guy?"

"HE!...IS!...BISOOON MAAAAAAAAAAAAAAAAAAAAAANNNNNN!!"

"Ooookaaayyy...well if'n you want him to be a wrassler, yew need ta  git him in the ring."


                      Bison Man
                      Minotaur, Unfeeling Brute
                      Large Monstrous Humanoid
Hit Dice:             6d8+24 (51 hp)
Initiative:           -1
Speed:                25 ft. (5 squares)
Armor Class:          16 (-1 Size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+23
Attack:               Greatclub +14 melee (4d6+9) or Gore +14 melee (2d6+9)
Full Attack:          Greatclub +14/+9 melee (4d6+9) and Gore +9 melee (2d6+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Powerful Charge 7d6+13
Special Qualities:    Darkvision 60 ft., Natural Cunning, Scent, DR 5/-, Powerful Build, Immune to Mind-Affecting Effects
Saves:                Fort +10, Ref +4, Will +5
Abilities:            Str 29, Dex 8, Con 19, Int 3, Wis 10, Cha 8   
Skills:               Intimidate +10, Listen +6, Search +2, Spot +6
Feats:                Great Fortitude, Power Attack, Track, Greater Powerful Charge (B), Powerful Charge (B)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +7

Bison Man was doubly cursed by the Gods for the actions of his parents.  Not only did he become a Minotaur, but he's incredibly dumb.  But to give him a fighting chance, they did make him a bit tougher than usual.  Eventually he was adopted by a kindly old spinster woman at the edge of town named Granny Moses.  And by kindly old spinster, we mean lunatic hermit well into insanity.  She believes that the Bison Man is a superhero who will save the villagers from evil and lead them into a new golden age.  Of course she also sometimes think the local cabbage crops are demons in disguise, and that the local villagers eat cabbage because they are mind controlled into doing so...

(https://i.imgur.com/wanFVRp.png)

Unfeeling Brute

"There's a coliseum here?"

"They use it for the wrasslin' matches mostly."

"Wrestling is a popular sport among Gnomes?"

"Not wrestling.   Wrasslin'.  There's a difference."

Not So Much A Curse As It Usually Is

"What kind of difference?"

"LORDY BE LADIES AND GENTLEMEN! BISON MAN AND CHUNKY VERSUS THE MASKED SHENANIGANS MAY BE THE GREATEST MATCH OF ALL TIME!OF ALL TIME!"

"Ah."


Too Strong To Live, Too Stupid To Die

"It can be an acquired taste."

"I imagine it's quite profitable for the larcenous as well."

"Why Jim, I have no idea what you mean."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 08:56:11 PM
Fuchsia Hulk
                      Colossal Aberration
Hit Dice:             80d8+880 (1240 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          42 (-8 Size, +40 natural), touch 2, flat-footed 42
Base Attack/Grapple:  +60/+96
Attack:               Claw +73 melee (6d6+20/19-20) or Eyebeam +52 Ranged Touch (30d6)
Full Attack:          2 Claws +73 melee (6d6+20/19-20) and 1 Bite +73 melee (12d6+10/19-20) or or Eyebeam +52 Ranged Touch (30d6)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Eyebeam, Trample (4d12+30), Frightful Presence
Special Qualities:    Dark Vision 240 ft., Tremorsense 240 ft., Invulnerability 20, Fast Healing 25, SR 38
Saves:                Fort +43, Ref +26, Will +42
Abilities:            Str 50, Dex 11, Con 32, Int 5, Wis 11, Cha 30
Skills:               Climb +33, Intimidate +24, Listen +13, Search +12, Spot +15, Survival +13
Feats:                Awesome Blow, Cleave, Devastating Critical (Claws, Bite), Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claw, Bite), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Multiattack, Multisnatch, Overwhelming Critical (Claws, Bite), Power Attack, Power Ciritcal (Claws, Bite), Rend, Snatch, Stamp, Weapon Focus (Claw, Bite)
Environment:          Any
Organization:         unique
Challenge Rating:     27
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          81+ HD (Collosal)
Level Adjustment:     ---


"Abner...that purple hill over there ain't a hill...think we should be runnin' now..."

Professor Baketaten had always thought bigger was better her whole life.  So it was inevitable when given a chance to create an evil minion she would go for a giant.  A purple giant.  A purple giant with a liiiittle teeeny brain.  The Fuschia Hulk is the only known example of it's kind, and the world should thank the Gawds for it.  He's not particularly bright, and seems to understand common, but has never spoken or made any real attempt at communication.  He was eventually turned loose in the wild because the professors realized he would be expensive to keep, but couldn't bring themselves to put the big lug down.  The Fuschia Hulk is a chubby purplish Hulk standing roughly 100 ft. tall.

Eyebeam: Once every 1d4 rounds the Fuschia Hulk may unleash an Eyebeam that is a ranged touch attack doing 30d6 fire damage.  Range is 500 ft.

Trample: DC 70 Reflex Save for half damage.

Frightful Presence (Ex): Whenever the Fuschia Hulk attacks or charges all living beings within 150 ft. must make a DC 60 Willpower Save (Save DC is Charisma Based), or be Frightened for 4d6 rounds if it has less Hit Dice (opponents with equal or greater Hit Dice are Shaken instead).  If the Save is successful the opponent is immune to the Fuschia Hulk's Frightful Presence for 24 hours.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Hulk has Invulnerability 20. That means it negates the first 20 points of damage from any attack (this includes untyped damage).

Combat: The Fuschia Hulk rarely initiates combat, and seems lost in thought most of the time.  Or maybe he's just stupefied.  Either way most opponents get the first shot in assuming they're stupid enough to assault him.  After which they get blasted by his eyeray, and the stragglers get stepped on.

(https://i.imgur.com/QyGNvaR.png)

Fuschia Hulk

"How many more of those teleports you got left?"

"Not enough I suspect."

"Where the Hell are we?"

Not A Statue

"It looks like Professor Baketaten's lab, or what's left of it.  Speaking of here she is now!"

"Excuse me miss, what's happened?"

"An experiment went awry, as per usual.  Oh, hello Harlan, didn't see you there.  You visiting for the contest?"

"Fleeing it more like.  When did they put up the giant statue?"

"That's no statue, that's Fred.  He's the experiment gone awry."


The Students Call Him Big Purple

"That's an Umber Hulk?  What's he doing over there?"

"Nothing.  What he's usually doing."

KRAKOW!!

"Oopsie, he's noticed the commotion.

Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/TzMUS5p.png)

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?"
Title: Re: Jesters Realm Critters
Post by: bhu 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.
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/nsu2RGu.png)

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."

Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/ta7tNb1.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/lHN7R57.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/ITZqm9x.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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...

(https://i.imgur.com/KoK6wfT.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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!"

(https://i.imgur.com/C5E8sFF.png)

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..."
Title: Re: Jesters Realm Critters
Post by: bhu 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).

(https://i.imgur.com/cZ1xl8f.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/vRsWQip.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/xx4vKJ8.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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!!!!!!!!!!!!!!!!!!!!"


(https://i.imgur.com/hWZli05.png)


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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/okctJ7y.png)

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!"
Title: Re: Jesters Realm Critters
Post by: bhu 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...

(https://i.imgur.com/OvRXj87.png)

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.."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/gE3hwqs.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/WhOOOuG.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/xNW1tAt.png)


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.
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/VJFVHb9.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/BFunEYU.png)

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."
Title: Re: Jesters Realm Critters
Post by: bhu 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.

(https://i.imgur.com/GYOI2wJ.png)

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?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 09:43:35 PM
Rosebush Dryad
                      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 +8 melee (1d4)
Full Attack:          Dagger +8 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Luv Advice
Special Qualities:    DR 5/Cold Iron, Bush Dependent, Wild Empathy
Saves:                Fort +1, Ref +9, Will +6
Abilities:            Str 10, Dex 20, Con 10, Int 13, Wis 14, Cha 20
Skills:               Bluff +10, Diplomacy +10, Gather Information +10, Heal +8, Hide +10, Knowledge (Nature) +7, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Survival +7, Use Magic Device +11
Feats:                Ability Focus (Luv Advice), Weapon Focus (Dagger)
Environment:          Any Warm or Temperate (except Aquatic and Desert)
Organization:         Solitary or Garden (5-10)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Good
Advancement:          By Character Class
Level Adjustment:     ---

"Madam I don't want or need marital advice, I need directions."

Rosebush Dryads are greenish Dryads with red rose petals for hair.  They tend to be somewhat snarky, and specialize in giving mischievous love advice to people who should know better than to listen to them.  They also tend to hoard shiny things like jewelry and gold if they can get their hands on them.  Accent on the word if.  Most people don't trust their personal shinies near the local Dryads.  Or their sons and daughters for that matter.  Rosebush Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will: Briarweb, Camouflage, Thornskin.  3/day: Charm Person (DC 16), Mind Fog (DC 20), Speak With Plants.  1/day: Hold Person (DC 18).  Caster Level 6. 

Luv Advice (Su):  If the Rosebush Dryad can con it's opponent into discussing their love life, she can give out Luv Advice as a Full Round Action.  This effect is identical to the Suggestion spell but the Rosebush Dryad can only use it to give suggestions on an opponents romantic life.  She can however use it to give suggestions that aren't entirely reasonable ("Women love it when you  lather them in butter.  Yup yup.").  She still can't suggest anything immediately harmful or suicidal ("Women love it when you run up to the King and stab him with a spear.").  DC 19 Willpower Save negates.

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

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: Rosebush Dryads are lovers, not fighters.  If their spell-like abilities don't suffice they generally try seducing their would-be opponent, or chatting with him until they can manipulate the conversation into talking about his love life which is generally when they tend to be their most dangerous.

(https://i.imgur.com/Jx5NdFj.png)

Rosebush Dryad
"It's possible I dislike Dryads even more now."

Questionable Advice

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

"You aren't here for romantic advice?"

"I require advice from no one."

"How about you handsome?"

"Ma'am, were being pursued by a cult..."

Keep An Eye On Your Shinies

"Which cult?"

"They probably have a few witches, yes."

"Bees."

"I handed it off to the Durian Dryads last week.  Good luck."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:06:57 PM
Beer Lurker
                      Fine Vermin (Aquatic)
Hit Dice:             1/4d8 (1 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Swim 5 ft.
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +0/-21
Attack:               -
Full Attack:          -
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Parasite
Special Qualities:    Darkvision 60', Vermin Traits, Camouflage, Blindsense
Saves:                Fort +2, Ref +2, Will +0
Abilities:            Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 2
Skills:               Hide +18, Move Silently +2, Swim +3
Feats:                -
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:    ?
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

It's become a damn sad day when a man has to check his beer for worms Bert.  Damn sad."

It's assumed Beer Lurkers are yet another project by an insane Wizard, as their evolving naturally just seems too darned unlikely.  Beer Lurkers appear as blind, squat worms a few inches long with a mouth full of teeth and 2 small fins they use for swimming and pulling themselves along midway through their body.  They can only reproduce inside a host, and cannot survive long outside of water/liquid.  If not inside a host they must find an aquatic environment quickly or perish. 

Which brings us to beer.  Beer Lurkers are usually the exact same color as the local beer of choice, making it difficult to believe they occurred naturally.  If anyone has any idea as to the origins of this critter please contact the Guild of Suffocating Vengeance.  We eagerly await your news.

Parasite (Ex): Each day the Beer Lurker spends inside a host it does 1 point of temporary Constitution damage.  Symptoms include feeling ill the first day, and then passing blood the next.  Anyone with Knowledge (Nature) or Healing can make a DC 20 Check to determine the cause of the problem, and it takes a DC 25 roll to remove the parasite via surgery without also harming the patient (2d6 damage per failed roll).  Spells that cure or remove parasites/disease will also cure the individual, but the Lurker does 1d10 damage in it's death throes.  Miracle or Wish removes it with no problem.  Should the host die, the Lurker must find an appropriate host or an aquatic environment within 1d4 hours or perish.  It's not truly amphibious, but it can live that long without water (whether or not it breathes is unknown).  Since the Lurker is willing to kill it's host after reproducing, it is not truly a parasite but a parasitoid, and given it's short lifespan without a host (and it's abilities to camouflage itself in drinks) most assume it's an artificially created life form used for assassinations or spreading terror in communities.

Camouflage (Ex): Beer Lurkers have a +8 Circumstance Bonus to Hide checks inside Beer, muddy water, or similarly colored liquids.  Anyone drinking a Beer inhabited by a Beer Lurker must make an Opposed Spot vs Hide check or accidentally drink it (at which point bad times are comin').  Once drunk the Lurker parasitizes it's host (see above).

Blindsense (Ex): While in water (or other liquid) the Beer Lurker can sense all other beings within 10 ft.  It may only use this ability when submerged in liquid.

Skills: Beer Lurkers get a +8 Racial Bonus to all Swim Checks, and can Always Take 10 on a Swim check.  They can use the Run Action while swimming in a straight line.

Combat: Beer Lurkers are not combatants.  If they aren't swallowed they pretty much leave the party alone.  Otherwise they are content to simply live in their gut for a long while.  At 1 point of Con damage per day, they will never cause their victim to really die, unless something else does Con damage, or until the Lurker spawns.  Being able to reproduce by parthenogenesis the Lurker needs no mate, and after absorbing 10 points of Con it can lay eggs within it's host, which take 2d4 days to hatch. The spawn leave the host after 1d4 days, but in the process they do an additional point of Constitution damage each day until they leave.

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:07:17 PM
Combustible Chicken
                      Tiny Magical Beast
Hit Dice:             1d10+3 (8 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 20 ft. (Poor)
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +1/-11
Attack:               Peck +6 melee (1 point)
Full Attack:          Peck +6 melee (1 point) and 2 Claws +1 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Combustion
Special Qualities:    Dark Vision 60 ft., Flight
Saves:                Fort +5, Ref +5, Will +1
Abilities:            Str 3, Dex 16, Con 16, Int 3, Wis 12, Cha 8
Skills:               Balance +4, Jump +5, Spot +3
Feats:                Weapon Finesse
Environment:          Warm or Temperate Plains
Organization:         Solitary or Flock (6-20)
Challenge Rating:    1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Birds again...Bert you know birds hate me.  Why do you take these assignments?"

"Cuz we need the money to get that curse of yours removed.  Now put that pipe out.  We can't let them see it."

"Why, will the chickens fine me for smoking?"

"Dammit Abner put that thing out before..."

BOOM!

"Bert...I feel I have been denied critical, need to know information..."

Obviously created by an insane mage of some kind, Combustible Chickens appear as ordinary farm fowl, albeit maybe a little meaner and a little tougher.  Combustible Chickens are very attracted to heat however, and flock towards it like moths to a flame.  Unlike moths, they explode if they catch fire. 

This, of course, has to be a feature that isn't commonly found in evolution, so Wizards are blamed (who else is there to blame really?).  It's perfect for assassinating farmers as the chickens keep their combustibility after death.  God knows why you'd want to kill farmers this way as it's rather dramatic and obvious, and kind of a lot to go through for a farmer you could just as easily Fireball.  Of course if you're insane, you can just slaughter a few, sell them for cooking chickens, set back and watch the fun.  If the world ever evolves a few psychiatrists one assumes they'd have a field day with Wizards...

Combustion (Ex): Combustible Chickens seeing an open flame must make a DC 15 Willpower Save or immediately run towards it in effort to 'be one with the fire'.  If the Save is Successful the Chicken doesn't need to make another one for 2d4 rounds.  When a Combustible Chicken takes 1 point or more of Fire or Electrical damage, it explodes doing 3d6 Fire damage in a 10 ft. Radius (DC 13 Reflex Save for half damage).  Should the ambient air temperature reach 100+ degrees Fahrenheit, the Chicken must make a DC 15 Fortitude Save or explode (+1 to Save DC for every 10 degrees above 100) every hour the temperature remains that high.

Flight (Ex): A chicken can fly for a maximum of (3 plus Con Modifier) rounds before it must rest for at least 1 minute (and by rest we mean 'not fly').  They can always use their wings to slow their fall though, so as long as the fall is 20 ft. or less they have no worries of taking damage.  If it's longer they subtract 20 ft. from the fall for purposes of how much damage they take.

Skills: A Chickens wings give it a +8 Racial Bonus to Jump Checks.

Combat: Combustible Chickens prefer not to fight at all.  They're only really a danger around fire and electricity.  So hiding in the Chicken coop during the lightning storm...not such a good idea.

(https://i.imgur.com/vnMBBg3.png)

Combustible Chicken
"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 in north Florida, covering a story  on spontaneously combusting chickens."

Beloved By Adventurers Everywhere

"Why do we do this Harlan?"

"Ratings?"

"Whut the hail you two weirdos doin' on my propity?"

"We hear your chickens are exploding?"

"Yup.  Designed that way.  Murderhobos pay a lot fer 'em."

Deadly By Design

"You mean adventurers..."

"I said what I said.  They like to turn flocks of 'em loose in dungeons what use fire traps."

"Guess we can cross this one off the cryptid list too."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:07:55 PM
Ram
                      Medium Magical Beast
Hit Dice:             9d10+27 (76 hp)
Initiative:           +6
Speed:                50 ft. (10 squares)
Armor Class:          18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +9/+12
Attack:               Head Butt +12 melee (2d4+4)
Full Attack:          Head Butt +12 melee (2d4+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ram
Special Qualities:    Darkvision 60 ft., Burst of Speed
Saves:                Fort +9, Ref +8, Will +5
Abilities:            Str 16, Dex 15, Con 16, Int 5, Wis 15, Cha 10
Skills:               Listen +8, Spot +8
Feats:                Greater Powerful Charge, Improved Initiative, Powerful Charge, Reckless Charge
Environment:          Temperate Hills
Organization:         Solitary or Flock (6-20)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          10-18 HD (Medium)
Level Adjustment:     ---

"Whats wrong Bert?  It's just sheep."

"Abner...the time has come to tell you why I don't like sheep.  Just as soon as we climb that tree."

Rams are magically enhanced domestic sheep.  They were meant to look like harmless sheep on purpose.  In reality they have incredibly powerful legs that can propel them at tremendous speeds.  They are also stubborn, easily excited, and virtually untrainable.  Worthless as livestock, as they are too hard to control, they make good guards if you can buy their loyalty.  Exactly why they were made is anyone's guess, as it's assumed the territorial little monsters killed their creator not long after being made.  They do make the lives of local farmers more interesting though.

Ram (Ex): The Ram adds an additional 1d4 damage to it's head butt attack for every 10 ft. it moves while attacking during a charge (maximum of +10d4). 

Burst of Speed (Ex): The Ram can increase it's land speed to 100 ft every 1d4 rounds, but only if it moves in a straight line.

Combat: Rams open with a charge before running away.  So they can charge again.  They love whacking people with their head from long distances.  They especially love ramming into unaware people.

(https://i.imgur.com/bu0YtA0.png)

Ram
"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...wait this looks familiar, didn't we do these already?"

Never Turn Your Back

"No sir.  Those were Bighorn Sheep, these are Rams.  Entirely different creators.  Allegedly."

"Now that you mention it, they aren't as big."

"They're just as vicious though.  Maybe even more so."


High Speed Terrors

"How are they special Jim?"

"Apparently their heads are nigh well invulnerable, and they are stupefyingly fast.  Bad combination."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:08:15 PM
Bore
                      Medium Magical Beast
Hit Dice:             13d10+39 (110 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +13/+15
Attack:               Gore +15 melee (1d8+3)
Full Attack:          Gore +15 melee (1d8+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Aura of Boredom
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +11, Ref +8, Will +8
Abilities:            Str 15, Dex 10, Con 17, Int 5, Wis 15, Cha 12
Skills:               Listen +12, Spot +12
Feats:                Ability Focus (Aura of Boredom), Alertness, Diehard, Endurance, Iron Will
Environment:         Temperate Forests
Organization:         Solitary or Herd (5-8)
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          14-20 HD (Medium), 21-26 HD (Large)
Level Adjustment:     ---

"Y'know Bert we should prolly shoot that pig down there."

"Ayuh."

"Somehow I just don't feel like it though."

"Ayuh."

"Good thing he ain't goin' anywhere."


Bores appear as domesticated hogs wearing a facial expression of terminal apathy.  Terminal for you anyway.  If you're within range of their Aura, there's bad times a'comin' for you, as they aren't picky about what they eat, and their Aura is how they supplement their diet in lean times as they simply wander over and begin to eat apathetic victims.  Thnkfully communities make sure to  kee them fed.

No appreciable explanation has been given for their existence, but it is notable that many farmers with serious magical abilities use them as 'pets' (i.e. evil minions).  Not that there are many farming Wizards...

Aura of Boredom (Su): Anything within 60' of the Bore must make a DC 19 Willpower Save (Save DC is Charisma Based) or begin to suffer from terminal boredom (opponents who Save successfully are immune to this Bores Aura for 24 hours).  Anyone failing the Save must make another Willpower Save (same DC, +1 cumulative for each round within range of the Bores Aura) to perform any Full Round or Standard Action, or anything requiring a Concentration check.  It must also Save if it wishes to use any class abilities based on emotions (for example Rage, Frenzy, or Wild Surge).  Crushing apathy also causes victims to lose their Dexterity Bonus to Armor Class as long as they're under the effect of this ability.  The effects of the Aura last as long as the Bore is within range.  This is a Mind-Affecting Compulsion.

Combat:  Bores tend to flee if opponents prove unaffected by their Aura unless they're fairly hungry.  If victims are affected however they just kind of wander over trying to appear curious, and then begin devouring their unsuspecting prey.

(https://i.imgur.com/qorT5vf.png)

Bore
"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 testing his will against Sus taediosus, also known as the Bore."

What Does It Even Matter

"..."

"Jim?  Jim, are you in there?"

"What are we even doing here Harlan?"


Swirling Vortexes of Hunger

"Jim...maybe you'd better move Jim..."

"Moving is pointless.  If I start too move, I'll just have to keep moving."

"Can we get some help for Jim?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:08:36 PM
as puns go this one is prolly obscure

Ghost Frog
                      Diminutive Undead (Incorporeal)
Hit Dice:             1d12 (6 hp)
Initiative:           +2
Speed:                Fly 10 ft. (2 squares), Perfect
Armor Class:          17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
Base Attack/Grapple:  +0/-
Attack:               Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
Full Attack:          Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Corrupting Touch, Abnormally Loud Ribbit
Special Qualities:    Darkvision 60 ft., Undead traits, Incorporeal traits, Manifestation, Rejuvenation, Sense Living 60 ft.
Saves:                Fort +0, Ref +2, Will +3
Abilities:            Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
Skills:               Hide +22, Listen +4, Move Silently +10, Search +2, Spot +10                                                                               
Feats:                Ability Focus (Abnormally Loud Ribbit), Weapon Finesse (B)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          2 HD (Tiny)
Level Adjustment:     ---

"Bert...does that frawg look a little...unusual to you?"

"That's cause hes daid Abner."

Ghost Frogs haunt jungle rivers, hiding in the shallows and scaring the crap out of people by ribbiting suddenly in an abnormally loud voice.  No ones quite sure how they come about, and assume some sort of weird curse or an easily pissed off Gawd are responsible.  Oddly enough for once no one is blaming a Wizard.

Corrupting Touch (Su): The Ghost Frogs nervously hesitant touch attack does 1d4 negative energy damage.

Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frog will Ribbit.  Unless it senses the living approaching, when it will remain quiet until they are close by before letting rip.  Any creature within 10' of the Ghost Frog as it Ribbits must make a DC 12 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

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

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

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

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

Combat: Ghost Frogs rarely realize they're dead, and so rarely attack the living by any means other than accident.  Their abnormally loud ribbits usually scare people badly enough that they get attacked, at which time something inside them snaps and they feel compelled to defend themselves.  They also noticeably dislike Clerics, staying well back out of their range if possible, then sneaking up when the priest is asleep to ribbit next to his head.


                     Ghost Frog Swarm
                      Diminutive Undead (Incorporeal, Swarm)
Hit Dice:             12d10 (66 hp)
Initiative:           +6
Speed:                Fly 10 ft. (2 squares), Perfect
Armor Class:          17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
Base Attack/Grapple:  +6/-
Attack:               Swarm (3d6 negative energy damage)
Full Attack:          Swarm (3d6 negative energy damage)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Corrupting Touch, Abnormally Loud Ribbit, Distraction
Special Qualities:    Darkvision 60 ft., Undead traits, Incorporeal traits, Swarm traits, Manifestation, Rejuvenation, Sense Living 60 ft., Immune to Weapon Damage, +2 Turn Resistance
Saves:                Fort +4, Ref +8, Will +11
Abilities:            Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
Skills:               Hide +22, Listen +13, Move Silently +13, Search +12, Spot +14
Feats:                Ability Focus (Abnormally Loud Ribbit), Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Warm Aquatic
Organization:         Solitary, fright (2-4 swarms), or terror (5-8 swarms)
Challenge Rating:    8
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          None
Level Adjustment:     ---


Corrupting Touch (Su): The Ghost Frogs swarm attack does 3d6 negative energy damage.

Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frogs will Ribbit.  Unless they sense the living approaching, when they will remain quiet until the targets are close by before letting rip.  Any creature within 20 feet of the Ghost Frog Swarm as it Ribbits must make a DC 18 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

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

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

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

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

Combat: Swarms behave much like lone Ghost Frogs, but they're a little more frisky due to greater numbers.


(https://i.imgur.com/XuS5HHk.png)

(https://i.imgur.com/vk8N9H8.png)

Ghost Frog
"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 examining the strange case of the Heleophryne depressa, aka  the Ghost Frog."

Dead Frogs?

"Greetings from the festering Hellscape that is Florida!  I'm standing next to Itchy Butt Pond, looking at what are apparently dead frogs who are regarding me with nervous intent"

"Can you try speaking to them?"

"The item lets me speak to Beasts, not the Undead."


Prankish Amhibians

"Have they displayed any unusual abilities?"

"Well, they like scaring people."

"Don't all ghosts like scaring people?"

"They also appear capable of reproducing."

"What?"

"The local ghosts study them, in hopes of one day having children of their own."

"What?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:09:35 PM
Troll Boar
                      Small Magical Beast
Hit Dice:             1d10+2 (7 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/-1
Attack:               Gore +6 melee (1d6)
Full Attack:          Gore +6 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ferocity
Special Qualities:    Dark Vision 60 ft., Low Light Vision, Regeneration 3, Scent, Fearless
Saves:                Fort +4, Ref +5, Will +1
Abilities:            Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 8
Skills:               Listen +2, Search +2, Spot +2, Survival +6
Feats:                Endurance, Weapon Finesse (B)
Environment:          Any except Aquatic
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

"Bert...didn't we eat thet pig yesterday?"
 
The village of La Mole needed a food source desperately for themselves and their poor truffle hunting pot bellied piggies.  Truffles brought in some nice money, but the other village crops were getting worse each year.   In desperation they turned to Prak the Mad.  A psychotic mage with a thing for interspecies cross breeding.  In other words, another in a long line of kooks who thought critters like the Owlbear were 'just spiffy'.

Mixing the Pot Bellied Pigs with Troll genetic material, he created a new form of black miniature pig that regenerated after being eaten.  Of course constantly being killed day after day for food has made the piggies a little...omnicidal... 

Ferocity (Ex): Troll Boars can fight and act normally from -1 to -9 hp.

Regeneration (Ex):  Troll Boar Regeneration doesn't work against Fire or Acid damage.  If a body part is severed it regrows within 3d6 minutes, or reattaches immediately if pressed against the stump.

Fearless (Ex): Troll Boars are immune to Fear and Morale Effects.

Skills: Troll Boars have a +4 Racial Bonus to Search and Survival Checks.

Combat: Troll Boars usually squeal like, well...a pig, before rushing the opponent and messily devouring his toes.  They have little to no fear being as they know they'll just heal back.

(https://i.imgur.com/8tTp4k5.png)

Troll Boar
"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 interviewing one of the few surviving members of the La Mole holocaust."

Magic Gone Wrong

"Greetings sir or madam!  Can you tell us what happened here?"

"Damn fool wizards."

"Looks like I owe you a gold piece Jim."

"Can you be more specific?"


A Town In Need

"We wuz runnin' out of food, so we asked this guy, Prak the Mad he was called..."

"Oh boy..."

"So he makes the piggies regenerate so's we can eat them again and again.  And the piggies don't like this, nosiree...."

"Let me guess.  They massacred the town?"

"Well hell son, why did you ask if you already knew the story?"

"We didn't know the story, but we do know Prak..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:09:58 PM
http://en.wikipedia.org/wiki/Theridion_grallator (http://en.wikipedia.org/wiki/Theridion_grallator)

Smiley Faced Spider
                      Medium Magical Beast
Hit Dice:             4d10+8 (30 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +4/+4
Attack:               Bite +7 melee (1d6 plus poison)
Full Attack:          Bite +7 melee (1d6 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Mind Shield
Saves:                Fort +6, Ref +7, Will +3
Abilities:            Str 11, Dex 17, Con 15, Int 12, Wis 14, Cha 12
Skills:               Climb +8, Hide +7, Jump +8, Knowledge (Nature) +5, Listen +7, Move Silently +7, Search +3, Spot +7, Survival +7
Feats:                Ability Focus (Poison), Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Abner...that just ain't right."

"Ah never liked mages."

Smiley Faced Spiders are definitely magically engineered.  The bizarre nature of their appearance and abilities leaves little other option.  The identity of their original creator is unknown, but they are qute prolific in a jungle that was temporarily the home of Prak the Mad...  Smiley Faced Spiders are large, lime green spiders with markings on their abdomen that resemble a happy face.  They appear to have ther own language.

Poison (Su): Injury, Fortitude Save DC 16, Initial Damage is identical to the effects of a Tasha's Hideous Laughter spell (Caster Level is equal to the spiders HD), Secondary Damage is 1d6 Wisdom.

Mind Shield (Ex): The Smiley Face Spider permanently has the benefits of a Mind Blank spell (Caster Level equals HD).

Skills: Spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A Spider can always choose to take 10 on Climb checks, even if rushed or threatened. Spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.  They also have a +8 Racial Bonus on Jump Checks.

Combat: Smiley Face Spiders try to bite victims as quickly as possible to immobilize them so they can begin eating them alive.

(https://i.imgur.com/DifwWMb.png)

Smiley Faced Spider

"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 looking at the Smiley Faced Spider!"

"Other than markings, how are these different from any other Giant Spider?"

"I'm told they have a language Jim.  And some very unusual venom."

"Do you have a Tongues spell on  you?  Here come two of them now."

"I got us both potions just in case."

Prefer To Make Their Prey Die Laughing

"Well let's chug these and get it over with."

"They appear to be motioning us to drop the forcewall."

"Hey.  Hey there critters."

"pspspspspspspsps"

"We have cookies!'

"I think we should go Harlan..."


Tricksy

"We almost got 'em Sam."

"I dunno...the tall one seems like a Ranger...and his tone is sarcastic yet understanding...

"Smile, and look friendly!"

"That was creepy...."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:11:25 PM
Bafoon
                      Medium Magical Beast
Hit Dice:             5d10+5 (32 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Climb 30 ft.
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +5/+7
Attack:               Bite +7 melee (1d6+2)
Full Attack:          Bite +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Riddle
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +5, Ref +6, Will +3
Abilities:            Str 15, Dex 14, Con 12, Int 14, Wis 14, Cha 14
Skills:               Bluff +7, Climb +10, Hide +7, Intimidate +7, Listen +7, Move Silently +7, Sense Motive +6, Spot +6
Feats:                Ability Focus (Riddle), Improved Initiative
Environment:          Warm Plains
Organization:         Solitary, Pair, or Troop (10-40)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Chaotic Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---


"What do you call a zipper on a banana?"

"Monkeys gotta die Bert."

"Now Abner..."

"Don't now me.  That monkeys evil.  The zipper reference was a dead give away."

Bafoons are enchanted Baboons that can speak Common, and know a seemingly endless supply of riddles.  Unfortunately the consequences of trying to answer their riddles and failing is not what most people would consider acceptable.  They also happen to be thieving bastards and will quite willingly rob a party blind of food and shiny objects.  It's assumed, as usual, that a mage is responsible for their creation.  Although God knows what for, as they make sucky guards, and have nothing in the way of loyalty to anyone.

Riddle (Su): The Bafoon is adept at cursing people, and it disguises this as a riddle.  They have successfully convinced the locals that anyone failing to answer a Bafoons riddle is cursed.  In reality the Bafoon can curse people at will as a Supernatural Ability.  The Bafoon may choose to mimic the effects of one of the following spells when cursing an individual if they fail a DC 16 Will Save: Bestow Curse, Confusion, Contagion, or Crushing Despair.

Skills: Bafoons get a +8 Racial Bonus to Climb Checks, and may Always Take 10 on a Climb Check.

Combat: Bafoons prefer to use their Riddles at first, running for help if a party seems tough.  After all it's easier to take murderhobos on when you have a few dozen friends willing to help.


(https://i.imgur.com/k6Wjwjc.png)


Bafoon
"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 attempting an interview with a strange Baboon-like creature the locals claim can curse you with riddles."

What Opens Itself?

"I question the wisdom of this Harlan."

"No worries Jim!  Mutual of Gnomeahaw covers curses and necromantic effects."

"Are you sure this is just a regular Baboon Harlan?"


Temperamental

"He hasn't spoken?"

"No.  No he's mostly just been staring."

"Have you tried speaking?"

"I should have mentioned he's been staring with his teeth bared."

"What.  Do You Call.  A Zipper.  On A Banana?"

"Well clearly he's angry Jim.  Listen to the way he over enunciates."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:11:50 PM
Cameleon
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          13 (+2 Size, -1 Dex, +2 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +1/-11
Attack:               Bite +0 melee (1d3-4)
Full Attack:          Bite +0 melee (1d3-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Camouflage, Wide Angle Vision, Camera Eyes
Saves:                Fort +3, Ref +1, Will +2
Abilities:            Str 3, Dex 8, Con 12, Int 15, Wis 15, Cha 8
Skills:               Climb +8, Hide +11, Listen +5, Move Silently +3, Search +8, Spot +8
Feats:                Weapon Finesse
Environment:          Any Temperate or Warm except Aquatic
Organization:         Solitary
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"So you're sure this thing can spot mah wife doing bad things, and the courts will accept it's word for it?"

"Yessir! Shouldn't be a problem.  Domestic disputes have long been a specialty of MCFAO industries.!"

"MCFAO?"

"Magical Critters For All Occasions."

"I dunno.  This seems a little offbeat..."

"Just rent the darn lizard so we can get on with our lives Bert."

Cameleons are magically engineered lizards who can 'record' whatever they see, and play it back again via illusion later.  This has revolutionized the spy/sabotage industries, as well as making bribing clergy and politicians much easier.  It's also led to torch bearing anti-lizard mobs...

Camouflage (Su): Cameleons may cast invisibility at will as a Supernatural Ability.  Caster level is equal to (HD+3).

Wide Angle Vision (Ex): The Cameleons adjustable eyes and wide range of vision make it immune to  being flanked, and grant it a +4 Racial Bonus to Search and Spot Checks.

Camera Eyes (Su): The Cameleon can 'record' as a Free Action so long as it can successfully Concentrate (duration is similar to a spell that requires Concentration), and play it back later.  This is the equivalent of a Minor Image, except the Cameleon cant create the image it wants, it just plays back what its seen.  The Cameleon can 'store' up to 2 hours of footage at any one time.

Skills: The Cameleon gains a +8 Racial Bonus to Hide and Climb Checks, and may always Take 10 on a Climb Check.  Chameleons use their Dex or Str Modifier for Climb Checks.

Combat: Cameleons aren't made for combat.  Unfortunately they really aren't made for fleeing either, which puts them between a rock and a hard place some times.


(https://i.imgur.com/Q4R0yfT.png)
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:12:17 PM
Hive Golem
                      Large Construct
Hit Dice:             8d10+30 (74 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +6/+14
Attack:               Slam +9 melee (2d6+4)
Full Attack:          2 Slams +9 melee (2d6+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Swarm
Special Qualities:    Dark Vision 60 ft, Construct traits, Low Light Vision, Immunity to Magic, DR 5/adamantine
Saves:                Fort +2, Ref +3, Will +2
Abilities:            Str 18, Dex 12, Con -, Int -, Wis 10, Cha 2
Skills:               -
Feats:                -
Environment:          Any (but see below)
Organization:         Solitary, or Hive (4-8)
Challenge Rating:     7, plus the CR of the swarm if it has one loaded
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment:     ---

"A Golem?  Well I suppose it's a change of pace.  Wait, whats that crawling all over it?"

"BEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSS!!!!!!!!!"

Hive Golems are large, spongy humanoid forms that are basically large ambulatory hives for some sort of flying insect.  Most carry wasps or Locusts, but some carry much worse things...  They're quite popular as guards among farming mages and weirdos. 

Swarm (Ex): At will as a Free Action the Hive Golem can unleash a swarm to attack it's foes.  A large Hive Golem can hold a swarm of Wasps (FF), Locusts (MM), a Bloodmote Cloud (LM), Bloodfiend Locusts (FF), Hellwasps (MM), or Rapture Locusts (FF).  A Huge one can carry two of them.  Should the Hive Golem be attacked, the swarm will respond without the Golem needing to use a Free Action.  The swarm is considered to have total Concealment while inside the Golem.

Immune to Magic (Ex): A Hive Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.  There are a few exceptions as follows: Repel Vermin prevents the Golem from approaching if the Swarm is inside it at the time.  Insect Plague acts as a Cure Serious Wounds spell on the Hive Golems swarm. 

Combat: Hive Golems tend to unleash their swarm, following in behind them with their fists.

Construction

A hive golem’s body must be sculpted from a single block of clay weighing at least 800 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check check.

CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 10th level; Price 30,000 gp; Cost 15,500 gp + 1,140 XP.
(https://i.imgur.com/lKRKVNJ.png)

(https://i.imgur.com/2YIdz3a.png)

Hive Golem

"Okay.  That is just terrifying."

"Some of those don't seem to be swarming with bees."

"Good eye Jim.  We keep them loaded with bees, wasps, locusts, etc.  A few are loaded with special payloads we repurposed after we took them from their creators."

"Those are Hellwasps on that Golem..."

"Yes sir.  We also have undead skeeters, demon modified locusts, and hypnotic locusts.  We bribe them with food to guard our secrets."

"Once again, you seem to have an awful lot of security..."

Unleash The Buzzen!

"Like I said we have things here that need protecting."

"And what do they eat?"

"Whatever we feed them to prevent them from hunting, and anything in their path.  Honestly, they're the one weapon we have that I fear.  Well, maybe the second."

"Why bother with such things?"

"You've heard me mention necromancers before.  We have a lot of cults in the area.  Most of them are far from harmless, and all of them want power."

"What power could you possess that normal Druids do not?"


Easy To Make, Easy To Lose Control Of

"We can weaponize bees, among other things.  We don't like to, but sometimes we have no choice."

"I can't believe one apiary draws so much attention."

"Well, they do probably make quite a great deal of money Harlan."

(https://i.imgur.com/ZkFgJQx.png)

(https://i.imgur.com/OPr7mey.png)

(https://i.imgur.com/hBUL0a2.png)
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:12:38 PM
Fungal Golem
                      Large Construct
Hit Dice:             9d10+30 (79 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (2d6+7)
Full Attack:          2 Slams +12 melee (2d6+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spores
Special Qualities:    Low Light Vision, Dark Vision 60 ft., Construct traits, Plantlike, Immune to Magic, DR 10/Magic
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 24, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills:               
Feats:                -
Environment:          Any except Cold or Desert
Organization:         Solitary or Ring (5-12)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          10-13 HD (Large), 14-18 HD (Huge)
Level Adjustment:     ---

"Bert...whut the Hell is that thing?"

"No idea.  I say we just shoot it dead from here.  It doesn't look like something I wanna touch."

Fungal Golems (also known as Toadstool Golems) are horrifying humanoid masses of fungus tissue surrounded by clouds of spores.  They look bad.  They smell bad.  They're disposition is not sunny.  And worse, they can reproduce forcibly by converting others.  For this reason they aren't commonly used as guards by many races.  That and the fact that enough fungus must be grown to assemble a Golem.

Spores (Ex): A cloud of spores has the chance to affect anything in the Golems square, or any adjacent square.  Effectively the spores work like a disease.  Contact, DC 18 (Save DC is Con Based with a +4 Racial Bonus). Incubation Period 1 day, Damage is 1d6 Con.  Successive Saves will not end the disease.  Only a Remove Disease spell or potent anti-fungal drugs will cure the disease (drugs cost 10 GP assuming you can find someone who knows how to make them).  If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem

Plantlike (Ex): Fungal Golems also have all the traits of the Plant Type, and are considered Plants for the purposes of spells/effects.

Immune to Magic (Ex): A Fungal Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.  There are a few exceptions as follows: An Antiplant Shell still keeps them at bay.

Combat: Fungal Golems move into melee as soon as possible to expose victims to their spores.  They bash away a few rounds to infect them, and then flee to let the spores work unless they've been told otherwise.

Fungal Bloom  
Transmutation
Level: Dru 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Hour
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Creates 1 Fungal Bloom
Duration: 1 hour/level
This spell temporarily creates a 10 foot all by 10 foot across fungal bloom that sheds spores out to a 30 foot radius centered on itself.  Any living Humanoid creature of Small or Medium size entering this area must make a Fortitude Save (Save DC is equal to your spell DC) to avoid Disease.  Incubation Period 1 day, Damage is 1d6 Con.  Successive Saves will not end the disease.  Only a Remove Disease spell will cure the disease.  If the disease kills the victim, it rises the 1d4 days later as a Fungal Golem.

(https://i.imgur.com/rqgVbvV.png)

Fungal Golem

"Step on up, and see the future."

"What is that thing, and why is it in a sealed environment in a force bubble?"

Nasty Business

"The spores.  Spend too much time in their company, and you become one of them."

"So you made a doomsday weapon?"

"It has the potential,  SOP is to use the spell that creates them, and then Meteor Swarm the place from above when it's all over."

"Why wouldn't you just meteor swarm it to begin with?"

It's The End Of The World As You Know It

"Revenge."

"That was surprisingly accurate.  Have we met?"

"No, but I'm pretty sure I know the crazy Druid who was developing this stuff, and told him it was a bad idea."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:12:58 PM
Manakin Golem
                      Medium Construct
Hit Dice:             4d10+20 (42 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Dex, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +3/+6
Attack:               Slam +6 melee (1d6+3)
Full Attack:          2 Slams +6 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spectacular Malfunction
Special Qualities:    Dark Vision 60 ft., Low Light Vision, Construct Traits, Immune to Magic, DR 5/-
Saves:                Fort +1, Ref +0, Will +1
Abilities:            Str 16, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"GREETINGS FELLOW PERFECTLY NORMAL HUMAN MAN THANGS!  IS IT NOT A WONDERFUL DAY FOR NORMAL CONVERSATION?"

"Bert, who is this guy?

"I ENJOY BEER AND GODLESS FORNICATION MUCH LIKE ANY OTHER CONFORMING HUMAN PERSON!"

"Dunno.  He followed me from town.  He's...a little odd."

"I COME FROM A FAR LAND WITH CUSTOMS YOU MAY FIND STRANGE! IGNORE ME!"

"I'm about to whack him over the head  for general purposes Bert."

"BEHOLD THAT OGRE WOMAN! TRULY SHE MUST BE THE FATTEST OF WOMEN!"

"Thanks for insulting the locals while standing next to us dumbass.  Do you have an inside voice by any chance?"

"IGNORE ME!"

"Small chance of that...'

"WHO THE HELL ARE YOU CALLING FAT?"


Occasionally the Manakins feels the need to study other humanoid species, and decide to do so from the protective insides of a specially created clockwork Golem designed to resemble a member of a Humanoid race (usually humans).  A Manakin Golem can comfortably carry 6 Manakin and 30 days of supplies inside it. 

Manakin Golems resemble humans (usually), albeit with odd things like a few too many fingers, or wire for hair, or some other oddity such as plastic skin.  A built in magic speaker allows them to communicate (i.e. one of the passengers acts as it's voice and has mental control of it's movements), but with the Manakin's...fragmented knowledge of humanoid customs it doesn't always work out so well.

Spectacular Malfunction (Ex): Once a Manakin Golem is reduced to half hit points or less it is damaged enough to be an obvious construct.  It also begins to misfire badly, and each turn the controller must make a d20 roll plus his Wisdom modifier and consult the following table (Note the Golem's usual immunities do not apply to the effects from this table):

0 or less: Golems head explodes doing 1d10 damage to everything within 10 ft. (but this does not affect it afterwards in any way)
1 to 5: Golem is Paralyzed until next round
6 to 10: Golem is Slowed until next round
11 to 15: Golem is Confused until next round
16 to 20: Golem acts normally
21+: Golem is +1 on all rolls until the next round

Immune to Magic (Ex): A Manakin Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

Combat:  Manakins generally direct their Golem to flee or use any weapon that does more damage than it's fists if it encounters trouble.   Many Golems are equipped with ports that allow casters traveling inside to cast offensive spells from it.

(https://i.imgur.com/887U6UT.png)

Manakin Golems
"Greetings!  Once again his is your host Harlan Jurgens, along with my assistant Jim!  Today on Mutual of Gnomeahaw's WIld Kingdom, we take at look at rumors of a race of diminutive humanoids dwelling in the forests of the Fifty Shires."

"I AM JUST LIKE YOU"
"Greetings sir, do you know anything of the recent sightings?"

"Can you tell us anything of these mysterious people?"

"I AM JOHN!  A NORMAL MAN, WHO MANS NORMALLY!!  I AM IGNORANT OF THESE MATTERS!"

"Are you having trouble containing the volume of your voice?"

"I SPEAK PURELY IN A LOUD, NORMAL TONE!  BEHOLD MY NORMALITY!"

"What can you tell us about the tiny people?"

"IGNORE THE RUMORS! WE DO NOT EXIST!"

"We?"


Not Quite Right

"(BEEP)"

"Wait, is that a Golem?"

"I AM NOT A GOLEM!  I AM A PERFECTLY AVERAGE TRASH FARMER!"

"Trash farmer?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:13:26 PM
MANAKIN

(http://Picture URL if you have one)
   
"Being small has it's disadvantages.  The shocking lack of underwear among the biggie sized folk for example..."

 The Manakin race appears to be 6" tall humans.  Body morphology and facial features varies wildly (moreso than most humanoids), but among the Manakin it does so even among close family members.  The Manakins are a variant species of Human who have evolved to fill a specific niche since being brought to the Jester's World.  Manakin are rare enough that most other Humanoids don't know they exist, and when they do discover them they are often taken aback at their penchant for saying literally anything that is on their mind at the time.  The Manakin are difficult to offend, and they believe other races are too (at least initially), and they don't immediately realize that other species may find them offensive.

MANAKIN SPECIES TRAITS
·   -10 Str (minimum 1), +4 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha
·   Size Class: Diminutive.  +4 Size Bonus to Armor Class and Attack Rolls. +12 Size Bonus to Hide Checks. -12 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one eighth those of a Medium character.
·   Humanoid with Human Subtype
·   Base land speed 5 ft.
·   Feats: Manakins receive any Luck Feat as a Bonus Feat (see Complete Scoundrel).
·   Manakin get a +4 Species Bonus on Move Silently, Search, and Use Magic Device Checks.
·   Automatic and Bonus languages: Manakin automatically speak Manakin,  Bonus Languages are Common and Sylvan.
·   Level Adjustment: +2
·   Favored Class: Artificer

STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +2d4
 Bard, Fighter, Paladin, Ranger: +3d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT  
 Base Height: 4"
 Height Modifier: +1d2"
 Base Weight: 6 ounces
 Weight Modifier: x2 ounces

MANAKIN CHARACTERS
 If you'd like to play a small Humanoid that can hide easily, or one that likes to fool about with magical items, the Manakins are a pretty good option.  Playing them as anything but a caster of some sort will be tough though (especially if you insist on doing damage).
 Adventuring Reasons: Manakin often go on adventures on whims, just to see if they can, or to see new things, or just because they're bored with their daily routine.  Given that they also are prolific makers of magical items they also often need odd or rare pieces of materials for their work.  And their ability to hide well ensures they don't often find themselves dead or arrested like their full sized coworkers.
 Character Development: Manakins are magical tinkerers, always hoping to find or create new and exciting items, or find new variations on old ones.  Their small size really doesn't lend towards them becoming much else other than casters of some sort.  They're too small for weapons combat, and too small to carry loot for thieving purposes.  Plus their proficiency with magical items helps make up for their deficiencies in strength, size, and speed.
 Character Names: Male Names: Alain, Damian, Felix, Gregoire, Josue, Lucien, Marcel, Onesime, Rodolphe, Sylvain.  Female: Coco, Delphyne, Fanchette, Felice, Fleurette, Josette, Liesell, Lilane, Mireille, Zepherine.  Surnames: Baudeloque, Biennais, Chameroi, Charriere, de Lespinasse, Despaux, Dumoulin, Foucalt, Gautier, Moncelet.

ROLEPLAYING A MANAKIN
 Being somewhat exotic you will initially attract lots of attention, especially by bigger species.  They tend to quickly grow tired of your unending questions, and you're seemingly being underfoot or into things all the time.  They also have trouble with your honesty and forthrightness (i.e. asking questions like "Who is that Ogre that smells like rotting fruit?  Is it his various skin diseases that cause that?" while said Ogre is within earshot). 
 Personality: Manakins tend to be curious, flighty, and given to doing things just to see what will happen.  This whimsy makes it easy for them to get along with the Fey, but not so good when dealing with larger races (especially given their paranoia of being stepped on).  Despite their whimsicalness, however, they tend to be loyal, so one need not worry over much about betrayal if he has befriended a Manakin (unless he has betrayed them first).  Even the Fey, however, are taken aback at the usual Manakin lack of self awareness, or anything resembling a filter.
 Behaviors: Manakins rarely do what their told (they're kinda stubborn and independent) unless they have great respect for the person giving the orders.  They prefer to look for new and novel ways of dealing with problems rather than using conventional wisdom.  They also feel the need to know about/get into everything, especially if they've been told not to.
 Language: Most Manakin speak their own language. 

MANAKIN SOCIETY
 Manakin law is fairly relaxed, as they tend to shun anyone who commits truly bad offenses (usually anytime one of them commits a crime the entire village makes sure they know they need to change their ways).  Manakin devote a great deal of time to their children, as they believe their children are the future of their species and need the best of everything to get ahead in the world.  Unlike some species, succeeding generations don't seem to take this for granted, and despite being free-wheeling and fairly chaotic the Manakin's seem to avoid the cultural generation gap others suffer.
 Alignment : Like other humans, all Alignments are fairly common among the Manakins, but they have slight tendencies towards both Chaos and Neutrality as opposed to their ancestors.  Many are quite whimsical and prone to following their dreams or sudden ideas.
 Lands : Manakins prefer remote areas where larger Humanoids and predators don't bother them (although larger is generally a relative term when discussing the Manakins).  Forests or grasslands or other areas with ample hiding places are given top priority.
 Settlements : Manakins will settle anywhere as long as there are plenty of places to hide from predators, and they can get their privacy (which generally means they avoid urban areas).
 Beliefs :The Manakins tend to shop about for Gawds, each one having their own preference.  They prefer Neutrally inclined Gawds, as the Good and Evil ones always insist they run about mucking around in the business of others which runs counter to the Manakins nature.
 Relations: Manakins are a tad xenophobic as other races have a history of stepping on them, and quite frankly they aren't very fond of that.  Not very fond at all.  But their curiosity usually offsets that. They get along well enough with most Fey, and some Druids, but most Humanoids will be alarming to them.  Non Humanoid races will normally be considered monsters.

MANAKIN ADVENTURES
·   One of the villagers has fallen in love with a woman of the big folk, so he's asked your help in obtaining the ingredients for growth and shrinking potions.  You think he's gone loopy, but who are you to stand in the way of true love?  Or half thought out foolish schemes?
·   A giant monster (a drunk bear) has been stumbling about near the village at night.  He's nearly killed several people by accident without realizing they were there several times, and you have been tasked with finding him and finding out whats wrong with him and fixing it.  Or barring that ensuring that he wont come back.
·   A local Stone Giant couple are getting a divorce, and as you are too small to be really noticeable both sides have hired your people to spy on the other to find dirt for the legal proceedings.  This has led to a bit of a problem.  On the one hand there's a bit of conflict of interest.  On the other hand they may squish you all if you say no...

(https://i.imgur.com/pcB15Pi.png)

Manakin
"Our apologies ladies and gentlemen, we didn't realize you were hiding from the outside world for good reason."

"We don't want the big folk here accidentally stepping on out kids.  We have troubles enough."

Phobia Of Being Stepped On
"So you build Golems to scare people off."

"Ingenious."

"Well, mostly we use them to study you undetected."

"You need to work on the 'undetected' part."

"However did you see through our flawless disguise?"

"Er...your mannerisms and speech patterns were...unusual."

"In what way?"

"You sounded like you'd been eating a certain type of mushroom..."


Friends of the Fey

"But all the local sound that way."

"That suddenly explains a great many things..."

"That's why we thought we we're going to have to dart you."

"Perfectly understandable."


Manakin Species Feats

Sleep Poison
You can make a poison that induces sleep.
 Prerequisites: Manakin, Brew Potion, Craft (Poison) 8 ranks
 Benefits: For 25 GP, you can make one dose of a poison.  Contact, Willpower Save (Save DC is Int based, Initial Damage: Target falls asleep for 1 Minute, Secondary damage is unconsciousness for 1 Hour.  Taking damage awakens the target.  Brewing one dose of the poison takes 1 day.


Memory Poison
You can craft a poison that erases memories.
 Prerequisites: Sleep Poison
 Benefits: For 1000 GP, you can make one dose of a poison.  Contact, Willpower Save (Save DC is Int based, Initial Damage: Target loses all memories of the past 10 minutes, Secondary damage is memory loss of the last 24 hours.  Brewing one dose of the poison takes 1 day.


Tiny Danger
You are adept at combat, despite your Size.
 Prerequisites: Manakin, Anklebiter
 Benefits: You have a 5 foot Reach, despite being Tiny or smaller.


Golemancer
You excel at working with Golems.
 Prerequisites: Any Item Creation Feat
 Benefits: If you encounter a Berserk golem, you can calm it with a DC 19 Diplomacy Check, whether or not you are the creator.  If you gain the Craft Construct Feat, Golems you make only have a cumulative 1% chance per combat to go Berserk.


Manakin Species Substitution Levels

Artificer
 Level 4: Replace Craft Homunculus with Golem Familiar..
  Golem Familiar: You gain the Obtain Familiar Feat (see Complete Arcane).  The Familiar granted has it's type changed to Construct.

Sorcerer
 Level 1: You may ride your Familiar as a mount, so long as it is Tiny or Small.  You do not nee to make Ride Checks with a DC of 10 or less due to your empathic link.

Ranger
 Levels 2, 6 and 11: You gain a new option with Combat Mastery: Poisoner.  AT 2nd Level you gain "Poison Use (Ex): You are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade." , at 6th Level the Save DC of Contact Poisons you craft improves by +1, and at 11th Level any Contact Poisons you craft do +1 damage per damage die.
  Level 4: You may ride your Animal Companion as a mount, so long as it is Tiny or Small.  You do not nee to make Ride Checks with a DC of 10 or less due to your link.



GOLEMANCER

(http://Picture URL)
   
"Crap, how did you know I was a Golem?"

 You create. modify. maintain and pilot the Manakin Golem fleet.  This requires mountains of gold in supplies, which means you have to kowtow to some petty king or other for financing.  But doing so lets you build your private robot army.  So it ain't all bad.  But you also have to pilot the Golems while pretending to be a 'normal humanoid', whatever the hell that's supposed to man.  You're a Golem maker, not a friggin' first contact specialist.  How are you supposed to know what acceptable humanoid behavior is?

BECOMING A GOLEMANCER  
Manakin Artificers with the appropriate skills will do.

 ENTRY REQUIREMENTS
   Species:  Manakin
   Infusions:  Must know 2 fourth level Infusions.
   Feats:  Craft Construct, Golemancer
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks


Class Skills
 The Golemancer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (Arcana, Int), Move Silently (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Golem Friend, +1 Level of Infusing Class
2. +1    +0     +0     +3    Expanded Knowledge, , +1 Level of Infusing Class
3. +2    +1     +1     +3    Boost Golem, +1 Level of Infusing Class
4. +3    +1     +1     +4    Golem Friend, +1 Level of Infusing Class
5. +3    +1     +1     +4    Expanded Knowledge, , +1 Level of Infusing Class
6. +4    +2     +2     +5    Boost Golem, +1 Level of Infusing Class
7. +5    +2     +2     +5    Golem Friend, +1 Level of Infusing Class
8. +6    +2     +2     +6    Expanded Knowledge, +1 Level of Infusing Class
9. +6    +3     +3     +6    Boost Golem , +1 Level of Infusing Class
10.+7    +3     +3     +7   Clockwork Armor, +1 Level of Infusing Class

Weapon Proficiencies: A Golemancer gains no new proficiencies.

Craft Reserve/Infusions: Your Golemancer and Artificer Levels stack for purposes of determining your Craft Reserve and your Infusions per Day.

Golem Friend (Su): At 1st Level you gain Telepathy with a range of 60 feet, but it only works on Constructs.  This is primarily used to give Manakin Golem s orders (this is a Swift Action).

At 4th Level, spells you cast via your Boost Golem ability are cast at +1 Caster Level.

At 7th Level, the range of any Repair damage spells you cast increases by +30 feet.

Expanded Knowledge: At Levels 2, 5, and 8 you may choose any one spell from the Wizard list to add to your Infusions known.  AT 2nd Level you can choose a spell of 4th Level or lower.  AT 5th Level you can choose any spell of 5th Level or lower.  At 8th Level you can choose any spell of 6th Level or lower.

Boost Golem (Su): At levels 3, 6, and 9 you gain a few spells you can cast on your automaton friends (in other words they can be cast on Constructs only).  At Level 3 you gain 2 spells per day that you can cast (spellcasting is based off of Intelligence).  You may choose 2 from the following: Greater Construct Energy Ward, Humanoid Essence, Iron Construct, Natural Weapon Augmentation, Repair Critical Damage, Weapon Augmentation.  At Level 6 you gain 2 more spells, which you can choose from the following: Greater Heroism, Mass Fly, Mass Repair Light Damage.  AT 9th Level you gain 2 more spells per day, which you must choose from the following: Greater Humanoid Essence, Greater Natural Weapon Augmentation, Greater Weapon Augmentation,  Hardening, Mass Repair Moderate Damage, or Total Repair.  Spells not in the PHB can be found in the Spell Compendium, Magic of Eberron, Magic of Eberron and Eberron Campaign Setting.
 
Clockwork Armor (Su): AT 10th Level you may begin investing in a suit of armor.  You gain Proficiency with Heavy Armor, and set about enchanting a suit of Full Plate.  This set of armor can receive a number of Infusions equal to the Artificer's Intelligence modifier.

PLAYING A GOLEMANCER
 You don't get people.  But you love automatons (probably because they're of a less fussy mindset than humanoids).  Which is probably why you make so many of them.  And why so many people who know you call you 'that weirdo'.
 Combat: You let the Golems do the fighting.  They're built for it after all.
 Advancement: Your profession is highly individualistic, and you vary wildly in powers and manner.
 Resources: All Golemancers have the patronage of the Manakin nobility.  You need lots of cash to finance your schemes..

GOLEMANCERS IN THE WORLD
"Is that a 6 inch tall man riding a robot Capybara?"
 Golemancers don't encounter people much.  They prefer the company of constructs.  They feel they understand them more.
 Daily Life: Most of your time is spent creating and maintaining Golems.  Or piloting Golems so the village casters can study the Big Folk.
 Notables: Felix Smelter (CN Male Manakin Artificer x/Golemancer x) is unique in that he has never piloted a Golem.  He really doesn't like people.  Bitter Coco (CE Female Manakin Artificer x/Golemancer x) has done nothing but pilot them, which has left her scarred.  Coco has seen some stuff.
 Organizations: Most Golemancers work for their local government.

NPC Reaction
 NPC's tend to react to you with shock.  You are a bit unusual, after all..

GOLEMANCERS IN THE GAME
GOlemancerss are a ... twitchy class to play.  This can make for some 'interesting times' for the party, so be ready.
 Adaptation: This is meant for my silly campaign, but it is adaptable to any Golem prone race.
 Encounters: Golemancers are usually encountered piloting Manakin Golems..

Sample Encounter
EL 12: The PC's are having a nice lunch, when the door to the inn bursts in, and there stands a jerky, clockwork golem in shabby clothes.  "GREETINGS FELLOW MORTALS.  I REQUIRE A SERVICING."  Well, so much for lunch...


Felix Smelter
CN Male Manakin Artificer 6/Golemancer 6
Init +4, Senses: Listen +4, Spot +4
Languages Manakin, Common
------------------------------------------------
AC 22 (+4 Size, +4 Dex, +4 Armor), touch 18, flat-footed 18
hp 63 (12 HD)
Fort +6, Ref +8 (+10 w/Familiar), Will +11  additional +5 for Cloak
------------------------------------------------
Speed 5 ft. (1 square)
Melee
Ranged +2 Quick-Loading Light Crossbow +14/+9 (1d3+2/19-20)
Base Atk +8, Grp -9
Atk Options
Infusions Per Day 1st: Lesser Armor Enhancement, Magic Weapon, Repair Light Damage. 2nd: Armor Enhancement, Reinforce Construct, Repair Moderate Damage. 3rd: Construct Energy Ward, Greater Armor Enhancement, Repair Serious Damage. 4th: Greater Invisibility, Iron Construct, Repair Critical Damage. 5th: Fabricate, Mass Repair Light Damage.
Supernatural Abilities Golem Familiar (Weasel), Retain Essence
-----------------------------------------------
Abilities Str 1, Dex 18, Con 14, Int 20, Wis 12, Cha 17
SQ Artificer Knowledge +11, Artisan Bonus, Boost Golem, Craft Reserve 700, Disable Trap, Expanded Knowledge, Item Creation
Feats Combat casting, Craft Construct, Golemancer, Brew Potion (B), Craft Magic Arms and Armor (B), Craft Wands (B), Craft Wondrous Items (B), Extraordinary Artisan (B, see Eberron Campaign Setting), Miser's Fortune (B, see Complete Scoundrel), Scribe Scroll (B)
Skills Bluff +12, Concentration +17, Craft (Clockwork, any 2) +20, Diplomacy +5, Hide +19, Knowledge (Arcana) +14, Listen +4, Move Silently +15, Search +18, Spellcraft +14, Spot +4, Use Magic Device +16
Possessions +3 Padded Armor, +2 Quick-Loading Light Crossbow, +5 Cloak of Resistance, Sustaining Spoon, Robe of Blending, 300 GP



EPIC GOLEMANCER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Infusions An Epic Golemancer's caster level is equal to his class level. The Golemancer's number of infusions per day does not increase after 20th level. An Epic Golemancer doesn't automatically gain infusion slots above 6th level, though he can select the Improved Spell Capacity feat to gain infusion slots above 6th level (which can be used to hold lower-level infusions or infusions whose level has been increased above 6th by the use of metamagic feats).
Craft Reserve An Epic Golemancer's craft reserve increases by 1,000 points per level beyond 20th (6,000 points at 21st level. 7,000 points at 22nd level, and so on).
Bonus Feats: The Epic Golemancer gains a Bonus Feat every 3 levels higher than 20th




Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:15:18 PM
Darwin Monkey
                      Small Monstrous Humanoid
Hit Dice:             3d8+3 (16 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple:  +3/-2 (+0 when Furious)
Attack:               Slap +5 melee (1d3-1)
Full Attack:          2 Slaps +5 melee (1d3-1)
Attack (when Furious):               Slap +5 melee (1d3+1)
Full Attack (when Furious):          2 Slaps +5 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fury
Special Qualities:    Darkvision 60 ft., Sagely Advice, Stubborn Disbelief
Saves:                Fort +2, Ref +4, Will +5
Abilities:            Str 8 (12 while Furious), Dex 12, Con 12, Int 18, Wis 14, Cha 14
Skills:               Bluff +6, Climb +7 (+9 when Furious), Gather Information +6, Hide +9, Knowledge (any 3) +16, Listen +6, Sense Motive +6, Spot +6, Survival +6
Feats:                Improved Initiative, Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          4-6 HD
Level Adjustment:     ---

"Bert...I don't think we shoulda ate those pine cones..."

"Why not?  It's all we've got."

"I'm seein' monkeys Bert.  Big monkeys with old man faces..."

"We see you too peasant.  Get off our land!"

"Ha! They remind me of paw! Wait, howcum I can see your hallucinations..."

Darwin Monkeys are named after an old sage (presumably their discoverer or creator).  Most resemble brown or black furred monkeys of unusual stature, with no tails, and the head of a bearded old man.  Disconcerting to see peering at you from the darkness when you wake in the middle of the night to say the least.  Darwin Monkeys speak Common and 4 languages from other nearby races.

Fury (Ex): Darwin monkeys are slightly unstable, and once they are hurt in combat they become Furious for the rest of the encounter (after which they are exhausted for 1d4 rounds).  While they are Furious anyone successfully struck by their Slap attack must make a DC 12 Fortitude Save (Save DC is Strength Based) or be Stunned 1 round.  They also gain a +4 Bonus to Strength for the duration of their Fury.

Sagely Advice (Ex): Darwin Monkeys effectively have the Bardic Knowledge ability (see page 28 of the PHB), substituting their Hit Dice for Bard Level.

Stubborn Disbelief (Ex): Darwin Monkeys do not traffic with Gawds, and have a +2 Bonus on all Saves against Divine Magic.

Skills: Darwin Monkeys have a +8 Racial Bonus to all Climb Checks and all Knowledge Checks.

Combat: Darwin Monkeys prefer to hide rather than fight (though their acerbic wit tends to start fights when they're around rather often).  Sometimes when the Fury overtakes them they do put up a rather nasty slapping demonstration.


Improved Familiar Note: The Darwin Monkey may be chosen as a Familiar using the Improved Familiar Feat at 5th level by a neutral caster.

(https://i.imgur.com/nw68FaH.png)


Darwin Monkeys

"We are very lost Jim."

"There's a bunch of tiny old men in that tree, perhaps we could ask them."

"It's a trap Jim.  Old men don't live in trees."

"Excuse me, sir?"

"Don't call me sir (beep), I work for a living."

"And we're off to a great start."

Wise Critters of the Forest

"Do you know where we are?"

"You're on our lawn (beep)."

"Look, we just want to get back to civilization."

"You saying we aren't civilized?  Well (beeeeeeeeeeeeeeeeeeeeeeeep)!"

"Jebus..."


Dedicated Antitheists!

"None of that religious claptrap here (beep).  Turn left, and watch out for the hamsters."

"Hamsters?"

"We'll figure it out along the way Harlan."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:15:47 PM
Nerf Golem
                      Medium Construct
Hit Dice:             2d10+20 (31 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple:  +1/+2
Attack:               Nerf Fist +2 melee (1d4+1)
Full Attack:          2 Nerf Fists +2 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Nerf
Special Qualities:    Dark Vision 60 ft., Construct Traits, DR 15/Slashing or Piercing, Immunity to Magic
Saves:                Fort +0, Ref +2, Will +0
Abilities:            Str 12, Dex 15, Con -, Int -, Wis 10, Cha 3
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Abner I've seen some damn silly things used as minions in mah time, but this..."

Arkimedes was a passable alchemist.  Passable meaning not famous.  Of course alchemy alone won't guarantee fame, and Arkimedes wasn't the greatest of casters.  Toiling hard in his shop one night trying to create a new form of building material, he accidentally created Nerf.  A soft spongy material that had odd magical effects on people (and things). 

Nerf (Su): Whenever the Nerf Golem successfully damages an opponent with it's Fist Attack, that opponent must make a DC 13 Willpower Save (Save DC is Constitution Based with a +2 Racial Bonus) or it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round.

Immunity to Magic: The Nerf Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

Combat: Nerf Golems suck tactically, and usually just wade in swinging much like any other Golem.   Sometimes they do enjoy the use of special Nerf weapons though.

Construction: A Nerf Golem is made from 80 pounds of Nerf costing at least 40 GP.  Assembling the Body requires a DC 11 Craft (Alchemy) check. 

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Doom, Caster must be 11th Level.  Price 2050 GP; Cost 1050 GP + 32 XP

Nerf Weapon
Price: +1 Bonus
Property: Weapon
Caster Level:
Aura:
Activation: ---

Nerf Weapons do non-lethal damage, and on a successful hit the target takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. 
Prerequisites: Craft Magic Arms and Armor, Doom
Cost to Create: Varies

(https://i.imgur.com/b75Lrko.png)

Nerf Golem

"Thank you for shopping Hasbro.  How can I e of assistance?"

"Are those Golems, or toys sir?"

Not Toys

"They are not toys sir.  They're made of a new material our head alchemist created."

"But they look soft and spongy."

"They are sure, but their sponge has some unusual properties."

"They'd have to  be good to be worth it."

Surprisingly Effective

"What kind of properties?"

"Being attacked by weapons made from this material partially disables the target.  Other forces can then follow up."

"I'll take four."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:17:06 PM
(https://i.imgur.com/m6s9iu8.jpg)


Emperor Ralph
                      Fine Outsider (Chaotic, Evil, Native)
Hit Dice:             100d8+2500 (3300 hp)
Initiative:           +10
Speed:                Fly 5 ft. (1 square), Clumsy
Armor Class:          60 (+8 Size, +2 Dex, +10 Profane, +30 Natural), touch 30, flat-footed 58
Base Attack/Grapple:  +100/+135
Attack:               Nibble +143 melee (1d2+52)
Full Attack:          Nibble +143 melee (1d2+52)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Improved Grab, Incredibly Strong
Special Qualities:    Floaty, Invulnerability 30/-, SR 48, Fast Healing 30, Regeneration 30, Scent, Immunities, True Seeing, Nondetection, Blindsight 500 ft. Telepathy 1000 ft., Abomination traits
Saves:                Fort +77, Ref +54, Will +57
Abilities:            Str 80, Dex 14, Con 60, Int 20, Wis 20, Cha 30
Skills:               Appraise+63, Bluff +69, Concentration +83, Diplomacy +74, Gather Information +70, Hide +78, Intimidate +70, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nobility, Religion, The Planes) +63, Knowledge (Nature) +65, Listen +63, Move Silently +62, Search +63, Sense Motive +63, Spellcraft +65, Spot +63, Use Magic Device +68
Feats:                Adaptable Flanker (see PHBII), Anklebiter (New Feat), Blind Fight, Combat Awareness (see PHB II), Combat Focus (see PHB !!), Combat Reflexes, Deflect Arrows, Dodge, Earth's Embrace (see Complete Warrior), Eyes in the Back of Your Head (see Complete Warrior), Hover, Improved Initiative, Improved Scent (See Savage Species), Improved Unarmed Strike, Leadership, Mobility, Multigrab, Pain Touch (see Complete Warrior), Rapid Stunning (see Complete Warrior), Snatch Arrows, Spring Attack, Stunning Fist, Uncanny Scent (see Savage Species), Vexing Flanker (see PHB), Water Splitting Stone (see PHB !!), Weakening Touch (see Complete Warrior), Wingover   Epic Feats: Epic Leadership, Epic Reputation, Improved Combat Reflexes, Improved Stunning Fist, Legendary Commander, Master Manipulator, Superior Initiative
Environment:          Any
Organization:         Unique
Challenge Rating:    36
Treasure:             Triple Standard
Alignment:            Chaotic Evil
Advancement:          101+ HD
Level Adjustment:     ---

"Where's my money?"

Long, long ago in the dim dark past of the Jester's Realm there was a gigantic nameless abomination of life.  This towering abomination had pretensions towards godhood, and set about attempting to achieve this aim.  Since the Jester appoints Lesser deities in his own realm, he was amused by the monsters chutzpah.  He was less amused by all the frothing, bloody sacrifices it made in order to try to get it's desires.  And so he demoted it in a sense.  Stripping the creature of it's awe-inspiring size and (most of) it's magical power, he reduced it in form to that of a tiny hamster.  He also cursed it to be unable to touch the ground for reasons unknown.   

Eventually taking the name Ralph the now enraged (but teensy) entity set about re-establishing it's kingdom, beginning as an adviser or 'power behind the throne' type of ruler.  Ralph has been defeated several times, and usually manages to regain a kingdom somewhere.  He's immortal after all, he can afford to be patient. 

Ralph appears as a normal hamster, albeit usually with cape and crown, floating off the ground. He appears to speak all known languages.

Improved Grab (Ex): Emperor Ralph may make a Grapple Check without provoking an Attack of Opportunity.

Incredibly Strong (Ex): Emperor Ralph does not take Size Penalties to Combat Maneuvers such as Grappling, Trips, Bull Rushes, etc.

Floaty (Ex): As he is cursed to not touch the ground, Ralph floats in the air hovering.  Absolutely no force on earth can get him closer than 6" from the ground, effectively granting him immunity to Trip Attacks, he can never be prone, and he constantly has a Feather Fall in Effect on his person.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example Ralph has Invulnerability 30.  That means it negates the first 30 points of damage from any attack (this includes untyped damage).

Immunities (Ex): Ralph is immune to Ability Drain/Damage, Energy Drain, aging, Stunning, sleep and death effects, poison, paralysis, petrification, polymorph, disease, mind affecting effects, and fatigue/exhaustion effects.  He does not require food, sleep, or water.  Ralph is not subject to death by massive damage

Regeneration (Ex): Ralph's Regeneration doesn't work against damage that is both Epic and Good.

True Seeing (Su): Ralph permanently has the True Seeing ability, as per the spell (Caster Level equals HD).

Nondetection (Su): Ralph permanently has nondetection in effect on his person, as per the spell (Caster Level equals HD).

Combat: Lacking his former impressive physical armament and supernatural abilities, Ralph has had to be content with studying fighting the old fashioned way: the martial arts.  He is the worlds only floating kung fu hamster.  And he's not happy.  Generally he prefers others to do his fighting for him, but if pressed he's a pretty mean grappler.


(https://i.imgur.com/PzgCxbF.png)

Emperor Ralph
"There's the rest of the Elves!"

"IS that a Hams...Ralph!  Ralph is that you?  Return this young Giants pets at once!"

Former Elder Evil

"Well as I live and breath, if it isn't Harlan Jurgens.  Still up to your old tricks?"

"Who is this?"

"Emperor Ralph, ruler of the world."

"Why are you floating?"

"That's a rather long story."

"Back off Ralph.  I still have the Gawd Whistle."

"Sigh...of course you do.  Minions! They will only dare use the Whistle against me!  Distract them whilst I make  good my escape! MWUHAHAHA!"  BAMF!

"Screaming mwuhaha before teleporting out? What is he, an olld timey supervillain?"


Woul Be Funny If He Weren't So Ambitious

"Well, yes basically he is."

"Awright you (beep).  We can do this the easy way, or the had way."

"There's something odd about these Elves..."

"Awright, hard way it is."

"What is the Gawd Whistle?  Harlan, are you carrying Artefacts again?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:18:11 PM
Rhinoctopus
                      Large Magical Beast (Aquatic)
Hit Dice:             8d10+24 (68 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +8/+18
Attack:               Tentacle +13 melee (1d4+6)
Full Attack:          8 Tentacles +13 melee (1d4+6)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rending Constriction
Special Qualities:    Low Light Vision, Ink Cloud, Amphibious
Saves:                Fort +9, Ref +7, Will +3
Abilities:            Str 23, Dex 13, Con 17, Int 2, Wis 13, Cha 3
Skills:               Escape Artist +11, Hide +8, Listen +6, Spot +6, Swim +14
Feats:               Alertness, Endurance, Skill Focus (Hide)
Environment:          Warm Aquatic or Plains
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment:     ---

"How is it Wizards never have normal pet guards Bert?"

"Ah think they feel they need to live up to their reputation."

"Ah'm gonna hurt this one bad since that thing of his pooped ink in mah face."

The Rhinoctopus is a bizarre Wizardly creation involving a melding of the Octopus and the Rhino.  Why someone felt the need to do it is anyone's guess, but perhaps they thought it would make an interesting all terrain guardian.  It looks vaguely like a gelatinous octopoid shape with a larger than usual body, and a horned face.

Improved Grab (Ex): If the Rhinoctopus successfully hits with it's tentacle attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may then use it's Rending Constriction.

Rending Constriction (Ex): If the Rhinoctopus successfully Grapples an opponent it squeezes him while goring it with it's horn simultaneously.  It does 3d6+6 piercing damage with a successful Grapple Check. 

Ink Cloud (Ex):  The Rhinoctopus can spew black ichor once per minute as a Free Action.  Underwater this creates a 20' by 20' by 20' cloud that provides total concealment and completely obscures vision.  Out of water it is a 10' ranged touch attack.  If it hits the opponent must make a DC 15 Reflex Save (Save DC is Dex Based) or be blinded for 1d6 rounds, or until he can spend a full round washing it from his eyes whichever occurs first.

Combat: Rhinoctopus are ambush predators waiting underneath the water for prey to come to drink.  If prey fails to appear, they can shimmy up onto land and try to chase it down, which can be a terrifying sight to anyone in the vicinity unused to their appearance.

(https://i.imgur.com/ez94Pcu.png)



Rhinoctopus
"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 begin to regret the publication of Prak's book on monster making."

Someone Needs A Therapist

"Greetings from the castle moat of local wizard 'Fat Bob' Krushenheimer."

"What's the special of the day Jim?"

"Looks like Fat Bob has merged a rhinoceros with some sort of octopus."


High Weirdness

"So highly impractical then?"

"His argument is that it's highly disturbing appearance makes up for it."

"I suppose that's fair.  Does it do anything a regular giant octopus can?"

"Not much really.  I mean it has a horn it can pull targets onto, thus impaling them."

"That is a bit disturbing."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:19:26 PM
The Perfect

The Perfect is an Acquired or Inherited Template that can be applied to any living, corporeal Humanoid.  The Perfect are a magical experiment gone wrong (do they ever go right?).  An attempt at making a super soldier, the experiment exposed various Humanoids to magical forces and alchemical poisons in an attempt to improve them.  Most of the subjects died. 

The survivors were examples of mental and physical perfection.  Emotionally...they were a different story.  Most were extremely narcissistic sociopaths, and a few were openly murderous.  And even worse, they bred true.  A Perfect Orc and an Orc made Perfect Orcs.  2 Perfect Orcs made a Perfect Orc with even more pronounced issues than usual. 

People quickly realized they might slaughter all the non-Perfect and eventually replace the rest with more of their own (Note: There's no proof of this, that was just the gut reaction of the nobility of the time.).  They were thought to be an extinction level event if they were allowed to spread.  So most governments declared them void from any protection via the laws, and declared them legal to openly murder.  This has not been as effective as they had supposed.  It hasn't eliminated The Perfect, but the bounty does keep their numbers down.  It also makes them just sympathetic enough to fool others into assisting them.  There are some renegade Clerics and like-minded individuals searching for a cure, but short of using a Wish spell, not much seems to work.  And there are enough Perfect that no one is willing to dole out that many Wishes. 

The Perfect resemble physically flawless members of their species.  Their giveaway is the face.  Their facial expression is always intimidating and off putting.  They also lack any filter, and are perfectly comfortable saying the most appalling, transgressive things.  The Perfect who do seek a cure are seeking it for these side effects of the process, but hope to keep their newfound abilities, which likely slows down the search for a cure.  They are stereotyped as being either BBRG's, or the Minions of such.

Size and Type: Unchanged.  Gains the Augmented Subtype.

Hit Dice: The Perfect have maximum hit points per hit die.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Unchanged.

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

Monsters (Ex): All Perfect have serious emotional problems, and are unable to effectively interact with more mainstream members of their society or species because they loathe them.  The Perfect get a -4 Penalty on all Charisma Based skills (except Iaijutsu Focus, Intimidate and Use Magic Device), except when they are used on their own kind (i.e. other Perfect). 

Saves: Unchanged.

Abilities: All ability scores change to 18 plus any racial modifiers.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged or Solitary.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: Unchanged

Level Adjustment: +2

Example of creature using template here:

Anastasia (Elf/Perfect, Level 10 Warmage)
                      Medium Humanoid (Elf, Augmented)
Hit Dice:             10d6+30 (90 hp)
Initiative:           +9
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple:  +5/+9
Attack:               By weapon +9 melee or +10 ranged
Full Attack:          By weapon +9 melee or +10 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Warmage Edge (+5)
Special Qualities:    Immune to Sleep Effects, +2 on Saves vs Enchantment Spells, Low Light Vision, Elf Traits, Monsters, Armored Mage (Medium), Advanced Learning (Cuiding Light from Spell Compendium, Blade of Pain and Fear from Spell Compendium))
Saves:                Fort +6, Ref +8, Will +11
Abilities:            Str 18, Dex 20, Con 16, Int 20, Wis 18, Cha 18*
Skills:               Bluff +9, Concentration +16, Hide +9, Intimidate +17, Knowledge (Arcana) +18, Listen +11, Profession (Killer) +6, Search +10, Spellcraft +18, Spot +11
Feats:                Combat Casting, Empower Spell, Improved Initiative, Maximize Spell, Sudden Empower (B), Sudden Enlarge (B)
Challenge Rating:     11
Alignment:            Neutral Evil
Level Adjustment:     +2

* Stats are 18 plus Racial Mods plus 2 for levels.

5E THE PERFECT
Any Humanoid can be made into the Perfect.

Challenge. Recalculate the Challenge Rating after you apply the template.

Hit Points. The base creature gains maximum hit points per Die.

Attributes. Base Creatures ability scores raise to 18, plus the appropriate modifiers.

Sociopaths. The base creature has Disadvantage on all Charisma based Skill Checks, other than Intimidate, against all non Perfect.

(https://i.imgur.com/By5IlOH.png)


The Perfect
"There are tracks around the cages from humanoids.  This wasn't the Turkeys doing."

Experiments Gone Wrong

"Someone kidnapped my furbabies?!"

"Someone who clearly doesn't care about covering their tracks.  No worries sir, I'm a Ranger.  I'll find them."

"Who would want my pets?"

"Ah whole list of bad guys who have more ambition than sense.."

"Just sos you know, it's crushin' time when we find 'em."

"We'd feel the  same if someone had taken our pets."

"Is that a dead Elf?"

"A dead Elf with nibble marks...looks like your pets are resisting."


Infamously Murdery

"Naw, those ain't mine.  They'd have finished eating."

"Maybe they didn't get the chance."

"Why is he smiling though?"

"Yeah, that worries me..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:29:02 PM
THE BASSET FOLK

(http://Picture URL if you have one)
   
"If you pick up a starving dog and make him prosperous, he will not bite you; that is the principal difference between a dog and a man."

 The Basset Folk are humanoid Basset Hounds roughly the size of halflings.  They are a fairly laid back folk, and don't see why most of the other races are always in a hurry, or get so emotional over inconsequential things.

BASSET FOLK SPECIES TRAITS
·   +2 Int and Wis, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Basset Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Basset Folk receive a +4 Racial Bonus to Listen and Spot Checks.
·   Basset Folk receive a Improved Scent (see Savage Species) and Track as Bonus Feats.
·    Basset Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3'0"  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

BASSET FOLK CHARACTERS
 If you want an excellent Tracker (or at least a character based around perception), the Bassets are a good choice.  They make for good Scouts, Rangers, and Druids.
 Adventuring Race: Basset Folk are kind of chill, so generally they go on adventures because they need money, help, or revenge.  Particularly revenge.  Never cross the Bassets. They may be cool, but they hold grudges forever.
 Character Development: Basset Folk are a rural hunting society, and their usual class choices generally reflect this.  Most of their available training comes in the form of some sort of wilderness based class, or maybe just one about fighting.  Arcane classes, particularly of the flashier sort, are rare among them.
 Character Names: Male: Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc. Female: Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah.  Surnames: Surnames are generally what your family does for a living.  For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

ROLEPLAYING A BASSET FOLK
 People tend to believe your dumb because you came from the woods and backwaters.  You can sometimes use this to your advantage, but usually it just pisses you off.  You don't judge people based on their appearance or background and you'd like the favor returned.
 Personality: Basset Hounds enjoy the good things in life: food, booze, friends, and family.  They're mellow enough to ignore a lot of insults as they don't wish to leave behind the quiet life.  But they rarely forget insults, and cross them often enough that they finally lose their temper, and they'll track you to the ends of the earth. 
 Behaviors: Basset Folk like huntin', drinkin', lovin', and playin' (not always in that order).  Think of them as good natured critters with some common sense and who lack xenophobia.
 Language: Like most of the Furry races, the Basset Folk speak Furry.

BASSET FOLK SOCIETY
 The Bassets are open and friendly as long as you don't cause trouble.  If you do they'll ask you to move along or quiet yourself politely.  Once.  If they think you're a danger to the community, they'll personally boot you out. 
 Alignment : Bassets tend to follow the rules and help those in need, thusly the majority of them are either Lawful or Neutral Good.  Truly Evil or Chaotic members of society are usually exiled or imprisoned.
 Lands : Most Basset Folk live in the extreme backwoods, usually in Temperate Forests, Hills, or Mountains.
 Settlements : If Bassets are forced to settle or relocate, they prefer areas similar to where they already live, although they will settle in Cold forests, or even  in Marshes if they have to.
 Beliefs : The Basset Folk tend to be devoutly religious.  In my campaign they tend to worship the Nature and Furry Pantheons, and in other campaigns will likely do something similar.
 Relations: The Basset Folk tend to be open and accepting.  This means they don't judge people, but it doesn't mean they trust them without them having proven themselves.  They prefer races living in rural areas as they tend to respect nature more.

BASSET FOLK ADVENTURES
·   An old friend who moved to the city has been murdered.  His family has asked yours for help in bringing his murderer to justice.  Time to fetch the crossbows.
·   Hunting has grown scarce.  Something seems to be scaring off all the game, and the kids swear they hear noises outside the fort at night.  Time you went investigatin'.
·   A small but royally p_____ off deity has ordered you to help him in his quest for revenge against a really bullying Pit Fiend.  He needs you to sniff out The location of the Codpiece of Reckoning in order to bring the Fiend to heel.  You just know you're gonna regret this job...


BASSET FOLK SPECIES SUBSTITUTION LEVELS


Ranger
 Level 1: Replace Track with Uncanny Sent
  Uncanny Scent (Ex): The Basset gains Uncanny Scent (see Savage Species) as a bonus Feat.
 Level 2, 6, 11: Gain additional option with Combat Style
  Combat Style (Ex): In addition to the usual options the Basset Folk gain an additional path they can take with their Combat Mastery: Dawg.  Bassets choosing Dawg as their Combat Style get the following Bonus Feats: Vexing Flanker (Level 2, see PHBII), Adaptable Flanker (Level 6, see PHBII), and Wolfpack (Level 11, see Races of Wild).


Barbarian
 Level 1: Replace Rage with Hound Rage
  Hound Rage (Ex): Instead of the normal benefits of Rage you gain the following: You do not take Size Penalties when making Opposed Combat Checks, and Opposed Combat Checks you make do not Provoke Attacks of Opportunity.  You may also fight and act normally at -1 to -9 hit points.
 Level 11: Replace Greater Rage with Greater Hound Rage
  Greater Hound Rage (Ex): When Raging you now get a +2 Circumstance Bonus when Flanking opponents or making Opposed Combat Checks.
 Level 20: Replace Mighty Rage with Mighty Hound Rage
  Mighty Hound Rage (Ex): The Bonus you get during Rage now increases to +4.


BASSET FOLK FEATS



Basselope
You were born different...
 Prerequisites: Basset Folk, Must be taken at 1st level, Cha 15+
 Benefits: You were born with small deer antlers.  You cast spells whose Save DC is based on your Wisdom Modifier at +1 caster level.  This stacks with other effects that increase caster Level.


Greater Basselope
You were really born different...
 Prerequisites: Basset Folk, Basselope
 Benefits: Spells your opponents cast whose Save DC is based on Wisdom are cast upon you at -1 Caster Level.


Mystic Tracking
You can track even opponents who can hide themselves magically
 Prerequisites: Basset Folk, Must be able to cast 1st level Arcane or Divine Spells or Manifest 1st level Powers
 Benefits: You may track opponents who may not normally be tracked by non-magical means such as opponents under the influence of a Pass Without Trace spell or the Trackless Step ability.


Improved Mystic Tracking
You aren't easy to full with Illusion and Invisibility.
 Prerequisites: Basset Folk, Mystic Tracking, Wis 13+
 Benefits: You gain a +2 Resistance Bonus against Illusion (Figment) spells, and Invisible opponents do not get their +2 Bonus to Attack rolls against you.


Wolf Bite
You have learned to bring prey to the ground with your Bite attack,
 Prerequisites: Basset Folk, Weapon Focus (Bite)
 Benefits: If you successfully hit with your Bite Attack you immediately get a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If the Trip fails your opponents does not get an attempt to trip you in return if using this Feat.


Follow Up
You have learned to follow up with an additional attack once knocking your prey to the ground.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: If you successfully Trip an opponent or knock him Prone, you immediately get an Attack of Opportunity.


Dawg's Bite
Your Bite is unusually hard to dislodge.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: You do Bite damage with your Grapple Checks, and get a +2 Circumstance Bonus to maintain Grapple Checks and damage rolls made in a Grapple.


Hamstring Bite
You can bite low to hobble opponents.
 Prerequisites: Basset Folk, Wolf's Bite
 Benefits: If you successfully Bite an opponent you can choose to do no damage, and instead choose up to two different Movement rates he possesses.  Those rates are reduced by -10 ft..


BASSET FOLK
Before fleeing to the Jester's Realm, the Furry races (including Basset Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

BORN TRACKERS
The Basset Folk are anthropomorphic Basset Hounds about the size of Gnomes.  They tend to be easy going and happy go lucky.  Basset Folk live for hunting and fishing and life's simple pleasures.  Many are often in professions that put them in rural areas.

DEFINES EASY GOING
Basset Folk are thought of as backwoods country folk.  Ever genial, if you treat them well, they return the favor.  Even angered, they tend to be polite to a fault.

Basset Folk tend to prefer living on farms or in rustic cabins.  There are some who tend to judge them for this, but given that the Bassets are infamous for holding grudges, they would be wise to keep their opinions to themselves.  The Bassets don't judge, and they hate being judged in return.  They are loyal to a fault, and once they call you a friend, it takes quite a bit to change their mind.

BASSET FOLK NAMES
Basset Folk names tend to reflect their position in the community.

Male Names. Abner, Abraham, Caleb, Elijah, Ephraim, Ezekiel, Hezikiah, Ichabod, Isaac, Jedediah, Jeremiah, Joshua, Josiah, Lucas, Luther, Noah, Phineas, Silas, Zadoc.

Female Names. Abigail, Agnes, Alice, Betsy, Charlotte, Delia, Emily, Esther, Eunice, Harriet, Heather, Josephine, Judith, Lavinia, Louise, Martha, Mary, Priscilla, Sarah.

Family Names. Surnames are generally what your family does for a living.  For example if your first name is Emily, and your family are trappers, your full name might be Emily Trapsmith.

BASSET FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Intelligence score by +1.

Age. Basset Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Basset Folk are Good, and a good many are Lawful or Neutral as well.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 40 pounds

Speed. Your walking speed is 30 feet.

Tracker: You have advantage on Wisdom (Perception or Survival) Checks meant to track creatures.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.  If the target is a creature, it must succeed on a Strength saving throw or be knocked prone (Save DC is 8 + your Proficiency Bonus + your Strength or Dexterity Modifier).  If  you succeed, you may Bite again as a Bonus Action.

Languages. You speak, read and write Furry, and any one other language of your choice.



BASSELOPE   (Prerequisite: Must be Basset Folk)
You were born with small deer antlers, a sign of increased awareness.  You may track creatures who may not normally be tracked by non-magical means such as creatures under the influence of a Pass Without Trace spell or the Vanish ability.  Increase your Wisdom score by 1, to a maximum of 20.  You can't be surprised while you are conscious.


Basset Folk
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  And we officially welcome you back to Mutual of Gnomeahaw's Wild Kingdom!

The Nose Knows
"Today we're in the foresty realm of Homestead, home of the immigrants known as the Furry Folk.  Our human watchers should note they fled persecution at the hands of our species, so your time here could be...less than comfortable."

"Whut yew doin' here?"

"We're recording a show for the palantir sir.  We're from Mutual of Gnomeahaw."

"Yew realize yer standin' next to a human?"

"Technically, I'm told I'm a clone of a human."

"Well doesn't that just make me feel better."

"Would you be amenable to an interview?"

"You keep me off your devil sphere."

"Well this is off to a roaring start..."


So Laid Back, Some of Them May Be Dead

"No offense meant, but yew should probably disguise him while yer here.  Not everyone is as udnerstandin' as I am"

"We mean no one any harm.  We're actually here to get out your story."

"And that's fine, but yew should know there's a pitchfork mob about two streets down headed this way."

"Surprisingly, not much of a change for us..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:29:31 PM
THE NOBLE PLATYPI

(http://Picture URL if you have one)
   
"No! I wanna holler the loud funny words! I LIKE DARIN, HE IS MY FRIEND!(points to opponents) I LIKE YOU, AND HIM! HE LIKES ME! AND I LIKE HIM! HE LIKES YOU I HOoooPE! I LIKE HIS AUTOGRAPH, IT IS A NICE PICTURE! HE,,,IIIS...NIIICE! "

 The Noble Platypi are cute but somewhat iffily tempered humanoid Platypus creatures.  They like to wrassle.  Like, reeeeally like to wrassle.  It's how they make most decisions, settle disputes, and conduct international diplomacy.

PLATYPI SPECIES TRAITS
·   +2 Str, -2 Int and Wis
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base Land speed 20 ft.
·   Base Swim speed 20 ft.
·   Base Burrow speed 5 ft.
·   Hold Breath (Ex): The Platypi can Hold it's breath for (8 times Constitution Modifier) rounds before it risks drowning or suffocation.
·   Poison (Ex): Injury, Fortitude Save negates (Save DC is 10 plus 1/2 HD plus Constitution Modifier), Initial damage is Stunned due to pain until he needs to make the next Save for Secondary Damage (which is a -4 penalty to all rolls for 1d6 weeks).  Platypi can deliver their venom with a successful Spur attack 3/day.
·   Blindsense (Ex): Platypi can sense all living beings within 30 ft.while underwater as if they had Blindsight.
·   Platypi have a Primary Spur Attack doing 1d3 plus their Strength Modifier.
·   Platypi receive a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line. 
·    Platypi automatically speak Furry, and Common.  Bonus languages include Feathery, Scaly, Sylvan, and nearby races.
·   Level Adjustment: +2
·   Favored Class: Wrassler

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3'0" Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs. Female: 35 lbs.
 Weight Modifier: x1 lb.

PLATYPI CHARACTERS
 If you want to play a character who is good at Grappling despite being small, go with a Platypus.  They're even crazy enough to wrassle things bigger than themselves.
 Adventuring Race: Most Platypi go on adventures to prove themselves, or right some sort of wrong.  Rarely one might be in it for the money or glory, but the most common reasons are self worth or justice.
 Character Development: Platypi tend to be simple common folk who enjoy a good bit of unarmed whackery as entertainment.  Most belong to classes relying on combat or fighting (Fighter, Ranger, Wrassler, or Scout).  Not many Arcane casters live in the boonies where the Platypi call home, and as a result most of their casting types are Divine.
 Character Names: Males: Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William.  Female: Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda.  Surnames: Usually based on something the family has long been famous for.  For example a family of famous wrestlers might be known as the Tuggers.

ROLEPLAYING A PLATYPI
 As a Platypus, you're fairly exotic, and will attract lots of attention, most of it unwanted.  You'll also have lots of jerks calling you a duck or a beaver, or some other critter you aren't even vaguely related to.  Stupidity should be a crime, honestly.  And if it ever is, may the Gawds help the world if you get appointed Judge.
 Personality: Platypi are calm and laid back (well, until wrasslin' day), and prefer others be that way as well.  Most people who know them are shocked when they see their celebrations.  They give no mercy in fights though, even when it isn't to the death.
 Behaviors: Platypi don't like being ordered, and react not so well to insults.  But they prefer brawling or wrestling to solving their problems instead of actual lethal violence.  Stylized incoherency is also both a favored prank on strangers, and a sort of sport among them.
 Language: Platypi speak their own dialect of Furry, much like the other Furry races.

PLATYPI SOCIETY
Platypi prefer to go exploring in the water.  They like their entertainment loud and physical.  Wrestling is studied by both sexes, often from childhood.  Modern style professional wrestling with it's storylines and over the top goofiness is ingrained in their culture, and giving incoherent rambling interviews is a common past time.  ("MY OPPONENT IS FEEBLE!  HIS MIND IS LIKE A LITTLE PLANE, AND I TOOK CONTROL OF THAT PLANE AND TOLD IT TO ...")
 Alignment : Platypi are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies. 
 Lands : Platypus usually live in fairly harsh warm weather areas near local rivers and waterways, or on the oceanside.
 Settlements : If Platypi settle anywhere, it's somewhere warm and near plenty of water.  Preferably with as few troublesome people as possible.
 Beliefs :Platypi are nature and spirit worshipers.  As such they have many Druids and Spirit Shamans among them, but precious few Clerics (and those are converts).  Unless those Clerics worship the Wrasslin' Gawds.
 Relations: Platypi don't get along so well with larger species, because bigger critters tend to try to bully them.  But if you don't give them grief they will be loyal to the death.

PLATYPI ADVENTURES
·   Local Wrasslin' legend Bob "Nipple Crusher" Harris has been found slain.  This will not do.  You and the brothers have been summoned to kick some behind until his murderer is found.
·   The local government needs some good Masked Wrasslers to ferret out spies sabotaging the local water supply.  Goodness knows why they're asking you, but they always seem to go to Masked Wrasslers for help.
·   The local buttheads came to a celebration in your town and called everyone ducks.  You aren't ducks.  You're Platypi.  And they're gonna pay. 


PLATYPI SPECIES SUBSTITUTION LEVELS

Ranger
 Level 2, 6, 11: Gain additional option with Combat Style
  Combat Style (Ex): When choosing the Rangers combat style you can also choose Brawler.  You get the following Feats: Improved Unarmed Strike (2nd level, see Tome of Battle), Superior Unarmed Strike (6th Level), and Stunning Fist (11th Level)


Barbarian
 Level 1: Replace Rage with Poison Rage
  Poison Rage (Ex): You suffer the usual penalties for Rage, but instead of the normal benefits you gain the following: +2 to Will Saves, +1 to the Save DC of your Poison Attack and 1 additional daily use of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +4 to Strength.
 Level 11: Replace Greater Rage with Greater Poison Rage
  Greater Poison Rage (Ex): +3 to Will Saves, +2 to the Save DC of your Poison Attack and 2 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +6 to Strength.
 Level 20: Replace Mighty Rage with Mighty Poison Rage
  Mighty Poison Rage (Ex): +4 to Will Saves, +3 to the Save DC of your Poison Attack and 3 additional daily uses of your Poison (this stacks with Feats that increase the Save DC of your Poison), and +8 to Strength.


Hexblade
 Level 4: Replace Familiar with Poison Stare
  Poison Stare (Su): You may use a daily use of your Hexblade's Curse to deliver a dose of your species venom instead.  Range remains same, Save DC is the same for your poison, you do not need to injure him for the poison to take effect.


PLATYPI FEATS



Titan Wrassler
You wrassle anything, no matter how big.
 Prerequisites: Platypi, Clever Wrestling
 Benefits: Your Clever Wrestling Feat no longer has Small or Medium Size as a Prerequisite.  Also your Bonus applies to all Grapple Checks, not just the escape attempts.


Gut Kick
Your kicks are a prelude to disaster
 Prerequisites: Platypi, Improved Grapple
 Benefits: Whenever you successfully hit an opponent with an Unarmed Strike, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.


Raging Bear Hug
People sometimes confuse your insane hatred for affection, but only very briefly...
 Prerequisites: Platypi, Rage, Improved Grapple
 Benefits: You do +1d6 damage on a successful Grapple Check when Raging.
 

Water Wrasslin'
You are well trained at fighting underwater.
 Prerequisites: Platypi, Improved Unarmed Strike
 Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.


Enhanced Blindsense
Your electrically sensitive bill is more sensitive than usual.
 Prerequisites: Platypi, Con 13+, Wis 13+
 Benefits: Your Blindsense range increases to 60 ft.


Blindsense Mastery
You have a zen like awareness of your surroundings.
 Prerequisites: Platypi, Enhanced Blindsense
 Benefits: Your Blindsense now works on land, and you cannot be flanked.


Nasty Venom (Epic)
You can really lay people out.
 Prerequisites: Platypi, Con 20+
 Benefits:  Secondary effect of your venom is Paralysis for 1d6 weeks as opposed to a penalty to rolls.


Incoherency
Your rants tend to make people avoid you...
 Prerequisites: Platypi, Cha 15+
 Benefits: As an Immediate Action you can make an Intimidate Check vs any Charisma Based Skill Check your opponent is making (you get a +2 Competence Bonus to the roll, this doesn't work against Iaijutsu Focus or Use Magic Device) while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying.  If you succeed, not only does his check fail, but he has to make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or decide further attempts are pointless as you are far too insane for it to work.




PLATYPUS FOLK
Before fleeing to the Jester's Realm, the Furry races (including Platypus Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

WRASSLIN' ENTHUSIASTS
The Platypus Folk are anthropomorphic Platypus' about the size of Gnomes.  They tend to be animated, and a bit manic.  They are known for saying "There is no problem that can't be fixed by a good, long Sugar Hold."  And then for putting you in a Sugar Hold...

WOOOO!
Platypus Folk are stereotyped by others as being fairly 'live and let live'.  Which leaves them shocked come the weekend, when the wrasslin' matches are held.  It is during this time the Platypi undergo a seeming transformation, wearing bright tights and masks, and calling themselves names like 'Captain Electricity.'

Platypus Folk are travelers, always looking for promising new grappling techniques.  They are quite obsessed with the fine art of grappling.  They also consider cutting ever more incoherent promos as fine art, and can often be seen practicing them.  Usually much to the confusion and terror of those nearby.

PLATYPUS FOLK NAMES
Platypus families are well known for sometimes naming themselves after their ancestral Finishing Move.

Male Names. Albert, Alfred, Amos, Arthur, Basil, Bill, Cliff, Clive, Colin, Duncan, George, Gordon, Harold, Jim, John, Oliver, Percy, Sidney, Stanley, Thomas, Wallace, William.

Female Names. Agnes, Alice, Audrey, Barbara, Bess, Betsy, Claire, Daphne, Dolly, Fanny, Francis, Gladys, Gloria, Harriet, Hazel, Jane, Lucy, Martha, Mary, Nelly, Polly, Sally, Sheila, and Wanda.

Family Names. Usually based on something the family has long been famous for.  For example a family of famous wrestlers might be known as the Tuggers.

PLATYPUS FOLK TRAITS

Ability Score Increase. Increase your Strength by +2, and your Constitution score by +1.

Age. Platypus Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Platypus Folk are Neutral, and a good many are Chaotic as well.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 40 pounds

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. 

Hold Breath. You can hold your breath for 15 minutes.

Blindsight. You have blindsight with a range of 5 feet.

YAR!. You may Grapple a creature of any size, but you can only force movement on a Large or smaller creature.

My Spurs Go Jingle Jangle Jingle. You have sharp spurs that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.  Additionally, if the target is a creature, it must mak a Constitution Save against Poison (Save DC is 8 + your Proficiency Bonus + your Constitution Modifier).  If it fails, it is Incapacitated for 1 Minute.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Languages. You speak, read and write Furry, and any one other language of your choice.



PRACTICED INCOHERENCY  
As a Reaction you can make a Charisma (Intimidate) Check vs any Charisma Based Skill Check or Wisdom (Insight) Check your opponent is making while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying.  If you succeed in the contest, not only does your opponents check fail, but they decide further attempts are pointless as you are far too insane for it to work.  You increase your Charisma score by +1, to a maximum of 20.  If you are not Proficient with Charisma (Intimidate) Checks, you become Proficient.  If you were already Proficient you gain Expertise.


Basset Folk
"Thank you sir.  Come on Jim, time we  were moving."

Bringing The Pain
"I knew I should have bought a Hat of Disguise..."

"Watch where yer goin' buddy."

"Sorry about that Sir, we'll be out of your way in a second."

"DO YOU KNOW WHO I AM?"

"Well...no."

"I'M BIG JOHNNY MEME!"

"Can we interview you later? We were just skipping town..."

"NO ONE DISRESPECTS THE MEME!"

"Sir you are making an error in judgement..."


WOO!

"I'M NOT JUST A PLATYPUS!  I'M AN INSTITUTION!"

"Oookay...I think we've lost the plot here..."

"DON'T BUY ANY UNRIPE BANANAS, YEAH!  'CAUSE YOU WON'T LIVE TO EAT 'EM!"

"Harlan, I think we should just teleport out..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:29:57 PM
Atlas Hamster
                      Fine Magical Beast
Hit Dice:             6d10+18 (51 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Climb 10 ft., Burrow 10 ft., Swim 10 ft.
Armor Class:          21 (+8 Size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple:  +6/+16
Attack:               Nip +24 melee (10 points)
Full Attack:          Nip +24 melee (10 points)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Natural Born Wrassler
Special Qualities:    Low Light Vision, Darkvision 60 ft., Beast of Burden
Saves:                Fort +8, Ref +8, Will +3
Abilities:            Str 30, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills:               Climb +18, Hide +19, Jump +11, Listen +6, Move Silently +6, Spot +5, Swim +18
Feats:                Endurance, Improved Bull Rush, Power Attack
Environment:          Any Temperate or Warm except Aquatic
Organization:         Solitary, Pair, Group (3-6), or Colony (10-100)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Diminutive)
Level Adjustment:     ---


"Abner, that fat mouse is making off with the supplies."

"Thet's Sandy's new pet.  Says it ain't no mouse, it's a Hamster.  Named it Charles."

"Whut kinda name is that fer a mouse?"

Atlas Hamsters for once appear to be a completely normal mutation of nature (i.e. no caster will admit to making them).  Originally the scourge of the continent, the super powered Hamsters spread quickly, ruining crops and grain stores.  But an enterprising farmer found out they were easily trainable, and as long as they were well fed they were better pack animals than mules once trained. 

Natural Born Wrassler (Ex): Atlas Hamsters take no Size penalties to Grapple or Trip Checks, and can make a Grapple Checks without provoking an Attack of Opportunity.

Beast of Burden (Ex):  Atlas Hamsters are considered to be huge for purposes of determining their carrying abilities.

Skills: Atlas Hamsters gain a +4 Racial Bonus to Listen Checks.  They also gain a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: Atlas Hamsters usually prefer to Grapple similar sized or not much bigger opponents.  They bite and flee otherwise, but opponents who catch them are in for a helluva surprise.  They will fight to death if cornered or in defense of their young.

(https://i.imgur.com/IK9RGus.png)

Atlas Hamster
"It's a good thing we found these caves.  That is one nasty storm."

Related To Pack Mice?
"I wonder if those little furballs are the Hamsters that were mentioned earlier?"

"They don't seem frightened of us."

"What are they doing with the Hairbeast?"

Strong as a Tarrasque

"YORP!"

"They appear to be carrying it off."

"Time to break out the trail mix and make some new friends..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:30:13 PM
Pack Mouse
                      Diminutive Magical Beast
Hit Dice:             1/2d10+1 (3 hp)
Initiative:           +4
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          18 (+4 Size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Bite +9 melee (1 point)
Full Attack:          Bite +9 melee (1 point)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Darkvision 60 ft., Scent, Shadow Cache
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 1, Dex 18, Con 12, Int 6, Wis 14, Cha 14
Skills:               Balance +12, Climb +12, Hide +20, Listen +4, Move Silently +8, Spot +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair, Group (3-6), Colony (10-100)
Challenge Rating:     1/4
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          1 HD (Diminutive)
Level Adjustment:     ---

"AWRIGHT YOU FURRY LIL BASTIDS WHERE'S OUR STUFF!"

"Uhh...Abner I don't think the critters speak Common much less understand it.."

"THE HELL THEY DON'T!"

Pack Mice are small mouse-like critters who steal whatever isn't nailed down and hide it in an extra-dimensional pocket space.  They are considered an unholy nuisance since they take food and necessary items, and hide them where they basically can't be found.  They appear to be more intelligent than animals, and some whisper that the Pack Mice have their own secret language and they just pretend to be dumb around us big folk.

Shadow Cache (Su): Pack Mice can cast Shadow Cache at will.  Caster Level is 4th, and if the Mouse dies the Cache ejects it's contents back onto the Plane of origin.  Unlike the spell this does not deposit items on the Shadow Plane, but onto a small pocket dimension created by the Mouse.

Skills:  Pack Mice gain a +4 Racial Bonus to Hide and Move Silently Checks.  They also gain a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Climb Check.  They use their Dex modifier for Climb Checks.

Combat: Pack Mice don't fight, they run away.  After stealing you blind.  Then they come back after you've calmed down, and rob you again.  Sometimes they pee on you while you're sleeping.  Unless you're a mage get used to it, cause the little boogers are hard to pin down.

(https://i.imgur.com/wxCrCAG.png)

Pack Mouse
"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 attempting to ascertain just how intelligent Apodemus ruptor is, better known as the common Pack Mouse.

Burgling Rodents

"As will be commonly known to our viewing audience, Pack Mice steal food and other items and conceal them within the Shadowfell.."

"Do we believe they came by this naturally, or are they merely another magical experiment?."

"All scholarly work points towards them having evolved Harlan."


Furballs of the Shadowfell

"Strange.  How go the experiments?"

"So far they've stolen everything we meant to test them with.  We were going to bribe them with food to get it back, but they've stolen the food.   All I've got left is the shirt on my back. Literally.  They have somehow stolen my pants."


Shadow Cache
3rd Level Conjuration (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 1 Hour
You can temporarily stash small items on the Shadowfell or permanently dispose of them there.
This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and a small disk on the Plane of Shadow. You can reach into the Shadowfell through the portal created by shadow cache, but only small, nonliving objects may pass entirely through the hole.  You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later.  The shadow cache remains stationary at the point where you create it.  The spell cannot be cast on the Shadowfell itself, but only on planes coexistent with the Shadowfell.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:30:41 PM
Stout Stoat aka the Fat Ferret aka the Weighty Weasel
                      Tiny Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +2/-6 (+6 when using Weight Manipulation)
Attack:               Bite +6 melee (1d3)
Full Attack:          Bite +6 melee (1d3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Bloat
Special Qualities:    Darkvision 60 ft., Low Light Vision, Scent, Weight Manipulation
Saves:                Fort +5, Ref +5, Will +2
Abilities:            Str 10, Dex 15, Con 14, Int 6, Wis 14, Cha 15
Skills:               Climb +4, Hide +7, Listen +4, Move Silently +2, Spot +4
Feats:                Weapon Finesse
Environment:          Temperate Hills and Forests
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Small)
Level Adjustment:     ---

The local critters look damn well fed Abner..."

These magically evolved (enhanced?) furballs seem somehow able to increase the weight of themselves or others.  It makes for an excellent defense, and enables the pudgy lil critters to chase down those darn chikins...  True to their name, they resemble pudgy members of the mustelid family.

Attach (Ex):  If a Stoat hits with it's bite attack, it uses its jaws to latch onto the opponent’s body. An attached Stoat is effectively grappling its prey. The Stoat loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity.

An attached Stoat can be struck with a weapon or grappled itself. To remove an attached Stoat through grappling, the opponent must achieve a pin against the Stoat.

Bloat (Su): At will as a Swift Action the Stout Stoat can increase an opponents body weight by 1000 pounds (range is 60 ft.) if the opponent fails a DC 13 Willpower Save (Save DC is Charisma based).  This weight adds to the opponents Encumbrance and may well cause penalties similar to carrying extreme loads (see PHB page 161). If this raises the targets weight above it's Maximum Load (see PHB), the target loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action). If the targets new weight exceeds double it's Maximum Load, it is Paralyzed, and takes 1d6 non-lethal damage per round.  The Stoat may keep this up so long as it can Concentrate (similar to casting a spell with the Concentration Duration), up to a maximum of 1 Minute.

Weight Manipulation (Su): At will as a Swift Action the Stout Stoat can increase it's own body weight to roughly 1000 pounds. 
Whenever a Stoat 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 Stoat is treated as Size Category Large if doing so is advantageous to it.  The benefits of this stack with the effects of powers, abilities, and spells that change the Stoats size category.  The Stoat may keep this up so long as it can Concentrate (similar to casting a spell with the Concentration Duration), up to a maximum of 1 Minute.

Skills: Stout Stoats have a +4 Racial Bonus to Climb and Hide Checks.

Combat:  Stoats will increase an opponents weight to slow him down so they can escape.  If they get caught they increase their own weight and go for the Grapple.  Nothing like a ferret suddenly increasing to half a ton in weight as it leaps on you.

(https://i.imgur.com/kKEB4l8.png)


Stout Stoat
"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 interviewing Orcish farmer Bob Jenkins, as he tries some innovative ways to keep the local magical weasels from his hen house."

Ferrets Luv Chikin

"Greetings Farmer Jenkins.  What sort of powers do these critters have?"

"They's fattenin'."

"You eat them?"

"If I may interject, I believe he's referring to their purported ability to manipulate weight."


Thousand Pound Marauders

"Weight manipulation?"

"They appear to be able to manipulate the weight of themselves and others.  They're also fairly tactical  and cunning in it's use."

"How, pray tell, does Farmer Jenkins intend to combat this?"

"Ghosts.  I've hired a necromancer."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:31:08 PM
https://preview.redd.it/bdplmzcfv6x41.jpg?width=960&crop=smart&auto=webp&s=6e08fd094e49e9cad1612a478e0790edd154ab53

Shark Bird
                      Tiny Magical Beast (Aquatic)
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +1/-4
Attack:               Bite +4 melee (1d3-1 plus bleeding)
Full Attack:          Bite +4 melee (1d3-1 plus bleeding)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Wounding Bite
Special Qualities:    Darkvision 60 ft., Amphibious, Keen Scent
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills:               Listen +6, Move Silently +5, Spot +12, Swim +7
Feats:                Alertness, Weapon Finesse (B)
Environment:          Any Warm except Desert or Plains
Organization:         Solitary, Pair, or Flock (10-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


Shark Bird Flock
                      Tiny Magical Beast (Aquatic)
Hit Dice:             8d10 (36 hp)
Initiative:           +7
Speed:                10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +8/-
Attack:               Swarm (2d6 plus bleeding)
Full Attack:          Swarm (2d6 plus bleeding)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Wounding Bite, Distraction
Special Qualities:    Darkvision 60 ft., Amphibious, Keen Scent, Swarm Traits, Half Damage from Slashing and Piercing Weapons
Saves:                Fort +6, Ref +9, Will +4
Abilities:            Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills:               Listen +5, Move Silently +6, Spot +15, Swim +10
Feats:                Alertness, Flyby Attack, Improved Initiative
Environment:          Any Warm except Desert or Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Ah've always hated birds Bert.  But this is the first time Ah've never liked fishin'..."

Shark Birds are magical crosses between sparrows or some similar avian, and White Sharks.  They tend to swarm when food is nearby, and are much more aggressive in groups than when alone.  Alone they'll pick on similar sized prey.  In a feeding frenzy, groups of them will strip cattle (or their owners) clean.

Wounding Bite (ex): Opponents successfully bitten by the Shark Bird (or it's Swarm Attack if attacked by a Swarm) loses 1 hp per round until they are healed by a spell, or someone makes a DC 15 Heal Check.  This is not cumulative per bite.

Distraction (Ex): Living opponents vulnerable to the Shark Bird Swarms damage who begin the round in it's area must make a DC 14 Fortitude Swarm or be Nauseated 1 round.  Spellcasting or Concentrating on Spells requires a Concentration Check (DC 20 plus Spell Level), and using skills requiring patience and concentration require a DC 20 Concentration Check.

Keen Scent (Ex): This is identical to the regular Scent ability, but the Shark Bird can also scent blood from up to 1 mile away.

Skills: Shark Birds gain a +8 Racial Bonus to Spot and Swim Checks, and can always Take 10 on a Swim Check. 

Combat: Lone Shark Birds tend to leave larger prey alone unless starving.  Swarms will attack anything, covering it and biting it into submission after making a few Flyby attacks.

(https://i.imgur.com/mPSwl3q.png)

(https://i.imgur.com/d8PQimS.png)

Shark Bird
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim is investigating a new coastal bird species rumoured to be terrorizing Florida."

The Toothy Menace

"Greetings from inside my cube of force Harlan.  I'm here with Dill Bob, local town mayor.  When did you discover this new species sir?"

"The local druids got all twitchy after accusing us of 'polluting' the local waters about the same time Prak published his book."

"Oh Jebus..."

"So what are they?"


Duh Duh

"Shark and bird combo.  Nasty one too."

"Have you taken any precautionary measures?"

"We're having a Bard curse the flocks as we find them.  Give them their own personal theme music so they can't sneak up on us."

"So I presume they've been troublesome?"

"You are in a cube of force Jim."

"That's pretty much standard issue for me from now on."

"Probably a good idea."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:31:25 PM
Bee-Holder
Medium Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By Dagger +5 melee (1d4+2 plus Poison, 19-20) or Spear +5 melee (1d8++2/x3 plus Poison) or Dart +5 ranged (1d4+1)
Full Attack: By Dagger +5 melee (1d4+2 plus Poison, 19-20) or Spear +5 melee (1d8++2/x3 plus Poison) or Dart +5 ranged (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Bee Weapons, BEES!, Curse of the Hive Lord
Special Qualities: Low Light Vision, Dark Vision 60 ft., Bee Kinship, Immunities
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 12, Con 16, Int 14, Wis 16, Cha 10
Skills: Climb +3, Craft (any 1, usually distilling) +6, Handle Animal +4, Knowledge (Local, Nature) +6, Profession (Farmer, Beekeeper) +8, Survival +7
Feats: Ability Focus (Curse of the Hive Lord), Extend Spell
Environment: Warm Plains
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (usually Druid)
Level Adjustment: -----

”Yew tried ta put yer hand on mah dotter!“

"No sir, I can explain."

"It better be good."

"She fell, I was just helping her up."

"Sir, mah brother Abner bin married 7 times.  He's done with wimmenfolk."

"That why the sword yer wearin' says 'Divorce Lawyer' in Elven boy?"

"Yessir.  All seven wives been curses to me.  Literally curses.  I was Cursed or Dominated into marryin' 'em.  Plus, the last one cursed me so that birds hate me."

"That explains the stains on yer shirt...Awright if you bin cursed that bad I don't spose there's much we could do to ya what ain't already bin done.  You take off down the road now, and mind the bee hives.  Don't come back now, ya hear?"

10 minutes later

"You uh...you really are done with wimmen aren't you Abner?"

"Ah learned mah lessons Bert.  Remember when that Hag mind controlled me?  Or the Medusa?  Or the Marrylith?"

"I think it's Marilith."

"Ah don't care how it's pronounced, she tried ta eat mah intestines."

The Bee-Holders are an agrarian rural society based around raising bees for honey (and various less social purposes).  They appear as typical human farmers, and have a society quite similar with two exceptions: They get along well with giant bees, and they are strict vegetarians (though they do love honey). 

While they are normally content to remain to themselves, contact with them is unadvisable.  On the best of days they are a touch xenophobic, and always assume that outsiders have come to steal their women.  Or their whiskey.  Or the bees.  Why they fear anyone stealing giant ticked off bees is anyone's guess.  It also doesn't help that the name people choose for them is easily confused with a bug eyed monster race hellbent on world domination.  Bee Holders speak Common and Elven (some also speak Sylvan).  They are proficient with the same armor and weapons as most Druids are as well as being proficient with bees (see below).


Spells: Bee-Holders can cast spells as a Druid whose level is equal to their Hit Dice.  If they take levels in Druid their Hit Dice stack with these levels for spellcasting purposes.  Perfect for your CoDzilla needs...

Bee Weapons (Su): By making a melee touch attack successfully against a Giant Bee the Bee-Holder can change it into a weapon if it fails a DC 12 Fortitude Save (Save DC is Charisma based), which most willingly do since they know whats happening and are used to this (they can be turned back as a Swift Action).  Normal sized honeybees can be turned into Masterwork darts.  Big Bees (see below for stats) can be turned into a Dagger of Venom (save DC for the Poison is equal to 10 plus 1/2 the Bee-Holders HD plus his Con Modifier).  Giant Bees (see the Monster Manual) can be turned into +1 Returning Venomous Spears (see Magic Item Compendium for Venomous, Save DC for poison is still 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). So while the old man with the huge bee setting in his lap may seem crazy, it's probably best to leave him well enough alone.

BEES! (Su): At will as a supernatural ability the Bee-Holder can summon all the bees from a single hive within 60 ft. to attack an opponent.  This is similar to the Summon Swarm spell but lasts for the duration of the encounter, and the Bee-Holder can control the Swarm (they can only summon one swarm at a time).  In their home territory an average square mile can contain a few hundred hives.  You get an idea of where this is going...(see below for Bee Swarm stats).

Curse of the Hive Lord (Su): Once per day the Bee-Holder can curse one opponent within 60 ft if they fail a DC 17 Willpower Save (Save DC is Wisdom based).  If the opponent fails the Save, Bees consider him an enemy on sight forevermore and will immediately attack him and fight to the death.  This includes regular bees, Big Bees and Giant Bees, bee monsters etc.  The Curse may be removed by Remove Curse, Break Enchantment, Miracle, or Wish.

Bee Kinship (Ex): Bee-Holders can communicate with Bees via telepathy at a range of 100 ft.  All spells they cast that specifically target Animals may also target Bees.  Bees of any kind (swarm or giant) are automatically friendly towards Bee-Holders, and many will defend them even without being asked to.  Basically we're saying Giant Bees are like big puppies to them. 

Immunities: Bee-Holders are immune to Poison and Paralysis.  Odd considering they've never been stung enough to build up any immunity.  Rumor has it they occasionally suck poison from the bees stinger glands, but those are probably rumors spread by bigoted outsiders.

Combat: Bee-Holders prefer to avoid fights, since violence attracts violence.  But they are also temperamental and easily angered in certain ways (don't touch their bees, their liquor, their women, or their honey).  If this happens they summon bees, back them up with spells, and maybe turn a few into weapons and join the fray.  Let's hope your stock of antitoxin is full up, or you've got some Neutralize Poison spells.


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

Lore
Characters with ranks in Knowledge (Geography or Local) may know of the Bee-Holders. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
15| Bee-Holders look like regular people, but bees like them and are like tame pets to them.  They are also excellent makers of mead and whiskey (and various other crafts), and not partial to outsiders on their land.
20| Bee-Holders are proficient spellcasters who can summon bees.  Their women folk tend to be jealously guarded, and are the cause of much friction between them and nearby societies.
25| Bee-Holders can turn bees into temporary magical weapons.

Plot Hook

(https://i.imgur.com/9FFT6QD.png)

Bee-Holders

"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 are visiting a famous local apiary."

"Good afternoon sir, we understand you're the local beekeepers of note?"

"Ayuh.  We got yer reglar bees, yer large bees, and yer giant bees.  We also got some specialty bees."

"Specialty bees?."

"Bees what are special."

"Any chance we can get a tour for our viewers?"

Weird, Even For Druids

"Ah spose.  Them over  thar s yer plain, old reglar bees."

"We understand you're a local Druidic community split off from the nearby city?"

"Local city is humans.  We look like humans, but we's not."

"Bur you are Druids?."

"We worship the Bee Gawds."

"That explains the statues."


More Than A Bad Pun

"Them thar over yonder is the large bees.."

"Those bees are the size of cats..."

"Can't wait to see the Giant Bees..."

Bee Swarm
                      Fine Vermin (Swarm)
Hit Dice:             3d8 (13 hp)
Initiative:           +5
Speed:                5 ft. (1 square), Fly 15 ft. (Good)
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6 plus poison)
Full Attack:          Swarm (1d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60 ft., Vermin Traits, Swarm Traits, Immune to weapon damage
Saves:                Fort +3, Ref +3, Will +2
Abilities:            Str 1, Dex 15, Con 11, Int -, Wis 12, Cha 2
Skills:               Spot +5, Survival +1 (+5 for orientation)
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     2
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"BEEEEEEEEEEEEEEEEEEEESSSSSS!!!!!!!!!!!!!"

Bees do swarm.  Really they do.  Especially when you kick their hives like a football.  You fool.

Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d4 Constitution.  Whenever the swarm attacks, it loses 1d8 hp as parts of it die.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat:  Bee Swarms attack pretty much like any other swarm, by...well...swarming.

(https://i.imgur.com/iDQ4ugc.png)



Big Bees
                      Tiny Vermin
Hit Dice:             1d8 (4 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +0/-12
Attack:               Sting +4 melee (1d3-4 plus poison)
Full Attack:          Sting +4 melee (1d3-4 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision 60 ft., Vermin Traits
Saves:                Fort +2, Ref +2, Will +1
Abilities:            Str 3, Dex 15, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1 (+5 for orientation)
Feats:                Weapon Finesse (B)
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (10-100)
Challenge Rating:     1/2
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"OMFG WHO GAVE THE BEES STEROIDS!"

Big Bees are foot long bees magically enhanced over generations to serve as passive guardians that attack anything within their territory.  They also don't die when they sting and are more aggressive than regular bees.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bees fight to the death unless opponents are moving away from their hives.  Mostly they do flyby attacks with their stings.

(https://i.imgur.com/jDopLKy.png)


Big Bee Swarm
                      Tiny Vermin (Swarm)
Hit Dice:             6d8 (27 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6 plus poison)
Full Attack:          Swarm (2d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60 ft., Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves:                Fort +5, Ref +4, Will +3
Abilities:            Str 3, Dex 15, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1 (+5 for orientation)
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     4
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas.  It helps if you don't try making your campfire underneath their nest.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution. 

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.

(https://i.imgur.com/xCBQHZd.png)

(https://i.imgur.com/WcRbBzf.png)
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:31:51 PM
http://bp0.blogger.com/_MBxUwykY0To/SB93SnJFn2I/AAAAAAAAAdA/SpiE6t4Saxs/s1600-h/squid+monster.jpg (http://bp0.blogger.com/_MBxUwykY0To/SB93SnJFn2I/AAAAAAAAAdA/SpiE6t4Saxs/s1600-h/squid+monster.jpg)

Pet Tentacle Monster
                      Huge Aberration (Amphibious, Aquatic)
Hit Dice:             8d8+40 (76 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft. (Good), Swim 60 ft.
Armor Class:          19 (-2 Size, +3 Dex, +8 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +6/+24
Attack:               Tentacle +14 melee (1d8+10)
Full Attack:          4 Tentacles +14 melee (1d8+10)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Frightful Presence
Special Qualities:    Dark Vision 60 ft., Fast Healing 3
Saves:                Fort +7, Ref +5, Will +9
Abilities:            Str 30, Dex 16, Con 20, Int 8, Wis 16, Cha 16
Skills:               Hide +4, Listen +5, Search +5, Spot +5, Swim +18
Feats:                Flyby Attack, Hover, Swim-By Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Any, but usually Chaotic, and usually not Good
Advancement:          9-16 HD (Huge)
Level Adjustment:     ---

"Bert, do we have to ride these?"

"Ah know what you mean.  If one'a these things grabs the wimmen we're gonna have some explainin' to do."

"Listen up you racist bastards..."

The unfortunately named pet tentacle monsters (real name Tentamenta) resemble huge green octopi with two sets of eyes (one of which is on stalks), varying amounts of tentacles, and usually different sorts of horns or spikes in their skin.  Most people assume they mean bad news for the local women due to certain popular fictions, and the Tentacle Monsters are intelligent enough to realize this and be mightily offended thereby.   

Easily domesticated (bribed), they often serve as mounts (hired taxis) for people.  They submit to this out of curiosity regarding the weird human critters, and many a rider has been surprised when his mistreated 'pet' grabs him and throws him off at five thousand feet in the air.  Or flies into an ocean deliberately.  They're even more shocked when they realize their 'pet' can talk, and has understood all their racist jokes at it's expense.

Improved Grab (Ex): If a Pet Tentacle Monster successfully hits with it's Tentacle 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): The Pet Tentacle Monster does 1d6+10 damage with a successful Grapple Check.

Frightful Presence (Ex): Due to their undeserved reputation,  any corporeal intelligent creature within 30 feet of a Tentacle Monster whose HD is less than the monsters must make a DC 17 Willpower Check (Save DC is Charisma Based) or be Shaken for the duration of the encounter (if the monster can make a Grapple Check in a surprise attack before this ability is triggered they are Frightened instead).  If the Save is successful the opponent is immune to this Pet Tentacle Monsters Frightful Presence for 24 hours.

Skills: Pet Tentacle Monsters gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  PTM's also gain a +4 Racial Bonus to Hide and Search Checks.

Combat: PTM's generally fight by making Flyby Attacks.  Experienced ones are good at snatching opponents on the fly.  Then they are crushed or dropped somewhere hurty, or drowned casually.   The PTM's may not be evil for the most part, but it's still a really good idea not to make them angry.

(https://i.imgur.com/OBeV7cX.png)

Pet Tentacle Monster
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we're fleeing a congregation of Hell Giraffes on flying critters."

Victims of Unspeakable Rumors
"What are these Mr. Zanzibar?"

"They're very colorful."

"Not sure, we just call 'em tentacle monsters."

Up And Coming Political Activists

"The Zoological Society is unsure?  But you use them to convey people around the park"

"This is most unusual."

"Sorry, I'm just a guide, I don't know the inner workings."

"You could always ask us."

"This does not sound like domesticated wildlife..."

"Yeah, they talk sometimes."

"DEATH TO THE BOURGEOISIE!"

"And now a word from our sponsors!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:32:15 PM
http://fxb.worth1000.com/entries/560477/fish-fur (http://fxb.worth1000.com/entries/560477/fish-fur)

Swarm Fish
                      Diminutive Magical Beast (Swarm, Amphibious, Aquatic)
Hit Dice:             6d10 (33 hp)
Initiative:           +7
Speed:                Fly 30 ft. (6 squares, Good), Swim 30 ft.
Armor Class:          18 (+4 Size, +3 Dex, +1 Deflection), touch 18, flat-footed 15
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Dark Vision 60 ft., Swarm Traits, Immune to Weapon Damage, Adoption, Planar Adaptation, Plane Shift
Saves:                Fort +5, Ref +8, Will +5
Abilities:            Str 1, Dex 16, Con 11, Int 3, Wis 12, Cha 4
Skills:               Listen +5, Spot +5, Swim +4
Feats:                Ability Focus (Distraction), Improved Initiative, Iron Will
Environment:          Any except Desert or Cold
Organization:         Solitary (plus potential adoptee)
Challenge Rating:    3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert that woman comin' over here is wearin' fish."

"Ayuh."

"Think she's fixin' to yell at us fer fishin'?"

"Prolly."

Swarm Fish are an alien fish species found flying between Planes.  They seem to need little in the way of food, and aren't really picky about what they munch on, often satisfied with organic detritus.  Many clean their adopted person of dead skin cells. 

For whatever reason the fish tend to adopt humanoids who are willing and do not harm the swarms members.  In exchange for defending the humanoid, they get to share it's food and living space.  Most continually surround their adoptee, and from a distance look like living clothes.

Distraction (Ex): Any living creature susceptible to the swarms damage beginning it's turn in the swarms area must make a DC 15 Fortitude Save or be Nauseated for 1 round (Save DC is Constitution based).  Their Adopted Humanoid is immune to this, so long as they never betray the fish.

Adoption (Ex): Swarm Fish will bond to and adopt any Humanoid who allows them to be enveloped for 24 hours by them.  They will keep pace with, and hover about, that individual giving it partial concealment, as well as sharing their +1 Deflection Bonus to AC with it.  They will stay with that person as long as they are treated well and have plenty of food.  Despite rumors of starving Swarm Fish eating their adoptee this has never been proven.

Planar Adaptation (Ex): Swarm Fish immediately adapt to whatever Plane they enter as if they had the effects of a permanent Avoid Planar Effects spell.  This is shared by their adopted Humanoid.

Plane Shift (Sp): The Swarm can Plane SHift itself and it's adoptee 1/day.

Skills: Swarm Fish gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on Swim Checks.  They may use the Run Action while swimming in a straight line.

Combat: Swarm Fish will stay surrounding their Adoptee to protect it unless an opponent gets within melee range in which case they will attack.

(https://i.imgur.com/pRD6YLJ.png)

Swarm Fish
"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 are off to confront  a fellow Wizard on his possible violations of safety protocols."

They're The Hottest New Trend
"Oh, here comes someone now.  Excuse me miss?"

"Who are you?  Are you friends of Praky baby?"

"Oh for the love of..."

"We're here to see Prak yes, but may I inquire as to what those fish swimming around you are?"

Totally Not Dangerous.  Really We Swear.

"It's a rare cloud of Platinum Swarm Fish.  Praky got them for me.  He's inside, watch out for the turtles."

"Turtles?"

"Here they come now, in comically exaggerated slow motion."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:34:45 PM
Liberator Fish
                      Diminutive Magical Beast (Aquatic, Psionic)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Bite -1 melee (1d2-5)
Full Attack:          Bite -1 melee (1d2-5)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Psilike Abilities
Special Qualities:    Darkvision 60 ft., Liberate
Saves:                Fort +3, Ref +7, Will +3
Abilities:            Str 1, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills:               Autohypnosis +7, Concentrate +5, Knowledge (Psionics) +5, Listen +5, Psicraft +7, Spot +5, Swim +5
Feats:                Combat Manifestation
Environment:          Any Aquatic
Organization:         Solitary plus possible fish mooks
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          By Character Class (usually Psion)
Level Adjustment:     ---

"Bert...I don't like the way the other fish are lookin' at that blue fish.  It's like they're talkin' without sayin' words..."

"I'm a lil more worried about how they're lookin' at us now..."

Liberator fish look like large bright blue goldfish, and are psionically active.  They are called Liberator fishes, because they tend to spontaneously awaken fish they come into contact with, and seem to be able to control them.  While this doesn't make them dangerous as opponents (unless the local fish are also dangerous), it can be problematic in other ways as they can deprive fishermen of their livelihoods.  They are also known for ruining other industries based on rivers or lakes or seas.

Psi-like Abilities (Ps): At will: Conceal Thoughts, Mindlink, Psionic Charm
3/day: Mass Missive, Psionic Suggestion, Read Thoughts

Liberate (Su): As a Full Round Action a Liberator Fish may Liberate one fish that is an Animal or Magical Beast.  The Liberated fish gains +2d4 Intelligence and Charisma. Its type becomes Magical Beast (augmented animal). Unless it's already a Magical Beast.  An Liberated animal can’t serve as an animal companion, familiar, or special mount.

An Liberated creature can speak one language the Fish knows. The Liberated fish do not get a Saving Throw against the Liberator Fishes Psi-Like Abilities, so their given name is rather ionic.

Skills: A Liberator Fish 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: Liberator Fish have no real means of combating foes (at least not till they gain some levels of Psion), so they tend to let Awakened minions do the fighting for them.  They act purely in a directorial role, occasionally using their psychic powers if it can be done without risk.

(https://i.imgur.com/zovLAcD.png)

Liberator Fish
"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 are taking a look at Casrassius Liberator, better known as the Liberator Fish."

The Fishermans Threat
"Liberator Fish are psionically active fish, with a nasty habit of using their psychic powers to awaken intelligence within other fish."

"Our viewers should be aware, that while the Liberator Fish seems harmless, intelligent fish can avoid fishermen, thus endangering their livelihood."

"They also lead the occasional revolution against us land dwellers."

Natural Born Guerilla Warfare Leaders

"What is that climbing onto the land over there?"

"Dammit, they've found the Land Sharks."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:35:06 PM
http://fxb.worth1000.com/entries/585079/cowbird (http://fxb.worth1000.com/entries/585079/cowbird)

Cowbird
                      Diminutive Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-15
Attack:               Gore +8 melee (1d2-4)
Full Attack:          Gore +8 melee (1d2-4)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Charge, MOO!
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +3, Ref +5, Will +0
Abilities:            Str 3, Dex 16, Con 12, Int 2, Wis 11, Cha 6
Skills:               Listen +2, Spot +2
Feats:                Flyby Attack, Anklebiter (B), Weapon Finesse (B)
Environment:          Temperate Forest or Plains
Organization:         Solitary, Pair, or Herd (4-8)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Y'know Bert normally I'd be pissed about hunting birds, but this is just so damn bizarre I'm at a loss for words."

A failed attempt at creating winged Bison as an evil minion, the Cowbirds were released by their Wizard creator.  He just sort of assumed they'd die, but instead they seemed to have thrived and now the little freaks are everywhere.  And to top it all off most of them are too small to be really good eating...  Cowbirds appear as little teensy birds with the heads of cattle.  And they also have the attitude of full sized cows.

Charge (Ex): If the Cowbird successfully performs a Charge Attack on a Medium or smaller opponent, the opponent must make a DC 13 Fortitude Save or be Dazed 1 round (Save DC is Dex based).

MOO! (Ex): Cowbirds are as loud as full sized animals, and their moo can sometimes scare the crap out of unsuspecting people.  If anyone fails to notice the Cowbird and it Moos as a Swift Action, all living creatures within 20 feet make a DC 10 Willpower Save (Save DC is Charisma based with a +2 Racial Bonus) or be Shaken for 1 round.

Combat: Cowbirds usually Moo before charging en masse.  The sight of a handful of little red bird creatures slamming their heads into people has shocked many an adventurer beyond the need for facial expression.

(https://i.imgur.com/s3cME40.png)

Cowbird
"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 discussing one of the silliest things we have ever seen.  Molothrus boviceps, better known as the Cowbird.

Attitude

"Correct Harlan.  Widely speculated to have been created during a drunken bet, this species is now found far and wide."

"I'm told they're regarded as pests Jim?"

"Yes, but that's to do with their nature rather than devouring crops or such."


Right Between The Eyes

"So why are they disliked?"

"I'm told they like to deliver flying headbutts directly into people's faces."

"I can see where this would be an issue"

"Also they can bellow pretty loudly.  Especially if disturbed at night."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:35:32 PM
The Apes of Wrath
                      Tiny Magical Beast
Hit Dice:             1d8 (4 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          17 (+2 Size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Slam +8 melee (1d2-4)
Full Attack:          2 Slams +8 melee (1d2-4) and 1 Bite +1 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, Immunities
Saves:                Fort +2, Ref +7, Will +4
Abilities:            Str 3, Dex 20, Con 10, Int 18, Wis 18, Cha 8
Skills:               Balance +28, Climb +27, Hide +37, Intimidate +23, Jump +20, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +29, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +19, Tumble +29, Use Magic Device +23
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Small Magical Beast
Hit Dice:             2d8+2 (11 hp)
Initiative:           +4
Speed:                30 ft. (4 squares), Climb 30 ft.
Armor Class:          16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
Base Attack/Grapple:  +2/-1
Attack:               Slam +7 melee (1d3+1)
Full Attack:          2 Slams +7 melee (1d3+1) and 1 Bite +2 melee (1d2)       
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, Immunities
Saves:                Fort +4, Ref +7, Will +4
Abilities:            Str 12, Dex 18, Con 12, Int 18, Wis 18, Cha 10
Skills:               Balance +27, Climb +32, Hide +32, Intimidate +24, Jump +25, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +24, Tumble +28, Use Magic Device +24
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Medium Magical Beast
Hit Dice:             4d8+8 (26 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               Slam +9 melee (1d4+4)
Full Attack:          2 Slams +9 melee (1d4+4) and 1 Bite +3 melee (1d3+2)         
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 5/Magic, SR 14, Immunities
Saves:                Fort +5, Ref +6, Will +5
Abilities:            Str 18, Dex 16, Con 14, Int 18, Wis 18, Cha 10
Skills:               Balance +26, Climb +35, Hide +27, Intimidate +24, Jump +28, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +27, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +27, Tumble +27, Use Magic Device +24
Feats:                Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Large Magical Beast
Hit Dice:             8d8+24 (60 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +8/+19
Attack:               Slam +15 melee (1d6+7)
Full Attack:          2 Slams +15 melee (1d6+7) and 1 Bite +9 melee (1d6+3)         
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 10/Magic, SR 17, Fast Healing 1, Immunities
Saves:                Fort +9, Ref +8, Will +6
Abilities:            Str 24, Dex 14, Con 16, Int 18, Wis 18, Cha 14
Skills:               Balance +25, Climb +38, Hide +22, Intimidate +26, Jump +31, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +30, Tumble +26, Use Magic Device +26
Feats:                Cleave, Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Huge Magical Beast
Hit Dice:             16d8+80 (152 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          25 (-2 Size, +2 Dex, +15 Natural), touch 10, flat-footed 23
Base Attack/Grapple:  +16/+37
Attack:               Slam +28 melee (1d8+13/19-20)
Full Attack:          2 Slams +28 melee (1d8+13/19-20) and 1 Bite +22 melee (1d8+6)         
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 15/Magic, SR 25, Fast Healing 3, Energy Resistance 5 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +15, Ref +12, Will +9
Abilities:            Str 36, Dex 14, Con 20, Int 18, Wis 18, Cha 18
Skills:               Balance +25, Climb +44, Hide +18, Intimidate +28, Jump +37, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +24, Spot +28, Survival +28, Swim +36, Tumble +26, Use Magic Device +28
Feats:                Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     14
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Gargantuan Magical Beast
Hit Dice:             32d8+256 (400 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 15 ft.
Armor Class:          40 (-4 Size, +1 Dex, +33 Natural), touch 7, flat-footed 39
Base Attack/Grapple:  +32/+63
Attack:               Slam +48 melee (2d6+19/19-20)
Full Attack:          2 Slams +48 melee (2d6+19/19-20) and 1 Bite +42 melee (1d10+9)         
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 25/Magic, DR 10/-, SR 33, Fast Healing 5, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +26, Ref +19, Will +14
Abilities:            Str 48, Dex 12, Con 26, Int 18, Wis 18, Cha 24
Skills:               Balance +24, Climb +50, Hide +13, Intimidate +31, Jump +43, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +25, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +42, Tumble +44, Use Magic Device +31
Feats:                Awesome Blow, Cleave, Fling Enemy*, Great Cleave, Greater Mighty Roar*, Improved Bull Rush, Improved Critical (Slam), Mighty Roar*, Overwhelming Critical (Slam)#, Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     22
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Colossal Magical Beast
Hit Dice:             64d8+832 (1120 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 10 ft.
Armor Class:          60 (-8 Size, +1 Dex, +53 Natural), touch 3, flat-footed 59
Base Attack/Grapple:  +64/+105
Attack:               Slam +82 melee (3d6+25)
Full Attack:          2 Slams +82 melee (3d6+25) and 1 Bite +76 melee (2d6+12)         
Space/Reach:          30 ft./30 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60 ft., Reincarnation, Shared Skills, Sense Target, DR 35/Epic, DR 15/-, SR 46, Fast Healing 8, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +47, Ref +35, Will +25
Abilities:            Str 60, Dex 12, Con 36, Int 18, Wis 18, Cha 30
Skills:               Balance +24, Climb +56, Hide +9, Intimidate +34, Jump +49, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +48, Tumble +25, Use Magic Device +34
Feats:                Awesome Blow, Cleave, Combat Reflexes, Defensive Sweep+, Fling Enemy*, Great Cleave, Greater Mighty Roar*, Greater Powerful Charge^, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Multiattack*, Mighty Roar*, Multiattack, Multigrab*, Overwhelming Assault+, Overwhelming Critical (Slam)#, Power Attack, Power Critical (Slam)~, Powerful Charge^, Shock Trooper!, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     35
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          ---
Level Adjustment:     ---

"Bert...Ah swear if that lil' monkey critter doesn't stop throwing things at me Ah'm gonna forget mahself and bury my axe in his backside..."

The Apes of Wrath are divine servitors the Gawds use to punish particularly enraging mortals.  They begin as tiny critters and are told to meddle in their targets affairs and harass them, but not to kill.  If the Ape is killed it subsequently resurrects in a larger, tougher form.  With each successive reincarnation it gets tougher and has more leeway granted by the Gawds in it's actions.  It usually gets the kill command somewhere around Large to Huge size if the target hasn't learned it's lesson (or has been particularly offensive).  Apes of Wrath understand all languages but do not speak any (that they've ever demonstrated).

Improved Grab (Ex): If the Ape of Wrath successfully hits an opponent it's own Size Class or smaller with it's Slam attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Rend (Ex): If the Ape hits with both Slam attacks it holds on and begins battering it's opponent for an extra amount of damage equal to double it's normal Slam attack damage.

Reincarnation (Ex): Apes of Wrath begin at Size Class Tiny.  They will do their best to arrange the punishment of their target, but if killed they resurrect 24 hours later at the next Size Class/HD level within 100 feet of the place they died.  If killed at that Size Class/HD level they again resurrect 24 hours later at the next larger level until they eventually reach Colossal.  If killed at Size Class Colossal their target is free of them, and the Gawds assign a new punishment.  Apes of Wrath cannot permanently be killed, but they can be re-assigned if killed often enough or if the Gawds can be convinced to recall them.

Shared Skills (Ex): Regardless of what size or Hit Dice level the Ape of Wrath is at, it has the same skill points it would normally have at full Colossal size (modified by their current stats).

Sense Target (Su): Once the Gawds make someone the target of an Ape of Wrath, the Ape always knows it's exact location, even if it is on another Plane of existence.

Immunities (Ex): Apes of Wrath are immune to sleep effects, death effects, aging effects, fatigue/exhaustion, Mind-Affecting effects, poison, disease, paralysis, petrification, and polymorph.  They do not require sleep or rest.

Skills: Apes of Wrath get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Apes of Wrath have pretty good reasoning abilities, and usually use tactics that belie their bestial appearance.  Most try to separate their target from potential protectors so they can confront him alone.  That way it minimizes the chances he gets help, and it also minimizes the collateral damage and dead bystanders.

*see Savage Species,  #see Epic Level Handboook,  +see PHB II, see Miniature's Handbook,  !see Complete Warrior, ~see Deities and Demigods

(https://i.imgur.com/lr7rp3F.png)
(https://i.imgur.com/vupmupT.png)
(https://i.imgur.com/B0mf9VB.png)
(https://i.imgur.com/8ITLTnO.png)
(https://i.imgur.com/vfH7FZn.png)
(https://i.imgur.com/HQw579U.png)
(https://i.imgur.com/TWWC1bz.png)

The Apes of Wrath
"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 interviewing Benny, the Gawd of Fear, on a most interesting subject."

Personifications of Divine Wrath

"Good evening sir!"

"Call me Benny."

"We understand you're willing to discuss the legends of the Apes of Wrath."

"Oh they aren't legends.  Harlan can attest to that personally."

"coughs"

"Is it true they were made by you?"


Blunt Instruments

"In a manner of speaking.  I made the first few.  Other Gawds made Apes of their own in order to have servants they might consider more loyal."

"Those things are loyal to nothing."

"So they are some sort  of divine punishment?"

"Oh yes.  But generally you have to have been pretty bad for us to send one of them after you.  We figured waking up to a devil monkey slamming a bit of his own into your face would be enough to convince mortals to change their ways, lest we send worse."

"That's disputable..."

"Oddly  enough, you lot are stupidly bad at taking a subtle hint.  So we...gave the Apes better options."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:36:04 PM
Mad Turtle Swarm
                      Tiny Magical Beast (Swarm)
Hit Dice:             12d10+24 (90 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 10 ft.
Armor Class:          16 (+2 Size, -1 Dex, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Mouth Foaming Anger
Special Qualities:    Low Light Vision, Hold Breath, Swarm traits, Half damage from Slashing and Piercing, Scent
Saves:                Fort +11, Ref +7, Will +7
Abilities:            Str 10, Dex 8, Con 12, Int 2, Wis 12, Cha 2
Skills:               Spot +8, Survival +9, Swim +8
Feats:                Ability Focus (Distraction), Endurance, Great Fortitude, Improved Toughness, Iron Will
Environment:          Temperate Marsh or Forest
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert that turtle pond looks...suspicious..."

Turtle Swarms are magically bred turtles used as somewhat, kind of, competent guard animals.  They're difficult to hit and okay in water, but they're darn slow.  And they have rabid tempers.  Spurious rumor has it a Druid juiced them up to keep the locals from turning them into soup.

Mouth Foaming Anger (Ex): Whenever the swarm takes damage it begins foaming at the mouth in fury, and it's swarm attacks do +1d6 damage for the rest of the encounter.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn with a Swarm in it's square must make a DC 19 Fortitude Save (Save DC is Constitution based) or be Nauseated 1 round.  Spellcasting or concentrating on spells in this area requires a Concentration Check (DC is 20 plus spell level).  Using skills requiring Concentration or patience requires a DC 20 Concentration check.

Hold Breath (Ex): Turtle Swarms may hold their breath for (8 times Con score) rounds before it risks drownings.

Skills: Turtle Swarms gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

Combat: Turtle Swarms tend to charge oooooh so slowly.  Or simply appear to e docile until intruders get close.

(https://i.imgur.com/A8dtiR0.png)

Mad Turtle Swarm
"What is the meaning of this Prak?  Turtles?  Sugar babies?"

Absurdity Thy Name Is Prak
"Really, what is the deal with those turtles?"

"Like you've never had a fling or two Harlan.  I've got a new business Jim!  I make swarms of guard critters.  The Turtles were an early concept.  In theory no one would see them coming until it's too late."

"I have never financed a sugar baby!"

"I can assure you Prak, literally everyone will see the turtles coming."

Devastating, So Long As You Willingly Walk Into The Blender

"I know, they weren't a great seller.  Neither were the Mooses.  That's why I've moved on to rodents!"

"Prak, you are a grown Wizard.  No one should have to explain why rodents are a bad idea."

"Now Harlan, we can at least hear him out."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:37:11 PM
Rainbow Butt Monkey
                      Medium Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +5/+7
Attack:               Slam +8 melee (1d4+2)
Full Attack:          2 Slams +8 melee (1d4+2) and 1 Bite +3 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rainbows, Improved Grapple
Special Qualities:    Darkvision 60 ft., Immunities
Saves:                Fort +6, Ref +7, Will +3
Abilities:            Str 15, Dex 16, Con 14, Int 3, Wis 14, Cha 12
Skills:               Balance +7, Climb +10, Listen +4, Spot +4
Feats:                Ability Focus (Rainbows), Weapon Finesse
Environment:          Warm Plains
Organization:         Solitary, Pair, or Troupe (4-8)
Challenge Rating:  3
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

"Bert...am I imagining things...or are there lights shining from that monkeys nether regions?"

"Best we not think too much about it and just keep moving Abner..."

Rainbow Butt Monkeys appear to be normal Mandrills, however their nether regions are a reflective mother of pearl color.  At will they can cause them to sparkle with all the colors of the rainbow, fascinating potential victims while their brother monkeys sneak up on them from behind.  No one's sure if the effect is magical or people just tend to stare thinking "wtf?".  Currently Sages have no explanation for their existence, as they one day simply began overrunning the nearby savannahs. 

Rainbows (Su): The Rainbow Butt Monkeys can cast Color Spray at will, and Rainbow Pattern 3 times a day as Supernatural Abilities.

Improved Grapple (Ex): Rainbow Butt Monkeys can make Grapple Checks without provoking Attacks of Opportunity.

Immunities: Rainbow Butt Monkeys are immune to being Dazed, Stunned, Confused, and to Mind-Affecting Effects.  They also receive a +4 Racial Bonus on Saving Throws against all spells from the Enchantment or Illusion schools that they aren't already immune to.

Skills: Rainbow Butt Monkeys get a +8 Racial Bonus on Climb Checks, and may Always Take 10 on a Climb Check.

Combat:  Rainbow Butt Monkeys tend to have one or two of their number distract prey with their radiant cheeks while the rest ambush them after they become blinded or fascinated.

(https://i.imgur.com/xZtck2U.png)


Rainbow Butt Monkeys
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we've bee stranded by alien revolutionaries somewhere in the Gardens!"

Shiny...
"So, do you have any idea where we are?"

"Lots of grassland hereabouts."

"Oh crap, this is the monkey enclosure!"

Do Not Go Into The Light

"What kind of monkeys??"

"There's a pack of Mandrills over by that stand of trees."

"Okay, this is gonna sound weird, but they're gonna moon you.  When they do, don't look."

"Why would we look?"

"These aren't normal mandrills are they?"

"No.  Everything in the Gardens comes from other Planes of Existence.  Nothing here is normal."

"Mayb we should go to commercial again?"

"And now a word from our sponsors!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:37:31 PM
Voracious Lemming
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +2
Speed: 20 ft (4 squares), Climb 20 ft.
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Nibble +5 melee (1d2-4)
Full Attack: Nibble +5 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 11, Int 2, Wis 12, Cha 4
Skills: Climb +4, Hide +10, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

”BERT!!! DON'T FEED THA LIL' MOUSE CRITTERS!”

Voracious Lemmings appear for all intents and purposes to be normal Lemmings.  In other words, small furry rodent beasts.  This should be your first clue to start smashing them.  Seriously.  Especially before they get to the grain supplies.  Or any other food supplies for that matter.  Magical Beasts, the Voracious Lemmings can eat any amount of food and never seem to not be hungry.  In fact the more they eat, the bigger they get.  They aren't encountered very often, which has led to the belief that they are a bizarre magical mutation cause by unknown circumstances, or a vengeful madman who is beyond the understanding of other people.  After all if you wanted revenge this seems to be an odd and roundabout way...

Even worse the Lemmings seem to gain intelligence with size, and the bigger they get the more they seem to understand basic tactics.  Meaning the bigger they get, the harder it is to trap them.  The best idea really is to kill them before they get too big.  Eventually they can understand Common but not speak it.

Munching (Ex): The Voracious Lemming weighs one pound, and can eat approximately a half pound of food per round.  It converts half of that food to body mass, and upon reaching 9 pounds it becomes a Small Voracious Lemming.  It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Voracious Lemmings generally avoid too much fighting until they get their Swallow Whole ability, which they will try to use at their earliest opportunity.  At larger sizes they will rely on intimidation and their large size.  At their biggest they even have a sense of rudimentary tactics.

(https://i.imgur.com/mvgp5fn.png)

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

Voracious Lemming
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 25 ft (5 squares), Climb 25 ft.
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Nibble +4 melee (1d3-1)
Full Attack: Nibble +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 2, Wis 12, Cha 6
Skills: Climb +7, Hide +6, Listen +3, Move Silently +6, Spot +3
Feats: Alertness, Weapon Finesse (B)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----


Munching (Ex): The Voracious Lemming weighs 9 pounds, and can eat approximately a pound of food per round.  It converts half of that food to body mass, and upon reaching 30 pounds it gains another Hit Die, and when it reaches 61 pounds it becomes a Medium Voracious Lemming.  It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/WXVoN2I.png)

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

Voracious Lemming
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares), Climb 30 ft.
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Nibble +4 melee (1d4+1)
Full Attack: Nibble +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 8
Skills: Climb +9, Hide +4, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 61 pounds, and can eat approximately 4 pounds of food per round.  It converts half of that food to body mass, and upon reaching 207 pounds it gains another Hit Die, at 353 pounds it gains a second Hit Die, and when it reaches 501 pounds it becomes a Large Voracious Lemming.  It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease. If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 1 Hit Die, it reverts to being a Small creature.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them.  The swallowed creature takes 1d6+1 damage and 1 point of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 10 damage to the Lemmings stomach (AC 11).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 2 Tiny, 4 Diminutive, or 8 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/vAvgDS7.png)

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

Voracious Lemming
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +1
Speed: 40 ft (8 squares), Climb 30 ft.
Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Nibble +10 melee (1d6+7)
Full Attack: Nibble +10 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent, DR 5/Magic
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 20, Dex 13, Con 20, Int 3, Wis 14, Cha 10
Skills: Climb +13, Hide +2, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Diehard, Endurance
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 501 pounds, and can eat approximately 16 pounds of food per round.  It converts half of that food to body mass gaining an extra Hit Die roughly every extra 584 pounds, and when it reaches 4001 pounds it becomes a Huge Voracious Lemming.  It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.  If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 3 Hit Dice, it reverts to being a Medium creature.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them.  The swallowed creature takes 2d4+5 damage and 5 points of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 15 damage to the Lemmings stomach (AC 12).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 2 Small, 4 Tiny, 8 Diminutive, or 32 Fine opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/v9wt9ai.png)

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

Voracious Lemming
Huge Magical Beast
Hit Dice: 12d10+120 (186 hp)
Initiative: +5
Speed: 40 ft (8 squares), Climb 20 ft.
Armor Class: 19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Nibble +20 melee (2d4+15/19-20)
Full Attack: Nibble +20 melee (2d4+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent, DR 10/Magic, SR 19
Saves: Fort +18, Ref +9, Will +7
Abilities: Str 30, Dex 13, Con 30, Int 5, Wis 16, Cha 12
Skills: Climb +18, Hide +1, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Diehard, Endurance, Improved Critical (Bite), Improved Initiative
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 4001 pounds, and can eat approximately 64 pounds of food per round.  It converts half of that food to body mass gaining an extra Hit Die roughly every extra 2,333 pounds, and when it reaches 32,001 pounds it becomes a Gargantuan Voracious Lemming.  It can eat virtually any organic matter without harm, and receives a +8 Racial Bonus against ingested poisons and disease.  If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 6 Hit Dice, it reverts to being a Large creature.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them.  The swallowed creature takes 2d6+10 damage and 10 points of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 25 damage to the Lemmings stomach (AC 15).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 2 Medium, 4 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/Hs0TC8t.png)

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

Voracious Lemming
Gargantuan Magical Beast
Hit Dice: 24d10+360 (492 hp)
Initiative: +4
Speed: 40 ft (8 squares), Climb 10 ft.
Armor Class: 24 (-4 Size, +18 Natural), touch 6, flat-footed 24
Base Attack/Grapple: +24/+51
Attack: Nibble +36 melee (2d6+22/19-20)
Full Attack: Nibble +36 melee (2d6+22/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent, DR 15/Magic, SR 23
Saves: Fort +29, Ref +14, Will +11
Abilities: Str 40, Dex 10, Con 40, Int 6, Wis 16, Cha 16
Skills: Climb +23, Hide +3, Listen +5, Move Silently +12, Spot +5
Feats: Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Weapon Focus (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 32,001 pounds, and can eat approximately 256 pounds of food per round.  It converts half of that food to body mass gaining an extra Hit Die roughly every extra 9,083 pounds, and when it reaches 250,001 pounds it becomes a Colossal Voracious Lemming.  It can eat virtually any organic matter without harm, and is now immune to poison and disease.  If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 12 Hit Dice, it reverts to being a Huge creature.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them.  The swallowed creature takes 2d8+15 damage and 15 points of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 35 damage to the Lemmings stomach (AC 19).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 2 Large, 4 Medium, 8 Small, or 32 Tiny or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/0bsiZW5.png)

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

Voracious Lemming
Colossal Magical Beast
Hit Dice: 48d10+1008 (1272 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 40 (-8 Size, +38 Natural), touch 2, flat-footed 40
Base Attack/Grapple: +48/+84
Attack: Nibble +61 melee (2d8+30/19-20)
Full Attack: Nibble +61 melee (2d8+30/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Munching, Improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent, DR 20/Epic, SR 32
Saves: Fort +46, Ref +26, Will +19
Abilities: Str 50, Dex 10, Con 50, Int 8, Wis 16, Cha 20
Skills: Climb +28, Hide +5, Listen +10, Move Silently +20, Spot +10
Feats: Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Greater Mighty Roar (see Savage Species), Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Mighty Roar (see Savage Species), Power Attack, Power Critical (Bite, see Complete Warrior), Weapon Focus (Bite) 
  Epic Feats: Devastating Critical (Bite), Overwhelming Critical (Bite)
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 21
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 250,001 pounds, and can eat approximately 1024 pounds of food per round.  It converts half of that food to body mass gaining an extra Hit Die roughly every extra 36,458 pounds, and when it reaches 2,000,001 pounds it becomes a Super Extra Deluxe Biggie Size Voracious Lemming.  It can eat virtually any organic matter without harm, and is now immune to poison and disease.  If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 24 Hit Dice, it reverts to being a Gargantuan creature.
 
Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent at least 2 Size Classes smaller than itself it may swallow them.  The swallowed creature takes 4d6+20 damage and 20 points of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 50 damage to the Lemmings stomach (AC 29).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 2 Huge, 4 Large, 8 Medium, or 32 Small or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/UMxNcDH.png)

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

Voracious Lemming
Super Extra Deluxe Biggie Size Magical Beast
Hit Dice: 96d10+2496 (3024 hp)
Initiative: +8
Speed: 50 ft (10 squares)
Armor Class: 52 (-16 Size, +58 Natural), touch 0, flat-footed 52
Base Attack/Grapple: +96/+141
Attack: Nibble +106 melee (4d6+37/19-20)
Full Attack: Nibble +106 melee (4d6+37/19-20)
Space/Reach: 45 ft./30 ft.
Special Attacks: Munching, improved Grab, Swallow Whole
Special Qualities: Low Light Vision, Dark Vision 60 ft., Scent, DR 30/Epic, DR 10/-, SR 47, Fast Healing 10
Saves: Fort +81, Ref +50, Will +63
Abilities: Str 60, Dex 10, Con 60, Int 10, Wis 20, Cha 24
Skills: Climb +33, Hide +25, Listen +7, Move Silently +44, Spot +7
Feats: Alertness, Awesome Blow (see Monster Manual), Cleave, Defensive Sweep (see PHB II), Diehard, Endurance, Gape of the Serpent (see Savage Species), Great Cleave, Greater Mighty Roar (see Savage Species), Greater Powerful Charge (see Miniature's Handbook), Great Fortitude, Improved Critical (Bite), Improved Bull Rush, Improved Initiative, Improved Toughness, Indomitable Soul (see PHB II), Iron Will, Large and in Charge (see Draconomicon), Mighty Roar (see Savage Species), Overwhelming Assault (see PHB II), Power Attack, Power Critical (Bite, see Complete Warrior), Powerful Charge (see Miniature's Handbook), Shock Trooper (see Complete Warrior), Steadfast Determination (see PHB II), Weapon Focus (Bite) 
  Epic Feats: Devastating Critical (Bite),  Epic Endurance, Epic Fortitude, Epic Prowess, Epic Will, Overwhelming Critical (Bite), Superior Initiative
Environment: Any
Organization: Solitary, Pair, or Colony (10-100)
Challenge Rating: 36
Treasure: None
Alignment: Always Neutral
Advancement: See below
Level Adjustment: -----

Munching (Ex): The Voracious Lemming weighs 2,000,001 pounds, and can eat approximately 4096 pounds of food per round.  It converts half of that food to body mass gaining an extra Hit Die roughly every extra 145,832 pounds.  It can eat virtually any organic matter without harm, and is now immune to poison and disease.  If the Lemming would take damage due to starvation or thirst, it instead loses a Hit Die.  When it drops to 48 Hit Dice, it reverts to being a Colossal creature.

Improved Grab (Ex): If the Voracious Lemming successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If Successful it may continue to do bite damage, or swallow an opponent of appropriate size.

Swallow Whole (Ex): If the Voracious Lemming successfully makes a Grapple Check against an opponent of any size, it may swallow them.  The swallowed creature takes 4d8+25 damage and 25 points of acid damage per round it remains in the Lemmings stomach.  It may cut it's way out with a Light slashing or piercing weapon by doing 65 damage to the Lemmings stomach (AC 39).  Once the creature exits muscular action closes the hole and other victims must cut their own way out.  A Lemmings stomach may hold 1 Colossal or  above creature, 2 Gargantuan, 4 Huge, 8 Large, or 32 Medium or smaller opponents.

Skills: Voracious Lemmings receive a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

(https://i.imgur.com/qoTJWxX.png)

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


Lore
Characters with ranks in Knowledge (Nature) may have heard of Voracious Lemmings. When the character makes a skill check, the following lore is revealed, including the information from lower DC's.

DC|Lore
10| Voracious Lemmings resemble normal Lemmings except they can be found anywhere and have bottomless pits for stomachs.
15| The more Voracious Lemmings eat the bigger they get. 
20| As Voracious Lemmings get bigger they get more intelligent and increase in power.

Plot Hook
  • The PC's are hired to find out who has stolen the grain stores of a local village.  Bad news is it was Lemmings.  The PC's need to find a way to get the villagers food, or get them moved out to somewhere that can help them before winter sets in.
  • The PC's are hired to contact a missing merchant, and find a deserted village with one really big rodent.  You can pretty much guess whats happened.
  • The Monarch of Florida has given a pet fluffy to the PC's to deliver to the King of El Grande as a present and peace offering.  The PC's are a little concerned when it always seems hungry, particularly when it starts getting bigger.  It's possible they've been had...
  • A rogue artifact has transformed the local Lemming population into Voracious Lemmings, and it's a race against time for the PC's to wipe them out before they get too powerful.


Voracious Lemming
"Pardon me sirs, I understand you are wildlife experts?"

"We'd like to think so.  How may we help?"

Beloved By Giants As Pets

"My pet Lemmings have escaped! We need to find them before they get into the food supply!  Their diet needs to be strictly controlled!"

"Lemmings?  You mean Lemmus lemmus?  We have time.  It'll be okay."

"No sir. I mean Lemmus vorax."

"Oh crap..."

"Someone left their cage open after cleaning.  You have to help me, they're my little babies!"

"They're also a localized extinction level event!!  Where did you keep them?"

"With the Turkeys and the other small critters."

"With...the Turkeys..."


Adorable Apocalypse

"Oh crap, Farmer Skechfoot is gonna fire me...."

"Chin up young Giant.  We'll have your pets back in a jiffy.  How many of them were there?"

"Twelve."

(Beep)
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:38:06 PM
Banana Muffin Swarm
                      Diminutive Construct (Swarm)
Hit Dice:             12d10 (66 hp)
Initiative:           +0
Speed:                5 ft. (1 squares)
Armor Class:          15 (+4 Size, +1 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +9/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Distraction, Psilike Abilities
Special Qualities:    Construct Traits, Blindsight 60 ft., Swarm traits, Immune to Weapon damage, Blind, Teleport, Telepathy 100 ft.
Saves:                Fort +4, Ref +4, Will +7
Abilities:            Str 1, Dex 10, Con -, Int 16, Wis 16, Cha 16
Skills:               Concentration +15, Hide +27, Knowledge (Psionics) +18, Listen +18, Psicraft +18
Feats:                Combat Manifestation, Greater Psionic Endowment, Narrow Mind, Psionic Endowment, Psionic Meditation
Environment:          Any
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert...the muffins are following us..."

"How much shine you had today?"

No one knows who or what came up with Banana Muffin Swarms.  Fiendishly insidious they simply set in plain sight, teleporting about when people aren't looking or when something attempts to eat them.  Conspiracy theories about their origins and intents abound, but no one has ever caught them to interrogate them.  Banana Muffins understand common and 3 other languages.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Psilike Abilities (Ps): At will: Choose any 3 first level powers from the Psion list.  3/day: Choose two powers each from the 2nd and 3rd level powers on the Psion list.  1/day: Insanity.  Manifester level is equal to Hit Dice.

Blind (Ex): Banana Muffin Swarms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Teleport (Su): At will as a Move Action Muffin Swarms may teleport up to 30 ft. in any direction.

Combat: Combat tactics for the Muffins vary widely depending on their individual powers.  Most involve stealth or mind control somehow though.

(https://i.imgur.com/42mdhds.png)

Banana Muffin Swarm
"Less than 24 hours back on the job and we've already burned down a tower..."

Psychic Baked Goods
"I have to say, you make life interesting Prak."

"Was that plate of muffins always there?"

"No one leaves a plate of muffins in the forest..."

"Halfling Catering Corps?"

Weirdest Idea The Halflings Ever Had

"You got a fireball Harlan?"

"I'm more of a teleport man."

"Now might be a good time."



Pirhanakeet Swarm
                      Diminutive Magical Beast (Swarm)
Hit Dice:             12d10 (66 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Fly 60 ft., Good
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Distraction, Bloody Wounds
Special Qualities:    Darkvision 60 ft., Swarm traits, Immune to weapon damage, Scent
Saves:                Fort +8, Ref +13, Will +6
Abilities:            Str 1, Dex 20, Con 10, Int 1, Wis 14, Cha 4
Skills:               Listen +9, Spot +10
Feats:                Dodge, Flyby Attack, Hover, Improved Flyby Attack, Mobility
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"GOD______ I HATE BIRDS!"

"Abner you really need to learn not to take bird attacks personally.  It's the curse man."

Pirhanakeets are Parakeets crossed with some form of predatory, fanged monstrosity.  They seemingly do almost nothing but eat despite their tiny size.  They also take every opportunity to make more of their kind. There are small forests stripped clean because of them.  They appear to be mostly normal Parakeets, but their toothy beaks are preternaturally sharp and can cut through even hardened leather with ease.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Bloody Wounds (Ex):  Any opponent that is damaged by a Pirhanakeets Swarm attack loses an additional 3 hit points per round for 1d6 rounds due to blood loss.  Multiple hits can extend duration, but do not do additional damage.

Combat: Pirhanakeets do the usual swarm tactics: envelop and chew profusely.

(https://i.imgur.com/ok4v0LU.png)

Piranhakeets
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, we're back in Florida with yet another bird menace.  Have you found us any more information Jim?

Professional Rivals

"Remember those Shark Birds the local druids used as a revenge ploy?  Well, the local Wizards felt slighted and made a bird/predator combo of their own.  This time a mix of Parakeets and the Gawds alone know what."

"So a rivalry then?"

"More like a bunch of immature adults upset that some other group terrifies the locals more than they do."


Voracious

"So these are pretty much like the other recent arrivals?"

"They reproduce more, but can't swim."

"I imagine the Floridian Wizards Council has issued a statement?"

"They were the flocks first victims Harlan."

"Does no one use precautions anymore?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:38:32 PM
Idiot Box
                      Small Construct
Hit Dice:             6d10+10 (43 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +4/+0
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      OBEY ME!, Fascinate Viewers
Special Qualities:    Dark Vision 60 ft., Construct traits
Saves:                Fort +2, Ref +2, Will +7
Abilities:            Str -, Dex -, Con -, Int 16, Wis 16, Cha 24
Skills:               Bluff +13, Diplomacy +17, Gather Information +15, Intimidate +14, Knowledge (Local) +8, Listen +8, Sense Motive +9, Spot +9
Feats:                Ability Focus (OBEY ME!, Fascinate Viewers), Iron Will
Environment:          Any
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"Bert...why the hell is everyone staring at that box?"

"Ah dunno...but it creeps me out."

Idiot Boxes are metal cubes with glass screens on one or more sides.  They project various odd scenes onto the glass to attract the attention of nearby victims.  Once they have their attention they slowly creep into their minds leaving them ever more Fascinated.  Eventually they become enslaved to the box, and it begins issuing them commands.  The Devils use it to gain slaves for the Blood Wars, and of course a few souls along the way.  Idiot Boxes speak Common, Infernal, and two other languages.

OBEY ME!(Su): Once per minute the Idiot Box can force any one being that has failed a Saving Throw against it's Fascinate ability to make a DC 22 Willpower Save (Save DC is Charisma based) or be affected as if by a Dominate Person spell (Caster Level is equal to double Hit Dice). 

Fascinate Viewers (Su): Any being within 60 ft. that can see the Idiot Box must make a DC 22 Willpower Save (Save DC is Charisma based) or be Fascinated until they make a successful Will Save (they get another Save each minute) or they take damage or have a spell/power/ability successfully used on them.

Combat Idiot Boxes rarely fight.  They just kind of sit there fascinating people and mind controlling them.  Usually they have a few demonic servants to ensure they aren't attacked.

(https://i.imgur.com/iCpCTk4.png)

Idiot Boxes
"Whats that they're staring at?"

Masters Of Propaganda.
"It's a metal box with a glass screen on one side, and antennae on top."

"Is that an Idiot Box?"

"YES!  Yes, we can use this to get rescued!"

Do Not Listen To The an In The Box

"What's an Idiot Box?"

"It used to be a competitor to the Palantir format that was predominantly used by Fiends for propaganda."

"Clearly it's using the monkeys as guards.  We just need to make peaceful contact."

"Promise to take it with us."

"Won't the monkeys be upset we took their God?"

"Everything always has to be so complicated."

"Wait, can't people still see us o the Palantir?"

"Viewers!  If you're out there...!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:38:52 PM
Mimic Sheep
                      Medium Magical Beast (Shapeshifter)
Hit Dice:             5d10+5 (32 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +5/+5
Attack:               Butt +6 melee (1d6)
Full Attack:          Butt +6 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapeshift
Special Qualities:    Darkvision 60 ft., The Power of Evil
Saves:                Fort +5, Ref +5, Will +5
Abilities:            Str 10, Dex 12, Con 12, Int 16, Wis 14, Cha 18
Skills:               Bluff +9, Hide +6, Knowledge (Geography, Local) +8, Listen +7, Move Silently +6, Search +8, Spot +7
Feats:                Iron Will, Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair, or Gang (3-6)
Challenge Rating:     6
Treasure:             Standard, double magic items
Alignment:            Usually Neutral or Chaotic Evil
Advancement:          By Character Class, usually Sorcerer
Level Adjustment:    ---

"Bert whut the hell you doin'?"

"I say Abner old boy, I'm giving this wench the ravishing she jolly well deserves."

"..."

"I got that wrong didn't I?"

"Yup...you don't 'spose you wanna explain where Burt is before I bury this axe in yer forehead?"

Mimic Sheep are the evil pranksters of nature.  Appearing to be normal anthropomorphic sheep, they're ability to change shape into nearly anything gives them the opportunity to wreak endless havoc.  If they had focus they could probably rule the world, but they're satisfied with being utter bastards.  They are known for endless pranks, like dating famous individuals and spontaneously going on crime sprees to ruin their 'lovers' reputation, filling pit traps full of giant leeches, snatching giant ticks and placing them on the faces of sleeping victims, and committing robbery, arson and other ghastly crimes while impersonating others.  They also like to shapeshift into bird form and poop on townsfolk, because birds can get away with this.  Mimic Sheep speak Common and up to 3 other languages.

Shapeshift (Su): Mimic Sheep may cast Polymorph as a Supernatural Ability a number of times per day equal to their Charisma Modifier.  Caster Level is equal to Hit Dice.

The Power of Evil (Ex): A Mimic Sheep can cast spells as a Sorcerer whose Caster Level is equal to their Hit Dice (this stacks with Levels they may gain in that class).

Combat: Mimic Sheep are never straightforward combatants.  They always prefer deception and trouble making to open brawling, and if faced with serious violence will flee, planning to enrage that same victim another day.  Some of them have devoted their lives to screwing over the same people.  They also tend to learn magic, and acquire as many items as  they can to help them in their schemes.

(https://i.imgur.com/UWcbYn7.png)

Mimic Sheep
"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 are off to examine rumors of a shapeshifting species of an anthropomorphic nature."

The Jackasses of Nature
"Mimic Sheep...we're looking for sheep."

"Someone has to.  Besides the viewers love a good mystery."

"If they're shapechangers, how are we supposed to spot them anyway?"

Don't Sleep In The Forest

"I say, Jim old boy, perhaps we aren't meant to.  Best we sod off to..."

"Harlan doesn't speak in bad cliche.  Who are you?"

"Dammit Jebediah, I told you trying to fool the Ranger would go sideways!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:39:14 PM
THE GUPPY FOLK

(http://Picture URL if you have one)
   
"Don't tell fish stories where the people know you; but particularly, don't tell them where they know the fish."

 The Guppy Folk are multi colored bipedal fish people with large eyes.  Colors and fin size vary widely.

GUPPY FOLK SPECIES TRAITS
·   +2 Dex, +2 Wis, +2 Cha, -6 Str (minimum 3)
·   Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Monstrous Humanoid with the Aquatic and Amphibious Subtypes, giving you Darkvision 60 ft.
·   Base Land speed 10 ft.
·   Base Swim speed 30 ft.
·   Blindsense (Ex): Guppies can sense other corporeal creatures within 60 ft. when underwater as if they had Blindsight.
·   Guppies have a +8 Racial Bonus to Listen and Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.
·   Automatic Languages: Common and Guppy.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Druid

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 7" Female: 6"
 Height Modifier: +1d4"
 Base Weight: Male: 8 lbs.   Female: 7 lbs.
 Weight Modifier: x1 lb.

GUPPY CHARACTERS
 Guppies are good for those of you who want an aquatic themed caster of some sort.  Their size and stats make them pretty decent Divine casters.
 Adventuring Race: Guppies tend to go on adventures for idealistic reasons more than glory or gold.  They want to change the world as oppose to rule it or steal it's stuff.
 Character Development: Given their stats, you're probably better off going for a Divine caster.  You have the perfect set up for it with your ability score bonuses.  You should probably do something about your Size disadvantage though.
 Character Names: Guppy names tend to be descriptive of either physical attributes (Bigeyes, Redfins, Black Tail) or deeds (Basskiller) or something the Guppy is noted for.  Surnames are generally unhearable by most other races.

ROLEPLAYING A GUPPY
 As a Guppy your brightly colored, exotic, and tend to attract attention. This can be both good and bad, and you need to learn to use this to your advantage before others use it to your disadvantage.
 Personality: Male Guppies who are new fathers can be a tad aggressive, and likely to bully outsiders away from their children.  Otherwise they tend to be champions of Nature, doing their best to ensure the waterways remain clean.  By force if they have to.
 Behaviors: Beings who throw trash in the rivers are fair game.  Everyone else gets respect, but polluters can be gigged at will.  Protect the children at all cost.
 Language: Guppy is a fairly high pitched language understandable only to Guppies.  Many of it's tones are outside the humanoid range of hearing.  It has no written form.

GUPPY SOCIETY
 Guppies are an odd society with males and females not really associating with one another outside of reproduction and child rearing.  This separation tends to cause other species a great deal of confusion and frustration when negotiating deals.
 Alignment : Guppies have strong tendencies towards pure neutrality.  If no one bothers them, they don't bother them back.  Pollute their streams and homes, and then you discover the teeny fish people aren't exactly pacifistic.  And they have lots of truly weird magic items they find on the bottom of the waterways.
 Lands : Guppies prefer Warm waters to live in, usually near islands or jungles.
 Settlements : When they settle they prefer aquatic areas far from land dwelling civilizations.  That way they avoid pollution in their homes.
 Beliefs : Guppies prefer Variel the Fish God or the Nature Pantheon.  Many are also Druidic.
 Relations: Guppies aren't fond of land dwellers as they tend to accidentally hook the kids while fishing, or pee in the water.  They do make exceptions for those environmentally friendly races who don't pollute the water ways though.

GUPPY ADVENTURES
·   Something upstream has been polluting the river.  Your team is being asked to find out how.
·   The local fishermen have gotten ticked that you have been scaring off their catch since you moved into the lake, and have decided to try kidnapping your children instead.  Needless to say this will end in blood, recriminations, and a lot of summoned monsters.
·   The local Hags have decided your people are tasty.  You have decided the Hags are right awful and need taught a lesson.  Therefore your team has been chosen to activate a Relic near their village that will cause the sky to rain zombified buffalo. 



GUPPY SPECIES SUBSTITUTION LEVELS


DRUID
 Level 2: Replace Woodland Stride with Fast Swimmer
  Fast Swimmer (Ex):  Your Base Swim Speed increases by +20 ft.
 Level 3: Replace Trackless Step with Scentless
  Scentless (Ex): You have no Scent and cannot be tracked or detected via the Scent ability.

CLERIC
 Level 1: Replace Spontaneous Casting with Spontaneous Casting: Summon
  Spontaneous Casting: Summon: You now have Summon Nature's Ally I-IX on your spell list but may only summon animals with the Aquatic trait or Water Elementals.  You spontaneously cast these spells instead of Cure or Inflict spells.
 Level 1: Replace Turn/Rebuke Undead with Rebuke Sea Life
  Rebuke Sea Life (Su): Instead of Rebuking Undead you may Rebuke any opponent with the Aquatic Subtype or the Amphibious ability.

Favored Soul
 Level 17: Replace Wings with Speed
  Speed (Ex): Your Base Swim Speed increases to 80 ft.





GUPPY FEATS


Summon Fishbowl
You can summon a magical globe of force filled with water to protect you or other aquatic creatures on land.
 Prerequisites: Guppy, Must know the Water Breathing Spell, and any 3rd level spell form the Abjuration school
 Benefits: You may 'lose' a spell of any Level to create a water filled sphere of Force as a personal conveyance.  The Sphere provides you a Deflection Bonus to AC equal to the level of the spell used in it's creation.  It also has a Flight Speed equal to the Level of the spell used x5, with Good Maneuverability.  The Fishbowl lasts up to 1 hour per Level of the spell lost.

Improved Summon Fishbowl
You can now summon Fishbowls for a small group.
 Prerequisites: Guppy, Summon Fishbowl
 Benefits: When using your Summon Fishbowl Feat you may now 'lose' an additional Spell and create a number of additional Fishbowls for your Allies equal to the level of the spell lost minus 1.

Greater Summon Fishbowl
Your personal Fishbowl gains some options.
 Prerequisites: Guppy, Improved Summon Fishbowl
 Benefits: If you sacrifice a second spell of equal Level when creating your Fishbowl, your personal Fishbowl gains one of the following options (you may choose which one you want when creating the fishbowl): Energy Resistance 10 of any one type, DR 10/Magic, SR equal to your CR +11, or increase your Flight Speed by +30 ft. (and increase maneuverability to Perfect).

Epic Summon Fishbowl (Epic Feat)
You can summon a truly Epic Fishbowl.
 Prerequisites: Guppy, Greater Summon Fishbowl
 Benefits: You may 'lose' an Epic spell to create a water filled sphere of Force as a personal conveyance.  The Sphere provides you a +10 Deflection Bonus to AC.  It also has an 80 ft. Flight Speed, with Perfect Maneuverability.  The Fishbowl lasts up to 24 hours.  If you sacrifice a second spell when creating your Fishbowl, your personal Fishbowl gains one of the following options (you may choose which one you want when creating the fishbowl): Energy Resistance 20 of any one type, DR 10/Epic, SR equal to your CR +16, or increase your Flight Speed by +40 ft.

Curse of the Guppy Folk
Your curse causes land dwellers to gain the Aquatic Subtype, meaning they can't breathe air.
 Prerequisites: Guppy, Must be able to cast Bestow Curse
 Benefits: When you cast Bestow Curse you can choose instead to give your opponent the Aquatic Subtype.  Which can be bad if you do it when there's no water around.  This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.

Curse of the Guppy Eyes
Your curse causes your opponent to gain huge round eyes.
 Prerequisites: Guppy, Curse of the Guppy Folk
 Benefits: When you cast Bestow Curse you can choose instead to curse your opponent so that he automatically fails all Saving Throws against Gaze Attacks.  This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.

Curse of the Goldfish Bowl
Your opponent is imprisoned in a Fishbowl.
 Prerequisites: Guppy, Summon Fishbowl, must be able to cast 4th Level spells
 Benefits: You may 'lose' any spell you have memorized to spontaneously cast Otiluke's Resilient Sphere.

Curse of Fin Rot
Your curse causes your opponent to have difficulties in the water.
 Prerequisites: Guppy, Curse of the Guppy Folk
 Benefits: When you cast Bestow Curse instead of the usual effect you can curse your opponent to automatically Fail all Swim Checks.  This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:40:45 PM
DANUBANS (aka The Fat Bastards)

(http://Picture URL if you have one)
   
"What did you call me?"

 The Danubans are enormously fat humans.  The males tend to be bearded with dark hair and eyes, and the hair/eye color of women varies (though brunettes and blonds are common).

DANUBAN RACIAL TRAITS
·   Males: +2 Int, +4 Wis, -2 Dex, -2 Con, -2 Cha  Females: +2 Str, +2 Wis, -2 Dex, -2 Con
·   Medium
·   Humanoid (Human)
·   Base Land speed 20'
·   Thick Boned: The Danubans Constitution is considered 4 points higher for purposes of determining hit points only.
·   Biggie Sized: The Danubans are considered to be Large for purposes of Opposed Combat Checks (Grapple, Bull Rush, etc), but take a -1 Penalty to Dexterity Based skills due to awkwardness.
·   Damage Reduction 2/-.  This stacks with similar DR gained from Class abilities such as Barbarian.
·   Automatic Languages: Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Any Class with Full BAB if female, or any casting class based off of Int if male.

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 200 lbs.  Female: 150 lbs.
 Weight Modifier: (x2d6) lbs.

DANUBAN CHARACTERS
 If you'd like an arcane caster a little more durable than usual, a male Danuban works.  And if you want a big ole fighting tank their women are slow but tuff.
 Adventuring Race: For the Danubans it's generally about pride, glory, greed, or the need for revenge.  They aren't nicknamed the Fat Bastards for nothing.
 Character Development: Remember you are somewhat slower than other Medium races and to take that into account in builds.  Also keep in mind your penalties to Dex based skills when designing your PC.
 Character Names: Use Austrian or German names for Danubans.

ROLEPLAYING A DANUBAN
 Your race has a reputation for being petty, snide, sarcastic, and generally antisocial.  And that's because you are.  It's ingrained in your races psyche.  You don't mean it as personally as some people think (well, some of you don't) but most people take it that way.  Possibly because they haven't grown up in a culture as competitive and aggressive as your own.
 Personality: Danubans believe in personal success and social reputation strongly (some would say above all else).  So they tend to take personal attacks quite strongly, and they have a strong vengeful streak.  Stealing from one or denying them an opportunity is generally not advised as they will devote their lives to destroying you.
 Behaviors: Danubans spend much of their time either working to get ahead, or networking in their time off.  Every moment is an opportunity for something.  Either a way to gain favor, or allies, or wealth, or power.  Not taking that opportunity is considered a possible sign of mental deficiency amongst them.
 Language: Danubans generally speak Common.

DANUBAN SOCIETY
 Danubans are highly competitive.  They always want to be seen as first among others, either the richest, or the most powerful, or the strongest in some way.  They do not rest until they have proved themselves to be better than those around them.  Their take no prisoners attitude doesn't exactly make them friends in many places.
 Alignment : Danubans are largely Lawful, as a system of rules in place gives them a system to exploit for their own gain (meaning they also have some tendencies towards Evil, though not as strongly as some may believe).
 Lands : Most Danubans live in Danubus (at least in my campaign).
 Settlements : Often being merchants or in other professions where serious money is to be made, Danubans tend to settle along major trade routes.
 Beliefs : The Danubans tend to worship the Professional Pantheon, and whatever other Gods are popular locally in order to get more business.
 Relations: Danubans look upon other races with equal measures of disdain, and thoughts of opportunity.  On the one hand they're annoying and get in the way.  On the other hand they can mean money and power. 

DANUBAN ADVENTURES
·   The leader of your Guild has announced a contest for promotion.  Whichever of you can bring the most money in by whatever means gets it.  And you just happen to know where a large repository of cash is being guarded.  Now if only you had 3 or more larcenous minded friends to help you liberate it...
·   You were going to be made partner in a local Merchants collective, until someone black balled you.  They must be made to pay.  And the collective as well.  Hell you may as well burn the city while you're at this.
·   A relative wants you to field test some of his latest inventions.  You think the lightweight Plate Mail will be nice, but the Monkey Launcher makes you nervous...




DANUBAN RACIAL SUBSTITUTION LEVELS


BARBARIAN
 Level 1: Replace Fast Movement and Illiteracy with Immovable.
  Immovable (Ex):  You gain a +4 Circumstance Bonus to resist Bull Rush, Grapple, Overrun, and Trip Checks.
 Levels 3, 6, 9, 12, and 15: Replace Trap Sense with Heavy Armor Optimization
  Heavy Armor Optimization (Ex): You gain proficiency with Heavy Armor at Level 3.  At levels 6, 9, 12, and 15 the Armor Check Penalty you suffer when wearing Heavy Armor is lessened by 1.

WIZARD
 Level 1: Replace Summon Familiar with Arrogant Prick
  Arrogant Prick (Su): Being quite full of yourself you have an absolute certainty your spells will work.  Once per encounter if your opponent successfully Saves against a spell you cast you can make him re roll that Save, but must stick with the new result.

CLERIC
 Level 1: Replace Turn or Rebuke Undead with Divine Wrath
  Divine Wrath (Su): A number of times per day equal to 3 plus your Charisma Modifier you may smite the non-believers.  This is a Standard Action and has a Range of 60'.  It does 1d6 Sacred (or Profane if Evil or Neutral) damage per 2 caster Levels.





DANUBAN FEATS


Unstoppable Force
It''s hard to stop you once you get going.
 Prerequisites: Danuban, Improved Bull Rush
 Benefits: You may take 10 on Bull Rush or Overrun Attacks.

Immovable Object
It's also pretty darn hard to move you.
 Prerequisites: Danuban, Hold the Line
 Benefits: You may take 10 on Checks made to oppose Bull Rush or Overrun attacks.

Throwing Your Weight Around
Your massive size makes grappling holds difficult to cinch in.
 Prerequisites: Danuban, Improved Grapple
 Benefits: You gain a +4 Circumstance Bonus to Escape from or oppose Grapple Checks.

Weighty Words
Spells you cast with a Verbal component are more powerful.
 Prerequisites: Danuban, any 1 Metamagic Feat
 Benefits: Spells you cast with a Verbal component have their Save DC increased by +1 (this stacks with other Feats like Spell Focus).

Fat Bastard
Your damn tired of other peoples snide remarks, and it's time for some revenge.
 Prerequisites: Danuban, cannot be Good
 Benefits: You gain a +2 Morale Bonus to attack rolls when attacking anyone who has insulted or attacked you in the past.

Weighty Secrets
You have learned to use your mass on the rare chance you get to ambush a foe
 Prerequisites: Danuban, Sneak Attack +1d6, BAB +2
 Benefits: Whenever you successfully make a Sneak Attack you may add your Size Bonus to Grapple Checks to the damage roll.

Acrofatic
You are unusually agile for your size.
 Prerequisites: Danuban, Dex 13+
 Benefits: You lose your Racial Penalty to Dex Based Skill Checks.  You also gain a +2 Bonus to Tumble Checks.

Weighty Tomes
You have enchanted your spellbook making it pretty darn hard to lift by anyone except you or the local giants.
 Prerequisites: Danuban, Wizard 6
 Benefits: Anyone attempting to lift your spellbook but you must make a STR Check (DC is 10 plus 1/2 your Hit Dice plus your Int Modifier) each round.  Anyone failing more than 3 Checks is Fatigued for 1 hour.  If they fail another Check they are Exhausted instead.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:44:14 PM
Headless Mule
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +5/+12
Attack:               Hoof +7 melee (1d4+3)
Full Attack:          2 Hooves +7 melee (1d4+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Hallucinatory Aura
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +7, Ref +5, Will +4
Abilities:            Str 16, Dex 13, Con 16, Int 4, Wis 16, Cha 16
Skills:               Listen +7, Spot +7
Feats:                Ability Focus (Hallucinatory Aura), Endurance
Environment:          Warm Plains
Organization:         Solitary, Pair, or Group (3-12)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Bert...ever since we bought this mule...the world seems...strange..."

Despite the name Headless Mules are not actually headless.  Ask anyone their origin story, and you'll get some weird, bizarre crap about a woman sleeping with a priest and being cursed to become a headless mule that spits fire and rainbows, and haunts the countryside on Thursdays. 

In reality, this particular species of mule has evolved to use magic as a defense in a similar manner to the Pale Horse.  Except, instead of seeing the Mule as some incarnation of death, victims get a reeeeeeeeally bad trip.  The hallucinatory effect is responsible for the many crazy origin stories regarding the Mule, several local towns in the area, and a great many legends that don't make a damn bit of sense to anyone other than the towns residents. 

Hallucinatory Aura (Su): Any creature within 60 ft. of a Headless Mule must make a DC 17 Willpower Save or go batshit crazy and begin hallucinating (Save DC is Cha based).  The Save DC is +1 for every 10 feet closer than 60 feet the creature is.  If the Save is Failed the opponent sees/hears/interacts with something that isn't  there, and misses it's turn.  If the victim fails the Save by 5 or more or rolls a Natural 1, it's fears come to life, and they are affected by a Phantasmal Killer spell instead.  Opponents must make a Save each round they are in range.  This is a Mind-Affecting Effect.

Combat: Headless Mules are rarely required to be involved in combat.  Most of the time they chew grass while watching predators freak out curled up in a fetal position.  They have seen many things.  Horrible things.  The world should be glad they cannot speak of them.

(https://i.imgur.com/NyZDCjB.png)

Headless Mule

"I can taste Colors Harlan..."

"Step away from the mule Jim!"

Approach Not The Biggie Sized Mule

"Why doesn't the mule have a head Harlan?"

"Step away from the mule Jim!"


Despite The Name It Has A Head, We Assure You

"But the Mule is fun!

"Okay, just stand still.  I'm sending in the Flesh Golems to retrieve you."

Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:49:13 PM
Hummingator Swarm
                      Fine Aberration
Hit Dice:             10d8 (45 hp)
Initiative:           +6
Speed:                5 ft. (1 squares), Fly 25 ft. (Perfect)
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +7/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Grip
Special Qualities:    Dark Vision 60 ft., Immune to Weapon Damage, swarm traits
Saves:                Fort +3, Ref +5, Will +9
Abilities:            Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 1
Skills:               Hide +18, Listen +7, Spot +7, Survival +5
Feats:                Flyby Attack, Hover, Improved Initiative, Mobility
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:   6   
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

'Whats that noi...AAAAAAHHHH!"

Dorf the Wildly Incompetent needed some guardians, but he had such a bad rep no one wanted to work for him.  So he made some, by using the spells originally used to create Owlbears, to make the first Hummingators.  He judged them a failure due to their size.  They ate him in his sleep.  Subsequently they've infested the marshes.

Distraction (Ex): Any living creature vulnerable to a swarms damage that begins it's turn with a swarm in it's square is Nauseated for 1 round unless it makes a DC 15 Fortitude Save.  Spellcasting or concentrating on spells within the area of a swarm requires a Concentration Check (DC is 20 for skills, 20 + Spell Level for spellcasting).
 
Grip (Ex): Leaving the area of a Hummingator swarm requires a DC 15 Strength Check (Save DC is Constitution based).

Combat: Hummingator swarms tend to fly in, grab hold, and munch away crazily.  They aren't tactical.

(https://i.imgur.com/InwQQkt.png)


Hummingator Swarm
"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 taking a look at the handiwork of Florida's resident fool."

Unexpectedly devastating

"You have a professional relationship Harlan?"

"I knew him from school.  His lack of patience did him no good."

"That's a given, considering what his pets have left of him."


Heightened Metabolism Equals Always Hungry

"He probably should have guessed that a Hummingbird's metabolism combined with the Alligator's carnivorous tendencies we're a bad combo."

"Thank Jebus for this Cube of Force.  They stripped my horse clean in moments."


Hummingator
                       Medium Aberration
Hit Dice:             4d8+8 (26 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+6
Attack:               Bite +7 melee (1d6+6)
Full Attack:          Bite +7 melee (1d6+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +3, Ref +3, Will +6
Abilities:            Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Skills:               Hide +5, Listen +4, Spot +4
Feats:                Fly-by Attack, Hover
Environment:          Warm Marsh
Organization:         Solitary or Flock (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Swamp assignments always suck.  Always.  Oh look, it's a flying reptile.  How unlikely."

Simon the Moderately incompetent inherited his Uncle Dorf's notes, and realized his relative had forgotten to carry the 2 in his math.  He made more respectable sized Hummingators, which promptly devoured him in his sleep.  The current holders of the notes used them to start a cooking fire, so perhaps the world need not worry about relatives making Humingdragons.

Improved Grab (Ex): If a Hummingator successfully attacks with it's Bite, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage with a successful Grapple Check. 

Combat: Hummingators tend to nest in trees hiding till likely prey comes by, at which point they make a few fly-by's to soften it up before grabbing and mauling it.

(https://i.imgur.com/sRtP5o3.png)


Hummingator
"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 are back in Florida covering the aftermath of another local fool."

Bzzzzzzzzzzzzzzzzzzzzzzzzz

"Apparently Dorf has a slightly more patient cousin.  Just patient enough to make new mistakes instead of repeating old ones.."

"What's the new mistake?"

"He went to sleep.  Oh, and he didn't have a Cube of Force."


Keep It In The Family

"That's one of the better investments the show has made.  So are these any less rabid or hateful than their smaller kin?"

"AHAHAHAHAHAHAHAHA! No."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:49:32 PM
http://fc05.deviantart.net/fs9/i/2006/069/0/c/zebrocerous_by_imamon.jpg (http://fc05.deviantart.net/fs9/i/2006/069/0/c/zebrocerous_by_imamon.jpg)

Zebrocerous
                      Huge Magical Beast
Hit Dice:             13d10+104 (175 hp)
Initiative:           +4
Speed:                60 ft. (12 squares)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +13/+33
Attack:               Gore +23 melee (2d8+18)
Full Attack:          Gore +23 melee (2d8+18)
Space/Reach:          15 ft./10 ft.
Special Attacks:      RAAAAAHHH!
Special Qualities:    Dark Vision 60 ft., Unusually Good at Hiding
Saves:                Fort +16, Ref +8, Will +6
Abilities:            Str 34, Dex 10, Con 26, Int 4, Wis 14, Cha 14
Skills:               Hide +6, Listen +10, Spot +10
Feats:                Alertness, Endurance, Improved Initiative, Run, Skill Focus: Hide
Environment:         Warm Plains
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          14-26 HD (Huge)
Level Adjustment:     ---


"Bert?"

"Yeah Abner?"

"I quit.  Screw this."

"Just exhale slowly Abner."

Unlike many magical follow ups to abominations like the Owlbear, the Zebrocerous actually worked.  It's tough, it's quick, and it's mean.  It was also manageable enough to keep as a guard beast.  They're quite popular with warm weather dwelling Warlords, madmen, and freaks of all kinds.

RAAAAAHHH! (Su): When making a Charge Attack the Zebrocerous does 4d8+24.  All attacks made against it that round have a 50% miss chance due to it's outline breaking up.

Unusually Good at Hiding (Su): Even at rest Zebrocerous are hard to hit from range.  They have a +2 Deflection Bonus to AC against ranged attacks, and get a +2 Racial Bonus on Saving Throws if the ranged attack is magical.  They also get a +10 Racial Bonus to Hide Checks.  Which is creepy because they aren't very quiet...

Combat: Zebrocerous tend to do the usual Rhino thing: charge, repeatedly gore, if maybe opponent falls down step on him a lot. 

(https://i.imgur.com/bk52sEc.png)


Zebrocerous
"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 interviewing Prak the Mad."

Big Stank!

"So what is this bush chewimg monstrosity Prak?"

"I call him Big Stank!"

"And what, pray tell, is Big Stank?"

"Well sir he's a bit of Wooly Rhinoceros, a bit of Zebra, and a dash of Displacer Beast just for giggles."

"And what purpose was he made for?"


Popular Proof of Concept

"Well, initially he was just a 'look this can actually be done' concept, but he's proven tremendously popular.  Probably due to the distortion effect when they charge."

"Any downsides so far?"

"He eats a lot.  Like, a lot.  And lordy be, when he defecates, the world takes notice."

"I'm sure there's someone who can find a use for that as fuel or fertilizer."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:50:04 PM
http://fc03.deviantart.net/fs13/f/2007/042/5/5/crocerocerous_by_imamon.jpg (http://fc03.deviantart.net/fs13/f/2007/042/5/5/crocerocerous_by_imamon.jpg)

Crocerocerous
                      Huge Magical Beast
Hit Dice:             13d8+117 (188 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +13/+33
Attack:               Bite +23 melee (2d8+18)
Full Attack:          Bite +23 melee (2d8+18)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Shred
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +16, Ref +8, Will +5
Abilities:            Str 34, Dex 10, Con 26, Int 3, Wis 12, Cha 12
Skills:               Listen +11, Spot +11
Feats:                Alertness, Cleave, Endurance, Improved Toughness, Power Attack
Environment:          Warm Plains or Marsh
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          14-26 HD (Huge)
Level Adjustment:     ---


"Bert...didn't we just do this?"

After his success with the Zebrocerous, a certain nameless mage wanted something a little more traveling.  Something not limited to the Plains.  Mostly because he was fleeing the local grasslands for a swamp because it was a hell of a lot more defensible.  You can only be surprised by adventurers so many times before you think "Maybe my current location isn't ideal". 

Improved Grab (Ex): If the Crocerocerous successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful, it may do bite damage.  If it Pins the opponent it can use it's Shred ability.

Shred (Ex): Each round that it successfully maintains a pin, the Croconocerous deals 4d8+36 damage to its victim

Combat: The Crocerocerous usually charges, goes for the bite, and begins ripping it's opponent a new one.

(https://i.imgur.com/yTR6EG3.png)



Crocerocerous
"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 interviewing Prak the Mad again, this time after his exile from the North."

An Appetite With Legs

"Sweet Jebus, you've been experimenting with Rhinos again..."

"I must protest Harlan, I wasn't exiled, I merely made a tactical retreat."

"So is this Big Stank's brother?"

"Tell me his name isn't Big Stank 2..."


If Only It Could Swim

"Have I become predictable?"

"Only a little.  I see you went for a crocodile mix this time.  Presumably to take advantage of the boggy nature of you're new home?"

"That was the thought, but unfortunately Big Stank 2 can't swim so well.  Thankfully, he's big enough to simply walk across the bog."

"Could you maybe convince him to stop chewing on the forcewall surrounding us?"

"Ah, I cannot, no..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:50:21 PM
http://imamon.deviantart.com/art/llamabird-45974096?q=gallery%3Aimamon%2F21380653&qo=62 (http://imamon.deviantart.com/art/llamabird-45974096?q=gallery%3Aimamon%2F21380653&qo=62)

Llamabird
                      Large Magical Beast
Hit Dice:             6d10+12 (44 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +6/+14
Attack:               Bite +9 melee (1d8+4/19-20)
Full Attack:          1 Bite +9 melee (1d8+4/19-20) and 2 Hooves +4 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      PTOOEY!
Special Qualities:    Low Light Vision
Saves:                Fort +7, Ref +8, Will +4
Abilities:            Str 18, Dex 16, Con 14, Int 2, Wis 14, Cha 10
Skills:              Listen +6, Spot +7
Feats:                Cold Endurance, Endurance, Run, Improved Critical (Beak)(B)
Environment:          Cold or Temperate Mountains
Organization:         Solitary, Pair, or Herd (10-100)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Bert...I do not like how that thing is looking at us..."

In one of the most bizarre incidents of magical hybridization on record, the great wizard Sandaman decided that he needed some magical guardians, but all he had to work with were the massive Llama herds surrounding his mountains, and the occasional flock of birds.  So he said to hell with it and went for broke.  And thus  the Llamabirds were born.  He still had huge herds for feeding staff, and fur to make money while he was involved with higher pursuits.  It worked too.  Would be opponents are genuinely reticent to wade through the Llamabirds.

PTOOEY! (ex): A Llamabird has can blind an opponent with it's spittle for 1d4 rounds if they fail a DC 15 Reflex Save (Save DC is Constitution Based).  This has a range of 30', is a Standard Action, and can be done a number of times per day equal to their Constitution Modifier.

Combat: Llamabirds will tend to watch potential enemies closely while making no move against them, and then hock a loogie into their eyes to blind them before charging.  Birds are mean, deceptive critters.

(https://i.imgur.com/lWyhjIY.png)


Llamabird
"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 touring Sandaman Ranches, located on the Great Dividing Mountains."

BAs Close As You Can Get To Being Actively Malevolent Without Being Evil

"And, shockingly, it hasn't been overrun by the Spider Clan."

"We credit the Llamabirds for that.  No one likes taking a hot loogy in the eye, 'specially if you got eight or more of 'em."

"So the experiment has been a success then?"

"What bird did he use in the mix?  Jebus that's vicious looking."


Duck If They Clear Their Throat

"They're amazingly popular as farm animals, and as badges of high weirdness.  All the craziest of mages are getting some."

"What colors do they come in?"

"Harlan, I am not taking care of these..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:56:23 PM
Little Veekie's Big Beehouse of Horror

"Hi.  My name is Veekie.  Many of you at the auction are meeting me for the first time.  This is because it has taken long for my plans to come to fruition."

"When I was but a small child I had a beehive.  It wasn't anything fancy.  It was a small hive, but it was mine.  I loved tending the lil' bees (sniff).  But that came to an end one day when the local hilljacks knocked the hive over, and the Queen died from exposure.  Without the Queen the rest of the hive slowly perished, and I had to watch them go one by one.  Revenge was easy.  After all my opponents were quite stupid.  But then I figured, what's the point?  The environment that created them will simply create more fools like them."

"So I've devoted my life to allowing beekind to protect themselves and their caretakers.  And this is why you are here today.  To bid on the results of my efforts.  If you are worthy.  The unworthy SHALL BE FED TO THE BEES!  YOU HEAR THAT PRINCESS FUZZY!?  DADDY'S FINALLY GETTING REVENGE FOR YOU!! AHAHAHAHAHAHAHAHA!"

"Refreshments are to your left.  Now first up we have Blackie, a lovely sentient Bumblebee assassin..."


https://www.newscientist.com/article/dn19709-zoologger-the-solar-powered-electric-hornet/ (https://www.newscientist.com/article/dn19709-zoologger-the-solar-powered-electric-hornet/)

Sun Bee
                      Small Vermin
Hit Dice:             1d8+1 (5 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Fly 60 ft. (Good)
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Sting +4 melee (1d4-1 plus poison)
Full Attack:          Sting +4 melee (1d4-1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision 60 ft., Vermin traits, Solar Endurance
Saves:                Fort +3, Ref +3, Will +1
Abilities:            Str 8, Dex 16, Con 12, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1 (+5 for Orientation)
Feats:                Weapon Finesse (B)
Environment:          Warm Plains
Organization:         Solitary, Patrol (2-5), Hive (11-20)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Sun Bees have a band on their abdomen that absorbs the suns rays and converts it to energy.  Sluggish at night, they are terrors during the day."

Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial and Secondary damage is 1d6 Dexterity.

Solar Endurance (Ex): At high noon or in open well lit areas such as the desert or a Daylight spell the Sun Bee gets a +4 on all rolls.  During regular light it gets +2 on all rolls, at twilight it's at normal as it's reserves wear off, and at night it lowers to a -2 on all rolls.

Skills: Sun Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Tactically, Sun Bees are pretty much like any other bee.  Stinging is the norm.

(https://i.imgur.com/VChiPvv.png)

Sun Bees

"So what are the specialty bees?."

"Please tell us you haven't hired Prak..."

"Those are Bees created by insane mages that we gives a forever home to."

"What are those over there?"

"We calls 'em Sun Bees.  Madman what hates people made 'em."

"Does the name imply that hey are tied ot the Sun, or are they just diurnal?"

Solar Powered Balls of Hate

"Theys turns sunlight inta energy.  Ah don't recommend goin' near them by day.  Right fussy critters."

"Was that a purposeful mutation?"

"Yup.  He wanted to wipe out us farmers.  Ironic ain't it."

"But...why?."

"One of the local idiots knocked over his beehive to which he was...emoshunally attached as it were..."

"So someone created a new species to get revenge over one hive?."


Darn Touchy Them Wizards

"Yup."

"I've seen worse Jim."

"I'm betting you've done worse Harlan..."



http://www.youtube.com/watch?v=Sp8tLPDMUyg (http://www.youtube.com/watch?v=Sp8tLPDMUyg)

Pattern Bee Swarm
                      Diminutive Magical Beast (Swarm)
Hit Dice:             6d10 (33 hp)
Initiative:           +5
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Pattern
Special Qualities:    Dark Vision 60 ft.,  swarm traits, Immune to weapon damage
Saves:                Fort +5, Ref +10, Will +3
Abilities:            Str 1, Dex 20, Con 11, Int 3, Wis 12, Cha 14
Skills:              Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats:               Ability Focus (Distraction, Pattern), Alertness
Environment:         Temperate Forests
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Pattern Bees hang off their nests side by side in a carpet of bees.  To dissuade attacks by predators they twitch their wings and abdomens in unison, effectively hypnotizing or mentally disabling their foes."

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution based.

Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice).  Save DC is Charisma based.

Skills: Pattern Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Pattern Bees prefer to use their patterns to confuse and dissuade foes.  If this doesn't work they resort to swarming.

(https://i.imgur.com/iKZpPHN.png)

Pattern Bee Swarm

"What is that odd swarm over there on the tree, slowly making odd patterns?"

"And why does that dog look hypnotized?"

"Them's Pattern Bees.  Them patterns they make can affect minds."

"Same creator?."

"Yup.  He has a whole slew of new species."

"So how bad are the effects?"

ALL HAIL THE HYPNOBEES!

"They mostly hypnatize or scare people.  Mostly."

"Mostly?"

"There's been...incidents here and there."

"Mutations most likely."

"We're hopin' not."

"There's a lot of those here..."


Protecting the Hives

"They keep bears and badgers and such away from the hives."

"All the hives? Fascinating."

"Rare to see interspecies cooperation like that."


http://notexactlyrocketscience.wordpress.com/2007/09/17/mobs-of-honeybees-suffocate-hornets-to-death/ (http://notexactlyrocketscience.wordpress.com/2007/09/17/mobs-of-honeybees-suffocate-hornets-to-death/)

Sauna Bees
                      Tiny Magical Beast (Swarm)
Hit Dice:             6d10 (33 hp)
Initiative:           +7
Speed:                10 ft. (2 squares), Fly 40' Good)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6 plus 2d6 fire)
Full Attack:          Swarm (2d6 plus 2d6 fire)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Burninate
Special Qualities:    Dark Vision 60 ft., swarm traits, Half damage from Slashing and Piercing weapons
Saves:                Fort +5, Ref +8, Will +3
Abilities:            Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2
Skills:               Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats:               Ability Focus (Distraction), Alertness, Improved Initiative
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Sauna Bees are called this because of their ability to literally heat foes up.  They latch onto their victims and begin vibrating, causing intense heat through friction, and burning their grappled foes to death."

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution based.

Burninate (Ex): The Sauna Bees Swarm attack does an additional 2d6 Fire damage.

Skills: Sauna Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Much like any swarm the Sauna Bees latch on and begin biting away.

(https://i.imgur.com/pDcnwmC.png)


Sauna Bees

"You've got hornets attacking that nest over there."

"How did they get on property?"

"They feeds on tha bees.  No worries.  That hive is special."

"Special how?"

"Theys huggin' bees."

"I don't think the hornets are looking for cuddles?"

Burn the Intruders!

"Theys not, but theys gettin' them just the same."

"Is that the bees main defense? Grappling?"

"Yup.  They start shakin' after they hug.  Heats up the hugged hornets.  They burn to death."

"What the hell..."

"Ah did mention they was made by a crazy wizard?"

"True enough."


Not As Friendly As They Seem

"They tend to take care of hornet invasions for us.  We just gotta be careful around 'em."

"I'd say so.  That's a terrifying way to die."

"I cant wait to see the others..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:56:49 PM
Neo-Animal

This is an Inherited Template that can be applied to any Animal (or possibly any Vermin of you allow Awakened Vermin in your campaign)..  Some Awakened Animals breed true somehow, and eventually generate a race of intelligent critters.  These are often referred to as Neo-Animals, and they are infamous for being political activists for animal welfare and the defense of nature.  Their innate huggableness (well usually) often makes them both famous and seemingly approachable, which can make them political powerhouses.  It's caused some governments to ban the Awaken spell as it raises too many moral questions for them to feel comfortable.

Size and Type: Type changes to Magical Beast

Hit Dice: Hit Dice become d10's. If the creature has less than 1 Hit Die, it now increases to one full Hit Die.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Base Attack Bonus becomes equal to Hit Dice.

Damage: Unchanged

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Skill Limitations (Ex): Because animals have no hands they cannot make Skill Checks in the following skills:

Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope.

Primates with clumsy hands take a -4 Racial Penalty on these Skills instead.  Certain other animals may be able to use these skills in some instances at the DM's discretion.

Most will not be able to take ranks in Handle Animal or Ride as well. Most Aquatic animals will not be able to get ranks in Balance or Climb. Most Str or Dex based skills may be limited because of body type.

Natural Mage (Ex): Since Neo-Animals can speak they can cast spells with Verbal Components, and they can adjust spells to use Somatic Components usable by their non humanoid form. Material Components and Focuses may still give them a bit of a problem sometimes.

Dark Vision 60 ft.

Non-humanoid Form: Not having hands, the Neo-Animals cannot usually wield weapons (except primates), but they can wear armor if there is someone to assist them in and out of it (however the cost and weight will be determined according to the rules for armor for unusual creatures (see equipment section of PHB).  If this results in the creature having no weapon proficiencies, it gains Weapon Focus with it's Primary Natural Weapon as a Bonus Feat.

Saves: Unchanged (may need to be recalculated due to Stat changes).

Abilities: Roll 3d6 for stats like any other race.  As usual for any race, to figure out Stat Bonus/Penalty for each Attribute, take the Attribute and subtract 10 (if even) or 11 (if odd) to get the Bonus/Penalty. Int is always a +0.

Skills: Recalculate Skills due to new Stats.  It chooses skills if it were formerly Mindless.  Class Skills are any listed in it's statblock as being given a Racial Bonus, Listen, Spot and Survival.

Feats: Unchanged.  It chooses Feats if it were formerly Mindless.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0. If original CR is less than 1, it becomes 1.

Treasure: Unchanged initially, but eventually becomes standard if the creature decides to accumulate wealth.

Alignment: Unchanged initially, but will tend to drift towards Chaos for solitary animals, or Lawful for pack or herd animals.

Advancement: By Character Class, Favored Class can be any at the DM's option.

Level Adjustment: There will be a level adjustment due to the Animal/Vermin's racial stats abilities which will be worked out below.  Note that I used Savage Species as a Guide to work these out years ago, and they probably badly need an updating.

Monster Manual
Deinonychus: +6
Elasmosaurus: +5
Megaraptor: +7
Triceratops: +8
Tyrranosaurus: +8
Dire Ape: +8
Dire Badger: +6
Dire Bat: +6
Dire Bear: +7
Dire Boar: +4
Dire Lion: +8
Dire Rat: +5
Dire Shark: +8
Dire Tiger: +6
Dire Weasel: +6
Dire Wolf: +5
Dire Wolverine: +6
Ape: +6
Baboon: +3
Badger: +5
Bat: +2
Bear (Black): +5
Bear (Brown): +6
Bear (Polar): +6
Bison: +4
Boar: +4
Camel: +4
Cat: +3
Cheetah: +4
Crocodile: +4
Crocodile, Giant: +4
Dog: +4
Dog, Riding: +4
Donkey: +3
Eagle: +2
Elephant: +7
Hawk: +2
Horse, Heavy: +5
Horse, Light: +5
Warhorse, Heavy: +5
Warhorse, Light: +5
Hyena: +3
Leopard: +6
Lion: +6
Lizard: +0
Lizard, Monitor: +2
Manta Ray: +2
Monkey: +0
Mule: +4
Octopus: +3
Octopus, Giant: +8
Owl: +2
Pony: +4
Pony, War: +4
Porpoise: +4
Rat: +2
Raven: +0
Rhinoceros: +3
Shark, Medium: +5
Shark, Large: +5
Shark, Huge: +6
Constrictor Snake: +8
Constrictor Snake, Giant: +9
Viper, Tiny: +4
Viper, Small: +4
Viper, Medium: +6
Viper, Large: +6
Viper, Huge: +8
Squid: +3
Squid, Giant: +11
Tiger: +6
Toad: +0
Weasel: +3
Whale, Baleen: +7
Whale, Cachalot: +7
Whale, Orca: +5
Wolf: +3
Wolverine: +7
Giant Ant, Soldier: +6
Giant Ant, Worker: +4
Giant Ant, Queen: +4
Giant Bee: +5
Giant Bombardier Beetle: +3
Giant Fire Beetle: +0
Giant Stag Beetle: +6
Giant Praying Mantis: +5
Giant Wasp: +6
Centipede: Tiny: +1
Small: +2
Medium: +4
Large: +4
Huge: +6
Gargantuan: +7
Colossal: +8
Scorpion: Tiny: +6
Small: +6
Medium: +8
Large: +9
Huge: +10
Gargantuan: +12
Colossal: +14
Spider: Tiny: +5
Small: +6
Medium: +8
Large: +9
Huge: +11
Gargantuan: +13
Colossal: +16

Monster Manual 2
Desmodu Guard Bat: +6
Desmodu Hunting Bat: +6
Desmodu War Bat: +7
Crytpoclidus: +8
Allosaurus: +12
Ankylosaurus: +10
Quetzalcoatlus: +8
Seismosaurus: +13
Spinosaurus: +14
Dire Horse: +5
Dire Elk: +7
Dire Elephant: +9
Dire Toad: +8
Dire Hawk: +5
Dire Snake: +12
Forest Sloth: +10
Grizzly Mastodon: +8
Leechwalker: +5
Legendary Eagle: +5
Legendary Ape: +6
Legendary Wolf: +6
Legendary Snake: +12
Legendary Horse: +4
Legendary Bear: +7
Legendary Tiger: +7
Legendary Shark: +9
Megalodon: +10
Megapede: +13


Monster Manual 3
Battletitan: +13
Bloodstriker: +7
Chelicera: +9
Fleshraker: +7
Mastodon: +9
Sea Tiger: +7
Swindlespitter: +7




Monster Manual 5
Siege Beetle: +23



Fiend Folio
Bonespear: +11
Century Worm: +18
Dire Rhinoceros: +10
Fhorge: +7
Indricothere: +10
Megatherium: +12
Terror Bird: +5



Frostburn
Dire Polar bear: +9
Glyptodon: +8
Megaloceros: +5
Smilodon: +6
Wooly Mammoth: +10
Zeuglodon: +9
Snow Spider (Small): +4
(Medium): +5
(Large): +5
Caribou: +3
Arctic Fox: +2
Sea Otter: +2
Penguin: +0
Seal: +2
Walrus: +3


Stormwrack
Crab: Small: +4
Medium: +6
Large: +8
Huge: +10
Gargantuan: +13
Colossal: +17
Archelon: +7
Ichthyosaur: +5
Mosasaur: +9
Plesiosaur: +9
Dire Barracuda: +5
Dire Eel: +5
Giant Leech: +3
Albatross: +2
Barracuda: +3
Eel: +3
Otter: +0
Sea Lion: +4
Seal: +3
Snapping Turtle: +2
Stingray: +1


Sandstorm
Protoceratops: +3
Diprotodon: +7
Dire Hippopotamus: +8
Dire Jackal: +4
Dire Puma: +7
Dire Tortoise: +8
Dire Vulture: +5
Giant Banded Lizard: +7
Camel: Dromedary: +4
Two Humped: +4
War: +4
Hippopotamus: +4
Horned Lizard: +0
Serval: +4
Vulture: +4
Brine Swimmer: +4
Giant Ant Lion: +8
Worker Termite: +2
Soldier Termite: +6
Queen Termite: +2


Oriental Adventures
Giant Toad: +4
Poisonous Toad: +6


Arms and Equipment Guide
Climbdog: +4
Thudhunter: +6
Axebeak: +4
Giant Dragonfly: +4
Giant Firefly: +3


Serpent Kingdoms
Ceratosaurus: +7
Pteranodon: +4
Stegosaurus: +12
Nifern: +5
Dung Snake: +6
Glacier Snake: +5
Reed Snake: +6
Sewerm: +8
Tree Python: +6
Whip Snake: +7


Miniatures Handbook
Cave Ankylosaurs: +8
Cave Triceratops: +8
Cave Tyrannosaurus: +8



Eberron Campaign Setting
Clawfoot: +5
Fastieth: +3
Glidewing: +4
Valenar Riding Horse: +3



NEO-ANIMAL
Any Beast that is huge or smaller can be a Neo-Animal.

Challenge. Recalculate the Challenge Rating after you apply the template.

Attributes. Raise Intelligence, Wisdom or Charisma to 8 if they are lower.  The base creature then gains a +1 to three ability scores, or a +2 to one ability score, and a +1 to another.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Languages. The base creature speaks Common, plus one other if it has an Int of 12 or more.


(https://i.imgur.com/qyC4Nr9.png)

Neo-Animal
"We appear to be lost."

"You aren't lost, the local town is a few miles downstream thataway."

The Cause of Awkward Feelings
"Did that shark in the river just talk?"

"It did.."

"I'm no shark.  I'm Nibbles."

"How did you learn Common Nibbles?"

"I was born this way.  Most of the critters round these parts are."

"I think I've heard of this.  Sometimes Awakened Animals breed true and create a divergent species.  There must be a Druid Circle here."

"I dunno bout Druids, but the Raccoon Federation is in the direction yer walking.  I'd go back to town if I were you."

"Racoon Federation?"


Trouble Makers By Nature

"You haven't heard of the raccoons?  Big trouble there.  Robber barons.  Mhm."

"They rob Wizards?"

"Oh crap, you're Wizards?  ABORT! ABORT!"

"Well...whatever was all that?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 10:58:49 PM
Fish Bastards
                      Medium Monstrous Humanoid (Aquatic, Amphibious)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          28 (+10 Natural, +8 Armor), touch 10, flat-footed 28
Base Attack/Grapple:  +10/+19
Attack:               Claw +15 melee (1d6+5)
Full Attack:          2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d8+2) or by Longsword +15/+10 melee (2d6+5/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, +5d6 Sneak Attack, Improved Water Combat, Dabbler
Special Qualities:    Dark Vision 60', Immortality, Spell Resistance 20, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion
Saves:                Fort +10, Ref +7, Will +9
Abilities:            Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15
Skills:               Concentrate, Hide, Intimidate, Listen, Move Silently,  Search, Spot, Survival, Swim, Use Magic Device
Feats:                Combat Expertise, Deft Strike (Complete Scoundrel), Improved Feint, Telling Blow (PHB 2)
Environment:          Any Aquatic
Organization:         Solitary, Group (3-8), or City (potentially hundreds)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:    ---

"Fish Basterds.  Well there goes the neighborhood.  Git me mah fishin' pole son."


Fish Bastards are so called because nobody really knows their actual name as they refuse to communicate with other races whom they consider slaves, food, or breeding stock.  Fish Bastards have somehow perfected a magical curse that allows them to interbreed with virtually any species, after which the victims only produce Fish Bastards at any point they become pregnant (which quite frankly also influences their nickname, they really aren't nice guys).  They truly believe the easiest way to take over the world is to simply breed everyone else out of existence.  You can pretty much see how they got the name...

Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter.  Any opponents rolling a Natural 1 on their Willpower Save must

Sneak Attack (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Water Combat (Ex): Fish Bastards are used to fighting underwater, and when doing so get a +2 Circumstance Bonus to all Attack and Damage rolls and all Opposed Checks.  They also gain one additional die of Sneak Attack if their opponent has no Swim Speed.

Dabbler (Sp): Fish Bastards frequently dabble in magic whether or not they actually have levels in a casting class.  They may choose any three Level 1 spells from the Wizard list to cast 3/day, any 3 spells form the Level 2 Wizard list 2/day, and any one spell from the Level 3 list 1/day as Spell-Like abilities.

Immortality (Ex):  Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease.  They do not die unless purposefully killed.  Or unless big things fall on them.

Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Combat: Generally FB's tend to swarm boats to bring them down, so they can fight in the water, or they sneak into towns at night to kidnap women or kill and steal.  Raids are quick hits to get back in the water as they really prefer to fight in the water.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:00:51 PM
Crowolf
                      Medium Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Bite +5 melee (1d6+1)
Full Attack:          Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Eye Peck
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +6, Ref +5, Will +1
Abilities:            Str 12, Dex 16, Con 15, Int 3, Wis 12, Cha 8
Skills:               Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +6
Feats:                Alertness, Track (B), Weapon Finesse (B)
Environment:          Temperate Forest
Organization:         Solitary or Flock (8-16)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium) or by Character Class
Level Adjustment:     ---

"CAW!"

"Abner from now, I think I need to sit in on the contract negotiations."

Crowolves are the usual magically created guardians gotten loose in the wilds.  Again.  You'd think mages would learn from past mistakes like the Owlbear, but each one seems to believe they can succeed where others have failed.  Which is why we also have the Dire Crowolf...

Eye Peck (Ex): If the Crowolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a DC 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them.  This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point the target is Blind.

Skills: Crowolves get a +2 Racial Bonus on Survival Checks.

Combat: Crowolves aren't much different from other wolves, except that with an Int of 3 they sometimes gain a level or two in Rogue or Scout, making them quite a bit more dangerous.




Dire Crowolf
                      Large Magical Beast
Hit Dice:             6d10+18 (46 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +6/+17
Attack:               Bite +12 melee (1d8+10)
Full Attack:          Bite +12 melee (1d8+10)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Eye Peck
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +8, Ref +8, Will +4
Abilities:            Str 24, Dex 16, Con 16, Int 3, Wis 14, Cha 10
Skills:               Hide +5, Listen +4, Move Silently +5, Spot +4, Survival +7
Feats:               Alertness, Combat Reflexes, Run, Track (B)
Environment:        Temperate Forest
Organization:         Solitary or Flock (5-8)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         7-12 HD (Large) or by Character Chass
Level Adjustment:     ---

Eye Peck (Ex): If the Crowolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a DC 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them.  This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point the target is Blind.

Skills: Crowolves get a +2 Racial Bonus on Survival Checks.

Combat: The Dire Crowolf usually gains a level or so in a more martial class like Barbarian given it's size (assuming it's intelligent enough).


(https://i.imgur.com/jj7IniF.png)

(https://i.imgur.com/p1S0iFQ.png)


Crowolf
"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 on hand as Prak the Mad unveils his newest competitorr for the Owlbear."

A Little Too Smart For Their Own Good

"So.  Feathery black wolves with beaks.  I'm guessing a mix of crows and wolves?"

"Right you are, young Jim.  They're also the smartest hybrid critters I've made."

"So they're easy to train?"

"I wouldn't say easy, but once trained they are quite versatile.  You have to be careful or they get into things though."


They Come In Biggie Sized Too

"I'm surprised you didn't make giant ones too."

"Er...yes...well, about that..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:01:12 PM
Dire Owlbear
                      Huge Magical Beast
Hit Dice:             15d10+105 (160 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +15/+33
Attack:               Claw +23 melee (2d6+10)
Full Attack:          2 Claws +23 melee (2d6+10) and 1 Bite +21 melee (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 120 ft., Scent
Saves:                Fort +16, Ref +10, Will +6
Abilities:            Str 30, Dex 12, Con 25, Int 2, Wis 12, Cha 12
Skills:               Listen +12, Spot +12
Feats:                Alertness, Diehard, Endurance, Multiattack, Run, Track
Environment:          Temperate Forests
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-30 HD (Huge), 31-45 HD (Gargantuan)
Level Adjustment:     ---

"HOO!"

"My name is Abner."

As if Owlbears weren't bad enough a group of drunken mages decided one evening "Hey let's screw with the local Druids and make giant ones, and release a horde of them to wipe things out so we can move in and take over to mine the ruins for artifacts without interference".  Then they sobered up.  Unfortunately, the prototypes were not only successful, the mages were also arrogant enough to dismiss them as no more harmful than regular Owlbears, so they turned them loose anyway.  They had approximately 1400 children within 5 years, and they're meaner and more disagreeable than ever.

Improved Grab (Ex): If the Dire Owlbear successfully hits with it's Claw attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Combat: Die Owlbears attack on sight.  Tactics are pretty much *RAWR* grab, bash, bash, bash.  You get the idea.


(https://i.imgur.com/ARwwr12.png)


Giant Owlbear
"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 talking to Brob, a chief riival of Prak, and a successor to the Wizard Gargantua."

Holy  Crap This Was Unnecessary

"We understand iinstead of hybrids, you specialize in making giant versions of regular fauna?"

"And anything else that can't get away, yes.""

"So what's on today's menu?"

"And do I need the forcewall up before you unveil it?"."


Yeah, You'll Need The Forcewall

"Behold!  The Giant Owlbear!"

"SHREEEEE!"

"Who requested this?"

"You know...people..."

"You can teleport me out any time now Harlan."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:01:35 PM
Bearmaid
                      Large Magical Beast (Aquatic)
Hit Dice:             4d10+12 (34 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +4/+13
Attack:               Claw +8 melee (1d4+5)
Full Attack:          2 Claws +8 melee (1d4+5) and 1 Bite +3 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Scent, Amphibious
Saves:                Fort +7, Ref +5, Will +2
Abilities:            Str 20, Dex 13, Con 16, Int 2, Wis 12, Cha 10
Skills:               Hide +1, Listen +4, Spot +4, Swim +14
Feats:                Alertness, Endurance
Environment:          Cold or Temperate Aquatic
Organization:         Solitary or Pair
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-10 HD (Large), 11-20 HD (Gargantuan)
Level Adjustment:     ---

"Bert, I'm not happy bout this.  I was hopin' to go fishin' today."

Bearmaids were an attempt at creating aquatic bears.  The Gods alone know what for, as regular bears are pretty decent swimmers already.  Apparently their creator thought quite highly of bears, and assumed they would be the perfect godless killing machines if only they were amphibious.  Bearmaids do not quite fit that description, as they are not inhuman avatars of destruction.  They have, however, wreaked havoc sometimes on etiologies they were introduced too.  Bearmaids appear to be large black bears with blue-grey scaly hides and fins, and a long fishlike tail.

Improved Grab (Ex): If the Bearmaid successfully hits with it's Claw attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Skills: Bearmaids get a +8 Racial Bonus on Swim Checks, and can always Take 10 on a Swim Check.

Combat: Bearmaids tend to be primarily ambush predators waiting in the water, then opportunistic scavengers, and only occasionally hunters.  They are curious by nature, and it is possible to escape encounters with them without violence if they aren't hungry and you don't provoke them.


(https://i.imgur.com/L421TN7.png)


Bearmaid
"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 on hand as Prak the Mad unveils his newest counter to the Giant Owlbears."

Perfect Godless Killing Machines

"I'm just gonna prep the forcewall now..."

"No need young Jim.  My newest creation is under my total control."

"Is that what I think it is?"

"Indeed!  This is the Bearmaid! Half Bear! Half Mermaid!  It is an all-purpose avatar of destruction!"


Prak...Buddy, We Need To Talk

"I'm not sure this makes any more sense than the Giant Owlbear."

"Don't be silly, they're much more cost effective."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:01:54 PM
Hamstower
                      Diminutive Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +6
Speed:                10 ft. (2 squares), Climb 5 ft., Burrow 5 ft.
Armor Class:          16 (+4 Size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +1/+13
Attack:               Nibble +5 melee touch (Attach)
Full Attack:          Nibble +5 melee touch (Attach)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Nibble, OW!
Special Qualities:    Low Light Vision, Darkvision 60 ft.
Saves:                Fort +2, Ref +4, Will +2
Abilities:            Str 1, Dex 14, Con 11, Int 5, Wis 14, Cha 14
Skills:               Balance +10, Climb +10, Hide +18, Listen +4, Move Silently +6, Spot +4, Swim +10
Feats:                Improved Initiative
Environment:          Any
Organization:         Solitary, Pair, or Colony (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


"Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."

"FOOM!"

"AAAIIIGH!"

As a side effect of one of Prak's many legendary oddball experiments, a group of his pet hamsters became materially unstable.  Despite this, they have beaten the odds, escaped captivity, and managed to breed a small populace of potential unwelcome dangers.  In celebration  (he is called 'the Mad' after all), Prak gave them one of the most tortured puns around as a name.

Nibble (Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it.  The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks).  It can be struck with a weapon, or removed by pinning it in a Grapple.

OW! (Su): Hamstowers are notoriously unstable.  If they take enough damage to reduce them to negative hit points they explode doing 1d6 force damage in a 5 ft. square.

Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks.  They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks.  They may use their Dex instead of Str modifier for Climb and Swim Checks.  They can always choose to take 10 on Climb or Swim Checks. 

Combat: A few Hamstowers go straight for the grapple, while the rest of their colony flees.  They're darn loyal critters.


(https://i.imgur.com/kQxQovN.png)


Hamstower
"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 interviewing Prak the Mad, who has somehow made a new species of hamster."

That's The Worst Pun I've Ever Heard

"Good evening sir.  I understand these are called Hamstowers.  Can you explain why?"

"Because if you squish one, they explode.  It's sort of a portmanteau of 'hamster' and 'ow'."

"Wouldn't it make more sense if it were a portmanteau of 'hamster' and 'tower'?  But then I suppose they'd have to do something different.  Maybe form a furry pyramid and charge as a single unit."

"Holy crap, I need to make that."


Fiercely Loyal

"Can we see them?"

"Oh, no sir.  They'd swarm you to prevent damage to the rest of their family.  They're fabulously loyal.  They're so loyal, I'm inexplicably working on a cure."

"How goes that?"

"I'm becoming allergic to force damage."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:02:08 PM
Lollipop Guardian
                      Colossal Construct
Hit Dice:             14d10+80 (157 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20
Base Attack/Grapple:  +10/+38
Attack:               Hammer +14 melee (6d6+24/18-20, x3)
Full Attack:          Hammer +14 melee (6d6+24/18-20, x3)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Hammer
Special Qualities:    Dark Vision 60', Construct traits, Blindsight 240', DR 10/Magic
Saves:                Fort +4, Ref +5, Will +5
Abilities:            Str 35, Dex 12, Con -, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Neutral
Advancement:         15-28 Hit Dice (Colossal)
Level Adjustment:     ---

"Abner...I have seen some damn fool things in my time...but I can't believe we signed on for this.."

This is pretty much exactly what it sounds like.   A malicious lollipop animated in a manner similar to Golems.  A lollipop the size of a T-Rex.  Maybe bigger.  A lollipop able to defy gravity by standing upwards on what would the stick you would hold it by, that can flip itself in mid air, crushing smaller man sized targets on the ground.  A fairly rare creature as the methods known to make it are known only to a small guild of candy obsessed mages who aren't speaking.

Hammer (Ex): The Guardians Hammer attack threatens a critical on an 18-20 and does x3 damage.

Combat: Hammer till foes be squished.  Their programming is not subtle.
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:02:23 PM
Lollipop, Possessed
                      Fine Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +4
Speed:                0 ft. (0 squares)
Armor Class:          23 (+8 Size, +5 Profane), touch 23, flat-footed 23
Base Attack/Grapple:  +10/-
Attack:               -
Full Attack:          -
Space/Reach:          0 ft./0 ft.
Special Attacks:      Eat Me, Poison Soul, Spellcasting
Special Qualities:    Blindsight 120', Immunities, Energy Resistance 10 (Acid and Cold), Telepathy 100', Damage Reduction 10/-, Spell Resistance 23, Blindsight 120'
Saves:                Fort +10, Ref +7, Will +14
Abilities:            Str -, Dex -, Con 16, Int 20, Wis 20, Cha 20
Skills:               Bluff +22, Concentration +19, Diplomacy +22, Gather Information +22, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +22, Spot +24
Feats:                Ability Focus (Poison Soul), Alertness, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Lawful Evil
Advancement:          11-20 HD (Fine)
Level Adjustment:     ---

"The sugar commands me to eat you..."

"Seriously?  This is what Devils have come to these days?"

In their efforts to seduce the mortal races into pacts the Devil's have hit upon a new idea: Possessed candy.  Instead of signing lengthy contracts in blood mortals are compelled to lick the possessed lollipop and take the power it offers in exchange for their soul.  Unfortunately it hasn't gotten them many powerful souls.  Mostly children and teenage girls with daddy issues.  But you gotta give 'em credit for trying.

Eat Me (Su): Anyone seeing an unattended Lollipop must make a DC 20 Willpower Save or feel compelled to lick it.  The Lollipop never shrinks, and all attempts to eat it are futile.  Save DC is Charisma based.

Poison Soul (Su): When the victim licks the Lollipop they must make a DC 22 Willpower Save (Save DC is Charisma based) or have their alignment change one step closer to Lawful Evil.  Once they become Lawful Evil they are a willing servant of the Baatezu.

Spellcasting: Lollipops may cast spells as a Beguiler whose Level is half their Hit Dice.

Immunities: Lollipops are immune to Fire, Poison, Petrification, Polymorph, sleep effects, Paralysis, death effects, stunning, critical hits, non lethal damage, and fatigue/exhaustion.

Combat: Lollipops don't fight, they let their victims do that (though they will cast spells to back them up).
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2011, 11:07:39 PM
THE BEAVER FOLK

(http://Picture URL if you have one)
   
"One more beaver fever joke, and I (beep) swear to Gawd..."

 Small anthropoid Beavers.  With Cajun accents.  Just because.

BEAVER SPECIES TRAITS
·   +2 Con, -2 Wis
·       Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
·   Monstrous Humanoid, giving you Darkvision 60 ft..
·   Base Land speed 20 ft.
·   Base Swim speed 20 ft.
·   +1 Natural AC Bonus
·   Hold Breath (Ex):  Beavers can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
·   Beavers have a Primary Bite Attack doing 1d4 plus Strength Modifier.
·   Beavers have a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  They also gain a +4 Racial Bonus on Craft (woodworking) and Survival Checks.
·   Automatic Languages: Common and Furry.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3'0" Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs. Female: 35 lbs.
 Weight Modifier: x1 lb.

BEAVER CHARACTERS
 If you want to play a small, hardy semi aquatic race the Beaver is a go.  The extra Con makes them decent tanks even if they will need some help with their Will Saves. 
 Adventuring Race: Usually you only adventure to right some perceived wrong against you or your loved ones, or because you reeeeally need money.  You don't like leaving the community unless need or danger makes it necessary. 
 Character Development: You're a common, hard working folk.  You keep your nose out of other peoples business, and they do the same for you.  Or they get whooped.  You may not much care for outsiders or people different from yourself, but you believe in hospitality and are willing to accept anyone who doesn't cause trouble.
 Character Names: Males: Albert, Andre, Etienne, Henri, Jacques, Jean, Justin, Louis, Maurice, Papite, Paul, Raoul, Remy, Sebastion, Theophile, Zachary.  Female: Ada, Adele, Adrienne, Anne, Betty, Claire, Claudine, Clemntine, Clothilde, Deborah, Dee, Enola, Francine, Georgette, Laurie, Madeline, Marie, Mattie, Odette, Olive, Sarah, Sharon, Sherri, Tami, Therese.  Surnames: Allain, Arcenaux, Aucoin, Babin, Babineaux, Bellefontaine, Benoit, Bergeron, Bernard, Blanchard, Boudreaux, Bourque, Bourgeois, Boutin, Brasseaux, Braud, Breaux, Broussard, Brun, Bujeau, Castille, Chiasson, Comeaux, Cormier, Cyr, Daigle, Derouen, David, Doucet, Dugas, Dupuis, Foret, Gaudet, Gautreaux, Giroir, Godin, Granger, Gravois, Guidry, Guilbeau, Hebert, Jeansonne, La Bauve, Landry, Langlinais, LeBlanc, Leger, LeJeune, Guidry, Martin, Melancon, Mire, Mouton, Naquin, Orillon, Part, Pellerin, Pitre, Poirier, Prejean, Richard, Rivet, Robichaud, Rodrigue, Roger, Roy, Savoie, Sonnier, Thériot, Thibodeaux, Trahan, Vincent.

ROLEPLAYING A BEAVER
 There are a fair amount of misconceptions about your race and it's culture, and it can be tedious to deal with them.  Then there are the jerks who make fun of your teeth or your tail.  The teeth won't be so damn funny when they're being used to bite your opponent in the behind.
 Personality: Beavers are fairly laid back and patient.  It takes a bit to tick them off usually, other than violating their privacy.  Beavers are a very private folk and don't tolerate invasions of such well.  Even then, they prefer a good old fashioned fistfight to actual lethal combat.
 Behaviors: Your fairly calm for the most part, unless someone butts in on your business.  Then you politely tell them to sod off or fight.  Other than that you enjoy the simple pleasures of life such as food and drink.  Fishing is also quite the common past time as are building competitions.
 Language: Beavers speak their own dialect of Furry, much like the other Furry races.

BEAVER SOCIETY
 Beavers are well known for their native cuisine, music, and religious beliefs.  Since their tightly knit communities don't interact much with others beyond holidays and trade, many nearby cultures find them fascinating.
 Alignment : Beavers are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies.
 Lands : Beavers live near lakes and rivers, usually in cold or temperate areas.
 Settlements : Beavers rarely settle, and usually only in places with access to water.
 Beliefs : Beavers usually worship the Furry Pantheon or the Nature Pantheon, and are fairly devout.
 Relations: Given their reputation as fun loving craftsmen, the Beavers get along well with others.  And if they don't, they dam up your river and dry up your water supply!  But seriously, as long as you aren't foolish they're kinda hard to offend in the long term.

BEAVER ADVENTURES
·   A passing Balor called your mama names, and that just ain't right. 
·   Local humanoids are damming the river upstream.  That's your job.  Time they were reminded of that.
·   Your uncle Louie's moonshine could put down a Frost Giant.  But it's all gone missing.  Time to find out how before Louie has a stroke, cause he ain't passed on the recipe!



BEAVER SPECIES SUBSTITUTION LEVELS


BARBARIAN
 Level 1: Replace Rage with Whirling Frenzy from Unearthed Arcana.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
  Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

SCOUT
 Levels 3 and 11: When you get Fast Movement you can choose to apply it to your land speed or your swim speed.





BEAVER FEATS


Craft Moonshine
You can brew the potent restorative known as moonshine.
 Prerequisites: Beaver, Brew Potion, Must be able to cast Cure Light Wounds, Delay Disease, Delay Poison, and Lesser Restoration.
 Benefits: A shot of Moonshine automatically wakes up sleeping or unconscious creatures, and stabilizes them if they are dying.  It also conveys the benefits of Delay Disease and Delay Poison, and heals 1d4 ht points in damage.  Unfortunately it is also a potent DC 15 alcohol (see Arms and Equipment Guide).  It is brewed in batches of 10 potions at a time.  A batch cost 75 GP and 3 xp to make.  It takes 10 days to brew in the still.

Dam-Builder
Items you build are durable.
 Prerequisites: Beaver, Craft 4 ranks
 Benefits: Items you craft have their hit points increased by 60%.

Master Craftsman
You're the best there is at what you do.
 Prerequisites: Beaver, Craft 4 ranks
 Benefits: You gain a +2 Bonus on Craft Checks, and the Craft DC for making Masterwork items is the same as it is for crafting the item.  For example a crossbow is normally a DC 15 Craft Check with the Masterwork portion being DC 20.  With this Feat, both are DC 15.

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Mouse, Gopher, Packrat or Rat, Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

River Shaman
You have a talent for water magic.
 Prerequisites: Beaver
 Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Create Water, Know Direction, Wave Blessing (Stormwrack).

Wood Shaman
You have a talent for nature magic
 Prerequisites: Beaver
 Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Shillelagh, Mending, Naturewatch (see Spell Compendium).
Title: Re: Jesters Realm Critters
Post by: bhu on November 12, 2011, 03:58:18 AM
Cyclopean DreadGuard
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8/+8 melee (1d8+4)
Full Attack: 2 Claws +8 Melee (1d6+4) or Heavy Mace +8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Superior Two Weapon Fighting
Special Qualities: Dark Vision 60 ft., Construct Traits, DR 10/Magic
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 18, Dex 10, Con -, Int 6, Wis 11, Cha 6
Skills: Search +2, Spot +4
Feats: Adaptable Flanker, Combat Reflexes, Vexing Flanker (see PHBII)
Environment: Any city or urban
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"WELCOME TO DALLAS!"

"Uh...thanks. Do you know where I ..."

"YOU WILL LAY DOWN YOUR WEAPONS!"

I, uh.. I don't have any weapons..."

"OBEY!"

"Look we just need to know where the local bar is..."

"WOULD YOU LIKE A DELICIOUS TWINKIE?!"

"Abner, why did we come here?"

"TWINKIES! THE WORLD'S FAVORITE SNACK CAKE!"

"Abner, what the hell is a Twinkie?"

"OBEY!"

Cyclopean DreadGuards were commissioned made by the city of Dallas as guards. Their regular humanoid guards kept getting killed. They appear as tall slender armored forms with a strange conical head with one eye. They can understand simple conversation, and have several preprogrammed responses which they quite unintentionally end up using in inappropriate ways. Potential victims should be aware they will attack quite swiftly if they do not get the response they want.

Spell Like Abilities (Sp): Cyclopean Dreadguards can cast the following spells 3/day as spell-like abilities: Feather Fall, Jump, Knock, See Invisibility and Tongues. They can use the following 1/day: Hold Person.  Save DC's are Wisdom based.

Superior Two Weapon Fighting (Ex): When fighting with paired Heavy Maces, the Cyclopean DreadGuard does not take a penalty on attack or damage rolls for attacking with two weapons.

Combat: Cyclopean DreadGuards will cast Hold Person to immobilize opponents long enough to get help, surround them, and then begin beating the hell out of them with their maces (wealthier patrons will arm them with masterwork or enchanted Maces).

Construction: A Cyclopean Dreadguard is made from 500 pounds of steel treated with rare alchemical compounds costing at least 1000 GP.  Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Feather Fall, Hold Person, Jump, Knock, See Invisibility, Tongues. Caster must be 11th Level.  Price 19000 GP; Cost 10500 GP + 420 XP

(https://i.imgur.com/utMUk1T.png)

Cyclopean DreadGuard

"Welcome to the Dallas Corporation table!"

"LAY DOWN YOUR WEAPONS!

"Does that have an inside voice?"

Dallas City Guards

"Down fluffy!  Sorry about that sir, the guards can be excitable."

"And we have o weapons.  You have to turn them in to enter the convention."

"THE LITTLE ONE HAS A HIDDEN WAND!"

"Is that true sir?"

"Even Harlan isn't that crazy."

Incoherency Personified

"And your guards can't see through clothing."

"AHA!  Arrest him fluffy!."

"TWINKIE CONSUMPTION IS MANDATORY!"

"NO! No advertising!  Arrest him!"

"Look, it's an empty wand, I brought it to be recharged."

"INITIATING BURNT TERROR MODE!
Title: Re: Jesters Realm Critters
Post by: bhu on November 13, 2011, 03:13:56 AM
You guys think the Beaver FOlk should be +0 or +1 LA?
Title: Re: Jesters Realm Critters
Post by: veekie on November 13, 2011, 03:17:11 AM
An easy +0, even if you slapped on a natural weapon(whats beaver folk doing without teeth that can process wood?!)
Title: Re: Jesters Realm Critters
Post by: bhu on November 13, 2011, 03:35:37 AM
Thats what da bonus for craft is for
Title: Re: Jesters Realm Critters
Post by: Monotremeancer on November 13, 2011, 06:29:00 AM
I second LA +0.

Also, you might want to look at these guys (http://27.media.tumblr.com/tumblr_lomnpcd7tR1qdvh5no1_500.jpg).
Title: Re: Jesters Realm Critters
Post by: bhu on November 13, 2011, 04:19:55 PM
I second LA +0.

Also, you might want to look at these guys (http://27.media.tumblr.com/tumblr_lomnpcd7tR1qdvh5no1_500.jpg).

what the?
Title: Re: Jesters Realm Critters
Post by: Monotremeancer on November 13, 2011, 04:40:37 PM
Representatives of the Beavers from Suikoden 5; thought they might serve as a source of inspiration.
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2011, 02:58:09 AM
Lollipop monsters and Hamstower are done

Dryad, Durian
                      Medium Fey
Hit Dice:             4d6+16 (30 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +2/+2
Attack:               Spines +2 melee (1d4)
Full Attack:          Spines +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Stank
Special Qualities:    DR 5/Cold Iron, Tree Dependent, Wild Empathy, Spiny
Saves:                Fort +7, Ref +4, Will +7
Abilities:            Str 10, Dex 11, Con 19, Int 15, Wis 16, Cha 16
Skills:               Bluff +10, Handle Animal +10, Hide +7, Knowledge (Nature) +11, Listen +10, Move Silently +7, Spot +10, Survival +10
Feats:                Ability Focus (Stank), Great Fortitude
Environment:          Warm Forest
Organization:         Solitary or Clump (3-6)
Challenge Rating:    4
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"Jebus, what is that smell?"

"It's my natural musk.  Of course you don't like it being a musk bigot."

"Can we just talk for once?  I'm not a bigot, it's just that your presence is killing the local flora and fauna."

"My comment stands."

The Dryads of Durian fruit trees are chubby, greenish, and kind of spiny.  They make up for the stench by being more unreasonable than their more conventional sisters.  Despite their smell, many people are said to find their company a very welcome break from the every day humdrum of life.

Spell-Like Abilities (Sp): At will: Mage Burr (Complete Scoundrel), Speak with Plants, Tree Shape

3/day: Charm Person, Stinking Cloud, Tree Stride

1/day: Spike Growth

Stank (Ex): Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same Dryad's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM (except it's a Durian 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.

Spiny (Ex): Opponents who hit the Dryad with an Unarmed Strike, Natural Weapon, or a Grapple take 1d4 plus their own Str Modifier in piercing damage.

Combat: Durian Dryads tend to be defensive fighters.  This does not mean they will not harm you.  As a matter of fact once their smell has you on the ground horking your guts up they tend to kick the living crap out of you.

(https://i.imgur.com/NtUZlBt.png)

Durian Dryad
"Good thing we bought those filters."

Don't Piss Them Off

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

"You the two being chased by the bee cult"

"Indeed."

"Yer a little late, I passed it on this morning."

"Oh for..."

Surprisingly Friendly

"No worries, she isn't far."

"We've heard that before."

"Where do we go now?"

"The vampire Cassandra has it.  You'll find her at the Guild of Unfortunate Shenanigans in the City of Arrival."
Title: Re: Jesters Realm Critters
Post by: veekie on November 27, 2011, 10:07:23 AM
I can see it now, Stench, Improved Crit, Greater Delicious...
Title: Re: Jesters Realm Critters
Post by: bhu on December 18, 2011, 05:27:41 AM
minor updates to dryad and beaver
Title: Re: Jesters Realm Critters
Post by: bhu on December 31, 2011, 04:03:47 AM
Danubans, Guppies, Beavers and DUrian have minor updates
Title: Re: Jesters Realm Critters
Post by: veekie on December 31, 2011, 04:16:07 AM
*Has hopes for spiny*
Title: Re: Jesters Realm Critters
Post by: bhu on January 20, 2012, 02:11:55 AM
got a coupe of the goldfish feats up

anyone object to LA 0 for the beavers?
Title: Re: Jesters Realm Critters
Post by: bhu on April 14, 2012, 06:59:45 PM
Beavers done
Title: Re: Jesters Realm Critters
Post by: bhu on May 07, 2012, 09:39:30 PM
The Mosquito
                      Fine Vermin
Hit Dice:             1/2d8 (2 hp)
Initiative:           +8
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          26 (+8 Size, +5 Dex, +3 Wis), touch 26, flat-footed 21
Base Attack/Grapple:  +0/-21
Attack:               Proboscis +5 melee touch (see below)
Full Attack:          Proboscis +5 melee touch (see below)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Proboscis, Disease, Blood Drain
Special Qualities:    Improved Scent, Immunities, Early Warning System
Saves:                Fort +2, Ref +8, Will +3
Abilities:            Str -, Dex 20, Con 10, Int -, Wis 16, Cha 2
Skills:               Hide +13, Listen +5, Move Silently +5, Spot +5
Feats:                Alertness
Environment:          Any non aquatic
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Neutral Evil
Advancement:          ---
Level Adjustment:     ---

Proboscis (Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis.  Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened.  Once it is successful it maintains the proboscis as it is now attached to the victim.  It must make an opposed Hide vs Spot CHeck each round it wishes to remain attached.

Disease (Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever.

Blood Drain (Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.

Improved Scent (Ex):
Similar to the normal Scent Ability, but you can detect blood at a range of up to 1 mile.

Immunities (Ex): Mosquitoes are immune to non magical diseases.

Early Warning System (Ex): The Mosquito gets a Bonus to it's Initiative rolls, Reflex Saves, and AC equal to it's Wisdom Modifier. 

Combat:
Title: Re: Jesters Realm Critters
Post by: bhu on June 02, 2012, 05:20:46 PM
The Mosquito
                      Fine Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +8
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +1/-20
Attack:               Proboscis +4 melee touch (see below)
Full Attack:          Proboscis +4 melee touch (see below)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Proboscis, Disease, Blood Drain
Special Qualities:    Improved Scent, Immunities, Early Warning System, Stubbornness, Mindless, Darkvision 60 ft.
Saves:                Fort +2, Ref +10, Will +3
Abilities:            Str -, Dex 20, Con 10, Int -, Wis 16, Cha 2
Skills:               Hide +21, Listen +5, Move Silently +5, Spot +5
Feats:                Alertness (B)
Environment:          Any non aquatic
Organization:         Unique
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral Evil
Advancement:          ---
Level Adjustment:     ---

"DAMMIT!"

Mosquitoes are an ever present hazard in the local marsh.  One in particular seems bloody well invulnerable, always returning after being swatted.  It appears to be a dark red mosquito with no other unusual features.  Some people think it is the result of a divine curse upon the area.  Others point to the high level of magical wastes in the area thanks to the local Potion Makers Guild.

Proboscis (Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis.  Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened.  Once it is successful, it maintains the proboscis attack as it is now attached to the victim.  It must make an opposed Hide vs Spot Check each round it wishes to remain attached, and does not receive it's Dexterity Bonus to AC while attached.

Disease (Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever.  It must make an additional Save each round the attack is maintained.

Blood Drain (Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.

Improved Scent (Ex):
Similar to the normal Scent Ability, but it can detect blood at a range of up to 1 mile.

Immunities (Ex): The Mosquito is immune to poison and disease.

Early Warning System (Ex): The Mosquito gets a Bonus to it's Initiative rolls and Reflex Saves equal to it's Wisdom Modifier. 

Stubbornness (Ex):  If destroyed the Mosquito reappears 2d4 days later.  To rid the world of it would require divine intervention such as a Miracle or Wish spell.  Or just an angry Gawd.

Combat: The Mosquito doesn't fight so much as steal blood and flee.

Disease|Type|Incubation Period|Initial Damage|Secondary Damage
Dengue Fever|Injury DC 12|1d3+3 days|1 Str|1d3 Str and 1d3 Con
Encephalitis|Any* DC 13|1d4 days|1 Dex and 1 Wis|1d3 Dex and 1d3 Wis
Malaria|Injury DC 14|2d6+6 days|1 Con|1d4 Con
Rift Valley Fever|Any* DC 13|2d3 days|1 Str|1d3 Str
Yellow Fever|Injury DC 15|1d4+2 days|1 Con|1d4 Con


* Can be Inhaled, Ingested, Injury, or Contact

(https://i.imgur.com/KVCfUWy.png)


The 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 come to you live! From the Black Marsh!"

A Local Legend
"What flight of fancy are we observing today?"

"Word has it this swamp is haunted by an immortal mosquito!"

"A mosquito? That's it?  How are we supposed to tell it from the other mosquitoes?"

"It's red in color, and described as 'evil looking' by the locals."

A Seething Cauldron of Hate and Disease

"It's a mosquito, they can all be described as evil looking"

"It's said this one won't stay dead no matter how many times you kill it."

"So we'll be touring a monster infested swamp, killing mosquitoes, and waiting to see which of them gets back up?"
Title: Re: Jesters Realm Critters
Post by: veekie on June 05, 2012, 05:41:04 AM
Truly a hateful creature.
Title: Re: Jesters Realm Critters
Post by: bhu on August 20, 2012, 10:19:58 PM
Wombat of Doom
                      Colossal Magical Beast
Hit Dice:             48d10+576 (840 hp)
Initiative:           +4
Speed:                40 ft. (8 squares), Burrow 40 ft.
Armor Class:          32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +48/+84
Attack:               Claw +61 melee (5d10+20/19-20)
Full Attack:          2 Claws +61 melee (5d10+20/19-20) and 1 Bite +55 melee (4d12+10)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Tunnel Fighting, Trample (5d10+30), Squish
Special Qualities:    Dark Vision 60 ft, Armored Butt, Speed Burst, Deceptively Cute, DR 15/Epic, SR 31, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic)
Saves:                Fort +38, Ref +26, Will +17
Abilities:            Str 50, Dex 10, Con 35, Int 2, Wis 12, Cha 16
Skills:               Bluff +5, Climb +26, Hide -8, Intimidate +3, Listen +5, Move Silently+5, Search +5, Sense Motive +5, Spot +5, Survival +5, Swim +24
Feats:                Awesome Blow, Cleave, Cometary Collision, Great Cleave, Improved Bull Rush, Improved Critical (Claws), Improved Initiative, Improved Overrun, Large and in Charge, Power Attack, Power Critical (Claws), Shock Trooper, Tunnel Fighting, Weapon Focus (Claws)* Epic Feats: Devastating Critical (Claws), Dire Charge, Overwhelming Critical (Claws)
Environment:          Warm Plains and Forest
Organization:         Solitary or Colony (4-8)
Challenge Rating:    20
Treasure:             None
Alignment:            Always Neutral
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

* For Feats check Monster Manual, Epic Level Handbook, Deities and Demigods, Complete Warrior, and Races of Stone.

Little is known about the Wombat of Doom beyond it's clumsiness, voracious appetite, and legendary cuddliness.  Many an opponent has fallen against the Wombat by failing to grasp just exactly how dangerous it truly was.  It is necessary to drive him away however, as he can devastate croplands if left alone.   He doesn't mean harm, but his apparent indestructability rivals that of the Tarrasque (well almost).  Some part of it is that opponents staring into his huge blank eyes just can't bring themselves to really hurt him.

Tunnel Fighting (Ex): The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Trample (Ex): DC 54 Reflex Save, Save DC is Str based.

Squish (Ex): The Wombat of Doom is notoriously fumbly.  Anytime an opponent requires it to make a Reflex Save it falls over.  If the opponent is within melee the Wombat falls on him.  If he is at range everything on adjacent squares to 1 side of the Wombat (roll 1d6, even it falls left, odd it falls right).  Victims the Wombat falls on take 15d6+30 damage.

Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows.  The Wombat of Doom's DR increases to 30/Epic against attacks from the rear.  Rear in this case being the opposite direction from the one the Wombat is attacking.

Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Deceptively Cute (Ex):  The Wombat is unusually dumb and cuddly looking.  If he fails an Intimidate Check against an opponent that opponent gains a -2 Penalty to AC until he takes damage from an attack the Wombat makes.

Combat: The Wombat isn't a predator and doesn't much initiate Combat unless scared or surprised.  He is notoriously stubborn though and will not give up a good food patch once he has found it.

(https://i.imgur.com/Kr2tC2A.png)

Wombat of Doom
"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 bring one of the unique wonders of nature!"

Friendly, But Not Very Bright
"It's a Kaiju sized Wombat Harlan."

"Now Jim, try to be enthusiastic for the viewers."

"I'm still not entirely sure you aren't just a smarter sheep than he last one."

Don't Scare Him!

"Uh Jim...I think it's noticed us..."

"Well, if it's really you, it's time to break out that Teleport again."
Title: Re: Jesters Realm Critters
Post by: bhu on April 12, 2013, 11:18:34 PM
Danubans, Guppies, Stout Stoat and Durian done.  Adding racial feats/sub levels to Beavers.
Title: Re: Jesters Realm Critters
Post by: bhu on August 16, 2013, 11:13:05 PM
Patraloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             5d8+35 (57 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +5/+10
Attack:               Massive Tool +10 melee (2d6+7)
Full Attack:          Massive Tool +10 melee (2d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Massive Tool, Professional Builder, Summon Yugoloth, Infernal Cigar
Special Qualities:    Darkvision 60 ft., DR 10/Magic, SR 16, Immunities, Yugoloth traits, Accident Insurance, Untiring
Saves:                Fort +11, Ref +8, Will +6
Abilities:            Str 20, Dex 10, Con 25, Int 14, Wis 14, Cha 14
Skills:               Appraise +6, Balance +4, Bluff +6, Climb +9, Craft (any 3) +14, Diplomacy +4, Disable Device +10, Forgery +8, Intimidate +8, Knowledge (Architecture & Engineering) +14, Knowledge (Geography, Local) +6, Open Locks +2, Profession (any 3) +6, Sense Motive +4, Use Magic Device +8, Use Rope +4
Feats:                Negotiator, Nimble Fingers
Environment:          Any
Organization:         Solitary, Work Group (2-8), Major Project (30-100)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

Upon coming to the Jester's Realm (i.e. being kidnapped) many Yugoloths found themselves no longer bound to the plane that created them and able to choose their own future.  The Patraloths chose to be builders rather than warriors but that makes them no less Evil.  They stall on projects to drive up costs, use cheap materials, forge incredibly draconian contracts, etc.  Sort of a combination of the worst stereotypes of shoddy construction worker/mechanics/plumbers etc.  If paid and treated well though they can be a boon, putting up a fairly massive structure in little time.  Occasionally they take enough pride in themselves to build an entire Lair for a BBEG in 24 hours just to show they can.  Patraloths can also be bribed to slow down construction on projects they're building for your rivals, build in structural weaknesses, create secret back doors only you can use, etc.  Their work is prized by Evil Masterminds, and their opponents.  They mostly resemble human sized Yagnoloth without the oversized arm, though there is a great difference in details between individuals.  Most are never seen without their ever present cigars or giant magical tools.

Spell-Like Abilities (Sp): At Will: Fool's Gold (Power of Faerun), Grease, Make Whole, Obscure Object, Resinous Tar (Complete Mage
 2/day: Create Fetch (Complete Scoundrel), Minor Creation

Massive Tool: All Patraloths carry a huge two handed contraption that can shift into any tool of any size they need as a Swift Action, granting them a +2 Bonus to appropriate skill checks (usually Craft, Disable Device, or Open Lock).  It may also be transformed into a two handed weapon doing 2d6+1.5 Str Modifier in bludgeoning, piercing, or slashing damage (you choose which, it's a Swift Action to change damage type).

Professional Builder (Su): If  you fail by 5 or more on a Craft Check you do not ruin half the raw materials.  You may always Take 10 on a Craft Check.  Your work looks exemplary, however it is shoddy and has half the normal Hit Points and Hardness.

Summon Yugoloth (Ex): Once per day a Patraloth can attempt to Summon another Patraloth with a 40% chance of success.

Infernal Cigar: No Patraloth worthy of the title is ever seen without their immortal, ever-burning cigar.  In addition to giving the Patraloths their all important tobacco fix, it has some uses.  The cigar never goes out, even underwater or in high wind.  It may be used to start a fire if touched to any flammable material as a Swift Action.  3/day it may be used to blow acrid smoke in the face of an opponent adjacent to the Patraloth requiring them to make a DC 14 Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier).  If they succeed they are Dazzled 1 round.  If they fail they are Blind for 1d4 rounds.  The cigar may be lit or extinguished once per turn as a Swift Action.

Immunities: Yugoloths are immune to Poison and Acid.

Accident Insurance (Su):  Due to working on projects others are eager to sabotage, or that the Patraloths themselves are actively sabotaging, or simply because they work among often incompetent Evil Minions, the Patraloths have (as a speies) cut some sort of deal with Fate (or whatever Deity is responsible for things like destiny or chance).  As a result Patraloths gain a +4 Enhancement Bonus on Reflex Saves, and do not need to make Saves against non-magical traps.

Untiring (Ex): Patraloths do not require sleep and are immune to Fatigue, Exhaustion, and Sleep Effects.  They also need one quarter the normal amount of food/water per day to avoid problems with Starvation/Thirst.

Skills (Ex): Patraloths gain a +8 Racial Bonus to Craft and Knowledge (Architecture and Engineering) Checks.

Combat: Patraloths usually use Intimidation or Diplomacy to bluff until help arrives.  They then use their cigar to blind their opponent and bludgeon him into unconsciousness or death depending on their preference.

(https://i.imgur.com/k9mgNNE.png)


Patraloth
"Jim, this is my old acquaintance Seamus.  He built my Wizards towers when I lived here."

Unionized Fiendery

"Towers.  Plural."

"His wives kept burnin' em' down."

"Not always on purpose though."

"You gettin' divorced again?"

"We're being sued."

The Yugoloth Mafia

"Same thing really."

"We're being sued by a Gawd."

"Well, at least you didn't marry them."

"Harlan, how many wives have you had?"


Fool's Gold
1st Level Illusion
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a pinch of powdered pyrite)
Duration: 8 Hours
Any metal item of 5 pounds or less (this can include a pile of coins) appears to be converted to gold for the duration of the spell.  Anyone interacting with the item can make an Investigation Check against your spell save DC to realize it's fake.


Make Whole
2nd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (2 lodestones)
Duration: Instantaneous
This spell is like Mending, except it completely repairs any damaged object of 10 cubic feet or less, so long as the object isn't burned, disintegrated or in pieces.


Resinous Tar
2nd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a drop of pine resin)
Duration: 1 Minute
Sticky tar covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.  When the tar appears, each creature standing in its area must succeed on a Strength saving throw or be Restrained 1 round.  If any creature in the area of the spell falls Prone, it must make a Strength Saving Throw to stand up (and is also Restrained for a round if it fails).  A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or be Restrained for one round.


Obscure Object
2nd Level Abjuration
Casting Time: 1 Action
Range: Touch
Components: 8 Hours
Duration: Concentration, up to 10 Minutes
For the duration of the spell, one object of up to 100 lbs. is Invisible to everyone but you.

Title: Re: Jesters Realm Critters
Post by: bhu on September 23, 2013, 09:31:30 PM
Prosedaloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
Base Attack/Grapple:  +6/+7
Attack:               Slam +7 melee (1d6+1)
Full Attack:          2 Slams +7 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Disease, Summon Yugoloth
Special Qualities:    Darkvision 60 ft., DR 10/Magic, SR 18, Immunities, Yugoloth traits, Energy Resistance 10 (Cold, Fire, Electricity), Tongues
Saves:                Fort +8, Ref +6, Will +7
Abilities:            Str 13, Dex 13, Con 16, Int 16, Wis 14, Cha 26
Skills:               Bluff +15, Concentration +11, Diplomacy +19, Disguise +15, Gather Information +15, Hide +11, Intimidate +13, Knowledge (Any two) +8, Listen +10, Move Silently +10, Search +8, Sense Motive +12, Spot +10, Survival +7 (+9 following tracks), Use Rope +6
Feats:                Dodge, Mobility, Negotiator
Environment:          Any
Organization:         Solitary, Group (3-6), Brothel (10-30)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +6

Upon coming to the Jester's Realm, the Yugoloths came to a startling conclusion that should have been readily apparent to them millennia ago: They had no women.  The Demons had their Succubi, and the Devils had the Brachina but what did the Yugoloth have?  They were absolutely stunned that this lack of a Yugoloth devoted to this form of subterfuge had not been readily apparent to them.

And so were born the Prosedaloths.  Although they can resemble the fantasy of their target, or virtually any humanoid at will, their true form is that of a gray, faceless woman with ropy tendrils for hair.  Lamprey like mouths occasionally open and close randomly upon her body.  The Prosedaloths seduce targets for the Yugoloths (or whomever pays them) to either winnow favors from them, learn information, or simply blackmail them.  They also spread rumors and disease, both of which are inevitably fatal to morale. 

Many consider them more trouble than they are worth.  Being as they are relatively new, most Prosedaloths are at the bottom of seniority when it comes time for promotions, and many find their duties to be alien as they fundamentally do not understand humanoid courtship/mating behaviors (though they learn to fake said knowledge quickly).   This has led to more than one truly disturbing encounter for adventurers who spend the evening attempting to explain to their paramour how certain aspects of mortal life work in order to escape demise at the hands of a depressed Yugoloth who assumed that maniacal laughter while spinning ones head 360 degrees is a form of human endearment prior to cuddling.  Many get very frustrated trying to prove themselves, and often abandon the Yugoloth military (or get thrown out for rabble rousing).

Spell-Like Abilities (Sp): At will—Charm Monster, Detect Good, Detect Thoughts, Hiss of Sleep (see Draconomicon), Suggestion, Greater Teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Disease (Su): Debbil Cooties, Contact, DC 16 (Save DC is Constitution Based), Incubation 1d4 days, 1d6 Wisdom.   Successful saves do not allow the character to recover. Only magical healing can save the character.  Victims of Debbil Cooties become increasingly impulsive, immoral, and unwise as their mind begins to let go.  The Prosedaloth can turn this ability on or off once per round as a Free Action.

Summon Yugoloth (Sp): Once per day a Prosedaloth can attempt to summon 1 Mezzoloth with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A Prosedaloth can assume the form of any Small or Medium humanoid as a Swift Action.

Immunities (Ex): Prosedaloths are immune to Poison, Acid, and Disease.

Tongues (Su):
A Prosedaloth has a permanent tongues ability (as the spell, caster level 12th).

Skills: Prosedaloths have a +4 Racial Bonus on Bluff and Gather Information Checks.

Combat: Prosedaloths aren't fighters.  They try to Bluff or seduce targets, only to flee at the earliest opportunity (or murder their would-be paramour while he is sleeping).  If cornered they try to summon help, but rarely do they make an effort to truly fight.

(https://i.imgur.com/ihqgUMa.png)

Prosedaloth
"Why as I live and breathe!  If it isn't Harlan Jurgens!  Introduce me to your little friend."

Masters Of Blackmail

"I'm Jim the Ranger."

"Really?  How unfortunate for you."

"Hello Morticia.  Still ruining marriages?"

"(beep) you Harlan.  Hey why the (beep) am I being beeped?"

"It's a magic censor that follows us courtesy of Mutual of Gnomeahaw."

Also Masters Of The Sudden Midnight Stabbity Fest

"That's (beep)."

"Go away Morticia."

"Who are you anyway?"

"Trouble you'll never have."

Title: Re: Jesters Realm Critters
Post by: bhu on September 29, 2013, 10:11:17 PM
Were Pink Fairy Armadillo

Created by the Goddess of Zoanthropes in her ever growing legion of spies and oddities, Were Pink Fairy Armadillos are odd to say the least.  For the most part they are used in areas with the dry, sandy soil that allows them to be the most efficient.  To be honest, no one pays them much attention as long as they stay out of peoples gardens.  Which says a lot about the locals.

Were Pink Fairy Armadillo is an Acquired or Inherited template that can be added to any small humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Pink Fairy Armadillo form is Fine, Size in Hybrid form is Tiny.  Size in humanoid form is unchanged.

Hit Dice: Unchanged.

Speed: Land Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form.  Burrow Speed is 20 ft. in Hybrid Form, and 5 ft. in Armadillo Form.

Armor Class: Natural Armor Bonus increases by +4 in Hybrid Form, and +2 in Humanoid and Armadillo Forms.

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

Damage: Same as base creature in Humanoid form, same as Pink Fairy in Armadillo Form (Pink Fairy Armadillos have 2 claw attacks doing 1 point of damage plus Strength bonus, and 1 Bite doing 1 point + 1/2 Strength bonus), claw attacks are 1d4 plus Strength bonus in Hybrid form (bite is 1d3 plus half Str Bonus).

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.

Armadillo 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.

Sandswimmer (Su): A Were Armadillo can sandswim through sand, ash, dust or slipsand at his land speed while wearing light armor or carrying a light load. His speed drops to 5 feet if he wears heavier armor or carries a medium load. He cannot make any headway through the sand while carrying a heavy load.  A Were Armadillo breathes normally while under the sands.  This supernatural ability doesn’t allow him to breath in mediums other than sand, dust, or ash, nor does it allow Him to hold its breath longer than normal in water or dangerous gases.  It can only do this in Hybrid or Armadillo forms.

Saves: Must be recalculated in Hybrid and Armadillo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

Abilities: Were Armadillo gain +2 Wis. Physical Stats in Armadillo Form are Str drops to 1.  Physical Stats in Hybrid Form are -2 Strength. Both Armadillo and Hybrid Form gain +4 Dex.

Skills: Were Armadillos gain a +4 Racial Bonus to Listen and Search Checks in Hybrid and Armadillo Forms.

Feats: You gain Iron Will and Sand Camouflage as Bonus Feats (see Sandstorm).

Environment: Unchanged.

Organization: Unchanged, usually solitary.

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +3 Afflicted (+4 Natural)


Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Gnome Form
                      Small Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-5
Attack:               Club +4 melee (1d4-2)
Full Attack:          Club +4 melee (1d4-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent
Saves:                Fort +3, Ref +2, Will +7
Abilities:            Str 6, Dex 15, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +3, Gather Information +3, Handle Animal +3, Hide +6, Knowledge (Geography, Local, Nature) +3, Listen +4, Move Silently +3, Open Lock +3, Profession (Farmer) +3, Ride +3, Search +3, Sense Motive +3, Sleight of Hand +3, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Hybrid Form
                      Tiny Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Burrow 20 ft.
Armor Class:          20 (+2 Size, +4 Dex, +4 Natural), touch 16, flat-footed 16
Base Attack/Grapple:  +1/-10
Attack:               Claw +7 melee (1d4-3)
Full Attack:          2 Claws +7 melee (1d4-3) and 1 Bite +2 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
Saves:                Fort +3, Ref +4, Will +7
Abilities:            Str 4, Dex 19, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +12, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle (Gnome Expert 2/Were Pink Fairy Armadillo) Armadillo Form
                      Fine Humanoid (Gnome, Shapechanger)
Hit Dice:             2d6+6 (13 hp)
Initiative:           +2
Speed:                5 ft. (1 squares), Burrow 20 ft.
Armor Class:          24 (+8 Size, +4 Dex, +2 Natural), touch 22, flat-footed 20
Base Attack/Grapple:  +1/-20
Attack:               Claw +13 melee (1 point)
Full Attack:          2 Claws +13 melee (1 point) and 1 Bite +8 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alternate Form, Armadillo Empathy, Low-light Vision, Gnome traits, Scent, DR 10/Silver, Sandswimmer
Saves:                Fort +3, Ref +4, Will +7
Abilities:            Str 1, Dex 19, Con 16, Int 12, Wis 15, Cha 10
Skills:               Appraise +3, Bluff +2, Craft (any 2) +3, Diplomacy +2, Disable Device +3, Escape Artist +5, Gather Information +3, Handle Animal +3, Hide +20, Knowledge (Geography, Local, Nature) +3, Listen +6, Move Silently +5, Open Lock +5, Profession (Farmer) +3, Ride +5, Search +7, Sense Motive +3, Sleight of Hand +5, Spot +3, Survival +3
Feats:                Weapon Finesse, Iron Will (B), Sand Camouflage (B)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Tinwhistle was a simple cactus farmer till the Wasteland Trolls wiped out his homestead.  He awoke from hiding, wounded and starving.  His silent prayer was answered by Talindra, who made him a Zoanthrope.  He's still no match for the trolls, but escaping them is much easier.

(https://i.imgur.com/YCecx2y.png)

Were Pink Fairy Armadillo

"Your name, good sir?"

"Ah'm Tinwhistle.  Ah'm a farmer.  Least I was till the Trolls wiped me out."

"And how has the Church helped you?"

"Ah'm much better at hidin' from Trolls now, and I pay for some Were Hippos to guard the new farm."

"Anything our viewers should know about being a Were Armadillo?"

"Yer gonna eat a lotta bugs when burrowing, but it helps the crops."

Tiny Tanks

"What?"

"It's hard to see underground."

"So what do you grow?"

"Cactus.  I sell cactus whiiskey for the Church."

You Have To Be A Bit Weird To Want This

"Is that popular?"

"It'll gitcha drunk!"
Title: Re: Jesters Realm Critters
Post by: bhu on October 12, 2013, 07:06:38 PM
Conventusloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             12d8 (54 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Fly 30 ft. (Perfect)
Armor Class:          28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
Base Attack/Grapple:  +12/+12
Attack:               Slam +12 melee (1d4 plus Loathsome Touch)
Full Attack:          2 Slams +12 melee (1d4 plus Loathsome Touch)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Spells, Summon Yugoloth, Loathsome Touch
Special Qualities:    DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Favors, SR 28, Polyglot
Saves:                Fort +8, Ref +11, Will +14
Abilities:            Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
Skills:               Bluff +18, Concentration +15, Diplomacy +18, Gather Information +18, Hide +7, Intimidate +18, Knowledge (Arcana, Local, Nobility) +20, Knowledge (History) +11, Perform (Oratory) +18, Profession (any 2, 1 is usually usually Lawyer) +18, Sense Motive +19, Spellcraft +20
Feats:                Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
Environment:          Any
Organization:         Solitary, Pair, or Law Firm (5-10)
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Medium)
Level Adjustment:     ---

The Conventusloth are Arcanaloths that have retired from the Yugoloth armies and are now Union stewards, Guild bureaucrats, and politicians.  Many also serve as lawyers.  Most appear as the classic tall, muscular red skinned human with brow horns commonly associated with Fiends.  They're eyes usually glow red.  Able to read and write all known languages they make perfect office workers, and are hired as translators almost as often as they are lawyers (though they usually charge extra for complete accuracy).  Their goal is to fulfill as many contracts as possible and slowly become local powers by becoming increasingly invulnerable to the elite of society (who of course hire outsiders to kill the Conventusloth).  Once they are sufficiently set up, they begin to travel to spread their influence (and by doing so their own invulnerability).

Spell-Like Abilities (Sp): At Will: Augury, Detect Thoughts, Eye of Power (Player's Guide to Faerun), Fly, Invisibility (Self Only), Know Motivation (Oriental Adventures), Spymaster's Coin (Complete Scoundrel), True Seeing. 1/day: Freedom of Movement, Magic Circle Against Good.  Caster level 12th. The save DCs are Charisma-based.

Spells: A Conventusloth casts spells as a 12th Level Beguiler.

Summon Yugoloth (Sp): Once per day a Conventusloth can attempt to summon another Conventusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

Loathsome Touch (Su): Anything the Conventusloth touches must make a DC 21 Willpower Saye (Save DC is Int based) or be Sickened for 1 Minute.

Immunities (Ex): The Conventusloth are immune to Acid and Poison, as well as any powers, spells or effects dependent on language.

Favors (Su): Anyone who seeks the aid of a Conventusloth must sign a legally binding contract.  If the Conventusloth fulfills the contract to the letter (or the signee willingly violates the agreement), the Conventusloth gains a small measure of invulnerability against that person.  The Conventusloth subtracts 10 points from all damage rolls made against it by a contractee, and has a Profane Bonus on all Saving Throws against the contractee equal to the Conventusloth's Intelligence Bonus.

Polyglot (Su): THe COnventusloth can speak and read all known languages.

Combat: The Conventusloth avoid combat, or bribe their way out of it.  They prefer to take the long term view, knowing that if they can do enough contracts there will eventually be only a very small percentage of the populace that can harm them.

(https://i.imgur.com/d7jwRNS.png)

Conventusloth
"Harlan Jurgens and Jim.  We're Case Number 664."

Even The Other Yugoloths Hate Them

"This is some utter foolishness. Harlan."

"Welcome to the Pit.  We have a list of local hotels you can stay in, and law firms you can hire.  I'd advise you to pick one by the weeks end."

"Were looking for a defense attorney."

"They always are."

"lawsuits are popular among Fiends...who'd have guessed."

Betrayers To The Bitter End

"Your sarcasm will get you far here."

"We won't be here long."

"We have several hundred witnesses."

"They all say that."
Title: Re: Jesters Realm Critters
Post by: bhu on October 12, 2013, 07:07:52 PM
Were Komodo Dragon

Much like the Pink Fairy Armadillo Weres, the Komodos are are creations of the Goddess of Zoanthropes.  When seeing that the locals of an island group worshiped the large lizards as Gawds it was inevitable she would use this to her advantage.  Sure, it only gives her control over a few islands, but every would be world dominator has to start somewhere.

Were Komodo Dragon is an Acquired or Inherited template that can be added to any humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Dragon form is Medium, Size in Hybrid form is also Medium. Size in humanoid form is unchanged.

Hit Dice: Same as the base creature plus 3d8.  To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form

Speed: Gains a 30 foot Swim speed in Komodo Dragon and Hybrid forms.

Armor Class:  Natural Armor Bonus increases by +2 in Humanoid Form, and +5 in Hybrid and Komodo Forms.

Attacks: Add the base attack bonus for the base animal (+2) to the base attack bonus for the base creature. The zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the zoanthrope’s form.

Damage: Same as base creature in Humanoid form, same as Komodo in Komodo Form (Komodo Dragons have 1 Bite doing 1d8 plus one and a half times Strength bonus), bite damage is 1d8 plus one and a half Strength bonus in Hybrid form.  If opponents are behind them they use a Tail Lash instead (damage is the same).

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.

Toxic Bite (Ex):  Injury, Fort Save (Save DC is Con based), Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss.  Secondary damage is 1d4 Strength.

Rush (Ex): When performing a successful Tail Lash (or any Charge Attack with a Bite while in Komodo Form), the Were-Komodo can immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If the attempt fails, the opponent cannot react to trip the Were Komodo.

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.

Lizard 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.

Improved Scent (Ex): A Were Komodo can notice creatures by scent in a 180-foot radius and detect blood or corpses at ranges of up to 5 miles.

Running Spurt (Ex): The Were Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier.  Once used it must rest for 1 hour before it can use the Running Spurt again.

Low Metabolism (Ex): Were Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

Disease Resistant (Ex): Were Komodos gain a +2 Resistance Bonus on Fortitude Saves against disease.

Saves: Must be recalculated in Hybrid and Komodo forms due to stat changes, and gains a +3 Racial Bonus to Fort and Ref Saves, and a +1 Bonus to Will Saves.

Abilities: Were Komodos gain +2 Wis.  In Hybrid and Komodo forms they also gain +6 Str, +6 Con and +4 Dex.

Skills: Were Komodos have 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.  Were Komodos have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8. Skill bonuses are only available in Hybrid and Komodo forms.  They gain (2+Int) skill points times three Hit Dice, Class Skills are Climb, Hide, Listen, Move Silently, Spot and Swim.

Feats: Gains Alertness,  Great Fortitude and Iron Will as Bonus Feats.

Environment: Unchanged

Organization: Unchanged, usually Solitary

Challenge Rating: +2

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +3 Afflicted (+4 Natural)

King Komodo (Adept 3/Were Komodo) (Human Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +3/+4
Attack:               Shortspear +4 melee (1d6+1)
Full Attack:          Shortspear +4 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells
Special Qualities:    Alternate Form, Lizard Empathy, Low-light Vision, Scent, Find Familiar
Saves:                Fort +7, Ref +4, Will +9
Abilities:            Str 13, Dex 10, Con 12, Int 11, Wis 17, Cha 8
Skills:               Climb +2, Concentration +3, Hide +2, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +2, Spellcraft +5, Spot +5, Survival +5, Swim +2
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


King Komodo (Adept 3/Were Komodo) (Hybrid Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+7
Attack:               Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Full Attack:          Shortspear +7 melee (1d6+4) or Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Curse of Zoanthropy, Toxic Bite, Rush
Special Qualities:    Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
Saves:                Fort +10, Ref +6, Will +9
Abilities:            Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
Skills:               Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


King Komodo (Adept 3/Were Komodo) (Komodo Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d6+3 plus 3d8+12 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          17 (+2 Natural, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+7
Attack:               Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Full Attack:          Bite +7 melee (1d8+6 plus poison) or Tail Lash +7 melee (1d8+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Zoanthropy, Toxic Bite, Rush
Special Qualities:    Alternate Form, DR 10/Silver, Lizard Empathy, Low-light Vision, Scent, Improved Scent, Running Spurt, Low Metabolism, Find Familiar
Saves:                Fort +10, Ref +6, Will +9
Abilities:            Str 19, Dex 14, Con 18, Int 11, Wis 17, Cha 8
Skills:               Climb +5, Concentration +6, Hide +8, Knowledge (Arcana, Local) +6, Listen +5, Move Silently +8, Spellcraft +5, Spot +5, Survival +5, Swim +13
Feats:                Cleave, Combat Reflexes, Power Attack, Alertness (B), Great Fortitude (B), Improved Initiative (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

When approached by Talindra and offered ultimate power, the not King Komodo jumped at the offer.  At first all was well, but it's grown stale.  The Gawdess never lets him have  any fun, like starting wars or fights.  What good is power if you have to be responsible in its use?

(https://i.imgur.com/3pGKSxq.png)

Were Komodo Dragon

"So I've explained everything to his lordship, and alls well.  He just wants you to give the Church a shout out over the palantir and we'll cal it even."

"Sigh...okay lets meet this priest."

"That's no priest, that's a giant lizard."

"You're rude for a Gnome."

"You're talkative for a lizard."

"Lets get down to it: I want you to interview several of the temples worshipers and put out the good word.."

Venom Use Limited to Non-Humanoids IF They're Smart

"We aren't religious zealots."

"And we aren't evangelistic.  Sign on for super powers is the deal being offered.  It's kind of a pragmatic relationship."

"And by powers, you of course mean zoanthropy?"

"Of course."

Worshiped For The Gawds Know What Reason

"Where do we start?"

"Start with Big John.  He's a good lad."

Title: Re: Jesters Realm Critters
Post by: Braininthejar on October 24, 2013, 09:33:02 AM
I think Komodo's saliva would count as a disease rather than poison - it basically kills its victims with septic shock
Title: Re: Jesters Realm Critters
Post by: bhu on November 01, 2013, 11:29:22 PM
they think poison is more likely now.  They think the sepsis is from the animals they bite fleeing through bacteria ridden water and their wounds get infected when that happens.


Were Sea Monkey

No one is really sure what the hell the Goddess of Zoanthropes was thinking when she created these things.  Most infected Were Sea Monkeys are orphans of the humanoid races, possibly to give them a chance to survive shipwrecks and other unfortunate events (she's not totally Evil).  Their physical development halts but their intellectual capacity does not, and many a hardy pirate has lost his bowel control at the sight of a mother nursing a comparatively huge crustacean.

Were Sea Monkey is an Acquired or Inherited template that can be added to any Small humanoid.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Sea Monkey form is Fine, Size in Hybrid form is Tiny. Size in humanoid form is unchanged.  It gains the Aquatic Subtype in Hybrid and Sea Monkey forms.

Hit Dice: Unchanged.

Speed: Land Speed is 5 in Hybrid Form, and 0 in Sea Monkey Form.  Swim Speed is 20 in Hybrid Form, and 5 in Sea Monkey Form.

Armor Class: Natural Armor Bonus increases by +2 in Humanoid form, +3 in Hybrid and Sea Monkey forms.

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Sea Monkey form).

Damage: Same as base creature in Humanoid form, none in Sea Monkey form, bite damage is 1d2 plus Strength bonus in Hybrid form.

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 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.

Shrimp Empathy (Ex): In any form, zoanthropes can communicate and empathize with normal or giant vermin of their vermin form (which it can do despite vermin being Mindless). This gives them a +4 racial bonus on checks when influencing the vermin’s attitude and allows the communication of simple concepts and (if the vermin 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.

Hibernation (Ex): In situations where dessication (usually due to spells in d20), lack of oxygen or temperature extremes would reduce a Were Sea Monkey to less than 0 hp, it may voluntarily enter hibernation to avoid going into negative hp.  In this state it is Helpless, but does not need air, food, or water.  It can exist like this for a number of years equal to it's Constitution Score.  Submerging it in water will revive it in 1d6 rounds, but it will then need to find a method of healing itself (even if only by resting).

Wide Angle Vision (Ex): Sea Monkeys get a +2 Racial Bonus to Search and Spot Checks and cannot be Flanked.

Snap Turn (Ex): A Were Sea Monkey can make a 180 degree turn once per round while swimming without losing movement, and even while using the Run Action.

Preternatural Toughness (Ex): The environment in which Brine Shrimp live is incredibly high in salt, low in oxygen, and suffers from extremes of temperature.  They also evidence a fairly high amount of resistance to toxins.  For this reasons they gain a +2 Racial Bonus on Fortitude Saves made against exposure to high or low temperatures, suffocation due to lack of oxygen, poisons, and spells that mimic dessication or salt exposure effects.

Amphibious (Ex): Were Sea Monkeys can breathe air and water in Hybrid form.

Saves: Must be recalculated in Hybrid and Sea Monkey forms due to stat changes, and gains a +2 Racial Bonus to Fort Saves.

Abilities: Were Sea Monkeys gain +2 Wis. Physical Stats in Sea Monkey Form are +4 Dex, +2 Con (it has no Str score). Physical Stats in Hybrid Form are +2 Dex, +2 Con.

Skills: Were Sea Monkeys get a +8 Racial Bonus to Swim Checks and may always take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Feats: Gains Iron Will as a Bonus Feat.

Environment: Unchanged

Organization: Unchanged, usually Solitary

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: By character class.

Level Adjustment: +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Small Humanoid (Goblin, Shapechanger) Goblin Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-6
Attack:               Dagger +4 melee (1d3-2) or Hand Crossbow +4 ranged (1d3/19-20)
Full Attack:          Dagger +4 melee (1d3-2) or Hand Crossbow +4 ranged (1d3/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +1d6
Special Qualities:    Alternate Form, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Trapfinding
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 6, Dex 16, Con 15, Int 13, Wis 14, Cha 8
Skills:              Appraise +1, Balance +5, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +7, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +7, Profession (Pirate) +2, Ride +7, Search +3, Spot +4, Swim +2, Tumble +5
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Tiny Humanoid (Goblin, Shapechanger) Hybrid Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +4
Speed:                5 ft. (1 squares), 20 ft. Swim
Armor Class:          19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
Base Attack/Grapple:  +0/-10
Attack:               Bite +6 melee (1d2-2)
Full Attack:          Bite +6 melee (1d2-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Sneak Attack +1d6, Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Hibernation, Wide Angle Vision, Snap Turn, Preternatural Toughness, Amphibious, Trapfinding
Saves:                Fort +5, Ref +6, Will +4
Abilities:            Str 6, Dex 18, Con 17, Int 13, Wis 14, Cha 8
Skills:               Appraise +1, Balance +6, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +12, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +8, Profession (Pirate) +2, Ride +8, Search +5, Spot +6, Swim +10, Tumble +6
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter (Goblin Rogue 1/Were Sea Monkey
                      Small Humanoid (Goblin, Shapechanger) Shrimp Form
Hit Dice:             1d6+2 (5 hp)
Initiative:           +5
Speed:                Swim 5 ft. (1 squares)
Armor Class:          26 (+8 Size, +5 Dex, +3 Natural), touch 23, flat-footed 21
Base Attack/Grapple:  +0/-21
Attack:               --
Full Attack:          --
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Sneak Attack +1d6, Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Shrimp Empathy, Low-light Vision, Scent, Darkvision 60 ft., Hibernation, Wide Angle Vision, Snap Turn, Preternatural Toughness, Trapfinding
Saves:                Fort +5, Ref +7, Will +4
Abilities:            Str ---, Dex 20, Con 17, Int 13, Wis 14, Cha 8
Skills:               Appraise +1, Balance +7, Bluff +1, Climb +2, Craft (Any 2) +1, Gather Information +1, Hide +21, Intimidate +1, Jump +2, Knowledge (Local) +3, Listen +4, Move Silently +9, Profession (Pirate) +2, Ride +9, Search +5, Spot +6, Swim +10, Tumble +7
Feats:                Weapon Finesse, Iron Will (B)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Spitter is a professional pirate.  Or at least he likes to think of himself as such.  He made a deal with Talindra to be a Zoanthrope, and while some people feel he got the raw end of things, he likes his new body just fine.

(https://i.imgur.com/psV0nky.png)


Were Sea Monkey

"So you're a pirate?"

"Arr."

"And how the Church allows this?"

"Long as I hit the bad people only, arr."

"Who defines what people are bad?"

"Yer can sorta tell."

Terrifying Abominations of Nature

"And you chose to be a Were Shrimp?"

"Arr."

"But...why?"

"Makes me unique.  Arr."

Hardy Survivors

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

"Never kill birds."
Title: Re: Jesters Realm Critters
Post by: bhu on November 08, 2013, 08:00:30 PM
                      Torqueoloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             12d8 (54 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
Base Attack/Grapple:  +12/+12
Attack:               Slam +12 melee (1d4 plus Pain)
Full Attack:           2 Slams +12 melee (1d4 plus Pain)
Space/Reach:         5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Spells, Summon Yugoloth, Pain Touch
Special Qualities:    DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, SR 28
Saves:                Fort +8, Ref +11, Will +14
Abilities:            Str 11, Dex 16, Con 11, Int 17, Wis 18, Cha 20
Skills:                Bluff +15, Concentration +15, Diplomacy +21, Gather Information +17, Heal +18, Intimidate +22, Knowledge (Arcana, Local, Nobility) +18, Profession (Torturer) +15, Sense Motive +15, Spellcraft +17, Use Rope +15
Feats:                Combat Casting, Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)
Environment:          Any
Organization:          Solitary, Pair, or House (5-10)
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Medium)
Level Adjustment:     ---

The Torqueoloth are tall, thin humanoid figures completely wrapped in black leather.  Even their heads are covered making them appear completely faceless.  Sadists to the core the Torqueoloth have become torturers and interrogators for hire since leaving their home plane.  They are also odd pranksters, goosing unsuspecting people with their pain touch, raiding their food pantries, and dying their pets a bright pink color.  Even the other Yugoloths find them to be odd ducks.  Potential customers should be aware that having them around is problematic as they like to get into a lot of trouble, plus they tend to go off on tangents when interrogating subjects because they get bored asking the same questions over and over.

Spell-Like Abilities (Sp): At Will: Bonefiddle (spell compendium), Mark of the Outcast (Spell Compendium), Binding Chain of Fate (City of Splendors: Waterdeep), Infestation of Maggots (Spell Compendium), Stolen Breath (spell compendium), Deathwatch, Boiling Blood (Complete Mage), Wave of Pain (Book of Vile Darkness). 1/day: Finger of Agony (Complete Mage), Magic Circle Against Good.  Caster level 12th. The save DCs are Charisma-based.

Spells: A Torqueoloth casts spells as a 12th Level Dread Necromancer.

Summon Yugoloth (Sp): Once per day a Torqueoloth can attempt to summon another Torqueoloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

Pain Touch (Su): At will the Torqueoloth can make a melee touch attack.  If the opponent fails a DC 21 Willpower Save (Save DC is Cha based) it takes a -4 penalty on attack rolls, skill checks, willpower saves, and ability checks for 1d4 rounds.  The Torqueoloth may also use this ability with a successful Slam attack.

Immunities (Ex): The Torqueoloth are immune to Acid and Poison, as well as any powers, spells or effects that simulate pain such as Symbol of Pain, Wracking Touch, etc.

Combat: Torqueoloth are surprisingly willing to fight despite not being traditional combatants.  They generally rely on their spells and SLA's, and using Pain Touch to disable anyone getting up close.

(https://i.imgur.com/YfWWhmt.png)

Torqueoloth
"Okay Jim, I've been here before.  Forget the official lists, they're traps.  We're staying at an inn called The Dead Sparrow, and our first order of business is to contact the law firm of 'Just  Try Suing Us You Bastards'."

Cuckoo For Cocoa Puffs

"Heads up, Fiend approaching."

"Welcome to the Pit.  My name is Horny Jim, and I'll be assisting your prosecutor.  Sure you don't want to confess now and save us all the time and trouble?"

"No such luck I'm afraid."

"Goodie goodie gum drops!"

"Is it elgal to discuss the case with us before we choose an attorney?"

May Enjoy Pain A Little Too Much

"Yes."

"We decline the right to cooperate."

"The right to what?"

"You Gnomes are never any fun."


Boiling Blood
2nd Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 Minute
Choose one living creature within the spells range (it must be a creature that has blood), and it must make a Constitution Save each round at the beginning of your turn or take 2d4 Fire damage that ignores Damage Resistance.  If the target rolls a 1 on the Saving Throw, it is also Poisoned for 1 round.


Bonefiddle
2nd Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (miniature fiddle)
Duration: Concentration, up to 1 Minute
A ghostly fiddle sinks into the body of one target within range, which must have a skeleton.  It must make a Constitution Save each round at the beginning of your turn or take 2d4 Thunder damage that ignores Damage Resistance.  The target also has Disadvantage on Dexterity (Stealth) Checks any round it fails it's Save.


Mark of the Outcast
2nd Level Necromancy (Ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (wax seal)
Duration: Instantaneous
This spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn't have a head). The mark is visible to normal vision,  and darkvision. The wearer of such a mark takes Disadvantage on Charisma (Deception or Persuasion) checks and a -2 penalty to Armor Class.

The mark cannot be dispelled, but it can be removed with a dispel evil or good, remove curse, or wish spell.


Deathwatch
1st Level Necromancy
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration, you can sense life within 30 feet of you.  You can tell whether each creature in the spells area is alive, fragile (at 0 hp), wounded (alive, but below max hp), undead, or neither alive or dead (Constructs).


Stolen Breath
2nd Level Necromancy
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (stoppered glass vial)
Duration: instantaneous
The target of the spell has the air sucked out of it's lungs, and gains 2 Levels of Exhaustion, until it takes an Action to regain it's breath (i.e. does nothing for a turn).  These levels do not stack with any Levels of Exhaustion the target may already have, and the spell has no effect on creatures who do not breathe.
Title: Re: Jesters Realm Critters
Post by: bhu on November 25, 2013, 04:39:13 PM
Were Wombat

Were Wombat is an Acquired or Inherited template that can be added to any Small humanoid. In this case usually Gnomes and Halflings.  Both have a fondness for cuddly forest animals, and the Goddess of Zoanthropes found some of them agreeable to becoming one part time themselves.  They make pretty good tunnel fighters too.

Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

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 30 ft. in Hybrid and Wombat Forms, Burrow Speed is 5 ft. in Hybrid and Wombat Forms.

Armor Class: Natural Armor Bonus is +2 in Humanoid form, +3 in Wombat or Hybrid forms.

Attacks: Use the humanoids BAB for all 3 forms.

Damage: Same as base creature in Humanoid form, same as Wombat in Wombat and Hybrid Forms (Wombats have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

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 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.

Tunnel Fighting (Ex): The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Trip (Ex): When making a Bull Rush as part of a Charge you do not take Size Penalties to the Opposed Check, and if successful you knock your opponent Prone as well.

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.

Wombat 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.

Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Armored Butt (Ex): Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows. The Were Wombats  DR increases by +5 against attacks from the rear.  In this instance 'rear' is defined as the opposite of whichever direction the wombat is attacking.

Saves: Must be recalculated in Hybrid and Wombat forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

Abilities: Were Wombats gain +2 Wis.  In Hybrid and Wombat Forms they gain +2 Str, +6 Dex and +4 Con.

Skills: Were Wombats gain a +4 Racial Bonus to Listen Checks. They gain (2+Int) Skill Points, Class Skills are Hide, Listen, Search, Spot Survival.

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

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral

Advancement: By Character Class.

Level Adjustment: +1 Afflicted (+2 Natural)


Derf (Halfling Rogue 3/Were Wombat
                      Small Humanoid (Halfling, Shapechanger) Halfling Form
Hit Dice:             3d6+6 plus 1d8+4 (25 hp)
Initiative:           +7
Speed:                20 ft. (4 squares)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +2/-2
Attack:               Dagger +6 melee (1d3)
Full Attack:          Dagger +6 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +2d6
Special Qualities:    Alternate Form, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits
Saves:                Fort +6, Ref +9, Will +4
Abilities:            Str 11, Dex 17, Con 14, Int 12, Wis 12, Cha 10
Skills:               Balance +5, Bluff +5, Climb +5, Disable Device +5, Gather Information +5, Hide +9, Intimidate +5, Jump +5, Knowledge (Local) +3, Listen +5, Move Silently +5, Open Lock +5, Search +5, Sleight of Hand +5, Spot, +5 Survival +5, Tumble +5, Use Magic Device +5
Feats:                Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Derf (Halfling Rogue 3/Were Wombat
                      Small Humanoid (Halfling, Shapechanger) Hybrid Form
Hit Dice:             3d6+6 plus 1d8+4 (25 hp)
Initiative:           +10
Speed:                30 ft. (6 squares), Burrow 5 ft.
Armor Class:          20 (+1 Size, +6 Dex, +3 Natural), touch 17, flat-footed 14
Base Attack/Grapple:  +2/-1
Attack:               Claw +9 melee (1d3+1)
Full Attack:          2 Claws +9 melee (1d3+1) and 1 Bite +4 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +2d6, Curse of Zoanthropy, Tunnel Fighting, Trip
Special Qualities:    Alternate Form, DR 10/Silver, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits, Speed Burst, Armored Butt
Saves:                Fort +8, Ref +12, Will +4
Abilities:            Str 13, Dex 23, Con 18, Int 12, Wis 12, Cha 10
Skills:               Balance +8, Bluff +5, Climb +6, Disable Device +5, Gather Information +5, Hide +12, Intimidate +5, Jump +6, Knowledge (Local) +3, Listen +7, Move Silently +8, Open Lock +8, Search +5, Sleight of Hand +8, Spot, +5 Survival +5, Tumble +8, Use Magic Device +5
Feats:                Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Derf (Halfling Rogue 3/Were Wombat
                      Small Humanoid (Halfling, Shapechanger) Wombat Form
Hit Dice:             3d6+6 plus 1d8+4 (25 hp)
Initiative:           +10
Speed:                30 ft. (6 squares), Burrow 5 ft.
Armor Class:          20 (+1 Size, +6 Dex, +3 Natural), touch 17, flat-footed 14
Base Attack/Grapple:  +2/-1
Attack:               Claw +9 melee (1d3+1)
Full Attack:          2 Claws +9 melee (1d3+1) and 1 Bite +4 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +2d6, Curse of Zoanthropy, Tunnel Fighting, Trip
Special Qualities:    Alternate Form, DR 10/Silver, Wombat Empathy, Low-light Vision, Scent, Trapfinding, Trap Sense +1, Evasion, Halfling traits, Speed Burst, Armored Butt
Saves:                Fort +8, Ref +12, Will +4
Abilities:            Str 13, Dex 23, Con 18, Int 12, Wis 12, Cha 10
Skills:               Balance +8, Bluff +5, Climb +6, Disable Device +5, Gather Information +5, Hide +12, Intimidate +5, Jump +6, Knowledge (Local) +3, Listen +7, Move Silently +8, Open Lock +8, Search +5, Sleight of Hand +8, Spot, +5 Survival +5, Tumble +8, Use Magic Device +5
Feats:                Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Poor Derf was your typical, happy go lucky Halfling.  One day he accidentally scared a Were Wombat, which promptly bit him, and ran away.  So now he has a newfound purpose with his abilities, and he guards the local Shire from brigands.

(https://i.imgur.com/wAexVwt.png)

Were Wombat

"So you didn't choose to become a Zoanthrope?"

"No sir, but it's the best thing to happen to me.  I went from being a nobody to the local Sheriff."

"So you don't live here?"

"No, I'm just visiting and bringing a posse who want the same abilities I got."

"Can't you just bite them?"

"We're supposed to ask for permission."

Adorable

"So whoever bit you went rogue?"

"I accidentally scared them and they lashed out.  Perfectly understandable."

"And you don't mind your new body?"

"Nope.  If someone gives me trouble I turn on the cute and fuzzy, and all is well."

Side effects Include Pooping In Cube Form

"Are there any downsides?"

"Old women keep trying to make me their pet by offering me fruit."
Title: Re: Jesters Realm Critters
Post by: bhu on November 25, 2013, 04:47:57 PM
                      Birraloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Poor)
Armor Class:          25 (+15 Natural), touch 10, flat-footed 25
Base Attack/Grapple:  +12/+15
Attack:               Slam +15 melee (1d4+3 plus Nausea)
Full Attack:           2 Slams +15 melee (1d4+3 plus Nausea)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Spells, Summon Yugoloth, Drunken Fist
Special Qualities:    DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, Brewmaster, SR 28
Saves:                Fort +9, Ref +8, Will +13
Abilities:            Str 16, Dex 11, Con 13, Int 16, Wis 20, Cha 17
Skills:               Appraise +18, Bluff +18, Concentration +16, Craft (any 2, usually booze related) +18, Diplomacy +18, Forgery +8, Gather Information +18, Intimidate +18, Knowledge (Arcana, Local, Nature, Nobility) +18, Profession (Brewer) +20, Sense Motive +20, Spellcraft +18
Feats:                Combat Casting, Greater Spell Focus (Transmutation), Improved Initiative, Iron Will, Spell Focus (Transmutation)
Environment:          Any
Organization:         Solitary, Pair, or Micro Brewery (5-10)
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Medium)
Level Adjustment:     ---

The Birraloth are brewers and distillers of alcohol of all sorts, making beverages that can even lay waste to Fiends.  They found it was an easier art to practice than being mercenaries, and often led to far more money.  They appear as fat, balding humanoid figures with thick neck wattles.

Spell-Like Abilities (Sp): At Will: Increase Potency, Blood Frenzy (Spell compendium), Moradin's Golden Tankard, Lightweight, Energize Potion (material component is a flask of alcohol instead of a potion, Book of Exalted Deeds), Create Booze, Animate 'Water', Inebriation. 1/day: Control Booze, Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.  New spells are from Cipher's Booze Domain (http://www.giantitp.com/forums/showpost.php?p=12660871&postcount=1).

Spells: A Birraloth casts spells as a 12th Level Favored Soul.

Summon Yugoloth (Sp): Once per day a Birraloth can attempt to summon another Birraloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

Drunken Fist (Su): If the Birraloth succeeds with a Slam attack, the opponent must make a DC 21 Fortitude Save (Save DC is Wis based) or be Nauseated for 1d6 rounds.

Immunities (Ex): The Birraloth are immune to Acid and Poison, and cannot become intoxicated, even by magical brews or drugs.

Brewmaster (Su):  You effectively have the Brew Potion Feat with a few differences.  The first is you may imbue any form of alcoholic drink as a potion without the usual cost (you must still pay the price for the alcohol you enchant), and you may do this as a Full Round Action.  You are not limited to spells of 3rd Level or less.

Combat:  Birraloths just want to get along.  Let them buy you a beer, and you can talk it over.  Just make sure they're never alone with the beer...

(https://i.imgur.com/FPVacXs.png)

Birraloth
"Ah, it feels good to be back."

Popular For Former Arcanaloths

"You've been in this position before?"

"Harlan!! Mah Gawd, is that you?  Are you gettin' divorced again?"

"No such luck Misery.  Jim and I are being sued by a Gawd."

"Tough times?  You want the usual?"

"Should we be drinking now?"

Master Brewers

"Oh, absolutely, yes."

"One apricot brandy, as usual."

"Okay...um, I'll have a mead."

"Comin' right up!"

original spells by Cipher Stars

Create Booze
1st Level Conjuration
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a pinch of hops)
Duration: Instantaneous
You create one gallon of potable alcohol, no greater than 12% alcohol by volume.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional gallon of alcohol per spell slot level above 1st.


Increased Potency
2nd Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a pinch of Hops)
Duration: Instantaneous
The Save DC of alcohol modified by this spell increases by your Proficiency Bonus. It looks, smells and tastes the same.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can increase the Check DC by +1 per spell slot level above 2nd.


Lightweight
2nd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 Minutes
The target of the spell must make a Constitution Save, or have Disadvantage on all Constitution Saving Throws made for the duration of the spell.


Control Booze
2nd Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: instantaneous
For the duration of the spell, you can control a single body of alcohol up to 1 gallon (this can include alcohol that has already been drank).  It can be used to expel alcohol from someone's body, or shove it down their throat.  The first option requires a Constitution Saving Throw from the target.  If it fails, the target is Incapacitated for one round, and Poisoned for 1 Minute.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  The second option requires a Dexterity Save, or the target cannot breathe that round, and must make a Constitution Save against whatever alcohol it was forced to imbibe.


Water to Booze
5th Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a pinch of hops)
Duration: Instantaneous
You transform up to a 10 foot cube of water into booze that is no greater than 12% alcohol by volume.  If the target is a Water Elemental, it must make a Constitution Save, or become composed of Booze.  Any creature targeted b it's Whelm attack must make a DC 15 Constitution Saving Throw or gain one Level of Exhaustion as if it had consumed alcohol.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can change an additional 5 foot cube per spell slot level above 5th.


Quick and Dirty Intoxication Rules
Any time a PC drinks an alcoholic drink it must make a Constitution Save.  The DC depends on the strength of alcohol consumed: 5% alcohol by volume or less: DC 10, 6-15% abv; DC 15, 16-40% abv; DC 20, 41-60% abv: DC 25, 61% or higher: DC 30.  If the Save fails the drinker gains one level of Exhaustion.  For every 2 levels of Exhaustion gained, the imbiber must make an additional Constitution Save (same DC) or become unconscious for 1d6 hours, or until it is attacked.  If it stops drinking, the imbiber loses one level of Exhaustion every 2 hours.
Title: Re: Jesters Realm Critters
Post by: bhu on December 27, 2013, 08:29:18 PM
Were Porcupine

Were Porcupine is an Acquired or Inherited template that can be added to any Small humanoid. In this case the smaller Humanoid races that are less kind than Gnomes and Halflings.  Or that are more paranoid.  They are often used as sentries at temples of the Zoanthrope Goddess.  Mostly because no one wants  to get quilled trying to pass them.

Size and Type: Size and Type doesn’t change, but it does gain the Shapechanger subtype.

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 unchanged, it gains a Climb Speed of 15 ft. in Hybrid and Porcupine Forms.

Armor Class: Gains +2 Natural Bonus in Humanoid Form, +4 in Hybrid and Porcupine Forms.

Attacks: Use the humanoids BAB for all 3 forms.

Damage: Same as base creature in Humanoid form, same as Porcupine in Porcupine and Hybrid Forms (Porcupines have 2 claw attacks doing 1d3 damage plus Strength bonus, and 1 Bite doing 1d3 + 1/2 Strength bonus).

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 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.

Porcupine 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.

Quills (Ex): Instead of it's normal attacks the Porcupine may whack it's opponent with it's body, potentially impaling it with quills as a Standard Action.  Opponents who attack it also risk harming themselves if they attack it with a Grapple, Natural Weapon or Unarmed Strike (they must make a Reflex Save to not be quilled, Save DC is 10 plus 1/2 Hit Dice plus opponents Str Modifier.  Minimum of +1 if opponent has a low Str).  As an attack the quills do 1d6 plus your Str Modifier, if your opponent was quilled because he was foolish enough to attack you bare-handed it does 1d6 plus his Str modifier.  Once quilled an opponent takes a -1 Circumstance Penalty to attack rolls, Saving Throws, and Skill Checks until the quills are removed.  This penalty increases by 1 each time he is successfully quilled again with no theoretical upper limit.  In addition he takes an additional 1d2 damage per Minute until the quills are removed.  There are two ways to remove quills: A Str or Heal Check (DC is 10 plus 1/2 your HD plus your Constitution Modifier).  One successful Check is necessary to reduce the Penalty by -1, and once it reaches 0 all the quills are removed.  The victim takes 1d4 damage per Str Check, whether it is successful or not.   He only takes damage on a Heal Check if it is unsuccessful.

Saves: Must be recalculated in Hybrid and Porcupine forms due to stat changes, and gains a +2 Racial Bonus to Fort and Will Saves.

Abilities: +2 Wis.  +2 Dex and +2 Con in Hybrid and Porcupine Forms.

Skills: Were Porcupines gain a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check. Gains (2+Int) skill points, Class Skills are Climb, Hide, Listen and Spot.

Feats: Gains Alertness and Iron Will as Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged, usually Standard.

Alignment: Usually Neutral

Advancement: By Character Class.

Level Adjustment: +2 Afflicted (+3 Natural)


Quilby (Svirfneblin Fighter 3/Were Porcupine (Gnome Form)
                      Small Humanoid (Gnome, Shapechanger)
Hit Dice:             3d10+6 plus 1d8+3 (29 hp)
Initiative:           +3
Speed:                20 ft. (4 squares)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +3/+0
Attack:               Heavy Pick +8 melee (1d4+1/x4)
Full Attack:          Heavy Pick +8 melee (1d4+1/x4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent
Saves:                Fort +9, Ref +8, Will +5
Abilities:            Str 13, Dex 16, Con 14, Int 8, Wis 14, Cha 6
Skills:               Climb +2, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +2, Spot +3
Feats:                Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Quilby (Svirfneblin Fighter 3/Were Porcupine (Hybrid Form)
                      Small Humanoid (Gnome, Shapechanger)
Hit Dice:             3d10+6 plus 1d8+3 (29 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 15 ft.
Armor Class:          19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Claw +8 melee (1d3+1)
Full Attack:          2 Claws +8 melee (1d3+1) and 1 Bite +3 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent, Quills
Saves:                Fort +10, Ref +9, Will +5
Abilities:            Str 13, Dex 18, Con 16, Int 8, Wis 14, Cha 6
Skills:               Climb +10, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +6, Spot +3
Feats:                Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Quilby (Svirfneblin Fighter 3/Were Porcupine (Porcupine Form)
                      Small Humanoid (Gnome, Shapechanger)
Hit Dice:             3d10+6 plus 1d8+3 (29 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 15 ft.
Armor Class:          19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Claw +8 melee (1d3+1)
Full Attack:          2 Claws +8 melee (1d3+1) and 1 Bite +3 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Svirfneblin traits, Alternate Form, Porcupine Empathy, Low-light Vision, Scent, Quills
Saves:                Fort +10, Ref +9, Will +5
Abilities:            Str 13, Dex 18, Con 16, Int 8, Wis 14, Cha 6
Skills:               Climb +10, Craft (Alchemy) +3, Hide +9, Intimidate +0, Jump +2, Listen +6, Spot +3
Feats:                Combat Reflexes, Weapon Finesse, Alertness (B), Iron Will (B), Weapon Focus (Heavy Pick, B), Weapon Specialization (Heavy Pick, B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Quillby is an outcast among his people for reasons he'd rather not go in to.  Talindra found him starving on the side of the road and made him a guard at one of her temples.  He's actually quite happy now that he feels he's been given a purpose.

(https://i.imgur.com/z2W9lYI.png)


Were Porcupine

"Wot's all this here then?

"Harlan, this doesn't appear to be a Gnomish temple"

"Quillby? Is that you?"

"Harlan?  What are you doing here?"

"Teleported in to avoid a Wizards contest gone wrong.  What happened? This was Ulfgar's temple last I knew."

"They moved down the road.  It's Talindra's now."

Mess With The Porc And You Get The Pine

"Ah, the Zoanthrope Gawdess.  That explains the quills."

"I still need you people out of my room.  This is trespassing."

"We had no intention of trespassing, perhaps we can come to some sort of accord."

"That'll be up to the priest."

Not Bribeable With Apples (hint, hint, nudge)

"Fair enough."

"We got a visitin' priest today.  Come with me."

"Never did like priests.  It takes an odd man or woman to live with a D+Gawd in their heads all the time."
Title: Re: Jesters Realm Critters
Post by: bhu on January 13, 2014, 12:21:09 AM
Were Flamingo

Were Flamingo is an Acquired or Inherited template that can be added to any humanoid.  Talindra willingly admits she was stone drunk when she made these, and she's lost as to what purpose they serve other than aerial reconnaissance.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size is Small in Hybrid and Flamingo forms. 

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 unchanged, it gains a Flight Speed of 50 ft. (Average) in Hybrid and Flamingo Forms.

Armor Class: Natural Armor Bonus improves by +2 in all Forms.

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

Damage: Same as base creature in Humanoid form, same as Flamingo in Flamingo and Hybrid Forms (Flamingos have a Bite doing 1d3 plus Str 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.

Boiling Sneeze (Ex): When wading in the boiling salt pools in their native habitat, the flamingo has an additional defense.  As a Full Attack Action it can take a drink of the boiling water, and sneeze it at opponents.  This is a melee touch attack, and uses Dexterity to hit.  If successful the opponent takes 2d6 fire damage.

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.

Flamingo 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.

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

Water Resistance (Ex): Flamingos can submerge any part of themselves in boiling water, and thus have Fire Resistance 10 to such effects.  Actual fire still hurts them.

Saves: Must be recalculated in Hybrid and Flamingo forms due to stat changes, and gains a +2 Racial Bonus to Fort and Ref Saves.

Abilities: +2 Wis.  +4 Dex and +2 Con in Hybrid and Flamingo Forms.

Skills: Were Flamingos get a +4 Racial Bonus to Search and Spot Checks.  They also gain (2+Int) skill points, and their Class Skills are Listen, Search and Spot.

Feats: Gains Alertness and Iron Will as Bonus Feats.

Environment: Unchanged

Organization: Solitary, Pair, or Flock (15-50)

Challenge Rating:
+1

Treasure: Unchanged, usually Standard

Alignment: Usually Neutral

Advancement: By Character Class

Level Adjustment: +2 Afflicted (+3 Natural)


Sassy (Elf Bard 3/Were Flamingo) (Elf Form)
                      Medium Humanoid (Elf, Shapechanger)
Hit Dice:             3d6 plus 1d8+1 (16 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +2/+1
Attack:               Dagger +1 melee (1d4-1)
Full Attack:          Dagger +1 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bardic Music, Spells
Special Qualities:    Bardic Knowledge, Elf traits, Alternate Form, Flamingo Empathy, Low-light Vision
Saves:                Fort +3, Ref +8, Will +6
Abilities:            Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 16
Skills:               Balance +3, Bluff +5, Concentration +5, Diplomacy +5, Disguise +5, Gather Information +5, Hide +5, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +5, Perform (Dance) +9, Search +4, Sense Motive +6, Sleight of Hand +3, Spellcraft +3, Spot +6, Swim +2, Tumble +3, Use Magic Device +6
Feats:                Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Sassy (Elf Bard 3/Were Flamingo) (Hybrid Form)
                      Small Humanoid (Elf, Shapechanger)
Hit Dice:             3d6 plus 1d8+1 (16 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          18 (+1 Size, +5 Dex, +2 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +2/-3
Attack:               Bite +1 melee (1d3-1)
Full Attack:          Bite +1 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bardic Music, Spells, Curse of Zoanthropy, Boiling Sneeze
Special Qualities:    Bardic Knowledge, Elf traits, Alternate Form, DR 10/Silver, Flamingo Empathy, Low-light Vision, Hold Breath, Water Resistance
Saves:                Fort +4, Ref +10, Will +6
Abilities:            Str 8, Dex 20, Con 12, Int 13, Wis 12, Cha 16
Skills:               Balance +5, Bluff +5, Concentration +6, Diplomacy +5, Disguise +5, Gather Information +5, Hide +11, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +7, Perform (Dance) +9, Search +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +3, Spot +10, Swim +2, Tumble +5, Use Magic Device +6
Feats:                Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3


Sassy (Elf Bard 3/Were Flamingo) (Flamingo Form)
                      Small Humanoid (Elf, Shapechanger)
Hit Dice:             3d6 plus 1d8+1 (16 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          18 (+1 Size, +5 Dex, +2 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +2/-3
Attack:               Bite +1 melee (1d3-1)
Full Attack:          Bite +1 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bardic Music, Spells, Curse of Zoanthropy, Boiling Sneeze
Special Qualities:    Bardic Knowledge, Elf traits, Alternate Form, DR 10/Silver, Flamingo Empathy, Low-light Vision, Hold Breath, Water Resistance
Saves:                Fort +4, Ref +10, Will +6
Abilities:            Str 8, Dex 18, Con 12, Int 13, Wis 12, Cha 16
Skills:               Balance +5, Bluff +5, Concentration +6, Diplomacy +5, Disguise +5, Gather Information +5, Hide +11, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +7, Perform (Dance) +9, Search +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +3, Spot +10, Swim +2, Tumble +5, Use Magic Device +6
Feats:                Eschew Materials, Silent Spell, Alertness (B), Iron Will (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Sassy was just an average Bard, shakin' that thing through the night.  And then a drunken Gawdess fell from the sky, turned her into a bird, and vomited on the guitarist.  She's found adjusting to her new life a little odd.

(https://i.imgur.com/AkHifSA.png)


Were Flamingo

"So you were turned by the Gawdess when she was on a three week bender?"

"Yes.  It took her a bit to come to terms with Ascension."

"How have you been treated since then?"

"The novelty of my condition gets me lots of gigs.  I can't complain."

"Anything our viewers should know about being a Were Flamingo?"

"You have some odd abilities.  I can sit in boiling water.  I can also sneeze it from my eyes."

Flamingos Are Weirder Than You Think

"What?"

"Yeah, it weirded me out too"

"Anything else you can do?"

"Have you heard of blood milk?"

A Little Too Weird

"No."

"Best I not get into it then."
Title: Re: Jesters Realm Critters
Post by: bhu on January 31, 2014, 10:55:35 PM
 Pidgin
                      Tiny Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 40 ft. (Average)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Peck +6 melee (1d2-4)
Full Attack:          Peck +6 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poop Cannon
Special Qualities:    Low Light Vision, Darkvision 60 ft., Mindless
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 3, Dex 17, Con 10, Int -, Wis 14, Cha 14
Skills:               ---
Feats:                Ability Focus (Poop Cannon)(B), Weapon Finesse (B)
Environment:          Any
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

"Dammit I hate these birds..."

KAPOW

Pidgins appear to be magical...pigeons.  They are dangerous to mages, as anyone struck by their poop cannon becomes inarticulate, and as a result their speech turns a little...awkward.  Victims develop a noticeable cognitive defect as well.  Their origin is unknown, but as per usual mages are blamed.  The local Mage's Guilds say they would never do anything so irresponsible, yet noted drunkards among their group remain conspicuously absent for interviewing purposes. The name Pidgin is a pun that comes from their habit of mimicking language similar to a parrots.  However their speech is noticeably different, leading people to say they are speaking a 'pidgin' version of Common.

Poop Cannon (Su): Once per round as a Free Action the Pidgin may answer the call of nature, prompting a DC 12 (Save DC is Constitution based) Fortitude Save from unfortunate bystanders standing below (or from those who are forced to clean it up later).  The blast is treated as a grenade-like weapon aimed at the square directly beneath it (or up to 3 squares away), and at any given time the Pidgin has 1d3 'loads' ready.  Even more deadly are Pidgin flocks, which can number in the hundreds, and potential victims have the Save DC they must make increased by +1 for each blast landing in their square.  If the Save is failed they take a -1 Morale Penalty on Ability and Skill Checks and Attack rolls for 1d4 rounds, and gain a 20% failure chance any spells they cast in the next 24 hours fail (this stacks with other forms of spell failure, such as armor).

Combat: Pidgins rarely initiate combat as they are cowards, along with being dull.  Like most pigeons, however, they poop on everything and are thusly a hazard.

(https://i.imgur.com/QdsuqBv.png)

Pidgin
"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 coming to you live from Spankenstein College in Wacky Land!"

Vermin of the Sky

"We're here to interview the locals on a magically altered species of Pigeon.  Is it correct sir that they are responsible for altering the locals use of language?"

"MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?"

"Did you get that Jim?"

"I...I'm not sure..."


Toxic Bird Poo

"How do  we interview anyone if the birds scramble language?"

"I haven't been hit yet sir."

"What's the umbrella for?"

"It's the Pidgin poo sir.  It's toxic.  Thankfully the effects are temporary."

"Who are you?  Does this have anything to do with the college?"

"Oh my goodness, look at the time..."
Title: Re: Jesters Realm Critters
Post by: bhu on February 03, 2014, 10:55:12 PM
Argentariusloth
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             12d8 (54 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Fly 50 ft. (Poor)
Armor Class:          28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
Base Attack/Grapple:  +12/+12
Attack:               Slam +12 melee (1d4)
Full Attack:          2 Slams +12 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Spells, Summon Yugoloth, Midas Touch
Special Qualities:    DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, SR 28
Saves:                Fort +8, Ref +11, Will +14
Abilities:            Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
Skills:               Appraise +20, Bluff +18, Concentration +15, Diplomacy +24, Forgery +20, Gather Information +20 Intimidate +20, Knowledge (Arcana, Local, Nobility) +20, Profession (Banker) +18, Sense Motive +18, Spellcraft +22
Feats:                Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Iron Will, Spell Focus (Enchantment)
Environment:          Any
Organization:         Solitary, Pair, or Bank Staff (5-10)
Challenge Rating:     17
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Medium)
Level Adjustment:     ---


The Argentariusloth are mutant Arcanaloths in the Jester's realm who have retired to become bankers.  They make a great deal of cash lending money and providing other services, along with murdering troublesome clients for their hoarded cash.  The Argentariusloth will loan money to anyone, and if they cannot pay upon the agreed upon date the Argentariusloth turn them to gold and melt them down as payment of debt.  If they aren't enough to recoup the loss, the bankers go after their friends and family as well.  The Argentariusloth appear as purple skinned, wizened old men wearing clothing of the most expensive kinds.

Spell-Like Abilities (Sp): At Will: Detect Metals and Minerals, Detect Thoughts, Fool's Gold, Guards and Wards, Invisibility (Self Only), Know Motivation, Spymaster's Coin, Summon Golem. 1/day: Force Chest, Magic Circle Against Good.  Caster level 12th. The save DCs are Charisma-based.

Spells: An Argentariusloth casts spells as a 12th Level Archivist.

Summon Yugoloth (Sp): Once per day an Argentariusloth can attempt to summon another Argentariusloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.

Immunities (Ex): The Argentariusloth are immune to Acid, Petrification and Poison.

Midas Touch (Su): At will the Argentariusloth can make a melee touch attack as a Standard Action.  It's opponent must make a DC 21 Fortitude Save or be turned into a golden statue (this is identical to a Flesh to Stone spell other than the victim becoming gold, Save DC is Int based).  Melting down these statues and minting them into coin are how the Argentariusloth begin their fortunes and get rid of rivals.

Combat:  The Argentariusloth despise combat and believe it is for lesser minds.  They usually employ constructs as guards, and back them up with arcane power.

(https://i.imgur.com/G2hb8ee.png)

Argentariusloth
"I can see you in the back licking your chops Meidas.  We aren't interested."

They Give Loan Sharks A Bad Rep

"Friend of yours?"

"Kind sir, I am a friend to everyone."

"HA!"

"Why Harlan, how can you scoff so when I helped finance your first divorce?"

"What?"

Often Die In Suspicious Ways

"Without me you wouldn't have been able to afford that attorney."

"You neglected to tell Jim said wife was divorcing me to marry you."

"How'd that work out for you?"

"She tried to kill me on our wedding  night.  We have 12 kids now.  A finer woman I couldn't ask for."


Detect Metals and Minerals
1st Level Divination
Casting Time: 1 Action
Range: Self (60 foot Cone)
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of metals or minerals of any kind you specify within 60 feet of you. If you sense metals/minerals in this way, you can use your action to determine where it is, whether it's worked or raw ore, and how much of it there is.

The spell can penetrate non-magical barriers.


Spymasters Coin
2nd Level Divination
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 Hours or until triggered, then up to 1 Minute
This spell modifies a coin or coin sized item.  If someone tries using Detect Magic, they must succeed on a Wisdom (Perception) Check versus your sell save DC to notice the coin.  So long as the coin remains within 1000 feet of you, you may turn it into a sort of scrying device for 1 Minute,  Activating this effect  is a Bonus Action, and for the duration you may either see or hear (and may switch between ether as an Action) what is happening as if you were present instead of the coin.  You cannot see or hear at your current location at the same time.

Title: Re: Jesters Realm Critters
Post by: bhu on February 22, 2014, 06:06:23 PM
Hero Shrew
                      Diminutive Magical Beast
Hit Dice:             2d10+2 (13 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 30 ft. (Perfect), Swim 20 ft.
Armor Class:          20 (+4 Size, +4 Dex, +2 Natural), touch 18, flat-footed 18
Base Attack/Grapple:  +2/+2
Attack:               Bite +6 melee (1d3) or Ray +6 ranged (2d4)
Full Attack:           Bite +6 melee (1d3) or Ray +6 ranged (2d4)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Ray Vision
Special Qualities:    Darkvision 60 ft., DR 5/-, Immune to Fear, Superhero, Energy Resistance 5
Saves:                Fort +5, Ref +7, Will +1
Abilities:            Str 10, Dex 18, Con 12, Int 6, Wis 12, Cha 8
Skills:               Balance +12, Climb +12, Hide +12, Listen +4, Move Silently +8, Spot +3, Swim +8
Feats:                Great Fortitude
Environment:          Warm Forests
Organization:         Solitary or Justice League (5-10)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Chaotic Good
Advancement:          2 HD (Tiny)
Level Adjustment:     ---

"WHO DARE ENTER THE LAIR OF THE ROBOTIC GECKOMISTRESS?"

"The what?"

Hero Shrews appear as particularly bulky Shrews wearing tiny little capes.  Believing themselves the protectors of the innocent and the saviors of the world leads them to fight evil at every opportunity.  Unfortunately, given the Shrews slightly subpar intellect, those opportunities come more often than strictly necessary due to little misunderstandings.  They speak Common.

Ray Vision (Su):  Once every 1d4 rounds the Hero Shrew can unleash an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage when making the Shrew) as a Standard Action. This is a ranged touch attack with a range of 30 feet doing 2d4 damage of the chosen Energy type.  The Hero Shrews Energy Resistance is the same type of Energy chosen for their Ray Vision.

Superhero (Ex): Hero Shrews take no Size Penalties to opposed Combat Checks.

Skills: Shrews have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A Shrew can always choose to take 10 on Climb checks, even if rushed or threatened. A Shrew uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A Shrew 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: Hero Shrews pretty much fight like comic book superheroes: loud, up close, and with lots of collateral damage.

(https://i.imgur.com/7O46R8Y.png)

Hero Shrew
"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 taking a look at Scutisorex somereni, als known as the Hero Shrew."

OMG Look At The Little Capes!

"Hero Shrews are apparently an intelligent but flawed species who see themselves as the last stand against the forces of Evil."

"WE MEET AGAIN PROFESSOR JERGENS!"


With Great Power Comes Great Incoherence

"You know this Shrew Harlan?"

"Of course not Jim.  Clearly it has mistaken me for someone else."

"I am not mistaken Fiend!! I know you from your days as the Clonemaster!  Defend yourself!"

"A little help here Jim?"

"It's just a Shrew Harlan..."

ZAP
Title: Re: Jesters Realm Critters
Post by: bhu on February 28, 2014, 10:31:11 PM
Vampire Bait

Vampire Bait is an Acquired Template that can be applied to any creature with Levels in Cleric or Paladin (or other religion powered class).  Essentially you have been Cursed by some fairly powerful entity, and as a result a Vampire of some sort has fallen in 'love' with you.  However, you have not necessarily fallen for them as well.  So they spend their time pining for you, kidnapping people close to you to convince you to submit to their love (hey, they're still Evil after all), serenading you at night, and all around embarrassing you in front of the other assorted clergy (and possibly your Gawd).  Eventually you will succumb to their wiles, replacing this Template with one of the Vampire Templates, or it will all go to crap.  Or you may get cured and part ways as friends or enemies.  Hereafter in the Vampire smitten with you is referred to as your 'Paramour'.  Your Paramour is genuinely smitten with you and will not allow you to come to harm (though they may occasionally knock you out to kidnap you or Dominate you into going on dates with them).  Curing you usually requires some sort of Epic Quest to appease whatever cursed you in the first place,  and your Paramour will fight this process all the way doing whatever they can to hinder you without hurting you.  Notice the emphasis on the word 'you'.  The rest of the party they could often care less about initially, but they will possibly pay lip service to your Gawd to convince you they aren't all bad.  Note that your Paramours peers generally think you're bait for a trap (hence the template name), and will do their level best to convince you to go away, or even murder you.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature with the following changes and additions:

Turn/Rebuke Undead: Your Ability to do this no longer affects your Paramour.  As a sop to your ego however, you have a +2 Bonus on all Turn Checks made against other Undead.

Healing Any Healing abilities you have (such as Lay on Hands or spells) will still heal your Paramour regardless of his/her Undead state.  Spells you cast that would normally damage or incapacitate Undead do not otherwise affect them.   However all spells you cast against other Undead are cast at +2 Caster Level.

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

Odd Man Out (Ex): You have a -4 Penalty on Diplomacy Checks against other religious types (Paladins, Clerics, etc) who consider you some sort of backstabber or hypocrite, and against intelligent undead (who think you might be a pervert, or trying to trap them).

True Love? (Ex): If your Paramour is a Vampire Spawn, the may disobey any  orders their Master makes in reference to you.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Unchanged. 

Advancement: Unchanged.

Level Adjustment: +0


Title: Re: Jesters Realm Critters
Post by: bhu on June 09, 2014, 12:28:03 AM
Beeflings
                      Large Outsider (Chaotic, Evil, Native, Tanar'ri)
Hit Dice:             12d8+72 (126 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Fly 40 ft. (Good)
Armor Class:          22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +12/+24
Attack:               Gore +19 melee (2d6+12 plus 1d6 Fire)
Full Attack:          Gore +19 melee (2d6+12 plus 1d6 Fire)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Death Fart, Unholy Moo, Burner Charge, Headbutt of Doom!
Special Qualities:    DR 10/Cold Iron and Good, Darkvision 60 ft., Immunities (Electricity,  poison), Fire Resistance 20, Cold and Acid Resistance 10, SR 21, Telepathy 100 ft., True Seeing, It Tastes Like Burning!
Saves:                Fort +14, Ref +10, Will +10
Abilities:            Str 26, Dex 14, Con 22, Int 6, Wis 14, Cha 14
Skills:               Bluff +17, Intimidate +19, Listen +17, Sense Motive +17, Spot +17, Survival +17
Feats:                Diehard, Endurance, Improved Bull Rush, Improved Overrun, Power Attack
Environment:          Any Plains
Organization:         Solitary or herd (6-30)
Challenge Rating:     14
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          13-18 HD (Large), 19-36 HD (Huge)
Level Adjustment:     ---

Beeflings are great, fiendish Bison, the result of a weapons research/drunken mistake involving a herd of Bison, some mages, and some Balors who were remarkably unscrupulous (even for their kind).  The result are large, sulfurous, fiery tempered buffalo-like beings who are disturbingly difficult to farm (and that's without going into the ethics of farming sentient beings for food, even if they are demonic).  Well sought after as components for magic items and gourmet food, using them for either risks gaining the attention of their creators, who will pursue the offenders until the end of time if need be.  The Balors thought they'd have a new weapon in the Blood War.  The mages merging demonic essence with wildlife thought they would have more powerful minions.  The newly created Beeflings wanted grass.  These competing ideals did not mesh well.

Death Fart (Ex): If killed improperly (only Beefling farmers know the proper way, and they ain't sayin') a Beefling explodes in fire and stench.  Everything adjacent to, and up to 25 ft. behind the Beefling takes 12d6 fire damage.  Everything in that area, plus an additional 5 ft. outwards in each direction suffers the effects of a Stinking Cloud spell if they fail a DC 22 Fortitude Save (Save DC is Con based).  Victims can make a DC 22 Reflex Save to take half damage (Save DC is Con based).

Unholy Moo (Sp): Beeflings may cast Blasphemy (DC 18) 3/day as a Spell-Like Ability.

Burner Charge (Ex): Once per day when charging the Beefling may unleash an unholy, flaming fart that propels it headlong across the field.  It's Movement doubles for that round, and it scorches  everything up to 5 squares behind it doing 12d6 fire damage (Victims can make a DC 22 Reflex Save to take half damage.  Save DC is Con based.  It's Gore attack this round, if successful, does an additional +1d6 damage for every 10 ft. of distance the Beefling travels.  In addition anything within 10 ft. of the Beefling at any point in the round must make a DC 22 Fortitude Save (Save DC is Con based) or suffer the effects of a Stinking Cloud for 1d3 rounds.

Headbutt of Doom! (Su): 1/day the Beefling can unleash the Headbutt of Doom!  If the Beeflings Gore attack is successful the Beefling gets a Bull Rush as a Free Action without provoking an attack of opportunity.  If the Bull Rush is successful the Beefling's opponent is also knocked Prone and Dazed for 1d3 rounds.

True Seeing (Su): Beeflings have a continuous True Seeing ability, as the spell (caster level 12th).

It Tastes Like Burning! (Ex):  Anyone grappling, touching, or attacking a Beefling in melee with a natural weapon a Beefling takes 1d6 points of fire damage each round.  In addition they do +1d6 fire damage with any successful melee attacks.

Combat:  Beeflings hate the world.  Seriously, they're pissed at everything.  They've been known to go out of their way to head butt trees just to kill a butterfly that's landed on one. 

(https://i.imgur.com/9NmQXIC.png)

Beefling
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my properly stupefied assistant Jim!  Today on Wild Kingdom we'll be taking a look at Bos Daemonium, more popularly known as the Beefling.  Fairly similar looking to modern bison, they have been infused with 'demonic essence'.  Jim has been discussing them with local Farmer Ezekiel.  Jim?"

Sentient Bison
"Good evening Harlan.  Farmer Ezekiel here tells me the Beeflings are intelligent beings..."

"WHAT?"

"We calls 'em Beeflings, cause it's a portmanteau of beef and Tiefling.  That's just damn funny."

Born of War
"Sir, are you saying you raise self aware beasts for meat?"

"Naw, we raise 'em for other things too."

"WILL YOU (BEEP) GET OFF THE DARN LAWN?  WE'RE TRYING TO EAT HERE!"
Title: Re: Jesters Realm Critters
Post by: bhu on September 28, 2014, 06:44:44 PM
Winchester

Winchester is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid,  or Vermin.

"Gentlemen.  We can rebuild him.  We have the technology."

"But do we have the money?"

"Screw money, this is gonna be awesome!"


The life of a Tinker gnome is a hard thing.  People don't respect OR fear you, so you're perceived as a bit of a doormat,   You're also a bit lacking in Clerics sometimes, so casualties are high.  That's when Grimble Smokentrausers decided to research just plain out rebuilding injured Gnomes with mechanical bits to replace the broken squishy ones.  As usual, his idea got a bit out of hand.   Today, the half automatons he initially created (as well as their descendants) are known as Winchesters, after the family who used Grimbles services the most.  Eventually he began installing weapons in them, because, like the Gnomes, the Winchesters just seemed to piss a lot of people off.

Size and Type: Size is Unchanged, Type becomes Construct with the Living Construct Subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: Loses any attacks that the base creature possesses that are head based, such as bites, horns, gore, headbutts, etc.  The Winchesters gun is generally implanted in it's head, so it foregoes using other head base attacks in order to preserve it.

Damage: Unchanged.

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

Model 870 (Ex): 870 series Winchesters have Strength as their highest physical stat.  The Model 870 has a ranged Shot attack it can use as a Standard Action 5/day. This attack takes the form of a 20 ft. Cone, does 2d8 damage, and threatens a Critical on a 20. 

Model 700 (Ex): 700 series Winchesters have Dexterity as their highest physical stat.  The Model 700 has a ranged Sniper attack it can use as a Standard Action 5/day with a range increment of 100 ft.  Damage is 2d10 on a successful hit, and it threatens a Critical on a 19-20.

Model ACR (Ex): ACR series Winchesters have Constitution as their highest physical stat.  The Model S has a ranged Spray attack it can use as a Standard Action 5/day with a range increment of 70 ft.  The Winchester targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective AC of 10. If the attack succeeds, every creature within the affected area must make a Reflex save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or take the attacks damage.  Optionally it may be targeted at a single creature, doing 4d8 damage if it hits.  Normally it does 2d8 damage and threatens a Critical on a 20. 

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

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

Rifleman (Ex): If the Winchester is succeeds n making an attack roll by 5 or more with it's Special Attack, or successfully confirms a Critical hit, it adds an Ability Modifier to the damage (Str for Model 870, Dex for Model 700, Con for Model S).

Saves: Gains a +2 Racial Bonus on Fortitude Saves.

Abilities: +4 to whichever of the three physical Ability Scores is already the highest (i.e. Str, Dex, Con), +2 Wis, -2 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any.

Organization: Usually Solitary.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually changes to Neutral.

Advancement: Unchanged.

Level Adjustment: +3


Gnome ACR
                      Small Construct (Living Construct)
Hit Dice:             1d8+4 (8 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          18 (+1 Size, +2 Natural, +4 Chain Shirt, +1 Light Shield), touch 11, flat-footed 18
Base Attack/Grapple:  +0/-4
Attack:               Longsword +1 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) or Spray +1 ranged (2d8)
Full Attack:          Longsword +1 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) or Spray +1 ranged (2d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Model ACR
Special Qualities:    Gnome traits, Living Construct traits, DR 3/-, Rifleman
Saves:                Fort +6, Ref +0, Will -1
Abilities:            Str 11, Dex 11, Con 18, Int 10, Wis 9, Cha 8
Skills:               Hide +5, Listen +2, Spot +1
Feats:                Weapon Focus (Light Crossbow)
Environment:          Temperate Hills
Organization:         Solitary or Company (2-4)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +3

(https://i.imgur.com/ZjdNGhb.png)

(https://i.imgur.com/YZ9lDVw.png)

(https://i.imgur.com/6ncVA3C.png)

Winchesters

"Welcome to the Winchester company, where we make you a little less fragile every day."

"Are those Half-Golem's?"

Bionic Gnomes

"No sir.  We've merely replaced their permanently damaged limbs with superior clockworks."

"Is that a gun in their heads?"

"They need to defend themselves sir.  There are many who would like to reverse engineer our methods."

"Doesn't that mean they always have a gun pointed at whatever they're looking at?."

No Noticeable Side Effects

"That violates the rules of gun safety."

"We can assure you it's perfectly safe.  Our guns only discharge on mental command.""

"It may come as a surprise, but that probably doesn't make anyone comfortable."
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2014, 06:40:59 PM
Happy early Thanksgiving!


Turkey
                      Small Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          16 (+1 Size, +1 Dex, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +2/-2
Attack:               Bite +3 melee (1d4)
Full Attack:          Bite +3 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low-light Vision, Darkvision 60 ft., Scent, Conspiracy
Saves:                Fort +4, Ref +4, Will +3
Abilities:            Str 10, Dex 12, Con 12, Int 2, Wis 12, Cha 5
Skills:               Balance +5, Climb +5, Hide +6, Listen +2, Spot +2, Swim +5
Feats:                Improved Toughness, Iron Will
Environment:          Temperate or Warm Swamp or Forests
Organization:         Solitary or Troop (5-10)
Challenge Rating:    1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Small); 5-8 HD (Medium)
Level Adjustment:     ---

"That ain't no bird..."

Turkeys are an unholy combination of Turtle and Monkey, and resemble scaly monkeys with a somewhat reptilian face and hard shell.  Not particularly strong or fast, few people find them threatening, and their existence is contributed to a combination of whiskey and access to the same magics that created the Owlbear.  They have found a niche in Durian, where rampant superstition has led to all sorts of weird stories about them.  They're vampires.  They can pull your soul out from your butt.  They are raging cucumber addicts with supernatural kung-fu powers.  The list goes on.

It's so bad that people making Knowledge Checks abut them are bombarded with misinformation.

Conspiracy (Ex): Myths and rumors about Turkeys have become so obfuscated in the retelling, that all Knowledge skill checks made to gain information about them take a -8 Penalty.

Skills: Turkeys have a +4 Racial Bonus on Balance, Climb, and Swim Checks.

Combat: Turkeys are fairly non-aggressive, unless you approach them suddenly or go near their eggs. Or live in Durian.  They love messin' with people in Durian.

(https://i.imgur.com/opyFJyC.png)

Turkey
"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 taking a look at the common Turkey.

That Ain't No Bird

"I don't know what the hell that is, but it's not a Turkey..."

"CORRECT YOUNG JIM!"

"Who might you be?"

"I'm Big Daddy Jones, purveyor of rare and wondrous animals hereabouts!"

"That is clearly an abomination of magic, not an animal."

It Does What?

"Let's not anger the locals Jim."

"No anger here sir!  Careful about approaching the Turkey! They are signs of ill omen."

"And yet you travel with a cage full of them..."

"They come in handy good sir!  Alcohol made from their liver cures gout!  Just don't feed them after midnight or they become vampires!"

"Er...what?"

"Also, never feed them powdered bone, or they gain the power to disguise themselves as goats!"

"Are you high?"

Title: Re: Jesters Realm Critters
Post by: Braininthejar on November 11, 2014, 07:37:20 PM
Flamingos can persist on water that is way too salty for any sane creature
Title: Re: Jesters Realm Critters
Post by: bhu on November 11, 2014, 08:03:02 PM
A bonus on saves vs dessication damage maybe?  Are tehre rules for drinking salt water?
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2014, 06:05:48 PM
Turbo-Charged

Turbo-Charged is an Acquired Template that can be applied to any creature.  Exactly how it is applied, and who does the applying is apparently a trade secret (and Template beneficiaries ain't speakin').  It's generally assumed to be some sort of magical upgrade for warriors who emphasize speed over personal safety.  The Sky Gnomes take credit for it's invention, which should be more than enough to warn others away.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged (but see below).

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Kick in the Afterburners! (Ex):  The Turbo-Charged can make a special Charge Attack a number of times per day equal to it's Constitution Modifier (minimum of 1/day).  This can be combined with the Cometary Collision Feat.  The base creature accelerates suddenly, bursting into flame.  For the round of the Charge attack, the base creature gains the following benefits:

  Immunity to Fire Damage.

  You do not take the -2 Penalty to AC for a Charge Attack.

  It is not required to move in a straight line while making the Charge, but must still move at least 10 feet.
 
  Your Charge is not stopped by Difficult Terrain.

  Your attacks do +1d6 Fire damage, and anyone successfully attacking you in melee takes 1d6 Fire damage, at which point your flames extinguish and flare up on the target you attacked successfully.  The target takes 1d6 Fire damage at the beginning of it's turn for (3+ Constitution Modifier, minimum of 3) rounds.  This fire may be extinguished early by the target making a Reflex Save each round to avoid taking fire damage (Save DC is Con based), and if he succeeds the fire goes out.  They may gain a +4 Bonus to the Save by dropping and rolling on the ground, and jumping in water extinguishes it automatically.

Special Qualities: Retains all Special Qualities of the Base Creature.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1 (+2 if Con score is 18 or higher)


Streakin' John (1st Level Gnome Warrior/Turbo Charged
                      Small Humanoid (Gnome)
Hit Dice:             1d8+2 (6 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          15 (+1 Size, +4 Chain Shirt), touch 11, flat-footed 15
Base Attack/Grapple:  +1/-3
Attack:               Greataxe +2 melee (1d10/x3)
Full Attack:          Greataxe +2 melee (1d10/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Kick in the Afterburners
Special Qualities:    Gnome Traits
Saves:                Fort +4, Ref +0, Will -1
Abilities:            Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8
Skills:               Hide +4, Intimidate +1, Listen +3, Spot +3
Feats:                Weapon Focus
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral Good
Advancement:          By Character Class
Level Adjustment:     +1

Streakin' John always wanted to be special.  To be noticed for something.  Nobody knows where he went when he quit the army, but he came back goofy, and with a love of large axes.

(https://i.imgur.com/RNfZ9bp.png)

Turbo Charged

"Well this looks interesting."

"Ah, the Yule Market.  I remember it so."

"HURRY, HURRY, STEP RIGHT UP!  See the latest in Sky Gnome technology!"

"My memories of this are less fond..."

"Do you have an obsessive need to go faster, spreading fire in your wake?"

You'll Be The First To Die, But I Like Your Enthusiasm

"I remember your stories about the Sky Gnomes.  They  seemed a trifle harsh."

"Do you find charging into combat is getting boring?"

"Goodness me, what have hey done to that poor man?"

"With this new magical process, you can burninate all who oppose you!"

"Looks like one of those Winchesters we saw a while back."

"I can't imagine it being any less terrifying."

"Have we got a deal for you!"

Fire Is Not The Answer

"You do not sir.  Good day."

"EFFIN' ROCK GNOMES, AND YOUR EFFIN' SNOBBERY!"
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2014, 06:09:47 PM
Light-Puker

Light-Puker is an Inherited Template that can be applied to any corporeal creature.  It is a sad, sad world in which beings are randomly born with the ability to shoot lasers from one of their various orifices.  Granted, it usually issues from the mouth, accompanied by a loud retching sound, but critters have been observed belching forth lasers from their ears, nostrils, and on rare occasion even their navels.  The Gawds steadfastly claim that this condition is not their fault, nor are they responsible for the 'rogue' Clerics quietly disappearing anyone who looks into it.

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

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged (BAB will change if Type changes).

Damage: Unchanged.

Special Attacks: Retains all Special Attacks

Expectorate Laser (Su): Once every 1d4 rounds the Light-Puker can unleash a laser from one of it's available bodily orifices (the Gawds apparently have ... issues).  This is a ranged attack doing (x)d6 fire damage (x is equal to the Base Creatures Hit Dice, minimum of 1d6).  The attack has a Range Increment of 80 ft, and damage drops by 2d6 for each Range Increment past the first.  The attack roll takes a -4 Penalty if the laser is fired from air to water or water to air (or in heavy rain or snow), and ignores Dex/Dodge Bonuses to AC.  It is completely invisible unless fired into smoke/rain/fog etc.

Special Qualities: Retains all Special Qualities of the Base Creature.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged (Calculate skills if base creature was a Vermin).

Feats: Gains Point Blank Shot and Precise Shot as Bonus Feats, remember to add Feats if base creature was a Vermin.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1 per every 5 Hit Dice.


Light Pukin' Medium Shark
                      Medium Magical Beast (Aquatic)
Hit Dice:             3d10+3 (19 hp)
Initiative:           +2
Speed:                Swim 60 ft. (12 squares)
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +3/+4
Attack:               Bite +5 melee (1d6+1) or Laser +5 ranged (3d6)
Full Attack:          Bite +5 melee (1d6+1) or Laser +5 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Expectorate Light
Special Qualities:    Blindsense 30 ft., Keen Scent
Saves:                Fort +4, Ref +5, Will +2
Abilities:            Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills:               Listen +6, Spot +6, Swim +9
Feats:                Alertness, Weapon Finesse, Point Blank Shot (B), Precise Shot (B)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

(https://i.imgur.com/r1DImc8.png)

(https://i.imgur.com/hKo2ZPR.png)

Light Puker

"Is that man selling weasels?"

"It's best to just assume they just look like weasels.  Remember where we are."

"Greetings gentlemen! Would you like to purchase a home protection weasel?"

"What makes them a guard animal?"

"They have supernatural abilities sir!"

Animals And Energy Beams Don't Mix

"Weasels are not animals known for their self restraint."

"Sir, our weasels receive the finest training, I can assure you."

"Weasels aren't known for being trainable either."

"Show 'em your moves Bessie!"

RAAAAAAALLF

"So they have breath weapons..."

"That is just terrifying."

"And it will likewise terrify your enemies!"

Weasels Do Not Guards Make

"Are you an accredited dealer in any way?"

"Yes sir.  Got my accreditation from Joe, of Joe's Used Pets!"

"Joe and I go way back."

"I'll just move along now..."
Title: Re: Jesters Realm Critters
Post by: bhu on December 24, 2014, 09:20:14 PM
Little Veekie's Big Beehouse of Horror, Part II

"Greetings benefactors of all beekind.  Your efforts have not been in vain.  With the money you have given my research efforts we will soon bring the non-bee loving world to it's knees!!MUWHAHA!!

Sweat Bee
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), fly 60 ft. (good)
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-4
Attack:               Sting +5 melee (1d3-1 plus poison)
Full Attack:          Sting +5 melee (1d3-1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dehydrating Poison
Special Qualities:    Darkvision 60 ft., Low Light Vision, Scent, Pheromones
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 8, Dex 16, Con 10, Int 3, Wis 12, Cha 8
Skills:               Balance +3, Climb +3, Craft (any 1) +2, Knowledge (Geography) +2, Spot +5, Survival +1 (+5 for Orientation)
Feats:                Weapon Finesse, Ability Focus: Poison, B)
Environment:          Any warm or temperate, except desert
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          2-3 HD (Medium)
Level Adjustment:    ---

Sweat Bees are dark, metallic colored bees that feed on salt, particularly that found in sweat (hence the name).  They supplement their diet with other things presumably when salt is unavailable (most sages feel they are too dangerous to examine in close proximity).  Their nests are built in piles of wood or in the ground.  While generally not aggressive (they can be bribed with offers of salt and food, or letting them lick the sweat from your body), they will sting if frightened or harmed.

Dehydrating Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 2d6 dessication damage. If the second save is failed, the victims is also Dehydrated (see page 15 of Sandstorm).  The save DC is Constitution-based.

Pheromones (Ex): Sweat Bees also produce pheromones.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Sweat Bees understand them).  Sweat Bees can detect them at a range of 1 mile via Scent.  They come in several varieties:

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Sweat Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive.  The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

Skills: Sweat bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Unless truly hungry, Sweat Bees are not particularly combative.  They tend to sting and fly away, letting their venom weaken opponents before returning to attack.

(https://i.imgur.com/8TLh7EU.png)

Sweat Bees

"What are those large, metallic bees over there?"

"And why are they licking those people?"

"Y'all have never had a bee bath?"

"What?"

"Theys Sweat Bees.  Sweat Bees is often salt defishunt.  Sweat has a lot of salt..."

"That's disturbing?"

Give Us Yer Sweat

"Better to let them have it.  Otherwise they sting."

"Is the sting venomous?"

"Of a sort.  It causes ya to sweat to death so they can get to tha salt."

"And I thought it was disturbing before..."

"They're easy ta bribe tho.  And they make good watchbees."

"You bribe them with sweat?"


Not As Aggressive As They Seem

"aw.  Salt licks."

"Then why the bee baths?"

"Move on Harlan."



Bumblebee
                      Large Magical Beast
Hit Dice:             7d10+7 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), fly 100 ft. (good)
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +7/+14
Attack:               Sting +9 melee (2d4+4 plus poison)
Full Attack:          Sting +9 melee (2d4+4 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Bumble Poison
Special Qualities:    Darkvision 60 ft., Electric Sense, Scent, OMG IT'S SO FLUFFY!, Pheromones
Saves:                Fort +6, Ref +6, Will +3
Abilities:            Str 16, Dex 12, Con 13, Int 3, Wis 12, Cha 15
Skills:               Balance +2, Climb +7, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +4 (+8 Orientation)
Feats:                Flyby Attack, Hover, Wingover
Environment:          Any, except desert or aquatic (though mountains are preferred)
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:    ---

These are huge, fluffy bees.  Not particularly aggressive, they often rely on their sheer adorableness to dissuade potential attackers.  They make excellent watch bees though, as despite their size they're generally accepted as  harmless.

Bumble Poison (Su): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex.  In addition, if the Secondary damage is taken the victim must make a DC 20 Balance Check each round, or fall prone (or to stand back up if they have fallen).  This effect lasts for 1 Minute.  The save DC is Constitution-based.

Electric Sense (Ex):  The Bumble Bee effectively has Blindsense in a 60 ft. radius.  This is disrupted for the round anytime someone in this area of effect uses an attack doing electrical damage.  If it has ongoing damage, the Blindsense is disrupted until the damage stops.

OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong.  Effectively you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD).  Save DC is Cha Based (DC 15).

Pheromones (Ex): Bumble Bees also produce limited pheromones.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bumble Bees understand them).  Bumble Bees can detect them at a range of 1 mile via Scent. 

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Bumble Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Skills: Bumblebees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Bumbles do not generally initiate combat, but will sting and flee if attacked.  Once their venom has disabled their attacker they may return to kick him or spit on him a few times, but generally you really have to piss them off for them to fight.

(https://i.imgur.com/SV6FzU5.png)

Bumblebees

"You've got giant Bumblebees?"

"Truly adorable"

"Yup.  They don't bother no one much, and their venom gives people the stumbles if someone gets handsy."

"So they too are watchbees?"

"Yup.  Pretty friendly too."

"Are they domesticated?"

Humble Bumbles

"Theys not, but you can still approach them as long as you don't make any sudden moves or loud noises."

"I can't believe I'm asking this, but are they pettable?"

"Yup.  Long as yer holdin' sugar."

"Jim, you aren't serious."

"They're like big puppies really."

"TI have to be adventurous occasionally Harlan."


Fwuffy Puppers

"The kids love 'em."

"You let children around giant bees..."

"They are Druids Harlan."


Honey Bee
                      Medium Magical Beast
Hit Dice:             3d10 (16 hp)
Initiative:           +6
Speed:                20 ft. (4 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+3
Attack:               Sting +5 melee (1d4 plus poison)
Full Attack:          Sting +5 melee (1d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Honey Production, Pheromones, Scent
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 10
Skills:               Balance +2, Climb +4, Craft (any 1) +4, Knowledge (Geography) +3, Spot +5, Survival +2 (+6 for Orientation)
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any warm or temperate, except desert or aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

These appear to be your average giant honey bee but for their intelligence.  Their honey is well known for it's restorative properties, and they (or an elected representative) often sell or trade it for things they need.  It doesn't come cheap either.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Honey Production (Su): A hive can produce one "dose" of honey, per bee, per week.  A dose acts as a Cure Light Wounds potion (caster Level equals Hit Dice of the bee), and also fulfills the ingesters food and water requirements for a whole day.

Pheromones(Ex):  Honey Bees have among the most complicated sets of pheromones as befits their hivelike society.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Honey Bees understand them).  Honey Bees can detect them at a range of 1 mile via Scent.  They come in several varieties:

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Honey Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive.  The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

Queen: Queens can unleash a variety of Pheromones, acting as the Suggestion spell with a range of 60 ft.  This only affects members of her hive.

Skills: Honey bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Honey Bees are generally live and let live so long as you don't approach their hive.  Then it's sting city.

(https://i.imgur.com/DaHotpJ.png)

Honey Bees

"I see you have giant honeybees."

"How aggressive are they?"

"No more so than usual."

"Are they just larger than usual bees?"

"Their honey seems to have healing powers."

"Is that by accident or design?"

Sticky Goodness

"Design we think."

"How do you get them to share that?"

"Magic,  Theys damn touchy bout their honey.."

"So they don't share than?"

"HA! No sir."

"That must make them a failed experiment in the eyes of their creator.."


Supporting All Beekind

"Naw, they just won't share with people.  Other bees are okay."

"Astonishing."

"Always good to see this sort of cooperation"


Carpenter Bee
                                    Large Magical Beast
Hit Dice:             7d10+7 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), fly 100 ft. (good)
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +7/+14
Attack:               Sting +9 melee (2d4+4 plus poison)
Full Attack:          Sting +9 melee (2d4+4 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Woodworker, Pheromones
Saves:                Fort +6, Ref +6, Will +3
Abilities:            Str 16, Dex 12, Con 13, Int 6, Wis 12, Cha 15
Skills:               Balance +1, Climb +7, Craft (woodworking) +5, Knowledge (Geography) +5, Profession (Carpenter) +3, Spot +5, Survival +3 (+7 for Orientation)
Feats:                Endurance, Flyby Attack, Hover
Environment:          Any temperate or warm, except desert or aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:    ---

Carpenters are large black bees with yellow heads.  Their forelegs effectively have hands.  They are excellent woodworkers, and usually sell their wares to benefit the hive (and occasionally all bee-kind).  They nest in huge wooden 'houses', and often supply the wooden portions of weapons to traveling weapons makers in return for the metal heads (arrowheads, spear points, etc).  Some also make lacquered, wooden armor.  Many are surprisingly proficient in weapons and armor.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Woodworker (Su): You are an excellent woodworker.  Time required to perform any Craft (Woodworking) checks or to create items made of wood is reduced 25%.   In addition you can make magical items created out of wood without the appropriate Craft Item Feat.

Pheromones (Ex): Carpenter Bees also produce limited pheromones.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Carenter Bees understand them).  Carpenter Bees can detect them at a range of 1 mile via Scent. 

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Carpenter Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Skills: Carpenter bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Carpenter Bees are generally non-violent, so long as you don't use fire.  They react extremely negatively to fire due to their homes being highly flammable, and will attack relentlessly until the fire is out.

(https://i.imgur.com/arohAxR.png)

Carpenter Bees Bees

"Those bees have hands."

"And wooodworking tools."

"Yup.  Carpenter Bees.  Show 'em anything involving woodwoorking and they'll copy it.  For food of course."

"How good are they?"

"They make most of our furniture."

"What did they used to do?"

Busy Bees

"Make weapons for their master."

"That's depressing."

"Yup.  They like the variety we give them a lot more."

"At least you're giving them a good life."

"They don't seem to mind the furniture.  We have 'em make armor too."

"Of course,  Because Druids can't wear metal armor."


Surprisingly Adept With a Club

"We've been trying to train 'em to cast Shillelagh too."

"Sir, you never teach bees magic.   They have magic enough of their own."

"Bees are magic Harlan.  It's probably why the aforementioned madman targeted them."



Hornfaced Bee
                      Huge Magical Beast
Hit Dice:             15d10+75 (157 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), fly 100 ft. (good)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +15/+31
Attack:               Gore Sting +21 melee (2d6+12 plus poison)
Full Attack:          Gore Sting +21 melee (2d6+12 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Poison
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +14, Ref +9, Will +6
Abilities:            Str 26, Dex 10, Con 20, Int 3, Wis 12, Cha 8
Skills:               Climb +12, Craft (any 1) +0, Intimidate +13, Knowledge (Geography) +0, Spot +5, Survival +5 (+9 for Orientation)
Feats:                Flyby Attack, Great Flyby Attack*, Greater Powerful Charge*, Hover, Powerful Charge*, Wingover
Environment:          Any temperate or warm, except desert or aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     12
Treasure:             None
Alignment:            Usually Neutral
Advancement:          16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment:     ---

* See Miniature's Handbook or Savage Species.

Hornfaced Bees are magical abominations, looking like a cross between a Bee and a Wooly Rhino, with their sting in their nasal horn as opposed to their abdomen.  Unlike non-magical bees they eat meat, and do not go into torpor in the winter months.  They are otherwise similar to most bees other than the size of their nests. 

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills: Hornfaced bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Hornfaced Bees will generally charge, and then fly away to like up another charge while their venom does it's work.

(https://i.imgur.com/ZnbN8e5.png)


Hornfaced Bees

"Oh, now that looks terrifying."

"What on Earth is that?"

"Hornfaced Bee.  Careful, they are aggressive."

"It's eating a side of beef..."

"Ol Bessie is a carnivore."

"So a giant flesh eating monster lurks on your farm?"

They Don't Hibernate (Or Rest)

"Well, just the one anyway..."

"I don't imagine anyone tries to steal it?"

"Oh, goodness  no.  She done ate the few what tried."

"Is the sting in the horn?"

"Yup.  They're a lil backwards."

"Thats one terrifying weapon."


Do Not Approach Them Unseen

"Just don't sneak up on 'em, they spook easy.  Or approach 'em from the front.  They take that as a challenge."

"Good to know."

"Let's hope this is the last scary surprise."


Mason Bee
                      Medium Magical Beast
Hit Dice:             3d10 (16 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+3
Attack:               Sting +5 melee (1d4 plus poison)
Full Attack:          Sting +5 melee (1d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Masonry, Scent, Pheromones
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 15
Skills:               Balance +2, Climb +4, Craft (masonry) +4, Knowledge (Geography) +2, Profession (Mason) +5, Spot +5, Survival +1 (+5 for Orientation)
Feats:                Endurance, Weapon Finesse
Environment:          Any temperate, except desert or aquatic
Organization:         Solitary, buzz (2-5)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

Mason Bees are metallic black, green or blue bees with hands on their forelimbs.  Known as excellent stoneworkers, they live in forts as opposed to nests.  Many also sell their services as employees to benefit their group (or other bees). 

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Masonry (Su): You are an excellent stoneworker.  Time required to perform any Craft (Masonry) checks or to create items made of stone is reduced 25%.   In addition you can make magical items created out of stone without the appropriate Craft Item Feat.

Pheromones (Ex): Mason Bees also produce limited pheromones.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Mason Bees understand them).  Mason Bees can detect them at a range of 1 mile via Scent. 

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Mason Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Skills: Mason bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Mason Bees are generally nice guy types, but they don't hesitate to sting offenders if attacked.

(https://i.imgur.com/M2RNpeN.png)

Mason Bees

"Why do you have a little stone hill fort?"

"Are those bees guarding it?"

"Naw, they made it.  Thems Mason Bees."

"Similar to the Carpenter Bees then?"

"They make quite the team."

"So they make fortifications for food?"

Fort Bee

"They do carving and bricklaying too."

"You have quite the community here."

"Yup.  We're right proud of it."

"Do they do sculpture?"

"Sure, if you teach 'em"

"That might be a money maker."


Friendlier Than Most Bees

"It funds a lot of our work here."

"That's much less tragic than the last bee."

"Do you hear a rumbling?"


Digger Bee
                      Huge Magical Beast
Hit Dice:             15d10+75 (157 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), fly 100 ft. (good), Burrow 10 ft.
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +15/+31
Attack:               Sting +22 melee (2d6+12 plus poison)
Full Attack:          Sting +22 melee (2d6+12 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +14, Ref +9, Will +6
Abilities:            Str 26, Dex 10, Con 20, Int 4, Wis 12, Cha 8
Skills:               Balance +2, Climb +12, Craft (any 1) +4, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Spot +5, Survival +5 (+9 for Orientation)
Feats:                Flyby Attack, Great Flyby Attack*, Hover, Improved Initiative, Weapon Focus (Sting), Wingover
Environment:          Any temperate, except desert or aquatic
Organization:         Solitary, Buzz (2-5), or Hive 11-20
Challenge Rating:     12
Treasure:             None
Alignment:            Usually Neutral
Advancement:          16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment:     ---

*See Savage Species

Digger Bees are a solitary species that are found nesting in the ground.  They are huge, hairy, and fairly dark colored but for their white face, and are used for mining and laying siege to castles in exchange for food.

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Skills: Digger bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Digger Bees aren't usually terribly combative (unless employed as such), but woe to those who arouse their anger.  Their venom is quite potent given their size.

(https://i.imgur.com/vrL1iCZ.png)

Digger Bees

"There appears to be a giant bee clawing it's way out of the earth."

"Tunneling bees?"

"Thats Tom, the Digger Bee.  We use him for excavatin'."

"He's a big one."

"No worries, he's friendly."

"You pay him in food I imagine?"

Beneficial

"He eats a lot of dangerous bugs.  And intruders."

"I thought you said he was friendly?"

"He is.  As long as you don't walk upon him alone in the night."

"Good to know.."

"Really, Tom's a good bee.  He just eats the bad guys."

"How does he decide who's a bad guy?"


Stranger Danger

"Mostly by whether or not he's seen you before, and in what context."

"Good thing we scheduled the tour..."

"Incoming bees!"


Killer Bee
                      Medium Magical Beast
Hit Dice:             3d10+6 (22 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+5
Attack:               Sting +5 melee (1d6+2 plus poison)
Full Attack:          Sting +5 melee (1d6+2 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Sneak Attack
Special Qualities:    Darkvision 60 ft., Pheromones, Scent
Saves:                Fort +5, Ref +5, Will +3
Abilities:            Str 15, Dex 14, Con 15, Int 12, Wis 14, Cha 10
Skills:               Balance +6, Climb +6, Craft (any 1) +5, Hide +5, Knowledge (Geography) +5, Knowledge (Nobility) +3, Listen +4, Move Silently +5, Spot +6, Survival +6 (+10 for Orientation)
Feats:                Ability Focus (Poison), Flyby Attack
Environment:          Any warm or temperate, except desert or aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

Killer Bees are normal giant bees magically enhanced for both intelligence and absolute viciousness.  They appear like any other Bee, but opponents quickly find out this is an entirely different animal.  Given that they have hands they can use Simple and Martial weapons, and Light Armor and Shields.

Poison (Ex): Injury, Fortitude DC 15, initial damage is 1d6 Con, secondary damage is death. The save DC is Constitution-based.

Sneak Attack (Ex): Killer Bees have +2d6 Sneak Attack (see PHB page 50).  They gain an additional die at HD 5, 6, 8 and 9 if advanced.

Pheromones(Ex):  Killer Bees have among the most complicated sets of pheromones as befits their hivelike society.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Killer Bees understand them).  Killer Bees can detect them at a range of 1 mile via Scent.  They come in several varieties:

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Killer Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Alarm: The Bee marks an object (or more likely a creature) as a target.  All Killer Bees will become maddened if within 60 ft., and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

Skills: Giant bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), or Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Given their Sneak Attack dice, Killer Bees obviously prefer to attack from ambush.

(https://i.imgur.com/ciO408b.png)

Killer Bees

"Best get out that cube of force Jim!"

"I thought your bees weren't dangerous?"

"There are dangerous species in the area.  We use the Killer Bees to keep the hives safe from them.  You can relax."

"I can't help but notice you referred to them as Killer Bees..."

"It's just a nickname."

"Do they kill things?"

Angry Bees

"Only what we pay 'em too."

"And what do they eat?"

"They're too paranoid to accept food.  We pay 'em in Gold."

"Smarter than the average bee."

"Their creator used 'em as assassins."

"Why are they looking at us that way?"


They Live On Blood And Honey

"Yer friend there is a wizard."

"I'm not the kind of Wizard they think I am."

"Yes you are."
Title: Re: Jesters Realm Critters
Post by: bhu on December 24, 2014, 09:28:56 PM
Cuckoo Bee
                       Medium Magical Beast
Hit Dice:             3d10 (16 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+3
Attack:               Sting +3 melee (1d4 plus poison)
Full Attack:          Sting +3 melee (1d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Enthrall
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 11, Dex 14, Con 11, Int 14, Wis 12, Cha 15
Skills:               Bluff +7, Climb +6, Craft (any 1) +8, Diplomacy +7, Hide +6, Knowledge (Geography) +8, Move Silently +6, Spot +5, Survival +5 (+9 for Orientation)
Feats:                Ability Focus (Enthrall, Poison)
Environment:          Any warm or temperate, except desert or aquatic
Organization:         Solitary plus potential thralls
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

While they generally resemble any number of magical bee species, Cuckoo Bees are mind controlling moochers, who force other species (not necessarily bees) to do their bidding.  The easy way to spot them is to notice the little subtle things.  Certain buildings that are always kept warm in the winter being off limits, and seemingly uninhabited and windowless. Local farmers producing honey, none of which they eat or sell.  Women cuddling giant bee larvae instead of their own children.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Wis. The save DC is Constitution-based.

Enthrall (Sp): The Cuckoo Bee can cast Dominate Person 3/Day as a Spell-Like Ability.  They can Dominate a maximum number of Humanoids equal to twice their Int Modifier.

Skills: Cuckoo bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Cuckoo Bees generally direct thralls to do their work, or will attempt to convert the PC's via their mind control powers.  If they truly encounter resistance they flee.

(https://i.imgur.com/PBmxe73.png)

Cuckoo Bees

"Is that woman..."

"s the bee..."

"Yup.  Cuckoo Bees leave their young to be raised by hypnotized mortals."

"So that explain what we're seeing?"

"The Gawds work in mysterious ways."

"That's usually shorthand for 'Please bear with us, as we try to figure out ?"

Quick to Anger

"Nothing to figure out.  We need to be out of here before one tries to charm us.."

"And what do they eat?"

"Anything organic."

"That's terrifying...."

"No worries, the glyphs will keep them from getting too frisky.."

"Why are they looking at us that way?"


Creepy Stare

"They're watching us already..."."

"Is that a Fey?"

"No, that's an illusion."

"How do you know that?"

"People like to blast Rangers with illusions for some reason."



Crow Bee
                      Medium Undead
Hit Dice:             3d12 (19 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +1/+1
Attack:               Sting +3 melee (1d4 plus poison)
Full Attack:          Sting +3 melee (1d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Munch Eyes, Necromancy
Special Qualities:    Darkvision 60 ft., Scent, Undead traits
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 11, Dex 14, Con -, Int 14, Wis 14, Cha 14
Skills:               Climb +6, Concentration +5, Craft (any 1) +8, Intimidate +6 Knowledge (Arcane, Religion) +7, Knowledge (Geography) +8, Listen +6, Spellcraft +7, Spot +6, Survival +4 (+8 for Orientation)
Feats:                Spell Focus (Necromancy), Weapon Finesse
Environment:          Any, except aquatic
Organization:         Solitary plus potential zombies
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

Crow Bees are black, shriveled undead things.  Created as evil minions, their job is to tend the undead hordes of their masters, and perhaps do some scouting among the corpses of his enemies.

Poison (Su): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based with a +2 Racial Bonus.  Opponents who die from the Crow Bees venom rise as zombies within 1d4 rounds.

Munch Eyes (Su): If a Crow Bee devours the eyes of a victim it has killed it effectively casts Speak with Dead on the corpse as a Supernatural Ability.  This is a Standard Action and can be done once per day.

Necromancy (Sp): You may cast spells as a Cleric equal to your Hit Dice, but only from the Necromancy school.  You have access to the Necromancer (Eberron Campaign Setting) and Undeath (Forgotten Realms Campaign Setting) Domains.

Skills: Crow bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Crow Bees generally have their spells, which they use to bolster their fellow undead, whom they use as cannon fodder.

(https://i.imgur.com/ZW4XGa3.png)

Crow Bees

"There's the source of the smell!"

"That's...a scary nest"

"It should be, those bees are dead."

"What?  Why do you have Undead bees?"

"We rescued them from a madman.  We're hoping to give them a chance for a life and a purpose.  Plus we want to study them."

"Do they drink blood?"

Necromancer Bees

"No, but if'n one kills you, you'll rise ass a zombie."

"I really need to advertise for  whoever made this cube of force..."

"They should be okay.  It's the weekend, they usually spend it playing Parcheezi.  It's Sundays when they get iffy."

"How did you find these?"

"A local Wizard was using them to interrogate the Dead in order to find out information.  We made sure he moved along after breaking his hold on them."

"They can talk to dead people?"


They Pester The Dead

"Won't shut up actually."

"That must get old."

"Dead people probably have lots of knowledge though."


Vulture Bee
                      Medium Magical Beast
Hit Dice:             3d10 (16 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), fly 80 ft. (good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+3
Attack:               Acid Puke +5 ranged (2d6 acid)
Full Attack:          Acid Puke +5 ranged (2d6 acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Puke
Special Qualities:    Darkvision 60 ft., Scent, Pheromones
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 11, Dex 14, Con 11, Int 4, Wis 12, Cha 8
Skills:               Balance +2, Climb +4, Craft (any 1) +3, Knowledge (Geography) +3, Spot +5, Survival +3 (+7 for Orientation)
Feats:                Flyby Attack, Hover
Environment:          Any, except aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:    ---

These black bees feed off meat, preferably corpses, much in the same manner flies do: by vomiting acid on to it and sucking up the remains.  Unlike flies they also carry meat back to the nest for the hive.

Acid Puke (Ex): Vulture Bees can vomit acid out to a 10 ft. range as a Standard Action.  It does 2d6 acid damage, plus an additional 2 points of acid damage for 1d6 rounds.

Pheromones (Ex): Vulture Bees also produce limited pheromones.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Vulture Bees understand them).  Vulture Bees can detect them at a range of 1 mile via Scent.

Communication: The Bee can leave any message up to 10 words.  This is a race specific language, so only other Vulture Bees can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to. 

Skills: Vulture bees have a +4 racial bonus on Climb, Craft, Knowledge (Geography), and Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Vulture Bees prefer carrion, but if none is available they'll make their own if you take our meaning.

(https://i.imgur.com/PJfvLum.png)

Vulture Bees

"Are those bees eating corpses?"

"I'd hate to see the honey they make..."

"The Vulture Bees are indeed carnivorous.  And they do make 'meat honey'.  It's not really meat, we just like to say that to see the looks on people's faces."

"Why keep such dangerous critters around?"

"Honestly they aren't much more dangerous than the rest of the bees, they're fascinating, and they're great for raw waste disposal."

"I imagine they're hell on morale though?"

Acid Pukers

"Only when we fail to keep them well fed."

"The stench is...mighty powerful."

"That's the nest.  They 'age' food there."

"Even the forcewall isn't keeping out the smell..."

"That's a good idea, we should use our cubes of force as well.  They're spitters too."

"Acid?"


Stingless Bees

"Indeed, it helps break the food down."

"I think the smell is getting worse."

"How is that possible?"



Beest
                      Medium Magical Beast (Shapechanger)
Hit Dice:             5d10+5 (32 hp)
Initiative:           +6
Speed:                20 ft. (4 squares), Fly 80 ft. (Good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +5/+5
Attack:               Sting +7 melee (1d6 plus poison)
Full Attack:          Sting +7 melee (1d6 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Alternate Form
Special Qualities:    Darkvision 60 ft., Low Light Vision, Scent
Saves:                Fort +5, Ref +6, Will +3
Abilities:            Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14
Skills:               Hide +8, Knowledge (Nature, Geography) +7, Listen +7, Move Silently +7, Spot +7, Survival +7
Feats:                Improved Initiative, Stealthy, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Usually Neutral
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ---

Beests appear to be normal Giant Bees, with one exception: they can change their shape into almost anything.  Because of this they often hire out as spies and mercenaries to benefit their hive.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Alternate Form (Ex): A Beest can assume the form of any living, corporeal, Medium size or smaller creature as a standard action (must be CR 4 or less). A Beest can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Combat: Beests usually use their Alternate Form to survey and scout out enemy positions.  They take the form of something harmless, then shift to Bee form for the attack once they decide the moment is right (unless another form is better for attacking).

(https://i.imgur.com/pz1MLL8.png)

Wildebeest (inspired by Evil Midnight Lurker)
                      Large Magical Beast (Shapechanger)
Hit Dice:             8d10+16 (60 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 100 ft. (Clumsy)
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +8/+8
Attack:               Sting +11 melee (1d8+6 plus poison)
Full Attack:          Sting +11 melee (1d8+6 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Poison, Alternate Form, Rage
Special Qualities:    Darkvision 60 ft., Low Light Vision, Scent
Saves:                Fort +8, Ref +7, Will +4
Abilities:            Str 18, Dex 12, Con 14, Int 14, Wis 14, Cha 14
Skills:               Hide +6, Knowledge (Nature, Geography, Local) +7, Listen +7, Move Silently +7, Search +7, Spot +7, Survival +7
Feats:                Improved Initiative, Power Attack, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          8-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

Every so often a regular Beest suffers gigantism.  They are an especially unruly lot, prone to hitting things.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Alternate Form (Ex): A Wildebeest can assume the form of any living, corporeal, Large size or smaller creature as a standard action (must be CR 6 or less).  A Beest can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Rage (Ex): A Wildebeest that takes damage in combat flies into a berserk rage on its next turn, stinging madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Combat: Wildebeests are straight up brawlers, and aren't nearly as careful as regular Beests.

(https://i.imgur.com/n9babz7.png)

Beests
"That one just changed shape."

Bees in Disguise

"That one just changed into a Hag."

"The one behind it just became a Blue Dragon..."

"This doesn't bode well well."

"The bigger ones seem to be berserkers."


Versatile Hunters

"I'm running out of spells."

"The Master will take care of them."

"Jebus, that is one huge Dragon."

"We need to find their command somehow."


Beehemoth (i.e Devastation Vermin: Bee)
                      Colossal+ Magical Beast
Hit Dice:             128d10+1280 (1984 hp)
Initiative:           +14
Speed:                40 ft. (8 squares), Fly 160 ft. (Average)
Armor Class:          56 (-8 Size, +14 Dex, +40 Natural), touch 16, flat-footed 42
Base Attack/Grapple:  +128/+157
Attack:               Sting +133 melee (18d10+19 plus poison)
Full Attack:          Sting +133 melee (18d10+19 plus poison)
Space/Reach:          50 ft./40 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 300 ft., SR 53, Invulnerability 15, Scent, Mindless
Saves:                Fort +76, Ref +80, Will +46
Abilities:            Str 37, Dex 39, Con 30, Int -, Wis 18, Cha 12
Skills:               Spot +8, Survival +4 (+8 for Orientation)
Feats:                ---
Environment:          Any Land
Organization:         Solitary
Challenge Rating:     42
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Imagine the biggest bee you've ever thought of.  Now make it bigger.  Beehemoths are unique in that they are not eusocial bees, and often vary greatly in appearance.  Much about their lifecycle is unknown. 

Poison (Ex): Sting, Fort save (DC 84); initial and secondary damage 2d12 temporary Con. The save DC is Constitution-based.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Beehemoth has Invulnerability 15. That means it negates the first 15 points of damage from any attack (this includes untyped damage).

Skills: Beehemoths have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Beehemoths aren't all that different from regular bees, with the exception of the hugeness factor.  They're still pretty territorial though.

(https://i.imgur.com/fxT3qRh.png)

Beehemoth

"You aren't even curious a little Jim?"

"I have no desire to see what's behind that hill."

"That's no hill.  That's Apollyon, the Apocalypse Bee"

"Holy (beep), you have one of the Devastation Vermin on your property?"

"We stumbled on it while digging wells."

"And you stayed here?"

There Are Things In The Earth

"We spent everything we had on the farm before we found it.  So we became it's guardians, much against our will."

"If that thing ever wakes up..."

"We've studied how to control it.  We hoe the Archdruid is up to the task.  If not the cult will probably take it."

"So this explains the security..."

"Exactly.  We don't want that thing waking up unless we call it forth, and we'd need to be in dire straits for that to happen."

"Does the cult know how to control it?"


Living Extinction Event

"No, or they'd have woken it up already."

"What do you intend to do about the cult?"

"Hire a few experienced troubleshooters to scout it out for us, and then distract them while we make our move."

"We're not here to interview you are we?"

"Fraid not,"
Title: Re: Jesters Realm Critters
Post by: Psysama on February 03, 2015, 10:07:46 PM
Poop Golem
                      Large Construct
Hit Dice:             10d10+30 (85 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          20 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +7/+18
Attack:               Slam +13 melee (2d6+7 plus Foulness)
Full Attack:          2 Slams +13 melee (2d6+7 plus Foulness)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Berserk, Unbegotten Foulness, Disturbing Presence, Improved Grab, Smother
Special Qualities:    Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60', low Light Vision, Immunity to Magic
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills:               --
Feats:                --
Environment:          Any
Organization:         Solitary or Latrine (3-6)
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment:     ---

"We...are NOT...fighting that.  I don't care what the General threatened us with."

The origin of the Poop Golem is largely unknown.  They have appeared in several Dwarf/Elven conflicts on both sides, and the origin was assumed to be with them.  The Dwarves claim the Elves are too lazy to do mundane matters such as dig latrines, so they animate their waste to wreak havoc on the Dwarven lines.  The Elves have countered this claim by stating that Elves do not, in fact, poop.  The Dwarven legions response was to refer to the Elves as "a bunch of fruity, lying bastards".  Despite claims by either side, the Golems seem to attack both sides at random, meaning there is likely a third race at work.  Probably Gnomes.  Can't trust them Gnomes.  No sir.

Berserk (Ex): Each round it is in combat there is a 1% chance the Golem goes berserk.  It will attack the nearest living creature, or smash smaller objects each round until nothing is left before moving on to continue the destruction.  There is no known method of reestablishing control once the Golem is Berserk.

Improved Grab (Ex): If the Golem succeeds with a Slam attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity.  It will then usually Pin it's victim, or Smother if it's small enough.

Smother (Ex): If the Golem successfully Grapples an opponent at least 2 Size Classes smaller than itself it may Smother them with a successful Grapple check.  Each round it maintains the Grapple  causes the victim to Suffocate (See DMG page 304).

Unbegotten Foulness (Ex): Poop Golems smell so bad that any living creature within 60 ft. must make a DC 20 Fortitude Save (Save DC is Con based with a +5 Racial Bonus) or be Nauseated as long as they remain within 60' of the Golem and for 1d6 rounds thereafter.  A successful Save means the victim is only Sickened instead.  If the Golem successfully strikes or Grapples an opponent they will be required to make another Save each time, and it will stink for 1d6 days afterwards (during this time it automatically fails all Hide checks, cannot use Scent if it has the ability, and anything tracking it by Scent has a +8 Circumstance Bonus on the rolls) whether the Save is made or not. If the victim has Scent it will be Sickened until this effect wears off.  Opponents with Scent take a -4 Circumstance Penalty on Saves against this ability.

Disturbing Presence (Ex): Massive amounts of vermin roam over the golem and swarm the air around it.  Anyone within 10 ft of the Golem must make a DC 15 Willpower Save or be Nauseated for 1 round as they get bitten and crawled upon (Save DC is Con based).  Spellcasting or concentrating on spells requires a Concentration Check (DC 20 plus spells level), and using skills  requiring patience and concentration requires a DC 20 Concentration check.  In addition if the first Save is failed the victim must make a second DC 15 Willpower Save (Save DC is Charisma Based with a +5 Racial Bonus) or be Shaken for 2d6 rounds.  If either Save is successful the victim is immune to this Golems Disturbing Presence for 24 hours.

Immunity To Magic (Ex): Poop Golems are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Poop Golems always go for the Grapple.  Always.  It's like they know you hate that option the most.

Construction: A Poop Golem is made from 600 pounds of feces treated with alchemical compounds costing at least 100 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Contagion, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

Just an idea.  When fighting a Poop Golem with fire, the "Catching on Fire" section in the DMG would DEFINITELY apply here (haven't you heard of people using poop as fuel for fire?)(might want to make them weak to fire while your at it), only with the golem on fire it now would do flaming damage as well as it's normal damage.  When ever the golem did a slam attack (or worse grapple) it's target would have some of the flaming poop rubbed off on them (if they are hit, they get no save to avoid catching fire).  Also do to some of the chemicals (possibly) used to treat the poop to make the golem, and the methane already in the poop, sometimes it might explode.  You ever heard of fertilizer bombs?  They're not pretty, let me tell you, and the size of that golem (if exploded) would leave a decent sized crater in the ground.  Also burning poop produces a LOT of smoke.  Again, as I said, just an idea.
Title: Re: Jesters Realm Critters
Post by: bhu on February 04, 2015, 03:25:24 AM
an excellent idea :D
Title: Re: Jesters Realm Critters
Post by: bhu on May 26, 2015, 10:15:47 PM
Adorable

Adorable is an Inherited or Acquired Template that can be applied to any living creature.

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

Hit Dice: Unchanged (unless Type changes).

Speed: Unchanged.

Armor Class: Gains a Deflection Bonus to AC equal to your Cha Modifier (minimum +1) as opponents are reluctant to hit you.

Attacks:  Unchanged (unless Type changes).

Damage: Unchanged.

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

Goofery Antics (Ex):  An Adorable creature with 3 or more ranks in Perform (Cuteness) can use their cute antics to cause one or more creaturess to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see or hear the Adorable creature, and able to pay attention to him. The Adorable one must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three Hit Dice an Adorable creature attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, an Adorable creature makes a Perform (Cuteness) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches you play, taking no other actions, for as long as the Adorable creature continues to play and concentrate (up to a maximum of 1 round per Hit Die). While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorable creature to make another Perform check and allows the Fascinated creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Optionally you may use this Ability to endear yourself to one or more creatures.  Once you have 12 ranks in Perform (Cuteness) you can make a Perform (Cuteness) Check, and your Check result is the Save DC for each affected creatures Will Save.  If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature is affected as if by a Charm Monster spell (Caster Level equals your Hit Dice).  Unlike normal you do not need to know the targets language, you gain it's trust by sheer adorableness (and maybe some purring).  You can't really make demands of the Charmed creature other than food, shelter, and other pet type things, but affected creatures will not harm you.  This effect lasts 24 hours, and is an Enchantment (Charm) Mind-Affecting ability.

You may use your Goofery Antics a number of times per day equal to your Hit Dice.

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

OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong.  Effectively, you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD).  Save DC is Cha Based.  Save DC increases by +2 when you're sleeping (cute critters are always cuter when they're sleeping).  If you attack someone you lose the benefits of this ability for the rest of the encounter.

Saves: Gains a Circumstance Bonus on all Saving Throws equal to your Cha Modifier (minimum +1) due to an opponents unwillingness to truly harm you

Abilities: +4 Cha.  Roll 3d6 for Int if the base creature was previously mindless.

Skills: Bluff and Perform (Cuteness) are always considered Class Skills, and they both gain a +4 Racial Bonus.   Perform (Cuteness) are goofy antics people find adorable due to your innate cuteness.  Skill points may be recalculated to get ranks in Perform (Cuteness).  Remember to add skills if base creature was Mindless.

Feats: Unchanged (unless base creature was Mindless).

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged

Alignment: Unchanged, but even Evil Adorable creatures tend to be full of hugs for those who treat them well.

Advancement: Unchanged.

Level Adjustment: +3


Fat Birb (Tyrannosaurus/Adorable)
                      Huge Magical Beast
Hit Dice:             18d10+99 (198 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          16 (-2 Size, +1 Dex, +5 Natural, +2 Deflection), touch 11, flat-footed 15
Base Attack/Grapple:  +18/+35
Attack:               Bite +25 melee (3d6+13)
Full Attack:          Bite +25 melee (3d6+13)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, Goofery Antics
Special Qualities:    Low-light Vision, Darkvision 60 ft., Scent, OMG IT'S SO FLUFFY!
Saves:                Fort +18, Ref +14, Will +10
Abilities:            Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 14
Skills:               Bluff +7, Listen +10, Perform (Cuteness) +18, Spot +10
Feats:                Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment:          Warm Plains
Organization:         Solitary or Pair
Challenge Rating:     9
Treasure:             None
Alignment:            Always Neutral
Advancement:         19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment:    ---

Goofery Antics (Ex):  An Adorable creature with 3 or more ranks in Perform (Cuteness) can use their cute antics to cause one or more creaturess to become Fascinated with them. Each creature to be Fascinated must be within 90 feet, able to see or hear the Adorable creature, and able to pay attention to him. The Adorable one must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three Hit Dice an Adorable creature attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, an Adorable creature makes a Perform (Cuteness) check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches you play, taking no other actions, for as long as the Adorable creature continues to play and concentrate (up to a maximum of 1 round per Hit Die). While Fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorable creature to make another Perform check and allows the Fascinated creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Optionally you may use this Ability to endear yourself to one or more creatures.  Once you have 12 ranks in Perform (Cuteness) you can make a Perform (Cuteness) Check, and your Check result is the Save DC for each affected creatures Will Save.  If a creature’s saving throw succeeds, the Adorable beastie cannot attempt to Fascinate that creature again for 24 hours. If its saving throw fails, the creature is affected as if by a Charm Monster spell (Caster Level equals your Hit Dice).  Unlike normal you do not need to know the targets language, you gain it's trust by sheer adorableness (and maybe some purring).  You can't really make demands of the Charmed creature other than food, shelter, and other pet type things, but affected creatures will not harm you.  This effect lasts 24 hours, and is an Enchantment (Charm) Mind-Affecting ability.

You may use your Goofery Antics a number of times per day equal to your Hit Dice.

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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 establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’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 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

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

OMG IT'S SO FLUFFY! (Ex): Your cuteness is strong.  Effectively, you permanently have the benefits of a Sanctuary spell as an Exceptional Ability (Caster Level is equal to it's HD).  Save DC i21.  Save DC increases by +2 when you're sleeping (cute critters are always cuter when they're sleeping).  If you attack someone you lose the benefits of this ability for the rest of the encounter.

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

(https://i.imgur.com/HFYpkob.png)

Adorable

"Is that a Fat Birb T-Rex?  On a leash?"

"Exotic pets are common here."

"Is that a young boy on the other end of that leash?"

"And in public no less."

Fat Birb Or Not, It's Still A T-Rex

"How is this legal?"

"Dammit Jimmy, clean up after yer critter!"

"Oopsie."

"So somehow, someone has trained a dinosaur.  Almost."

"Fat Birbs are mischievous."

Everyone Likes The Fwuffy

"A mischievous dinosaur is still a dangerous dinosaur."

"Aww, it's hugging people."

"And Jimmy appears to be collecting fees for those hugs..."
Title: Re: Jesters Realm Critters
Post by: bhu on June 03, 2015, 02:13:39 AM
Bee-Gurl, Scout
                      Medium Monstrous Humanoid
Hit Dice:             4d8 (18 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +4/+4
Attack:               Spear +4 melee (1d8/x3) or +5 ranged (1d8/x3)
Full Attack:          Spear +4 melee (1d8/x3) or +5 ranged (1d8/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Alternate Form, Darkvision 60 ft., SR 14
Saves:                Fort +1, Ref +5, Will +4
Abilities:            Str 11, Dex 13, Con 11, Int 12, Wis 10, Cha 12
Skills:               Bluff +4, Concentration +4, Diplomacy +4, Disguise +4, Hide +4, Intimidate +4, Listen +5, Spot +5
Feats:                Dodge, Improved Initiative, Alertness (B), Persuasive (B)
Environment:          Any Temperate Land
Organization:         Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
Challenge Rating:     3
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class (usually Bee-Guiler)
Level Adjustment:     +2

Bee-Gurls are said to be descended from humans whose bloodline has been magically mingled with that of bees.  Most of society doesn't realize they exist, as Bee-Gurls are naturally paranoid and somewhat xenophobic.  Mostly because their Queens are hellbent on world domination.  Bee-Gurls speak Common, along with two languages from nearby Humanoid species whose societies they try to infiltrate.  Scouts are those infiltrators, and they seek out resources and spy on local species considered rivals for said resources.  Many also foment rebellions.  Scouts appear similar to whatever Humanoid species is prevalent nearby, except perhaps for oddly colored hair or compound eyes which they usually strive to hide.

Spell-Like Abilities (Sp): At Will: Detect Poison.  1/day: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Charm Person, Swift Fly (see Spell Compendium).  Caster Level 6th.

Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

Skills: A Scout gains a +5 Bonus to Disguise Checks when trying to appear as the Humanoid race it resembles.

Combat: Scouts rarely enter combat, and prefer to call for backup.  They are considered to be too valuable to throw their lives away.

(https://i.imgur.com/FiuklwJ.png)

Buzzing Bee
1st Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a pinch of honey)
Duration: Concentration, up to 1 Minute
This spell summons a magical bee, which you can direct to 1 creature within that spells range.  That target has Disadvantage on Constitution (Concentration) Checks for the duration of the spell.

Bee-Gurl Scout
"So we have the cheek.  Now what, we have no idea where they're holding the pig."

Spies and Saboteurs

"Maybe we can ask that lady with the be colored hair who keeps staring at us."

"YOU AIN'T GETTIN' NUTHIN' FROM ME!"

"Subtle these cultists are..."

"We have you now! Reinforcements are on the way!"

"So...in the meantime we're alone...."

Antennae?  No These Are Inflamed Lymph Nodes.  Are They Noticeable?

"I ain't tellin' you the Queen has the pig."

"Well I guess we won't ask then."

"Wouldn't want you to get in trouble."

"OVER HERE SISTERS!"
Title: Re: Jesters Realm Critters
Post by: bhu on June 03, 2015, 02:14:07 AM
Bee-Gurl, Soldier
                      Medium Monstrous Humanoid
Hit Dice:             7d8+7 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +7/+12
Attack:               Spear +8 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +9 melee (1d6+1 plus poison)
Full Attack:          Spear +8/+3 melee (1d8+1/x3) 0r Spear +9 ranged (1d8+1/3), or Bite +9 melee (1d6+1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Spell-Like Abilities, Sweat Venom
Special Qualities:    Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 16
Saves:                Fort +3, Ref +7, Will +9
Abilities:            Str 13, Dex 15, Con 13, Int 18, Wis 18, Cha 16
Skills:               Concentration +10, Hide +12, Intimidate +13, Listen +15, Move Silently +12, Spot +15, Survival +7
Feats:                 Dodge, Improved Initiative, Weapon Finesse, Alertness (B), Improved Grapple (B)
Environment:          Any Temperate Land
Organization:         Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
Challenge Rating:     5
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class (Usually Bee-Guiler)
Level Adjustment:     +5

Soldiers look much less human than Scouts, having bee-like eyes, antennae, and occasional chitinous plates (color schemes vary by hive).  Their teeth are quite sharp, and they have a stinger-like tongue.  A modification necessary to help hide them when disguised.  They are sent as cheap muscle to help the Scouts, or murder anyone who finds out the truth about the Hive.  Most soldiers guard the Hive, and are only seen outside it when they are sent as a raiding party.

Spell-Like Abilities (Sp): At Will: Detect Poison  3/Day: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear.  1/Day: Fly, Neutralize Poison, Suggestion.  Caster Level 8th.

Poison (Ex): Injury, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey.  It gives a +2 Bonus to Grapple Checks.  Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned.  Contact, DC 14 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity.  If the Bee-Gurl pins her foe in a grapple the Save DC rises to 16. This poison becomes inert 1 round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects. This ability may be turned on or off once per turn as a Free Action.

Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

Hivemind (Ex): All Bee-Gurls within 50 miles of their Queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Gurl in a group is considered flanked unless all of them are.

Combat: Soldiers are fairly tactically sound due to their Hivemind ability.  Most of them poison opponents, before using Fly to escape and let their poison do it's work, and then come back to finish off weakened opponents.

(https://i.imgur.com/u0zD0Ev.png)

Bee-Gurl Soldier
"Four?  They only sent 4 of you?"

Cheap Muscle

"Maybe the others got lost."

"In our defense, the other ladies are fighting the other religious cults.  It's brawling day on the Street of the Gawds."

"Four of you isn't enough."

"We'll be the judge of that."

"Madam, I don't think you quite realize what you've gotten yourselves into."

Not For Touching

"A mortal and an Old Gnome?  Ha!  Next you'll tell us you have a Sphere of Annihilation in a Bag of Holding."."

"We do, actually."

"We really do."

"Okay, this is officially above our pay grade.  Time to call in the big guns."
Title: Re: Jesters Realm Critters
Post by: bhu on June 03, 2015, 02:15:20 AM
Bee-Gurl, Princess
                      Large Monstrous Humanoid
Hit Dice:             9d8+18 (58 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Fly 40 ft. (Good)
Armor Class:          23 (-1 Size, +4 Dex, +10 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +9/+19
Attack:               Spear +10 melee (2d6+3/x3) or Spear +12 ranged (2d6+2/x3) or Sting +12 melee (2d6+3 plus poison)
Full Attack:          Spear +10/+5 melee (2d6+3/x3) or Spear +12 ranged (2d6+3/x3) or Sting +12 melee (2d6+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Aversion, Constrict 2d4+3, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities
Special Qualities:    Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 18
Saves:                Fort +5, Ref +10, Will +11
Abilities:            Str 15, Dex 19, Con 15, Int 20, Wis 20, Cha 18
Skills:               Bluff +15, Concentration +14, Diplomacy +17, Intimidate +16, Knowledge (any 2) +15, Listen +17, Spot +17
Feats:                Ability Focus (Aversion), Dodge, Improved Initiative, Mobility, Weapon Finesse (B), Alertness (B), Improved Grapple (B)
Environment:          Any Temperate Land
Organization:         Solitary, pair, gang (3–4), troupe (2–13 Scouts, 2–5 Soldiers, and 2–4 Princesses), or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
Challenge Rating:     7
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class (Usually Bee-Guiler)
Level Adjustment:     +7

Princesses are the royalty of Bee-Gurl society, and see to the day to day operations of the Hive.  Each has her own specialty, such as one for warfare, one for food production, and all report directly to the Queen.  Indeed it is mostly the Princesses who ever truly see the Queen, and should she die one of them will replace her as the new Queen.  Statistically this is unlikely as Queens are virtually immortal, but adventurers have the oddest luck.  Princesses look like anthropomorphic bee women, with humanoid faces.  Many find them disconcerting.

Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Detect Poison.  3/Day: Greater Magic Fang, Neutralize Poison, Suggestion.  1/Day: Beehave!.  Caster Level 10th.

Poison (Ex): Injury, DC 16 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

Aversion (Su): A Bee-Gurl can create a compulsion effect targeting one creature within 30 feet. The target must succeed on a DC 20 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey.  It gives a +2 Bonus to Grapple Checks.  Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned.  Contact, DC 16 Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dexterity.  If the Bee-Gurl pins her foe in a grapple the Save DC rises to 19.  This poison becomes inert one round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects.  This ability may be turned on or off once per turn as a Free Action.

Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

Hivemind (Su): All Bee-Gurls within 50 miles of their Queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Gurl in a group is considered flanked unless all of them are.

Combat: Princesses usually direct fighting from the rear, using Aversion and their Spell-Like Abilities to direct the fray.

(https://i.imgur.com/lVHZYdb.png)

Magic Fang
2nd Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: 1 Hour
You touch a creature with a natural weapon, such as a claw or unarmed strike. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Bee-Gurl Princess
"My, she's a big one."

Simultaneously Managers and Secretaries

"This should be fun."

"Why have I been summoned here?"

"Your...forces...aren't enough to do the job."

"Nothing I can't handle."

"Ask us what's in the bag."

Petty Tyrants

"Oh.  It's you too."

"Up close and personal."

"Sure you wanna do this?"

"Fools.  You didn't count on our mercenaries."
Title: Re: Jesters Realm Critters
Post by: bhu on June 03, 2015, 02:18:32 AM
Bee-Gurl, Queen
                      Huge Aberration
Hit Dice:             22d8+220 (319 hp)
Initiative:           +4
Speed:                20 ft. (4), Climb 20 ft.
Armor Class:          28 (-2 Size, +20 Natural), touch 8, flat-footed 28
Base Attack/Grapple:  +16/+33
Attack:               Bite +23 melee (2d6+9 plus poison)
Full Attack:          Bite +23 melee (2d6+9 plus poison) and 6 Claws +23 melee (1d8+4)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Mass Aversion, Constrict 2d6+13, Improved Grab, Poison, Sweat Venom, Spell-Like Abilities, Transformation
Special Qualities:    Alternate Form, Hivemind, Darkvision 60 ft., Scent, SR 29, Acid and Poison Immunity, Energy Resistance 10 (Fire and Electricity), Regeneration 5, DR 15/ Good and Magic, All-Around Vision
Saves:                Fort +17, Ref +7, Will + 20
Abilities:            Str 28, Dex 10, Con 30, Int 24, Wis 24, Cha 23
Skills:               Bluff +27, Climb +20, Concentration +30, Diplomacy +27, Hide +13, Intimidate +27, Knowledge (any 2) +18, Listen +28, Move Silently +21, Sense Motive +17, Spot +28, Survival +18, Use Magic Device +24
Feats:                Ability Focus (Mass Aversion, Sweat Venom), Heighten Spell-Like Ability, Improved Initiative, Improved Multiattack, Multiattack, Multigrab, Quicken Spell-Like Ability
Environment:          Any Temperate Land
Organization:          Solitary, or hive (20–160 Scouts, 10–80 Soldiers, 10–40 Princesses, and 1 Queen)
Challenge Rating:     18
Treasure:             Double Standard
Alignment:            Always Lawful Evil
Advancement:          Usually by Character Class (usually Bee-Guiler)
Level Adjustment:     N/A

Queens are horrifying abominations, constantly shifting masses of chitinous flesh merging the worst of bee and human.  Regarded as near deities by the Hive, the Queen is less the Hive's benefactor and more of a parasite growing fat on it's labors.  Mundane matters are left to the Princesses to handle, as the Queen produces eggs, and transforms new converts.

Spell-Like Abilities (Sp): At Will: Animal Trance, Buzzing Bee (see Spell Compendium), Cause Fear, Detect Poison.  3/Day: Greater Magic Fang, Haste, Mass Aid, Neutralize Poison, Suggestion, Summon Bee IV.  1/Day: Unholy Aura, For Queen and Country.  Caster Level 20th.

Poison (Ex): Injury, DC 31 Fort Save (Save DC is Con based), Initial and Secondary damage 1d6 Con.

Mass Aversion (Su): A Bee-Gurl Queen can create a compulsion effect targeting all creatures within 30 feet. The target must succeed on a DC 29 Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based.

Sweat Venom (Su): Bee-Gurls can exude a venom from their bodies that coat it like honey.  It gives a +2 Bonus to Grapple Checks.  Anything that Grapples (or is grapples by) the Bee-Gurl, or that strikes it with an unarmed strike or natural attack risks being poisoned.  Contact, DC 33 Fort Save (Save DC is Con based), Initial and Secondary damage is 2d4 Dexterity.  If the Bee-Gurl pins her foe in a grapple the Save DC rises to 35.  This poison becomes inert one round after it leaves the Bee-Gurls body, and Bee-Gurls are immune to it's effects.  This ability may be turned on or off once per turn as a Free Action.

Constrict (Ex): With a successful grapple check, a Queen can constrict a grabbed opponent, dealing it's Bite damage.

Improved Grab (Ex): If the Queen hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +33). If it gets a
hold, it also constricts on the same round.

Transformation (Su): 8 times per day the Queen can conduct a 1 hour ritual to bestow one of the following Templates on an applicable creature: Adopted Bee-Gurl, Ally of the Hive, Male Drone.

Alternate Form (Su): All Bee-Gurls can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level 19th), but a Bee-Gurl does not regain any hit points for changing form, and it can only assume bee forms. The Bee-Gurl loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Bee-Gurl has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

Hivemind (Su): All Bee-Gurls within 50 miles of their Queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Gurl in a group is considered flanked unless all of them are.

Regeneration (Ex): The Queen takes normal damage from Fire and Cold.

Skills: The Queen has a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Check.

Combat: Queens prefer to let their minions do the fighting while they pepper the melee with Spell-Like Abilities and Mass Aversion.  If alone, or forced into melee, they go directly for the Grapple to let their venomous sweat take care of the enemy. 

(https://i.imgur.com/YGOpQr3.png)

Bee-Gurl Queen
"We meet at last."

The Cults Biggest Secret

"Madam, you have been a pain to a lot of people of late."

"HA!  You think you can stop me?  I have the Dethpig!  I have prophecy on my side!"

"And yet your forces are on the run."

"Nothing I can't handle."

"Not to mention your benefactor sent us."

Ambitious Enough To Usurp Demon Lords

"Liar.  Beelzebub would never betray me."

"You forgot about Buzzuzu."

"And about this."

"Fools.  The Left Butt Cheek of Vecna cannot stop Prophecy."


Unholy Aura
8th Level Abjuration
Casting Time: 1 Action
Range: Self (30 ft.)
Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a profane relic, such as a scrap of cloth from a liche's robe or a piece of parchment from an infernal text)
Duration: 1 Minute
Profane darkness washes out from you and coalesces in a shadow in a 30-foot radius around you. Creatures of your choice in that radius can see through the darkness and have advantage on all saving throws  until the spell ends. In addition, when a celestial or fey hits an affected creature with a melee attack, the aura grows cold. The attacker must succeed on a Constitution saving throw or be poisoned until the spell ends.


For Queen and Country  original concept by Dragonjek
87th Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a bit of bee pheromones)
Duration: Concentration, up to 10 Minutes
Yourself and up to 8 willing creatures receive the following benefits until this spell ends: Advantage on Attack and Initiative rolls.


SUMMON BEE
3rd Level Conjuration 
Casting Time: 1 Action
Range: 60 feet
Components: V, S. M (a bit of pollen)
Duration: Concentration, up to 1 our
You summon some random Bee friends (i.e. bees, bee swarms, or bee-like creatures of the appropriate CR), roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower).  The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.

  At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees.  The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).
.
Title: Re: Jesters Realm Critters
Post by: bhu on July 17, 2015, 04:12:40 AM
Ally of the Hive

Ally is an Acquired Template that can be applied to any Bee or Bee-Like Creature.  These are usually Bees or Bee monsters who have been forcibly adopted into the Bee-Gurl Hive, and transformed into loyal subjects by the Queen.  They appear much as they usually do, with some slight feature to differentiate them, such as a different color.

Size and Type: Size is unchanged, Type becomes Magical Beast if it is not already,

Hit Dice: Unchanged (unless Type changed, in which case raise Hit Dice to d10's).

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +4.

Attacks:
BAB becomes equal to the Base Creature's Hit Dice.

Damage: Unchanged.

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

Aversion (Su): An Ally can create a compulsion effect targeting one creature within 30 feet. The target must succeed on a Will save or gain an aversion to bees for 10 minutes. Affected creatures must stay at least 20 feet away from any bee or bee-like creature, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by bees or bee-like creatures, is overcome with revulsion. This revulsion reduces the creature’s Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a bee or bee-like creature. This ability is other-wise similar to antipathy as the spell (caster level equals hit dice). The save DC is Charisma-based.

Alternate Form (Su): All Allies can assume the form of a Fine to Medium bee as a supernatural ability. This ability is similar to a polymorph spell (caster level equal to hit dice), but an Ally does not regain any hit points for changing form, and it can only assume bee forms. The Ally loses her natural weapons (if any)and gains the natural weapon of the bee form it assumes. If the Ally has a poisonous sting of its own, it uses her own or the bee’s poison, whichever is more potent.

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

Spell Resistance (Ex): Gains SR equal to (11+CR).

Detect Poison (Sp): All Allies can Detect Poison at will as per the spell as a 6th Level caster.

Hivemind (Ex): All Allies within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Ally in a group is considered flanked unless all of them are.

Saves: Unchanged.

Abilities: +2 Dex, +2 Int, +2 Cha

Skills: Unchanged unless Base Creature was Vermin (in which case choose 5 skills to be Class Skills).

Feats: Unchanged, unless Base Creature was Vermin (in which case you will need to choose Feats).

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +2

Treasure: Unchanged

Alignment: Always Lawful Evil

Advancement:
Unchanged

Level Adjustment: +4

(https://i.imgur.com/1ffDiln.png)

Ally of the Hive
"Looks like they've been modified from the standard Giant Bee."

Shock Troops Mean To Scatter Opposing Forces

"Our front lines are pulling back.  Some sort of fear effect maybe?"

"Let's light them up before things get too bad."

"At least these seem vulnerable to electricity."

"You got any spells for modifying longbow ammunition?"


Forcible Converts To The Cult

"I'm pretty much blasting and teleports right now."

"UNLEASH THE STORMLIZARDS!"

"These Dragonspawn don't have much in the way of an inside voice do they?"

"You don't need soft power when you're that big."
Title: Re: Jesters Realm Critters
Post by: bhu on July 25, 2015, 03:32:15 AM
Bee-Gurl, Adopted

Adopted is an Acquired Template that can be applied to any Female Humanoid.  This is what become of the women who are recruited by the Hive after the Queen is done with them.  They make excellent spies and infiltrators, and appear as they did before their transformation, though they  may show some personality changes or bee-like behaviors.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed:
Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Spell-Like Abilities (Sp): 1/Day: Poison, Polymorph (Self only, can only take the form of Bees or Bee-Like creatures).

Poison Bite (Ex): The saliva of an Adopted is poisonous when ingested or introduced into the blood, though this ability is generally useless in combat. An Adopted can only inject its venom while grappling a foe with exposed skin. The Fortitude save to resist this poison has a DC of 10 + 1/2 the Adopted’s Hit Dice + its Constitution modifier. Victims who fail this save take 1d4 points of temporary Constitution damage. After 1 minute, they must make another save; failure means another 1d4 points of temporary Constitution damage. An Adopted's kiss is also poisonous via contact, though in this case the save DC is reduced by 2.

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

Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

Spell Resistance (Ex): You gain SR equal to (11+CR).

Saves: Unchanged.

Abilities: +2 Wis.

Skills: Unchanged.

Feats: Gains Alertness as a Bonus Feat.

Environment: Unchanged.

Organization: Unchanged, but usually adopted by a Hive.

Challenge Rating:
+1

Treasure: Unchanged.

Alignment: Always Lawful Evil.

Advancement: Unchanged.

Level Adjustment:
---


(https://i.imgur.com/ya3cYaG.png)

Bee-Gurl Adoptees
"Greetings!  I am Cassandra of the Hive! Who is in authority?"

Humans Adopted By The Bee-Gurls.  Not Always Willingly.

"I'm Harlan Jurgens.  And this is Prak and Jim.."

"And behind me is the mighty Gob."

"I am hear to accept your surrender."

"Your terms?"

"I think you can (beeeeep) your (beeeeeeeeeeeeeeep)."

"Good lord Prak."


Diplomats Who Sell The Cult of the Hive

"You will pay for your vulgarity."

"I'm fresh out of money.  Been helping raise an army you know."

"Madam, I am afraid you will find no takers here."

"The Necromancers will feast on your bones."

"Tell your low rent bee liches I said they can (beeeeeeeeeeeeeeeeeeep)."

"Always the professional, eh Prak?"
Title: Re: Jesters Realm Critters
Post by: bhu on August 02, 2015, 09:33:34 PM
Bee-Gurl, Male Drone

Adopted is an Acquired Template that can be applied to any Male Humanoid.  Few men are wanted or needed by the Hive, and taken only as manual laborers, egg guards, etc.  After the Queen is done with them, they are almost mindless drones.  Rage is common among them, and they all too often vent it on intruders.  Males do not retain their appearance, now resembling wingless anthropoid bees.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed:
Unchanged.

Armor Class: Unchanged.

Attacks: Gains a Primary Sting attack.

Damage: Sting foes 1d3 plus Str Modifier if base creature is Small or 1d4 plus Str if Medium.

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

Defensive Rage (Ex): This is identical to the Barbarian Rage ability that Barbarians gain at 1st Level, and may be used once per day.

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

Poison Immunity (Ex): You are immune to the venom of Bees and Bee-Gurls.

Spell Resistance (Ex): You gain SR equal to (11+CR).

Mental Resistance (Ex): You are immune to Hold and Charm spells.

Saves: Unchanged.

Abilities: +2 Dex, +2 Wis, -4 Int, -4 Cha

Skills: Unchanged.

Feats: Gains Alertness as a Bonus Feat.

Environment: Unchanged.

Organization: Unchanged, but usually adopted by a Hive.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Always Lawful Evil.

Advancement: Unchanged.

Level Adjustment: ---

(https://i.imgur.com/OpDOzoz.png)
Title: Re: Jesters Realm Critters
Post by: bhu on August 12, 2015, 02:42:01 AM
Bar-Bees from the WombatOfDoom

Bar-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature that is Size Small or Bigger.  Bar-Bees are barbed bees who can shoot flame, because apparently there's a wizard who believes Giant Bees aren't bad enough already.

Size and Type: Type becomes Magical Beast if it is currently Vermin, otherwise unchanged.

Hit Dice: Unchanged. If Type changes from Vermin to Magical Beast be sure to increase hit dice to d10's.

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +2.

Attacks: Unchanged.  If Type changes from Vermin to Magical Beast be sure to raise BAB to being equal to HD.

Damage: Due to the barbs covering your body your natural attacks do +2 damage.

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

Bar-Bee-Que (Su): Bar-Bee's have a flaming breath weapon they can use every 1d4 rounds.  Damage is 1d8, plus 1d8 per Size Category above Small, and affects all creatures within a 15 ft. Cone.  Opponents get a Reflex Save for half damage.

Improved Grab (Ex): Bar-Bees can begin Grapples without provoking Attacks of Opportunity.

Impale (Ex):  A Bar-Bee deals xd8+ one and a half times Str Modifier points of piercing damage to a grabbed opponent with a successful grapple check.  X depends on size category: Small is 1d8, Medium is 2d8, Large is 3d8, etc.

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

Barbed Defense (Ex): Any creature striking a Bar-Bee with handheld weapons or natural weapons (or attempting a Grapple) takes 1d8+their own Str Modifier points of piercing and slashing damage from the bee’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged. If Type changes from Vermin to Magical Beast be sure to add skills.  Class Skills are Knowledge (Geography), Listen, Spot, Survival.

Feats: Unchanged. If Type changes from Vermin to Magical Beast be sure to add Feats.

Environment: Unchanged.

Organization:
Unchanged.

Challenge Rating:
+2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +3

(https://i.imgur.com/nYY4Q1M.png)


Bar-Bees
"Here comes round 4."

Even Worse Than Most Of My Puns

"Giant Bees covered in spikes?  That seems anticlimactic."

"You spoke too quickly, they're spitting fire."

"I should learn to tempt fate less."

"We're taking a bit of a beating here."


Arsonists For The Bee Cult

"We can still win this.  Dragonspawn are tough critters."

"WE WILL FEAST ON YOUR BONES!"

"It's not their toughness I'm worried about..."

"Are those Beholders!?!."



Boo-Bees from the WombatOfDoom

Boo-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature.  Boo-Bees are ghostly bees.  Bees who are really pissed off about their new, somewhat bosomy nicknames,  Do not taunt happy fun bees.

Size and Type: Size us unchanged.  Type becomes Undead with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become D12's.

Speed: If you don't have Flight you gain a Fly speed equal to your base land speed (Perfect Maneuverability).  If you have a Fly speed, maneuverability becomes Perfect.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one other special attacks per 3 Hit Dice as described below. The save DC against a special attack is equal to 10 + ½ ghost’s HD + ghost’s Cha modifier unless otherwise noted.

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

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

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

Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Sting (Su): The Boo-Bee can "sting" corporeal creatures, using it's Charisma Modifier in place of Str for attack and damage rolls.  The Sting does 2d6 negative energy damage for a medium sized Boo-Bee (adjust up or down one or more steps if it's a different size), and if this attack kills anything that the Boo-Bee template can be applied to, that victim rises as a Boo-Bee within 1d4 days.

Psychic Venom (Su): Every 1d4 rounds the Boo-Bee can make a psychic attack on an opponent within 60 feet.  It uses it's Charisma Modifier as a bonus to the attack roll.  If it hits, the opponent takes 1d6 points of Ability Drain to any Ability Score of the Boo-Bees choice.  If this attack is successful, the Boo-Bee heals 5 points of damage to itself.

Loathsome Buzz (Su): The Boo Bee constantly emits a horrible drone.  This is a Mind-Affecting effect that requires it's target to be able to hear it.  Any living creature who comes within 30 ft. of the Boo-Bee takes a -2 penalty on attack rolls, saves, ability checks, and skill checks (the Penalty increases to -6 for Concentration Checks).  The Boo-Bee automatically fails all Move Silently Checks.

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

Soldier Bee (Ex): When defending your Hive, you gain a +4 Bonus to attack and damage rolls and a +4 Dodge Bonus to AC.  Your Hive can be defined as a group of Boo-Bees, your grave, an actual hive, any member of a Hivemind if you possess one, etc.

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

Rejuvenation (Su):  In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

+4 Turn Resistance (Ex)

Undead Hive Mind: If the base creature had the Hive Mind or Advance Hive Mind abilities when alive, it retains them in death.  It may only Hive Mind with it's creator, the creators other victims, and it's own victims.  Living bees are no longer joined with them.

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +5

(https://i.imgur.com/HmgNkjp.png)


Boo-Bees
"Are Those ghost bees?"

They Don't Find Their Given Name A Darn Bit Funny

"They're really pulling out all the stops."

"That buzzing sound is almost painful."

"THE THOLOI WILL RUE THIS DAY!"

"Jim, start looking for hidden doors."

"TASTE MY DEATH RAY!"

"This looks like one. ow did you know to look?."


If You Think Regular Bees Are Scary...

"Name a base of operations we've visited that hasn't had one?"

"Point taken."

"Pop the torches and lets get the Hell out of here."



Bay-Bees inspired by Inuyasha

Bay-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature.  Bay-Bees are Bees who dwell oceanside, and who have mastered the art of appearing to be humanoid infants for no good purposes.  Presumably they thought "Hey, babies are defenseless, no one suspects babies."  Of course then the Humanoids freak out when they see an abandoned baby and adopt it, leaving the Bay-Bee to figure a way out of it's mess.  Some have begun using it as a means of infiltrating houses.

Size and Type: Size is Unchanged.  If base Creature is Vermin it becomes a Magical Beast.  It gains the Shapeshifter Subtype regardless.

Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).

Speed: Gain a Swim speed equal to your base land speed (you fall in the ocean a lot when you're out knocking back Margaritas, you've had to learn from necessity.

Armor Class: Unchanged.

Attacks: Unchanged, unless Type changes (then increase BAB to being equal to it's Hit Dice).

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Mother of God, is That a Baby? (Ex): The Bay-Bee can take the form of a Humanoid infant at will, as per the Alternate Form ability.

Saves: +4 Cha, roll 3d6 for Int if the base creature used to be Vermin

Abilities: Unchanged.

Skills: Gains a +4 Racial Bonus to Bluff and Disguise skills. If Type changes from Vermin to Magical Beast be sure to add skills.  Class Skills are Bluff, Disguise, Knowledge (Geography), Listen, Spot, Survival.

Feats: Unchanged. If Type changed to Magical Beast remember to add Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1

(https://i.imgur.com/tWHEDON.png)

Bay-Bees
"Oh look.  Another Giant Bee.  With a fishing pole..."

They Live Down By The Beach

"Good afternoon."

"Hey Dudes.  We're totally normal oceanside bees dudes."

"Another one who doesn't scream.  I could get used to this."

"We totally never shapeshift into babies to ambush people and take their stuff man."

"We...didn't ask about that..,"


Just a Normal Baby

"And it's none of our business.  This 'Bee-Gurl' cult is."

"Oh, I'd leave them alone man.

"We have.  They aren't returning the favor."

"They want us out of the way for some reason."

"Sounds like you got bad karma man."

Ray-Bees from Inuyasha

Ray-Bees is an Acquired Template that can be applied to any Bee or Bee-like Creature.  Ray-Bees have acquired a unique and perilous disease that cause them to shoot light from their body at random intervals while slowly consuming them..

Size and Type: Type becomes Aberration. 

Hit Dice: Unchanged. 

Speed: Unchanged.

Armor Class:
Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Raybies (Su): Ray-Bees are carriers of a nasty disease called Raybies which they spread via their natural attacks.  Injury, Fortitude Save (Save DC is Con based), Incubation 2d6 weeks, Damage is 1 Con plus 1d3 Wis.  The disease has alternate effects on bees or bee-like creatures though.  They become rage filled engines of destruction.  They become Mindless and attack anything within sight.  Even other Ray-Bees.  The Ray-Bee gains a +2 Bonus to attack and damage rolls, along with a +2 Resistance Bonus to their Saving Throws.  They lose 1 point of Con per day until the disease is magically healed, eventually burning out and dying when their Con reaches 0.  Worse, every 1d4 rounds they unleash a burst of energy from their body in the form of a ray doing 2d6 fire damage, plus another 2d6 for every Size Category above Medium.  Range is 120 ft.  Roll 1d4 to  see which direction the ray goes, with 1 being the front of the square the creature occupies, and going clockwise for 2-4.  It targets the nearest creature in that direction.

Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind or Advanced Hivemind

Saves: See Special Attacks.

Abilities: While raybid, double the usual Racial Bonuses to Str, Dex, and Con.  For example if the Base Creature has a +4 Racial Str Bonus, it now becomes a +8.  Minimum increase is +2.  Int becomes -, if it isn't already.  -2 Wis and Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: N/A.

Level Adjustment: ---

(https://i.imgur.com/8TABOXQ.png)


Ray-Bees
"It looks like we either join the fight, or risk a random teleport."

A Horrible Disease

"I recognize them!  Those reptilians are Dragonspawn.  We must be in a temple dedicated to Puddytat, the Dragon Gawd."

"Whats with the bees though?"

"See those flashes of light?  They have a disease called raybies.  Normally it just burns you up from the inside, but with bees it works a  little differently."

"What have we stumbled into?"


Mindless Killing Machines

"It would seem the bee cult  we were tipped off to is attempting to take out any rivals."

"So our options are get killed by bees, get killed by monsters, or randomly pop up somewhere else."

"Random it is."



Beete-Noire inspired by Inuyasha

Beete-Noire is an Acquired Template that can be applied to any Bee or Bee-like Creature and a Non-Good alignment.  Beete-Noire are bees who have mastered the evil art of cursing.

Size and Type: Size is unchanged.  If Base Creature is Vermin, Type becomes Magical Beast. 

Hit Dice: Unchanged, unless Type changes, then increase all current and future Hit Dice to d10's.

Speed: Unchanged.

Armor Class: Unchanged (but see below).

Attacks: Unchanged, but if Type changes, switch BAB to being equal to Hit Dice..

Damage: Unchanged.

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

Spells: The Beete-Noire can cast spells as a Sorcerer equal to it's Hit Dice, but may only choose spells from the Enchantment and Necromancy categories.  If it takes levels in Sorcerer, those Levels stack for purposes of determining Caster Level.

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

Evil's Master (Su): It gains an Insight Bonus to AC and Saving Throws equal to it's Wisdom Modifier, but only against opponents who have failed a Save against their spells.  This lasts for the duration of the spell (if the spell is Instantaneous it lasts until the end of the encounter, or until the curse is removed in the case of some Necromancy spells).

Spell Resistance: Gains SR equal to CR plus 11.

Saves: See above.

Abilities: +4 Cha.  Roll 3d6 for Int if Base Creature was Vermin.

Skills: Permanently gains Knowledge (Arcane) and Spellcraft as Class Skills, with a +4 Racial Bonus in each.  If you changed Type, Class Skills are Craft, Intimidate, Knowledge (Arcane), Listen, Spellcraft, Spot.

Feats: Unchanged.  Remember to add Feats if your Type changes.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: CR is equal to (HD +2).

Treasure: Unchanged.

Alignment: Cannot be Good.

Advancement: Unchanged, but usually by Character Class.

Level Adjustment: ---

(https://i.imgur.com/kntyrTt.png)

Beete-Noire
"Look at those odd bees over there.  The black ones."

Evil Cult Enforcers

"They seem to be casting spells."

"Time to start targeting them.."

"A little Fireball should do well."

"A good thing that spell has some range."


Very Focused Casters

"Sadly I can only do so many of them."

"No worries, the Arcaniss will take care of them."

"What are those things charging over the hill?"

"They seem to be bees..."


Buzzuzu with thanks to Ben-zayb
                      Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             20d8+160 (250)
Initiative:           +12
Speed:                40 ft. (8 squares), Climb 40 ft., Fly 80 ft. (Good)
Armor Class:          42 (-1 Size, +8 Dex, +25 Natural), touch 17, flat-footed 34
Base Attack/Grapple:  +20/+32
Attack:               Bite +27 melee (4d6+8+2d6 acid plus disease)
Full Attack:          Bite +27 melee (4d6+8+2d6 acid plus disease) and 4 Claws +27 melee (2d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Poison, Disease, Fear Aura, Improved Grab, Sting, Spell-Like Abilities
Special Qualities:    DR 20/Epic and Silver, Darkvision 60 ft., Immunity to Fire and Poison, Energy Resistance 15 (Acid and Cold), Regenerate 5, See in Darkness, SR 33, Telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
Saves:                Fort +20, Ref +22, Will +22
Abilities:            Str 26, Dex 26, Con 26, Int 27, Wis 27, Cha 37
Skills:               Balance +25, Bluff +31, Climb +25, Concentration +25, Diplomacy +32, Disguise +31 (+33 acting, +41 to disguise self as a Fiend), Gather Information +31, Hide +25, Intimidate +32, Knowledge (Arcana, the Planes, Religion) +30, Listen +30, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +28, Spot +30, Survival +25 (+27 tracking or on other Planes)
Feats:                Cleave, Improved Initiative, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack
Environment:          Any, but generally hangs out around Gehenna, the Nine Hells or the Abyss
Organization:         Unique
Challenge Rating:     22
Treasure:             Double Standard
Alignment:            Lawful Evil
Advancement:          21+ HD (Large)
Level Adjustment:     ---

Buzzuzu is Beelzebub's chief lieutenant and sidekick.  A former Pit Fiend, he now looks like an unholy amalgamation of fly and bee.  Beyond being a spy, Buzzuzu is also a political agitator among the lower planes, and an evangelist as well.  He often impersonates higher ranking Fiends, so long as one capable of seeing through his disguise isn't available. 

Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.  Buzzuzu has the option of applying one of the following Templates if the victim is of the appropriate type: Bee-Blooded, Bee-Damned, Bee-Shadowed, Cam-Bee-On, or Zombee.

Disease (Ex): A creature struck by Buzzuzu’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.  It also takes an additional +2d6 acid damage.

Fear Aura (Su): Buzzuzu can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a Fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the Buzzuzu’s aura for 24 hours. Cam-Bee-On's are immune to the aura.  Save DC is Cha based.

Improved Grab (Ex): Buzzuzu can 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 Sting.

Sting (Su): If Buzzuzu makes a successful Grapple Check he stings his opponent for 4d6+8 damage plus poison. 

Spell-Like Abilities (Sp): At Will: Blasphemy, Beegone!, Stinger, Dominate Monster, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Persistent Image, Screen, Unholy Aura.  3/Day: Summon Bee VIII.  1/Day: Gate.  1/Year: Wish.

Hivemind (Ex): All Cam-Bee-On's within 50 miles of Buzzuzu are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cam-Bee-On in a group is considered flanked unless all of them are (this applies to Buzzuzu as well).

Advanced Hivemind (Su):  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Disguise (Su):  Buzzuzu can appear to be any Evil Outsider of Large Size whose CR is equal to or less than is.  He gains a +8 Competence Bonus on Disguise Checks to appear as another fiend.  In addition, spells that would reveal his Alignment or whether or not he is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier).  If the opponent fails the Check, Buzzuzu appears to be an Alignment of his choice, and to be truthful.

Combat: Buzzuzu prefers to avoid open combat.  He generally uses Disguise or Invisibility to feel things out before opening with Blasphemy (or fleeing via Greater Teleport).  Once he has used Blasphemy he tends to keep distance between himself and others via flight while summoning help.  Appropriate individuals will be Grappled and stung so he can control them via applying some sort of template to them. 

(https://i.imgur.com/rEdtMwT.png)

Buzzuzu
"Greetings!  I am the mighty Buzzuzu!  I hear you've been giving my masters mortal cult a bit of trouble."

Former Pit Fiend

"You know what I'm carrying right?"

"Fear not Harlan! I am here to send you to the mortal realm on a quest of great importance!"

"Why would we work for you?"

"Because my cult leader has gotten too big of an ego after finding one of the Living Artifacts of the Old Gawds.  Se thinks she no longer needs me to take over the world, and that she is fulfilling prophecy."

"Is she?"


Slightly More Than A Pit Fiend

"I...don't know."

"I'll give you 5 minutes to explain."

"And someone explain to me what a living Artifact is."


Bee-Dazzlers inspired by Debihuman!

Bee-Dazzlers is an Acquired Template that can be applied to any Bee or Bee-like Creature.  Bee-Dazzlers are bees who have mastered the art of the disco boogie, and they use light effects to combat their enemies.

Size and Type: Size is unchanged.  If Base Creature began as a Vermin, Type becomes Magical Beast. 

Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).

Speed: Unchanged.

Armor Class: Bee-Dazzlers gain a Deflection Bonus to AC equal to their Cha Modifier (minimum +1).  Their brightness makes them difficult to look at.

Attacks: Unchanged, unless Type changes (then increase BAB to being equal to Hit Dice).

Damage: Unchanged.

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

Spell-Like Abilities (Sp): Exact number and type of abilities depend on the base creatures Hit Dice.  1-2: City Lights 3/Day, 3-4: Daylight 1/Day, 5-6: Blistering Radiance 1/Day, 7-8: Righteous Aura 3/Day, 9-10: Rainbow Blast 1/Day, 11-12: Radiant Assault, 13-14: Sunburst 3/Day and Radiance 1/Day, 15-16: Rejuvenating Light, 17-18: Magius's Light of Truth 1/day, 19-20: May now use Magius's Light of Truth 2/Day.

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

Glare Vision (Ex): Immune to being Dazzled or Blinded or having their vision impaired by effects created via bright light.

Energy Resistance 10 (Sonic)

Spell Resistance (Ex): SR equals 15+CR, but only vs spells on the Bard spell list, or that have the Light or Sound descriptors.

Saves: Unchanged.

Abilities: +4 Cha.  Roll 3d6 for Int if Type changes.

Skills: Perform (Dance, Sing) are always Class Skills.  If Type changes from Vermin to Magical Beast be sure to add skills.  Class Skills are Knowledge (Geography), Listen, Perform, Spot, Survival.

Feats: Unchanged, but if Type changed to Magical Beast remember to add Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: HD 4 or less, as base creature +2; HD 5 to 10, as base creature +3; HD 11 or more, as base creature +4.

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +3, +1 for every 3 Hit Dice past 4.

(https://i.imgur.com/bq4ZuHg.png)

City Lights
2nd Level Evocation
Casting Time: 1 Action
Range: Self (60 foot radius)
Components: V, S, M (pinch of tinder)
Duration: Instantaneous
As you cast this spell, any light source within it's range flickers out before you unleash a bright flash of light in the same radius.  All targets within the area of effect must make a Constitution Save or be Blinded until the end of your next turn. 


Blistering Radiance
4th Level Evocation
Casting Time: 1 Action
Range: 300 feet (50 foot radius)
Components: V, S, M (pinch of tinder and a small lens)
Duration: Concentration, up to 1 Minute
You conjure a large ball of burning light.  All targets within the spells area of effect must make a Dexterity saving throw. On a failed save, the target 4d6 Fire damage, with half damage if the Saving Throw is successful. As a bonus action on your turn, you can move the sphere up to 600 feet and repeat the attack against any creature it becomes adjacent to, or passes over..

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you increase the damage by +1d6 for every slot level above 4th.


Rainbow Blast
3rd Level Evocation
Casting Time: 1 Action
Range: Self (120 foot Line)
Components: V, S, M (gem worth 50+ GP)
Duration: Instantaneous
You unleash a multicolored blast that does 1d6 damage each to anything in it's area of effect: Acid, Cold, Fire, Lightning, Thunder

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you raise the damage dice one step per 2 slots level above 3rd.  I.e. as a 5th  Level spell slot, it does 1d8 damage of each type.  As a 7th Level spell it does 1d10 per die, as a 9th Level slot it maxes out at d12's.


Radiant Assault
7th Level Evocation
Casting Time: 1 Action
Range: 300 feet (20 foot radius)
Components: V, S
Duration: Instantaneous
You unleash a kaleidoscopic burst or light doing 10d6 Radiant damage, and forcinf all creatures within the area of effect to make a Constitution Saving Throw or  be Incapacitated until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases +1d6 per slot level above 7th.


Radiance
5th Level Evocation
Casting Time: 1 Action
Range: Self (60 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
Your body gives off  a shining light the equivalent of a Daylight spell.  Undead within this area have disadvantage on ability checks and attack rolls while within the spells area of effect.


Rejuvenating Light
7th Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 Minutes
An object you touch sheds light like a Daylight spell.  All living creatures within the spells area heal 1d6 hit points per round as long as they remain within the spells area of effect.  Undead in the spells area take 1d6 Radiant damage per round.


Magius' Light of Truth
9th Level Evocation
Casting Time: 1 Action
Range: Self (120 foot cone)
Components: V, S
Duration: Instantaneous
You unleash a cone of light that requires any creature within it's area of effect to make a Charisma Saving Throw.  Those who fail suffer the effects of a Divine Word spell, in addition to taking 20d6 Radiant damage.

Bee-Dazzlers
"Sweet Jebus..."

Boogie Nation!

"That's a lot of rhinestones."

"GET DOWN WITH THE BOOGIE!"

"And just like that, we're right back to the screaming."

"One does not boogie quietly."

"So you're a musical bee cult?"


eware The Secret Of The Disco Ball

"Do you know anything about the Bee Gurls?"

"I know they're bad news."

"We kind of got that when they sent the first giant monster to kill us."

"The first of several"

"You should get giant monsters of your own man!"


Fur-Bees
                      Tiny Outsider (Native)
Hit Dice:             3d8+3 (16 hp)
Initiative:           +7
Speed:                10 ft. (2 squares), Fly 40 ft. (Good)
Armor Class:          20 (+2 Size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple:  +3/-6
Attack:               Sting +8 melee (1d4-1 plus poison)
Full Attack:          Sting +8 melee (1d4-1 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison, Spell-Like Abilities
Special Qualities:    Just a Toy, DR 5/-, Darkvision 60 ft., Immunity to Poison, Telepathy 100 ft.
Saves:                Fort +4, Ref +6, Will +4
Abilities:            Str 8, Dex 17, Con 12, Int 12, Wis 12, Cha 12
Skills:               Bluff +7, Diplomacy +7, Gather Information +7, Hide +13, Knowledge (any 2) +7, Move Silently +7, Search +7, Spellcraft +7, Spot +7
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any
Organization:         Usually Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Virtually any
Advancement:          4-6 HD (Tiny)
Level Adjustment:     ---

Fur-Bees are fluffy, adorable Bumble-Bee like critters the size of cats.  Their origin is unknown, but somewhere they came up with the idea of studying magic to hide among civilization as children's toys.  What few people know of the Fur-Bees existence likely had one as a plushie as a child.  Their Alignment varies as wildly as most humans do, and they can be either wise advisers to troubled children or cruel monsters.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 2d4 Str. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): At Will: Charm Person, Detect Magic, Invisibility.  1/Day: Suggestion.  1/Week: Sending

Just a Toy (Su): At will as a Swift Action the Fur-Bee can appear as a simple plush toy version of itself.  The perfect disguise unless you know about Fur-Bees.

Combat: Fur-Bees generally avoid combat, unless they have been found out or need to defend their young charge.  Then they sting, and use Invisibility while to stall while their venom does it's work.

(https://i.imgur.com/5za0zMt.png)


Fur-Bees
"Perhaps they have a mage or psion nearby."

Pay Me No Mind

"We would have picked up on that by now."

"A hivemind?"

"Possible.  We might not have picked that up."

"Do we have any telepaths?  They might be able to pick that up."


Always Watching

"Wait...what is that?"

"That's my sons plushie toy."

"Harlan?"

"That's no plushie!  That's a Fur-Bee! Grab it!"

"Damn you Harlan Jurgenson!"
Title: Re: Jesters Realm Critters
Post by: bhu on October 25, 2015, 02:47:30 AM
Scream Queen

Scream Queen is an Inherited or Acquired Template that can be applied to any Female Humanoid.  Generally it's acquired via curse, but if the cursed victim lives long enough they breed true.  Scream Queens are generally quite attractive, but easily terrified women that monsters and serial killers feel compelled to stalk (see Weirdness Magnet for Creepy People below).  Once they begin stalking her, they slowly start to off everyone she knows before taking her.  Even if she survives this, she'll eventually attract something else unless she somehow completely cuts herself off from society or removes the curse.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks, except those based on Fear Effects, Intimidation or Bluff.

Special Qualities: Retains all Special Qualities except those that would give Bonuses or Immunity to Fear Effects, plus gains the following:

Ah Gravity, Thou Art A Heartless Bitch (Ex): When taking a Run Action, you must make a DC 15 Reflex Slave or slam into the ground, falling prone and stunning yourself 1 round.  The Save DC increases to 20 if you're in inappropriate footwear.

Don't Fuck in the Woods (Su): Nothing fires the loins like watching all your friends and loved ones being violently murdered via a maniac.  During times of stress you must make a DC 15 Willpower Save, or whatever bad guy is currently stalking you is teleported to within 40 ft of your current location as you and a person of convenience get busy.  If you are not currently being stalked, you attract a wandering monster.  On the plus side they always attack and kill your paramour first giving you time to escape.  You must make a Save DC each hour when under stress, and the Save DC increases by +1 with each successful Save.

Fraidy Cat (Ex): You are no longer capable of gaining Immunity or even any form of resistance to the Intimidation skill or Fear effects.  Fear effects (Shaken, Frightened, Panicked, Cowering, etc,) last twice as long.  If you fail a second Willpower Save (same DC) against the effect, you scream at the top of your lungs the entire time, automatically failing all Hide and Move Silently rolls.   You also likely attract wandering monsters if you're in an appropriate area.  When attacked by any creature with more Hit Dice than yourself you must make an opposed Level Check (1d20 plus Hit Dice plus Wisdom Modifier) or become Shaken for the duration of the encounter, even if it has no Fear effect of any kind.

Epic Level Dumbassery (Ex): When under stress, and making decisions, you must make a DC 20 Wisdom check or make the obvious wrong one.  For example, the legendary Hayfork Killer has spotted you.  The car is next to you, a house you can run inside is 20 feet away, and dark woods the locals refer to as haunted are about 200 yards away across an open field.  You choose the field and run screaming all the way.

If it Weren't for Bad Luck (Su): Once per day you must make a DC 20 Level Check (1d20 plus Hit Dice plus Wisdom Modifier) at random.  Well, not really random.  For example if you need a door to be open, it will be locked if you fail the Check.  If you need the car to start, it fails if you don't make the Check (or maybe you forgot the keys).  If you disarm the bad guy, he somehow discovers a +1 Hayfork you just have lying about for no reason, and decides to become the legendary Hayfork Killer if you fail the Check.  Man you really must have peed in someones oatmeal to deserve this.

Run All You Want, It'll Always Catch Up (Su): When running while under the influence of a Fear effect of any kind, you cannot outrun a pursuing opponent, even by Flight or Teleportation.  If you teleport, it teleports enough of a distance to catch up to you.  If you display a form of movement your pretty sure it doesn't have (burrowing, swimming, flight, etc.), it spontaneously develops hitherto unknown powers and is able to give chase via the same movement type.

Weirdness Magnet for Creepy People (Su): If there are no monsters, murderers, or feral animals currently stalking you, one immediately starts doing so if you fail a DC 10 Willpower Check because it randomly sees you in the street or something.  You must save once per week, and each week the DC increases by +1 until you fail.

Saves: Unchanged.

Abilities: -2 Str, -2 Dex, -2 Int, -2 Wis, +4 Cha.

Skills: Loses all ranks in Bluff, Diplomacy, Intimidate, Move Silently or Sense Motive.

Feats: Any Feats increasing Will Saves, providing Bonuses against Fear Effects, or providing Bonuses to Bluff, Diplomacy, Intimidate, Move Silently or Sense Motive are lost.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: -2

Treasure: Unchanged.

Alignment: Rarely Good or Lawful.

Advancement: Unchanged.

Level Adjustment: -4
Title: Re: Jesters Realm Critters
Post by: bhu on November 17, 2015, 03:25:20 AM
 Honey Ooze
                      Large Construct
Hit Dice:             6d10+30 (63 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +4/+11
Attack:               Slam +6 melee (2d4+4 plus sticky)
Full Attack:          Slam +6 melee (2d4+4 plus sticky)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Sticky, Engulf
Special Qualities:    Blind, Blindsight 60 ft., construct traits, DR 10/-, Immune to Polymorph, Healing Properties
Saves:                Fort +2, Ref +1, Will +2
Abilities:            Str 16, Dex 9, Con -, Int -, Wis 11, Cha 11
Skills:               Climb +11
Feats:                ---
Environment:          Warm or Temperate Plains
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

This is basically a 600 pound blob of honey magically given life as a guardian of the hive. Often kept in the hive's food stores as it looks just like food.

Sticky (Ex):  A Honey Ooze is very sticky, holding fast any creatures or items that touch it. A Honey Ooze automatically grapples any creature it hits with its slam attack (the grappled opponent is engulfed the next round if possible). Opponents so grappled cannot get free while the ooze is 'alive' without removing the adhesive first.

A weapon that strikes the ooze is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.

Intense heat makes the ooze watery, but it still can grapple normally. On any round the ooze takes fire damage it loses the sticky ability, plus an additional 1d4 rounds more.  Strong vinegar dissolves the adhesive, but the ooze still can grapple normally. An ooze can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Engulf (Ex): A Honey Ooze can attempt to engulf a grabbed opponent that is smaller than its size category by making a successful grapple check. Once inside, the opponent must hold its breath or begin to suffocate. An engulfed creature can escape by making a successful grapple check or Escape Artist check. The amount of time a creature can hold its breath if it takes a standard action is reduced by 1 round. A Honey Ooze can engulf 1 Medium  creature, 2 Small creatures, 4 Tiny creatures, 8 Diminutive creatures, or 16 Fine creatures at one time.

Blind (Ex): Honey Oozes have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Healing Properties (Su): Honey Ooze is mildly magical, and when destroyed it can be saved into 2d6 potions of Cure Light Wounds or Remove Disease.  In the meantime, Undead beings that come into contact with it take 1 point of positive energy damage per round.

Skills: A Honey Ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Combat:  Honey Oozes aren't bright, they go straight for the grapple and engulf.


Construction

A Honey Ooze’s body must be created from a mass of honey weighing at least 1,000 pounds. That's pretty much about it.

CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, Cure Light Wounds, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.


(https://i.imgur.com/SM20Wb9.png)

Blood Honey Ooze

"Is that honey crawling out of the vat?"

"Sweet Jebus, the honey guards itself!"

"Yup.  We found a way to animate it.  Even better if something actually takes it out, we can still use it for healing potions."

"You have an awful lot of security..."

"It's a big operation."

"What are the vats with the skull and crossbones symbol?"

Blood Honey?

"Those are the animated vats of Blood Honey."

"What what now??"

"Necromantic honey that takes life instead of preserving it.  It was made by some necromancers we put down, and we converted it to guardians.."

"Why keep stuff like that around?"

"Study.  We wanna know how to counter it."

"Is it edible?"


Sticky Death

"Ah don't recommend it."

"I've never like constructs.  They give me the jitters."

"But...you're a Gnome, Harlan."


Blood Honey inspired by Rater202
Necromancy
Level: Bee 3, Cle 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 pound container of honey
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

To perform this incredibly pain in the ass ritual, one must first kill a sentient being, macerate him into blood and bone fertilizer, and then use bees to turn the result into honey eventually by feeding on the flowers of plants grown in that fertilizer.  After performing a quick ritual over the honey, it becomes tainted with negative energy.  Living beings touching it take 1d6 negative energy damage, plus 1 additional point for a number of rounds equal to your caster level (maximum +10 rounds).  If one is stupid enough to consume said honey it also bestows one negative level.  For Undead however, it heals it the same amount of damage.  If consumed by Undead it grants plus one on attack rolls and grants 1d8 plus caster level (maximum +10) temporary hit points for 1 round per caster level.  Optionally it may be cast as a 1 hour ritual to enchant up to 1 ton of honey.  Assuming anyone is crazy enough to accumulate that much of it.


Blood Honey Ooze: A psychotically patient caster who can collect enough Blood Honey (see the Blood Honey spell) can use it instead of regular honey to animate a Honey Ooze.  Blood Honey Oozes gain a new special attack:

Negative Energy Saturation (Su): The Blood Honey Ooze does 1d6 negative energy damage each round it maintains contact with a living opponent (including it's Engulf attack).  It's touch heals Undead 1d6 hp.  If a living opponent is Engulfed by the Honey Ooze it gains one negative level each round it remains engulfed.  Undead gain a +1 Bonus to attack rolls instead, and it's common for very small Undead to be inserted into a Blood Honey Ooze to attack victims it has engulfed. 

Blood Honey Oozes are CR 6 and the same cost to build.

(https://i.imgur.com/J4HzXvt.png)
Title: Re: Jesters Realm Critters
Post by: bhu on November 17, 2015, 03:26:34 AM
 Beeswax Golem
                      Large Construct
Hit Dice:             11d10+30 (90 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple:  +8/+19
Attack:               Slam +14 melee (2d10+7)
Full Attack:          2 Slams +14 melee (2d10+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Berserk, Disabling Blow
Special Qualities:    Construct traits, Darkvision 60 ft., Immunity to Magic, Low-Light Vision, DR 10/Adamantine
Saves:                Fort +3, Ref +2, Will +3
Abilities:            Str 25, Dex 9, Con -, Int -, Wis 11, Cha 10
Skills:               ---
Feats:                ---
Environment:          Any
Organization:         Solitary or gang (2-4)
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          12-18 HD (Large); 19-33 HD (Huge)
Level Adjustment:     ---

Beeswax isn't the greatest material for making Golems, but when it's cheap and plentiful...

Berserk: When a Beeswax golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Beeswax golem goes berserk, no known method can reestablish control.

Disabling Blow (Su): Opponents hit by a Beeswax Golems Slam attack must make a DC 15 Willpower Save (Save DC is Cha based) or take a -2 Penalty on attack and damage rolls against bees and bee-like creatures for 24 hours (multiplt hits are not cumulative).

Immunity to Magic: A Beeswax golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below:  Spells dealing cold damage cause the wax composing the golem to harden appreciably.  They Slow the Golem (as per the spell) for 2d6 rounds, but it's Natural Armor Bonus to AC increases to +20 during that period.  A spell dealing fire damage will reverse this, as well as heal 3 points of damage per point of damage it would normally do.  The Beeswax Golem can exceed it's hit point maximum, gaining temporary hit points for 2d6 rounds via this method (it automatically fails Saving Throws vs spells doing fire damage).  A second spell doing fire damage (or the first if it has not been previously hit with cold) makes the Golem semi-solid and sticky, granting it a +4 Racial Bonus to Grapple Checks for 2d6 rounds.  Opponents touching it or being touched by it during this time take 1 point of fire damage. 

Combat: Beeswax Golems are often made to defend Hives of some sort, and do not pursue past the Hives immediate area.  They will send intruders off if they approach, but are otherwise not hostile.  They will, however, easily beat persistent intruders to death.

Construction

A beeswax golem’s body must be sculpted from a single block of beeswax weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check check.

CL 11th; Craft Construct, Animate Objects, Geas/Quest, Resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

(https://i.imgur.com/Tx1DJah.png)

Beeswax Golem

"Not all Gnomes rely on constructs Jim."

"Have I met any?"

"And these here are tha Beeswax Golems.  We let nothin' go to waste."

"Wouldn't more traditional Golems be more effective?"

"Sure, but we have tons of beeswax.  We don't have tons of iron and stone lying about."

"How are they as security goes?"

Fire and Ice

"The colder they get the tougher they get.  The warmer they get, the stickier they get."

"So they do have some tactical applications when combined with casters."

"They're cheap for us to mass produce too."

"You seem to like sticky guardians."

"They keep intruders from retreating before we can arrive."

"And I imagine they turn rock hard in winter?"


Disabling Fists

"Yup.  Makes fer a nice surprise."

"I'm surprised you don't have beehive golems."

"Funny you should say that..."
Title: Re: Jesters Realm Critters
Post by: bhu on December 07, 2015, 02:58:31 AM
Cetus Rex
                      Huge Magical Beast (Aquatic)
Hit Dice:             18d10+144 (243 hp)
Initiative:           +3
Speed:                Swim 30 ft. (6 squares)
Armor Class:          21 (-2 Size, -1 Dex, +14 Natural), touch 7, flat-footed 21
Base Attack/Grapple:  +18/+36
Attack:               Bite +26 melee (2d8+15)
Full Attack:          Bite +26 melee (2d8+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, Sonic Boom
Special Qualities:    Darkvision 60 ft., Low-light Vision, Improved Scent, Blindsense 60 ft., Camouflage
Saves:                Fort +19, Ref +10, Will +8
Abilities:            Str 30, Dex 8, Con 26, Int 3, Wis 15, Cha 15
Skills:               Hide +2 (+8 in natural surroundings), Listen +12, Spot +12
Feats:                Alertness, Cleave, Improved Initiative, Improved Natural Attack (Bite), Power Attack, Skill Focus (Hide), Track
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral
Advancement:          19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment:     ---

"You modified the Owlbear ritual for use with a Seahorse and a Tyrannosaur."

"Yes."

"So now we have an aquatic T-Rex that can hide itself?"

"Yes."

"Explain to me again how this is a good thing?"

The Cetus Rex looks like a Tyrannosaur from the waist up, a seahorse from the waist down, with a few random cosmetic mutations thrown in.   Proving once again that only Wizards have access to the truly good illegal alchemical compounds.  Stay away from drugs kids.  One day you're joining Wizard school, and the next you're competing to see who can make the hybrid most likely to be voted Abomination Before Man and Gawd.

Improved Grab (Ex):
T o use this ability, a Cetus Rex must hit an opponent of up to one size smaller 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 establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex):  A Cetus Rex can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Cetus Rex’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 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

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

Sonic Boom (Su): As a Standard Action the Cetus Rex can breathe a 50 ft. cone of sonic energy once every 1d4 rounds.  It does 10d6 Sonic damage, but opponents can make a DC 27 Reflex Save to take half damage.  Additionally opponents who fail to Save are Deafened permanently, and Stunned 1 round.

Improved Scent (Ex): A Cetus Rex can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Camouflage (Ex): A Cetus Rex can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Skills: The Cetus Rex has a +2 Racial Bonus to Hide, Listen and Spot Checks.  The Hide Bonus increases to +8 around seaweed, coral reefs and similar underwater areas,

Combat: Cetus Rex tend to hang out near coral reefs or seaweed beds where they can take advantage of their camouflage ability.  They like to wait until prey is close enough they can swallow one, and then blast the others with it's breath weapon.

(https://i.imgur.com/eITGen9.png)

Cetus Rex
"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 talking to Prak yet again."

An Unusually Powerful Mutt

"I take it the Bearmaid wasn't a best seller?"

"The public is cruel and fickle.  Let me warm up the palantir to view my newest aquatic creation."

"What's this one made of?"

"A little bit flesh-eating dinosaur, a little bit seahorse, and a little bit undetermined."

"Undetermined seems a little scary."


Dragons of the Sargasso

"Behold the magnificent Cetus Rex as it...er, well it appears to be attacking the local pirates I hired to keep my enemies away."

"What, no goofy name like Sea Rex?"

"I wanted it to sound spiffy for the clientele."

"Would that be them in the yacht it's blasting a hole in?"

"Dammit, Fluffy..."
Title: Re: Jesters Realm Critters
Post by: bhu on December 24, 2015, 12:38:52 AM
Bee Golem
                      Large Construct
Hit Dice:             11d10+30 (90 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+16
Attack:               Spiny Slam +11 melee (2d6 Bludgeoning+1d6 Piercing+4 plus poison)
Full Attack:          2 Spiny Slams +11 melee (2d6 Bludgeoning+1d6 Piercing+4 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Berserk, Poison, Spiny Defense
Special Qualities:    Darkvision 60 ft., Low-Light Vision, All-around Vision, construct traits, DR 10/Adamantine, Immunity to Magic
Saves:                Fort +3, Ref +4, Will +5
Abilities:            Str 18, Dex 12, Con -, Int -, Wis 14, Cha 11
Skills:               Search +4, Spot +6
Feats:                -
Environment:          Warm or Temperate Plains
Organization:         Solitary or Gang (2-4), often accompanied by a Hive of giant bees or bee-like entities
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          12-16 HD (Large), 17-22 HD (Huge)
Level Adjustment:     ---

Bee Golems are hulking 10 foot Constructs composed of the stings, eyes and exoskeletons of dead bees and bee-like creatures.  To say they creep the bejeezus out of people is an understatement.  The Hives of course find them an excellent way to use the bodies of the fallen to continue in their defense of all beekind.

Berserk (Ex): When a Bee Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Bee Golem goes berserk, no known method can reestablish control.

Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based with a +4 Racial Bonus.  Opponents must make a Save when successfully injured by the Golems Spiny Defense.

Spiny Defense (Ex): Attacks by the Golem do +1d6 Piercing damage (this includes successful Grapple Checks).  Opponents who attack the Golem with Natural attacks, Unarmed strikes or Grapples also take 1d6 Piercing damage plus their own Strength Modifier. 

All-around Vision (Ex): The Bee Golems multiple eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Immunity to Magic (Ex): A Bee Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted here: The Armored Vermin spell affects the Bee Golem as though it were a Vermin.

Combat: If it looks weaker the Bee Golem Grapples an opponent.  If not it beats them with it's fists like a mad thing.


Construction


A Bee Golem’s body must be sculpted from various body parts of giant bees or beelike creatures weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (taxidermy) check check.

CL 11th; Craft Construct, animate dead, commune, geas/quest, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.


(https://i.imgur.com/RSjD2ns.png)

Bee Golem
"We found a few extras Bawb."

Excellent Guards

"No worries, I can always use extras."

"Also, there's a Protein Polymorph stalking the place, so be on the lookout."

"I imagine we'll see you again when all is said and done like usual?"

"Afraid so.  Sure I can't interest you in some magical disguises?  I have my very own patented Big Bawb's Big Dead Frawg Suit.."

"What does it do?"


Enforcers For The Bee Cults

"It makes you look like a giant dead frawg."

"Pass.  Say, is that twitchy looking Golem one of yours?"

"No sir, I don't deal in Bee Golems.  I'm above board."

"Get ready Jim."
Title: Re: Jesters Realm Critters
Post by: bhu on January 30, 2016, 02:27:03 AM
Dire Honey Badger
                      Large Magical Beast
Hit Dice:             15d10+75 (157 hp)
Initiative:           +8
Speed:                60 ft. (12 squares), Climb 20 ft., Burrow 20 ft.
Armor Class:          24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +15/+29
Attack:               Bite +24 melee (2d8+10/19-20)
Full Attack:          1 Bite +24 melee (2d8+10/19-20) and 2 Claws +22 melee (2d4+5/19-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Unstoppable Juggernaut of Destruction, Stink Gland
Special Qualities:    Low-Light Vision, Darkvision 60 ft., Scent, Immunities, DR 5/-, SR 21, Fast Healing 5
Saves:                Fort +14, Ref +13, Will +6
Abilities:            Str 30, Dex 18, Con 20, Int 3, Wis 12, Cha 12
Skills:               Climb +19, Escape Artist +8, Hide +3, Intimidate +9, Listen +7, Move Silently +4, Spot +7, Survival +4
Feats:                Ability Focus (Stink Gland), Alertness, Endurance, Improved Initiative, Multiattack, Power Attack
Environment:          Warm Forest or Plains
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            A very ill tempered Neutral
Advancement:          16-22 HD (Large), 23-45 HD (Huge)
Level Adjustment:     ---

"Honey Badger don't give a beeeeep!"

Lets not pretend, you all know what this is.  The only difference is that intelligent bees pay the lazier badgers in honey to act as hive guards.

Unstoppable Juggernaut of Destruction (Ex):  The Honey Badger can continue to fight, even while disabled or dying.  Their natural attacks threaten a critical on a 19-20. If the Badger makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

Stink Gland (Ex): 3/day the Dire Honey Badger can unleash a stink bomb affecting everything that is within 30 ft. of itself (Badgers are immune to Badger stink).  Victims must make a DC 24 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1d6 rounds, and Sickened for 1 Minute after.  Even if the Save is successful the victim is still Sickened 1d6 rounds.  This ability negates the use of Scent within it's area while in use (and for 1d6 days thereafter), and creatures with Scent take a -4 Penalty on their Save.

Immunities (Ex): Dire Honey Badgers are immune to poison/disease and cannot be Fatigued/Exhausted.  They can ingest virtually any organic matter without any more harm than a stomach ache, even rotting undead.  They are also immune to Fear effects.

Skills: Honey Badgers have a +4 racial bonus on Escape Artist and Intimidate checks, and a +8 racial bonus on Climb checks. A Honey Badger can always choose to take 10 on a Climb check, even if rushed or threatened.

Combat: Honey Badgers roar directly into conflict like hairy meat torpedoes.  Their stink gland is reserved for the very rare occasion when they decide to retreat.

(https://i.imgur.com/z8vL8HP.png)

Dire Honey Badger

"What is that smell?"

"Sweet Jebus, that's worse than that burning Mindflayer city we stumbled on."

"Ah, that would be one of the Badgers.  He's deployed his stink gland."

"That Badger is the size of a rhino..."

"We bribe giant Honey Badgers as guards too.  Even if they do get into shenanigans with the Honey Oozes."

"Okay, seriously.  Come clean.  What are you afraid of?"

Honey Badger Doesn't Give A

"There's a local cult that's particularly...troublesome."

"What do they want from you?"

"Everything we have."

"So no one you can negotiate with?"

"You don't negotiate with blind fanatics, you lay waste to them."

"And that's what the Badgers are for?"


What On Earth Do They Need The Stink Glands To Defend Themselves From?

"No.  They guard our true weapon."

"Now I'm curious."

"I'm not..."


Hiveless Template

Hiveless is an Acquired Template that can be applied to any member of a Hivemind who has been cursed after being kicked out.  Remove Curse or Break Enchantment will remove this Template.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks:
Retains all Special Attacks of the Base Creature except those requiring Hivemind or Advanced Hivemind.

Special Qualities: Retains all Special Qualities of the Base Creature, except Hivemind, Advanced Hivemind, or any abilities based off of them.  It also gains the following:

Barred (Su): The Base Creature can never again become part of a Hivemind, and automatically fails all Charisma based Skilll Checks against the members of Hiveminds who now despise him.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: The Base Creature loses any Advanced Hivemind Feats, but can retrain to choose new ones (see PHB2).

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Unchanged, unless becoming a member of the Hivemind changed the Base Creatures Alignment.  In that case the Base Creature reverts to it's previous Alignment.

Advancement: Unchanged.

Level Adjustment:
+0

The Hiveless
"All of you.  All of you are former members?"

Cursed and Forgotten

"That's a high turnover rate."

"The cult is a tad picky."

"How did you survive leaving?"

"They cursed us before kicking us out.   We're no longer linked to the Hive."

"So you were part of a hive mind?"


More Lonely Than Dangerous

"That would explain how the cult always seems to know stuff."

"What one of them knows, all of them knows."

"Well thats disturbing."

"Tell me about it.   Everyone I used to know knows all my secrets."




Serf

Serf is an Acquired Template that can be applied to any Bee or Bee-Like Creature captured by Clerics of The Hive.  It has also been applied to some natives of Mechanus.

Size and Type: Size is Unchanged.  Type becomes Outsider if it isn't already.  Loses all Alignment based Subtypes except Lawful. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged, recalculate BAB if Type changed.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

Defender (Ex): Serfs gain a +2 Bonus to attack, damage and initiative rolls when defending or fighting with a member of their Hivemind.

Special Qualities: Retains all Special Qualities of the base creature except those based on Chaos or individuality, and gains the following if it doesn't already have them:

Hive Mind (Ex): All Serfs within 50 miles of their leader are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member of the group is considered flanked unless all of them are.

Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Immunities (Ex): Serfs are immune to Charm and Compulsion effects.

Saves: Recalculate Saves due to Type change.

Abilities: +2 Str, +2 Con, +2 Wis, -2 Int, -2 Cha

Skills: Skills must be recalculated due to Int and (possibly) Type change.  The Serf gains three new skills chosen by it's new Master as Class skills, and must devote skill ranks gained to keeping those skills at max ranks.

Feats: Choose Feats if Type change grants the Base Creature access to them.  You also gain one Advanced Hivemind Feat as a Bonus Feat.

Environment: Mechanus.

Organization: Hivemind (2+)

Challenge Rating: +1

Treasure: Standard

Alignment: Always Lawful Neutral.

Advancement: Unchanged.

Level Adjustment: +2



5E SERF
Serf can be applied to any Bee or Bee-Like Creature captured by Clerics of The Hive.  It has also been applied to some natives of Mechanus.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Monstrosity.

Attributes. +2 Str, +2 Con, +2 Wis, -2 Int, -2 Cha

Condition Immunities. The base creature becomes immune to the following conditions:  Charmed.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Hivemind. All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Defender. Serfs gain Advantage on attack, damage and initiative rolls when defending or fighting with a member of their Hivemind.

Serf
"WHO ARE YOU!"

"Jebus!"

Servants of Mechanus

"We're visitors."

"That's Andy.  He's from a different cult."

"How did you get to be a clockwork?"

"Some of us get 'freed' occasionally by the inhabitants of Mechanus.  So they can put us to work."

"So you moved from one captor to another?"


A Life of Drudgery

"Most cultists do.  That's what the Cap-bee-aras are for.  They stop any violence from happening here"

"Yer chicken-thing seems to love them.  What's he for?"

"We're not sure yet."

"That's a normal thing people say."
Title: Re: Jesters Realm Critters
Post by: bhu on February 12, 2016, 09:12:11 PM
   Beeserker
                      Large Monstrous Humanoid
Hit Dice:             8d8+48 (84 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +8/+18
Attack:               Claw +13 melee (1d6+6)
Full Attack:          4 Claws +13 melee (1d6+6) and 1 Bite +8 melee (1d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rage, Shared Rage, Improved Grab, Sting
Special Qualities:    Darkvision 60 ft., Hive Mind, Advanced Hive Mind,
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 23, Dex 14, Con 23, Int 8, Wis 15, Cha 10
Skills:               Intimidate +5, Listen +5, Spot +6, Survival +5 (+9 orienteering)
Feats:                Extra Rage, Instantaneous Rage, Mad Foam Rager
Environment:          Warm Plains
Organization:         Solitary or Group (2-6)
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     ---

Beeserkers are winged, 4 armed bee-like humanoids known for their anger management issues.  And by issues we mean "mouth frothing psychopaths".  They like to hire out as cheap muscle, but there aren't many takers given their rep of attacking anything that gets too close.

Rage (Ex): The Beeserker can Rage as per the Barbarian Ability.  It can Rage a number of times per day as a Barbarian whose Level is the same as it's Hit Dice.

Shared Rage (Ex): When the Beeserker enters Rage, all Allies present that are part of it's Hivemind also enter Rage for the same period of time.

Improved Grab (Ex): If the Beeserker hits with it's Claw attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds it can use it's Sting ability.

Sting (Ex): If the Beeserker makes a successful Grapple Check, it does 3d6+9 damage, and the opponent must make a DC 20 Fortitude Dave (Save DC is Con based) or be poisoned.  Initial and Secondary damage is 1d6 Con.

Hive Mind (Ex): All Beeserkers within 50 miles of their leader are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Beeserker in a group is considered flanked unless all of them are.

Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Skills: Beeserkers have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Beeserkers aren't subtle, and have limited planning abilities.  They tend to Rage and charge.

(https://i.imgur.com/u7Ef1fS.png)

Beeserker
"Looks like they were there to scatter the line before the net critters moved in."

Blind Rage

"These new ones look like beefy targets."

"The foaming at the mouth isn't encouraging."

"They don't seem to be dropping very quick either."

"Lets hope the Dragonspawn have some reserves."


"HI, MY NAME IS RAWR!"

"Here they come now now."

"UNLEASH THE GODSLAYERS!"

"Are you questioning our decision to come here yet?"

"Relax, it's not too bad yet."



   Heyve original idea by TechnoKami
                      Huge Aberration
Hit Dice:             12d8+84 (138 hp)
Initiative:           +6
Speed:                5 ft. (1 square), Fly 80 ft. (Good)
Armor Class:          28 (-2 Size, +2 Dex, +18 Natural), touch 10, flat-footed 26
Base Attack/Grapple:  +9/+18
Attack:               Bite +10 melee (2d6+1 plus poison)
Full Attack:          3 Bites +10 melee (2d6+1 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison, Swarms
Special Qualities:    Darkvision 60 ft., All-Around Vision, Immunity to Poison, Hivemind, Advanced Hivemind
Saves:                Fort +11, Ref +6, Will +13
Abilities:            Str 12, Dex 14, Con 24, Int 10, Wis 20, Cha 16
Skills:               Knowledge (Arcane, Geography, Nature) +8, Search +9, Spot +7, Survival +8
Feats:                Improved Initiative, Killer Queen, Status Check, Weapon Finesse, Weapon Focus (Bite)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          13-18 HD (Huge), 19-36 (Gargantuan)
Level Adjustment:     ---

Heyve's are horrifying balls of floating, waxy flesh covered in compound eyes.  Toothed maws open and close randomly on it's surface, often unleashing symbiotic swarms of bees that live safely within it.  Rumor has it they were created as living weapons by the Bee-Gurls.  Other rumors have it that they purposefully mutated Beholderkin, and now the Beholder Nations want to speak to them.

Poison (Ex): Injury, DC 23 Fortitude Save (Save DC is Con based), initial and secondary damage is 2d4 Con.

Swarms (Ex): A Heyve holds 8 Bee Swarms inside itself, and can release one on it's opponents as a Swift Action.  These Swarms obey the Heyve and are part of it's Hive Mind.

All-Around Vision (Ex):  The Heyve's many eyes give it a +4 Racial Bonus on Search and Spot Checks, and render it immune to flanking.

Hive Mind (Ex): All Heyves within 50 miles of their leader are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member of the group is considered flanked unless all of them are.

Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Combat: Heyve's generally unleash their Bees first, after which their combat options come down to "bite all the things".

(https://i.imgur.com/0YiKCiI.png)

Heyve
"No, but they look too close to get comfortable."

Swarm Carriers

"They're unleashing swarms.  Looks like I need to switch spells."

"My bow isn't going to do much against this."

"Lets hope the Dragonspawn can call some reinforcements."

"Wait, something just blew a bunch of them out of the sky."


Disturbing, Even To Their Own Cult

"I neve thought I'd be happy to see Dragons."

"ALL HAIL TYRONE!"

"Breath Weapons are always welcome on my side in a mass battle."

"Now I just have to hope he doesn't remember I owe him money..."



   Beelemnoid
                      Gargantuan Aberration
Hit Dice:             20d8+200 (290 hp)
Initiative:           +7
Speed:                Swim 20 ft. (4 squares)
Armor Class:          25 (-4 Size, +3 Dex, +16 Natural), touch 9, flat-footed 22
Base Attack/Grapple:  +15/+38
Attack:               Arm +22 melee (1d6+11 plus poison)
Full Attack:          10 Arms +22 melee (1d6+11 plus poison)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Constrict, Poison
Special Qualities:    Darkvision 60 ft., Jet, Ink Cloud, Low-Light Vision
Saves:                Fort +16, Ref +11, Will +18
Abilities:            Str 32, Dex 16, Con 30, Int 14, Wis 22, Cha 20
Skills:               Intimidate +15, Knowledge (Geography, Nature) +13, Listen +26, Search +12, Sense Motive+6, Spot +30, Survival +16, Swim +19
Feats:                Blind-Fight, Combat Expertise, Combat Reflexes, Endurance, Improved Initiative, Improved Trip, Lightning Reflexes
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             Triple Standard
Alignment:            Usually Lawful Evil
Advancement:          21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:     ---

Beelemnoids are a horrifying amalgamation of bee and squid.  Unlike most squids they have 10 short arms with poisoned barbs, compound eyes, and chitinous plating over it's normal hide.  They are the heavy aquatic shock troops of the Hives,

Improved Grab (Ex): To use this ability, the Beelemnoid must hit with an arm 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 Beelemnoid deals automatic arm damage with a successful grapple check.

Poison (Ex): Injury, DC 30 Fortitude Save (Save DC is Con based), initial and secondary damage is 2d4 Con.

Jet (Ex): A Beelemnoid can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): A Beelemnoid can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Beelemnoid normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Skills: Beelemnoids have a +4 Racial Bonus on Spot Checks, and a +8 Bonus on Swim Checks.  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: Beelemnoids strike their opponents with their barbed arms, then grab and crush  or drag victims into the waters. An opponent can make sunder attempts against a Beelemnoids tentacles or arms as if they were weapons. A Beelemnoids tentacles have 20 hit points, and its arms have 10 hit points. If a Beelemnoid is currently grappling a target with one arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a Beelemnoids arm deals damage to the Beelemnoid equal to half the limb’s full normal hit points. A Beelemnoid usually withdraws from combat if it loses three of its arms. A Beelemnoid regrows severed limbs in 1d10+10 days.

(https://i.imgur.com/ebWfNet.png)


Beelemnoid
"What's that approaching off the starboard bow?"

Enforcers For The Bee Cults

"It looks kind of like an armored squid."

"It seems purposeful.  I'm breaking out the Lightning Bolt wand."

"Normally I would say wait and seee, but it's moving a little too fast for my comfort."


They Try To Leave No Survivors

"It would appear to be some sort of bee/squid hybrid.  That implies wizard experiments, which would explain the oozes.  Someone has been up to something.."

"Didn't those farmers we interviewed mention a cult obsessed with some sort of beepocalypse?"


   Beerded Man
                      Fine Outsider (Lawful, Native, Swarm)
Hit Dice:             12d8+36 (90 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 80 ft. (Good)
Armor Class:          26 (+8 Size, +4 Dex, +4 Deflection), touch 26, flat-footed 22
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6 plus Poison)
Full Attack:          Swarm (3d6 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spellcasting, Summoning, Poison
Special Qualities:    Darkvision 60 ft., Swarm traits, Immune to Weapon Damage, Improved Swarm, Unearthly Grace, Rejuvenation, Hivemind, Advance Hivemind, All-Around Vision
Saves:                Fort +15, Ref +16, Will +16
Abilities:            Str -, Dex 18, Con 16, Int 12, Wis 18, Cha 18
Skills:               Bluff +14, Concentration +13, Diplomacy +14, Hide +20, Intimidate +14, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +14, Search +5, Sense Motive +14, Spellcraft +12, Spot +16, Survival +14 (+18 with orienteering)
Feats:                Bee Prepared, Bee Safe, Greater Spell Focus (Enchantment), Hive Access, Spell Focus (Enchantment)
Environment:          Any
Organization:         Unique
Challenge Rating:     14
Treasure:             None
Alignment:            Lawful Neutral
Advancement:          By Character Class
Level Adjustment:     ---

The Beerded Man appears to be a hooded, robed man from a distance whose long beard is swarming with bees.  In reality it is a swarm of bees animated by...something.  Some think he's a demon or demigod, some think he's undead.  No one is quite sure.  He appears in someway connected to the Bee Gawds and Bee-Guilders as he interferes with their actions frequently, sometimes to help, sometimes not.

Spellcasting: The Beerded Man can cast spells as a Bee-Guiler whose Caster Level equals his Hit Dice. 

Summoning (Su): Creatures summoned via the Beerded Man's spells gain a +2 Deflection Bonus to AC.

Poison (Su): Any creature subjected to the Beerded Man's Swarm attack is also magically poisoned.  Injury, DC 20 Fort Save (Save DC is Cha based), initial and secondary damage is 2d4 Con. 

Improved Swarm (Ex): Unlike normal swarms the Beerded Man is not vulnerable to high winds or the Gust of Wind spell.

Unearthly Grace (Su): The Beerded Man gains a Deflection Bonus to AC, and a Bonus to all Saving Throws equal to his Cha Modifier.

Rejuvenation (Su): There currently is no known method for permanently destroying the Beerded Man.  No matter what is done to him, his swarm simply reforms from available bees in another location 2d4 days later.

Hive Mind (Ex): All members of the Beerded Man's Hivemind within 50 miles of him are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member in a group is considered flanked unless all of them are. The Beerded Man can add up to 12 individuals to his Hivemind, or kick them out, as a Swift Action.

Advanced Hivemind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Unlike normal the Beerded Man can forcibly join a Hivemind by psychically attacking one of it's members who is within 120 ft., as a Swift Action.  If the opponent fails a DC 20 Willpower Save (Save DC is Cha based), then the Beerded Man becomes a part of the Hivemind for 24 hours.  If the opponent succeeds then he is immune to further attempts for 24 hours.  This closes him off from his prior Hivemind for this period of time (unless he departs the new Hivemind early).

All-Around Vision (Ex): The Beerded Mans many eyes give it a +4 Racial Bonus on Search and Spot Checks, and render it immune to flanking (which also renders members of it's Hivemind immune to flanking).

Skills: The Beerded Man has a +4 Racial Bonus with Spot checks and Survival Checks made to orient himself.

Combat: The Beerded Man rarely enters combat himself, preferring to manipulate events from behind the scenes.  If he must enter a fight he summons aid, disrupts events with his spells, and picks off the weak.

(https://i.imgur.com/8v9WwMX.png)

The Beerded Man
"Do you hear that buzzing?"

A Figure Of Mystery

"It's coming from outside.  From that man wearing the cloak and hood."

"That's no man.  Look closer."

"That's... not a cloak.  That's a pattern made by their beating wings..."

"It's a bee swarm that walks like a man."


Mercurial Reputation

"Get ready"

"Why haven't you two fools fled yet?  They're almost here!"

"They who?"

"Forget that, let's just run."
Title: Re: Jesters Realm Critters
Post by: bhu on August 22, 2016, 07:46:55 PM
Bee of Power!

Bee of Power! is an Acquired Template that can be applied to any bee or bee-like creature.  It is a temporary Template gained from the Bee=MC2 spell, and turns the base creature into a being of pure electricity.  WHile it's main attack form drains it's power, the caster can feed it spells to help with that.

Size and Type: Type becomes Construct with the Living and Incorporeal Subtypes. 

Hit Dice: All current and future Hit Dice become d10's.  Bonus hp are determined by Size.

Speed: Loses all mobility types, but gains Flight 120 ft. with Perfect Maneuverability.  It's Flight also works perfectly well under water.

Armor Class: Any Natural Armor Bonus to AC becomes a Deflection Bonus instead (minimum +1).

Attacks: The base creature gains no new attacks unless it has no natural weapons.  If it has none it gains a melee touch attack doing Electricity damage equal that is dependent on it's size: Diminutive or smaller: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6.

Damage: Damage from all natural weapon attacks is now Electricity damage, and they are now considered to be touch attacks.

Special Attacks: Retains all Special Attacks of the Base Creature (except those based on corporeal bodily features), plus gains the following:

Arcing (Su): The Bee of Power has a +4 Racial Bonus on attack rolls against opponents wearing metal armor (or carrying metal shields) or composed of metal, and on Sunder checks against metal objects.

Pulse (Su): Once per round as a Full Round Action the Bee of Power! can unleash a burst of electrical energy in a 20 ft. area centered on itself.  It does 1d6 electricity damage per Hit Die of the Bee of Power!.  When it does this it shortens the duration of the spell giving it this Template by 1 round, or loses the benefits of any spells fed to it via power sponge (which can be fed to it again the next round).

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

Energy Resistance (Ex): Gains Energy Resistance 10 to Acid, Cold, Fire, and Sonic damage.

Damage Reduction 10/Magic

Power Sponge (Su): Bees of Power! are immune to electricity damage, healing 1 hit point for every two hit points of damage that would have been done (it cannot attack itself to heal in this manner).  Additionally, whoever cast the spell to give the Base Creature this Template can opt to "feed" it a spell once per round as a Swift Action.  The caster loses a memorized spell (or a spell slot in the case of Sorcerers and similar casters), and the Bee of Power receives a beneficial effect for the duration of this Template.  The caster may lose a 3rd, 4th or 5th Level spell, and the Bee of Power! gains the benefits of a Heroism spell.  If the caster loses a 6th Level or higher spell, the Bee of Power! gains the benefits of a Greater Heroism spell.  It only gains the benefits of one spell at a time, they do not stack.  Additionally the caster may deliberately attack the Bee of Power! with spells doing electrical damage as if they were Maximized via the Maximize spell feat.

Saves: Unchanged (but see Special Qualities).

Abilities: +4 Dex, +4 Wis, +4 Cha.  Str and Con Scores becomes -.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: n/a

(https://i.imgur.com/hb7g8ba.png)

Bee of Power!
"Are those bees made of electricity?"

Temporary Monsters

"So  much for using the lightning bolt wand.   You have to wonder why they'd assault here though.  Blue Dragonspawn are immune to lightning."

"This is good.  This means their intelligence may be misinformation, or that they lack information gathering in this area."

"We need to convince the Dragonspawn to stop blasting them with lightning, it seems to be making them stronger."

"So both sides are immune to each others main method of attack?  That's...that's actually pretty funny."


They Live Underground For The Most Part

"Clearly someone messed up."

"FOOLS!  YOU CANNOT DEFEAT US!"

"They're retreating!"

"Only some of them.  It looks like new bees are moving in."
Title: Re: Jesters Realm Critters
Post by: bhu on September 28, 2016, 01:52:11 AM
                      Rabid Hushpupy Swarm
                      Fine Construct (Swarm)
Hit Dice:             9d10 (49 hp)
Initiative:           +3
Speed:                20 ft. (4 squares)
Armor Class:          21 (+8 Size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6 plus poison)
Full Attack:          Swarm (2d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Blind, Rabies, Abject Terror, Distraction
Special Qualities:    Construct traits, immune to weapon damage, swarm traits, tremorsense 30 ft.
Saves:                Fort +3, Ref +6, Will +3
Abilities:            Str 1, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary, Fry (2-4 swarms), or Country Jamboree (7-12 swarms)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          None
Level Adjustment:    ---

"So let me get this straight, you've made a weapon indistinguishable from food."

"Yessir, the enemy will never see it coming."

"How are we supposed to see it coming?"

"Weeelll...fuck..."

"Perhaps you'd like to weaponize the sausages as well...dumbass."

Rabid Hushpuppies were created by an inexperienced (drunk) wizard in the Halfling Catering Corps.  They look like normal balls of fried cornmeal, but when approached they suddenly split open, revealing fanged mouths.  How do they move It's magic (plus who really cares when they're charging).

Blind (Ex): Hushpuppies have no eyes, and are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Rabies (Su): Opponents damaged by the Hushpuppies Swarm attack must make a DC 14 Fortitude Save or be infected with a poison that resembles magical Rabies (Save DC is Con based).  Initial damage is1 temporary point of Constitution.  If the opponent suffers Secondary damage, they become Frenzied, as per the Frenzy ability on page 34 of the Complete Warrior.  This Frenzy lasts for 1d6 rounds, or until removed by magic.

Abject Terror (Ex): Opponents subject to the Hushpuppies Swarm attack must make a DC 14 Willpower Save or be Shaken for 1d6 rounds (Save DC is Cha based with a +5 Racial Bonus).  This only works on opponents with less Hit Dice than the Swarm.

Distraction (Ex): Any living creature that begins its turn with a Hushpuppy swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Combat: Hushpuppies tend to blindly charge at whatever they sense.  They aren't known for being very bright.

(https://i.imgur.com/8gIZ9Ov.png)

Rabid Hushpuppy Swarm
"Who did they hire Prak?"

Spicy Cornmeal
"Why are there hushpuppies on the floor?"

"Crap.  They've hired the Halfling Catering Corps."

"Those aren't hushpuppies are they?"

"Cube of force is at the ready."

Their Venom Mimics The Famous Disease

"They're venomous, and hunt by vibration."

"Whats the plan?"

"Don't worry, I painted the floors and walls in explosive lacquer in case of this eventuality."

"Um...what?"
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:04:22 PM
MICE FOLK

(http://Picture URL if you have one)
   
"The early bird may get the worm, but its the second mouse that gets the cheese."

 Anthropomorphic mice the size of cats.  People find you adorable, or terrifying in equal measure.  They're fond of assuming you're perfect spies as well, and will attempt to employ you as one regardless of your actual skills in that area.

MICE FOLK SPECIES TRAITS
·   +6 Dex, +2 Int, +2 Wis, -6 Str (minimum of 3)
·   Size Class: Tiny.  +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 15 ft.
·   Climb land speed 15 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Mice Folk have a Primary Bite Attack doing 1 point of damage plus one and a half times their Strength Modifier.
·   Mice Folk receive a +4 Racial Bonus to Hide and Move Silently Checks.  They also have a +8 Racial Bonus on Balance, Climb, and Listen Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Mice Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby races.
·   Level Adjustment: +2
·   Favored Class: Factotum

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 1'7" Female: 1'5"
 Height Modifier: +1d4"
 Base Weight: Male: 4 lbs.   Female: 3 lbs. 5 ounces
 Weight Modifier: x (2d6) ounces

MICE FOLK CHARACTERS
 Mice are great for any Dex related build, as long as you can offset their size issues.  They're probably best as casters if you want  to do damage.
 Adventuring Race: Mice go an adventures for various reasons, usually for revenge or to aid their people.
 Character Development: Your first goal should be to offset your lack of Reach and speed.
 Character Names: Mice folk take the naming conventions of whatever local culture they live in.

ROLEPLAYING A MICE FOLK
 It's high time your people stopped letting themselves be taken advantage of.  A new world deserves a new attitude, and you don't intend to be bullied anymore..
 Personality: You're much more social amongst yourselves than people realize.  You have strong community bonds.  Outside the community?  Not so much.
 Behaviors: Your instincts cause you to hide when you aren't moving, and not speak unless you are being spoken to.  When everything is bigger than you, it's sometimes best to be unobserved.
 Language: Mice Folk primarily use Furry, though they make a point of learning the languages of those around him.

MICE FOLK SOCIETY
 Mice have no realms of their own, and blend in with the local culture of wherever they live. 
 Alignment : Most Mice are fairly Neutral, striving to not be involved in the affairs of others.
 Lands : Mice Folk aren't picky, they're found just about every where.
 Settlements : Mice will settle any where they can gain acceptance.
 Beliefs : Most Mice Folk worship Rabbit or one of the Professional Pantheon.
 Relations: Due to their small size, Mice tend to keep to themselves.  They're generally friendly, but they've been put upon a lot.

MICE FOLK ADVENTURES
·   One of the local politicians has made a point of weeding out 'undesirables', and you're pretty sure he includes Mice.  Your goal is to find dirt on him before the elections.
·   Your clan has been tasked with guarding the Assassin's Guild.  Who are all Cat Folk.  Yeah this can't go well....
·   A local contested Guild election has spun wildly out of control, and given your small size, all parties concerned feel you make the perfect spies.  You'll be rich if you can survive this, but first you need to hide the fact that you're quietly working for everyone at the same time...



MOUSE SPECIES SUBSTITUTION LEVELS


FACTOTUM
 Levels 5, 10, 15 and 20: Replace Arcane Dilletante with Woodcraft.
  Woodcraft: Instead of arcane magic, you choose spells from the Druid spell list (you still use Int as your casting stat).

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
  Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

ROGUE
 Levels 10+: You gain an additional option with the Rogue's Special Ability, Tiny but Mighty (Ex): You always threaten adjacent squares if their occupants are unaware of you.  Once you have successfully attacked someone your Reach is considered to be 5 feet.  When making a damage roll against an opponent who is unaware of you, you may re-roll any natural 1's.




MOUSE FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt.
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat or Packrat.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus to AC against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

Anklebiter
You is one sneaky critter.
 Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
 Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

EEK! A MOUSE!
People are unreasonably terrified of you for reasons you don't quite understand.
 Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
 Benefits: You do not take Size Penalties to Intimidate Checks.





MOUSE FOLK
Before fleeing to the Jester's Realm, the Furry races (including Mouse Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

STEREOTYPED AS SNOOPERS
The Mouse Folk are anthropomorphic Mice about the size of small Gnomes.  They tend to be thought of as excellent spies and saboteurs due to their size, despite wanting nothing to do with these activities.  They prefer a calm life with family and friends.

WE SAW NOTHING
The Mice may not like the idea of being sneaky, but being bullied by the taller peoples has made them good at hiding due to necessity.  They generally live as a subculture apart from whatever society they live among.  They try to be the perfect neighbors who keep their mouths shut, and who mind their own business.  They make it clear they don't want involved (whatever you're up to), and just want to live their lives in peace.  They strongly dissuade their children from becoming Adventurers.

MOUSE FOLK NAMES
Mouse Folk borrow the naming conventions of whatever society they live among.

MOUSE FOLK TRAITS

Ability Score Increase. Increase your Dexterity by +2, and your Intelligence score by +1.

Age. Mouse Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Mouse Folk are Neutral.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

Speed. Your walking speed is 30 feet, as is your Climbing speed.

Smol: You are small enough that your Armor Class improves by +1.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You speak, read and write Furry, and any one other language of your choice.



EEK! A MOUSE!   (Prerequisite: Must be Mouse Folk)
People have a weird, atavistic response to you.  As a Bonus Action, choose one creature who can see you to make a Wisdom Check (Save DC is 8 + your Proficiency Bonus + your Charisma Modifier).  If it fails, it is Frightened of you for 1 round.  The target has Disadvantage on the Saving Throw if it's Size is bigger than yours.  Increase your Charisma score by 1, to a maximum of 20.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:04:48 PM
RAT FOLK

(http://Picture URL if you have one)
   
"By gnawing through a dike, even a rat may drown a nation."

 Anthropomorphic Rats the size of human children.  People tend to find you either adorable, or terrifying in equal measure.

RAT FOLK SPECIES TRAITS
·   +2 Dex, +2 Wis, -2 Str, -2 Cha
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Omnivore (Ex): Rat Folk will eat anything, and because of this they gain a +4 Racial Bonus on all Saves against Ingested Poisons and any Diseases.  If the Saving Throw vs Disease would have failed without the Racial Bonus, then it becomes a carrier.  Anything attacking the rat with a natural weapon before it rids itself of disease must make a Fortitude Save to avoid Infection against Inhaled, Ingested or Contact diseases.  Anything bitten by a rat with a disease that transmits via injury must also save.
·   Rat Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Rat Folk receive a +4 Racial Bonus to Balance, Hide, Listen and Move Silently Checks.  They also have a +8 Racial Bonus Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Rat Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

RAT FOLK CHARACTERS
 Rat Folk make pretty good Rogues (or any build needing Dex really), or any build for Small Clerics.
 Adventuring Race: Rats generally go on adventures for revenge or because of deep personal necessity (i.e. they're being blackmailed).
 Character Development: You tend to freak people out, so try to have some Cha based skills in order to talk people down.
 Character Names: Rats take the names of whatever local culture they live in.

ROLEPLAYING A RAT FOLK
 You wish to rise above, and prove your people aren't just thieves and murderhobos.  Complicating this is the fact that your people's main employers are either Adventurer's Guilds, or Thieves Guilds.  Even the Assassin's Guilds like to hire you, and they're Cats.  But lets be honest, they're willing to hire, and you need to eat somehow.  You just have to figure out how to avoid the darker side of things.
 Personality: You prefer to live in large colonies for defensive purposes.  You aren't as small as the Mice, but you still aren't big.
 Behaviors: Rats are very inquisitive, always sniffing things.  They see and hear a lot of things they shouldn't because of this.
 Language: Rats speak Furry, and probably Thieves Cant as well.

RAT FOLK SOCIETY
 Rats have no realms of their own, and blend in with the local culture of wherever they live.
 Alignment : Rats don't care about other people's business, and as such are usually Neutral. 
 Lands : Rats live everywhere.
 Settlements : Rats will settle anywhere they can find acceptance (or failing that, remain hidden).
 Beliefs : Rats are fairly diverse religion wise.  They'll accept any Gawd that accepts them.
 Relations: Rats are suspicious of other species.  Gain one's trust, and you have a friend for life though.

RAT FOLK ADVENTURES
·   You are being given the option to be a traitor to the Furry Folk in order to save your own skin.  You need to convince the other Furry Folk that not only have you not betrayed them again, but are working to undermine the enemy by pretending to serve him.
·   You awake in a drunken stupor, or at least you assume so because it feels like one and you have no memory of the last week.  And you are surrounded by dead bodies, the burned out husks of buildings, and the wailing souls of the damned.  Explaining this will require more creativity than usual.
·   The local Assassin's Guild is blackmailing you to kill someone they could easily take down themselves.  Somehow you have to delay the murder until you can figure out their angle.



RAT SPECIES SUBSTITUTION LEVELS


FACTOTUM
 Levels 5, 10, 15 and 20: When choosing spells, you have the option of choosing from the Assassin spell list.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
  Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

ROGUE
 Levels 10+: You gain an additional option with the Rogue's Special Ability, Disabling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also makes a Fortitude Save (Save DC is Dex based) or be Staggered for the duration of the encounter.



RAT FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat or Packrat.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

EEK! A MOUSE!
People are unreasonably terrified of you..
 Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
 Benefits: You do not take Size Penalties to Intimidate Checks.

Crafty Mage
You have a talent for sneaky magic.
 Prerequisites: Cat or Rat
 Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1/day: Detect Poison, Instant Locksmith (Spell Compendium), Silent Portal.





RAT FOLK
Before fleeing to the Jester's Realm, the Furry races (including Rat Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

IDEAL ADVENTURING EMPLOYEES
The Rat Folk are anthropomorphic Rats about the size of Elves.  They tend to be employed by various sus employers, such as Adventurer's Guilds.  This has led them to have a sometimes iffy reputation.

WE'RE NOT MURDERHOBOS!
Rats tend  to live in their own tightly packed neighborhoods, as they consider their neighbors to be too 'nosy' for their own good. This despite the Rats being infamous for their own curiosity.  They consider it less curiosity, and more 'defensive scouting'.  They don't feel comfortable unless they know simply everything, which leads others to mistrust them.  This leads them to try to hide things from the Rats, who then wonder what they have to hide.

RAT FOLK NAMES
Much like their cousins the Mice, the Rats use the naming conventions of those they live among.

RAT FOLK TRAITS

Ability Score Increase. Increase your Dexterity by +2, and your Wisdom score by +1.

Age. Rat Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Rat Folk are Neutral.

Type. You are a Humanoid.

Size. You are Medium.  You are around 5 feet tall and weigh around 120 pounds at most.

Speed. Your walking speed is 30 feet.

Mobile: You have advantage on Strength (Athletics) Checks and Dexterity (Acrobatics) Checks.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. 

Languages. You speak, read and write Furry, and any one other language of your choice.


TRAP SHY   (Prerequisite: Must be Rat Folk)
You have Advantage on Saving Throws against traps as long as you aren't Incapacitated.  Your Armor Class improves by +1 against traps, so long as you aren't Incapacitated as well.  Your Passive Perception improves by +1.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:05:16 PM
GOPHER FOLK

(http://Picture URL if you have one)
   
"Don't you judge me!"

 These small anthropomorphic Gophers live in underground communities out in the boonies.  Unfortunately, this means they tend to encounter Undead a lot more than average.  As a result, they tend to have a lot of Necromancers as a defense.  On the downside, this has given them a poor reputation.

GOPHER FOLK SPECIES TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Burrow land speed 10 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Tremorsense (Ex): Identical to the ability listed in the Monster Manual, with a range of 30 ft.
·   Gopher Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Gopher Folk receive a +4 Racial Bonus to Climb, Escape Artist, Hide, and Listen Checks.   
·   Gopher Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +1
·   Favored Class: Dread Necromancer

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

GOPHER FOLK CHARACTERS
 Gophers make decent Wis or Cha based caster builds for small size critters.
 Adventuring Race: Gophers often go on adventures to find secrets, or keep them hidden.  They know better than most that some hidden things should stay that way.
 Character Development: You're a little slow, so find a way to speed up or defend yourself.
 Character Names: Male: Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel.  Female: Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra.    Surnames: Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.

ROLEPLAYING A GOPHER FOLK
 You see dead people.  This has made your life...complicated.
 Personality: Gophers are mildly xenophobic, since their communities were often under siege by dead people pretending to be living.
 Behaviors: After meeting you're fifth Vampire, you tend to reflexively believe all Humanoids are dead.  This can be amusing when you ask the Paladin what sort of fancy, new-fangled Wight he happens to be.
 Language: Gophers speak Furry.  And occasionally some long dead languages as well.

GOPHER FOLK SOCIETY
 Whilst gregarious among their own, Gophers are  suspicious of anyone they don't know.  Especially Humanoids.  You never know when they're gonna drop dead, only to get back up and  start mumbling about brains.
 Alignment : Most Gophers are Neutral, with there being a mild tendency towards Evil due to their propensity for Necromancy.
 Lands : Gophers prefer to live in open plains or forest areas.
 Settlements : Gophers will settle anywhere that doesn't bar them for practicing necromancy.
 Beliefs : Most still worship Rabbit, but there are also many temples to Berg.
 Relations: Their species proclivity for necromancy leads many to avoid the Gophers.

GOPHER FOLK ADVENTURES
·   One of the local rich weirdos is offering fabulous sums for you to plunder a mass grave from an old war.  You have smiled and accepted his moneys, while informing the appropriate people.  Operation Guillotine proceeds at dusk.
·   Dead people have been wandering into town and asking to speak with you, and your neighbors are a tad concerned...
·   A local vampire has accused you of workplace harassment.  You don't even know him.  Obviously, you've cheesed off someone.



GOPHER SPECIES SUBSTITUTION LEVELS


ARCHVIST
 Levels 4: Replace Still Mind with Sealed Heart
  Sealed Heart (Ex):: You gain a +2 Bonus against spells or effects of the Necromancy school.

CLERIC
 Levels 1+: You have a slightly different spell selection.  Choose one 0 Level spell to be replaced by Disrupt Undead.  Choose any 1st Level spells to replace with Dawn Burst, Halt Undead.  Choose any 2nd Level spells to replace with Life Bolt, Shroud of Undeath.  Choose any 3rd Level spells to replace with Greater Disrupt Undead.  Choose any 4th Level spells to replace with Holy Smite.  Choose any 5th Level spells to replace with Imprison Possessor.  Choose any 6th Level spells to replace with Anger of the Noonday Sun.  Choose any 7th Level spells to replace with Sunbeam.  Choose any 8th Level spells to replace with Devastate Undead.  Choose any 9th Level spells to replace with Deadly Sunstroke.

DREAD NECROMANCER
 Level 1: You can replace Rebuke Undead with Chastise Undead.
  Chastise Undead (Su):: You can Chastise Undead a number of times per day equal to (1 plus your Cha modifier).  Chastising Undead is a Standard Action, and all Undead within 30 feet of you take 1d6 damage per Dread Necromancer Level.  Undead get a Willpower Save for half damage (Save DC is Ch based).





GOPHER FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Punitive Spell (Metamagic)
You can teach Undead a painful lesson.
 Prerequisites: Caster Level 7th, Spell Focus (Conjuration)
 Benefits: Spells you cast from the Conjuration (Healing) school do an additional +1d6 per two spell levels of Positive Energy Damage (i.e., +1d6 for a 1st level spell, +2d6 for a 2nd & 3rd level spell, etc.) to Undead creatures.  A Punitive spell requires a special material component – a small holy symbol inscribed with 25gp per Positive Energy die the spell is to cause. Only someone with this feat can create or use these components, which require an hour each to create. Thus, the extra dice of damage a Punitive spells does is limited by both the spell level and the cost of the material component expended with that spell.  This does not use a spell slot of a higher level.

Pierce Resistance
You can Damage the toughest Undead.
 Prerequisites: Gopher, Turn/Rebuke Undead
 Benefits: If you fail to Turn/Rebuke Undead they are still unable to take any actions, but has no penalty to AC,. for 1 round.

Channel Positive Energy
You have a surprise if the local Wights get frisky.
 Prerequisites: Gopher, Turn/Rebuke Undead
 Benefits: When using your Charnel Touch or Negative Energy Burst abilities, you can choose to use positive energy instead, healing the living and harming the Undead.  Damage remains the same.

Zombie Apocalyptist
You have studied the Undead extensively.
 Prerequisites: Gopher, Dark Knowledge, Knowledge (Religion) 4 ranks
 Benefits:  Choose one of the following aspects of Dark Knowledge: Tactics, Puissance or Foe.  When using these abilities against Undead they are more potent.  If you apply it to Tactics, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check).   If you apply it to Puissance, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check).  If you apply it to Foe, it grants an additional +1d6 damage (with a minimum of +1d6 even if you fail the Check). This Feat can be taken up to three times, and applies to a different use of Dark Knowledge each time.


GOPHER FOLK
Before fleeing to the Jester's Realm, the Furry races (including Gopher Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

WHY ARE WE SURROUNDED BY VAMPIRES?
The Gopher Folk are anthropomorphic Gophers about the size of Halflings.  They originally lived in areas heavily contaminated by undead, which led to Necromancy becoming a common art among them.  And a lot of Undead Gophers and power mad lunatics.

LOOK, WE CAN EXPLAIN THE ZOMBIES
Gophers prefer to live underground.  Sometimes in burrows, sometimes in the Underdark proper.  Thankfully it's not as infested as the old world, but their reputation still lingers.  One Necromancer in a thousand goes mad with power, and the rest of you have to hear about it for a lifetime.  And yes, you do have a zombie butler, but what else are zombies for if not butlering?

GOPHER FOLK NAMES
All Gopher names begin with the letter A.  All Gopher names.  No one knows why, and they seem weirdly loathe  to discuss it.

Male Names. Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel.

Female Names. Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra. 

Family Names. Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.

GOPHER FOLK TRAITS

Ability Score Increase. Increase your Wisdom by +2, and your Charisma score by +1.

Age. Gopher Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Gopher Folk are Neutral.

Type. You are a Humanoid.

Size. You are Medium.  You are around 3 to 4 feet tall and weigh around 40 pounds.

Speed. Your walking speed is 30 feet.  You have a Burrow speed of 15 feet.

Tremorsense: You have Tremorsense with a range of 10 feet.  This increases to 20 feet at Level 10.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. 

Languages. You speak, read and write Furry, and any one other language of your choice.


Punitive Magic   (Prerequisite: Must be Gopher Folk, and must be able to cast one damaging spell.)
When you damage a target with a spell, you do an additional +1d6 Radiant damage (1d8 if the target is Undead).
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:06:56 PM
GLIDER FOLK

(http://Picture URL if you have one)
   
"Flying is learning how to throw yourself at the ground and miss."

 Small anthropomorphic Sugar Gliders who make other races feel awkward due to their lack of a nudity taboo.  No  one mentions it to them because the Gliders are otherwise adorable.

GLIDER FOLK SPECIES TRAITS
·   +4 Dex, +2 Wis, +2 Cha, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Glide (Ex): This works as Flight with a speed of 30 ft, Clumsy.  They cannot gain move vertically, and lose 5 ft in height for every 10 ft they move forward.  They can only glide while unencumbered and unarmored.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Prehensile Tail (Ex): Gliders may hang from their tail, and if they have the Multiweapon Fighting Feet they can wield a weapon with it as well.
·   Glider Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
·   Glider Folk receive a +4 Racial Bonus to Balance, Jump, and Listen Checks.  They also have a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Glider Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +2
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

GLIDER FOLK CHARACTERS
 Gliders are good for Dex builds, especially Scouts.  You'll need to make use of their Species Substitution Levels though.
 Adventuring Race: Gliders generally go on adventures because of whimsy or curiosity.
 Character Development: If you want to take advantage of your species gliding ability, you'll need to take steps to deal with life without wearing armor and such.
 Character Names: Gliders take the names of whatever local culture they live in.

ROLEPLAYING A GLIDER FOLK
 You don't know why people keep calling you hyper.  The fact that you vibrate after eating doesn't usually occur to you.
 Personality:
 Behaviors: Gliders realize the bigger folk find them adorable, and they play up to that.  Safety lies in people believing you're harmless.
 Language: Gliders speak Furry.

GLIDER FOLK SOCIETY
 Gliders are generally joiners.  They tend to blend with whatever the local culture is, so long as it doesn't offend them.  Or tell them they have to wear clothes..
 Alignment : Most Gliders are Neutral, with strong tendencies towards Chaos as well.
 Lands : Gliders normally make their homes in forests.
 Settlements : Gliders settle widely due to their curiosity.
 Beliefs : Most Gliders worship Rabbit, though Vernor has churches as well.
 Relations: The twitchy, somewhat hyper nature of the Gliders make relations with less patient races strained.  Your entire diet is sugar after all.

GLIDER FOLK ADVENTURES
·   An army has hired (pressed) you to scout the enemy for them.  The enemy has better food and working conditions, so you've switched sides and are now helping defend the Fruit Lords.  You're an orange rank, whatever the hell that means.
·   You have been tasked with finding an ever regenerating peach.  You are now fleeing your benefactors and it's former owners.  The peach tells you things at night.  You hope most of them aren't true.
·   A Tinker Gnome has offered you 3000 GP for the secret of flight.  As the Gawds are your witness, you haven't the faintest idea what to do.


GLIDER SPECIES SUBSTITUTION LEVELS


RANGER
 Levels 2, 6 and 11: Gain new options with Combat Style.
  Combat Style::  At 2nd Level you gain Sugar High, at 6th Level you gain Improved Sugar High, and at 11th Level you gain Greater Sugar High.

ROGUE
 Levels 10+: Gain a new option with the Rogues Special Ability.
  Stabby Stabby Stab! (Ex):: When you are on a Sugar High (see Feats below), you get Sneak Attack damage on every attack, not just when they're Denied Dex onus to AC, etc.

SCOUT
 Levels 2 and 11: When you gain Fast Movement you can choose to apply it to your land speed or Glide speed.



GLIDER FEATS

Sugar High
You have a sweet tooth.
 Prerequisites: Glider
 Benefits: An ounce of sugar acts as a Potion of Expeditious Retreat when eaten by you.  At the end of the Sugar High, you become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.  You may nly use this once per encounter.

Improved Sugar High
sugarsugarsugarsugar.
 Prerequisites: Sugar High
 Benefits: Your Sugar High now act like a Potion of Haste.

Greater Sugar High
The Hyper is real.
 Prerequisites: Improved Sugar High
 Benefits: In addition t Haste, you Sugar High also gives you a +4 Bonus on Initiative Checks.

Improved Darkvision
You're better at night than others.
 Prerequisites: Glider
 Benefits:  The range off your Darkvision increases by an additional 60 feet.

Launch
You can leap onto opponents from above.
 Prerequisites: Glider, Dex 15+
 Benefits: As a Standard Action, you can leap from above, and attack your opponent with a weapon, or smash him with your body.  This is effectively a Charge Attack, meaning you must leap from at least 10 feet above your opponent.  Your weapon does +1d6 damage per 10 feet you travel.  You take 1d6 falling damage for every 10 feet you travel past the first 10 feet (i.e. o damage at 10 ft., 1d6 damage at 20 ft., 2d6 at 30 ft., etc.).  If your opponent is one Size Category larger than you or smaller, and you successfully hit, you may make a Trip attempt as a Free Action with a +2 Bonus per 10 feet you travel to the Check.

Scent Communication
You can communicate chemically with others who have this Feat.
 Prerequisites: Glider
 Benefits:  You are capable of Scent Marking.  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with Scent and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Hit Dice divided by 4.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:07:22 PM
RABBIT FOLK

(http://Picture URL if you have one)
   
"A paranoid is someone who knows a little of what's going on."

 A small race of Anthropomorphic rabbits who sell other races on their folk wisdom.  Whether or not they possess such Wisdom is sometimes questionable.

RABBIT FOLK SPECIES TRAITS
·   +2 Dex, +2 Wis, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Enhanced Jump (Ex): The base distances for your Jump Checks are doubled.
·   Enhanced Hearing (Ex): So long as it is not deafened, a Rabbit does not lose it's Dex Bonus to AC.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Rabbit Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Rabbit Folk receive a +4 Racial Bonus to Hide and Move Silently Checks.  They also have a +8 Racial Bonus on Jump and Listen Checks.
·    Rabbit Folk automatically speak Furry, and Common.  Bonus languages include Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Spirit Shaman

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

RABBIT FOLK CHARACTERS
 You do pretty good at Wis based Caster builds.  Which is ironic given your races pretenses..
 Adventuring Race: Rabbits adventure out of necessity.  They really don't like leaving home.
 Character Development: If you're going to share the Rabbit proclivity for fibbing you may want to push your Cha just a little.
 Character Names: Male: Akihito, Daisuke, Goro, Inaba, Junpei, Katsu, Masaru.  Female: Akane, Chihiro, Etsuko, Hana, Junko, Kaori, Manami.   Surnames: Abe, Bessho, Chiba, Ehara, Funai, Goto, Hama.

ROLEPLAYING A RABBIT FOLK
 You like to utter vague platitudes that sound intelligent.  Being formerly enslaved has made them tend to put up smoke and mirrors when meeting outsiders.
 Personality: You can be kind of grumpy and direct among your own.   The woo woo nonsense is for others.
 Behaviors: You play up being weird forest mystics who know 'the wisdom of nature'.   People rarely kill their advisers, or at least that's the theory.
 Language: Rabbits speak Furry.

RABBIT FOLK SOCIETY
 Rabbits tend to be reclusive rural folk who live quiet lives.
 Alignment : Rabbits are largely Neutral due to keeping to themselves.
 Lands : Rabbits prefer either large open areas where they can see things coming, or forests with plenty of places to hide.
 Settlements : Rabbits will settle where ever they feel safe.
 Beliefs : The Nature and Professional Pantheons are well represented among Rabbits, as is (unsurprisingly) Rabbit.
 Relations: Rabbits get along with races that aren't predatory (meat eaters give them the fits).

RABBIT FOLK ADVENTURES
·   You are approached by a talking Badger who offers you a quest to achieve enlightenment.  You knew the mushrooms were a bad idea.
·   A crazed Druid is raising an army to wipe out civilization, by which he means a small farming village of humans who have no idea whats coming.
·   A local Queen has adopted you as her herald and servant, without asking your thoughts on the matter.  On the plus side she's loaded.  On the down side, she's barking mad and has a personal army.


RABBIT SPECIES SUBSTITUTION LEVELS


DRUID
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.

SHUGENJA
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.

SPIRIT SHAMAN
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.




RABBIT FEATS

Rabbit's Paw
It really is good luck.
 Prerequisites: Rabbit, Cha 15+
 Benefits: You gain a +2 Luck Bonus to AC.

Scamper
"Outta the way!".
 Prerequisites: Rabbit, Dex 15+
 Benefits: Your base land speed increases by +10 feet.  This feat stacks, and may be taken multiple times.

Rabbit's Paw
"I'm late!"
 Prerequisites: Rabbit, Rabbit's Paw
 Benefits: Your Luck Bonus increases by +1 per 10 feet moved on any round you move.  This only lasts the round, so if you want too keep it you need to keep moving.

Easter Bunny
You may hide small objects in such a way that they can only be found by the person you intend to find them.
 Prerequisites: Rabbit, Must be able to cast at least one spell from the Illusion school
 Benefits:  When you hide any object you can designate someone who is able to find it.  Anyone who is not this designated finder gets a -10 Penalty on all Search or Spot Checks meant to find it.  If someone else manages to find it, the item immediately teleports up to 30' away to a random place, but only once.  This is a Supernatural Ability.

Ninja Bunny
You are a sneaky bunny.
 Prerequisites: Rabbit, Improved Feint
 Benefits: If you successfully Feint in combat you do +2d6 damage if your subsequent strike is successful.

Bunny Kick
You're kicks are a blur.
 Prerequisites: Rabbit, Snap Kick, Superior Unarmed Strike
 Benefits: When making a Full Attack using your Unarmed Strike you get two additional attacks per round at your (highest BAB -2).

Bunny Radar
You hear all.
 Prerequisites: Rabbit, Must be able to cast one spell from the Divination school
 Benefits: You may "lose" a spell you have prepared to gain Blindsight with a range of 30 feet.  This lasts for (level of spell lost) minutes.

Shadow Master
You have master shadow magic.
 Prerequisites: Rabbit, Must be able to cast one of the following spells: Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, Shades
 Benefits: The damage percentage of Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, or Shades spells you cast increase by +10% (or is 10% stronger for other effects).
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:07:49 PM
FERRET FOLK

(http://Picture URL if you have one)
   
"Any unarmed people are slaves, or are subject to slavery at any given moment."

 These anthropomorphic Ferrets were once used as trackers and assassins against the other Furry people by Humans.  Most of them were mind controlled, but people still hold grudges.

FERRET FOLK SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Predator Burst (Ex): At will, a Ferret can gain the benefits of the Haste spell for 5 rounds.  At the end of this time it is Fatigued for the rest of the encounter.  It may do this once per encounter.
·   Slow Fall (Ex): When you take falling damage, you are treated as though your fall was 20 ft. shorter than it was.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Ferret Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Ferret Folk receive a +4 Racial Bonus to Balance, Climb, Escape Artist, Listen and Spot Checks. 
·    Ferret Folk automatically speak Furry, and Common.  Bonus languages include Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

FERRET FOLK CHARACTERS
 Regardless of class, most Ferrets go for combat builds.  After being enslaved once they have no intention of going back.
 Adventuring Race: Revenge is a popular option.  Testing ones own mettle or fighting tyrants are others.
 Character Development: If you're going to be a melee critter, be sure to take some of your Racial Feats.
 Character Names: Male: Alan, Barclay, Diarmid, Ewan, Fergus, Gavin, Lachlan.  Female: Annag, Catrina, Donella, Effy, Fiona, Isobel, Kirstie.  Surnames: Abernathy, Balfour, Blackie, Carnie, Dougal, Ferguson, Galloway.

ROLEPLAYING A FERRET FOLK
 You keep the old skills sharp just in case.  You never know when bad men may come calling.
 Personality: Ferrets come across as paranoid survivalists, and given their past they should be.
 Behaviors: Ferrets are fond of preparing for emergencies.  They are always planning for trouble.
 Language: Ferrets speak Furry.

FERRET FOLK SOCIETY
 Ferrets are fairly militant.  They promote the right to bear arms for civilians, the outlawing of slavery, and sometimes the outlawing of Enchantment magic as well.
 Alignment : Ferrets are generally Chaotic Neutral.
 Lands : Ferrets prefer forested areas.
 Settlements : Ferrets were once widely enslaved, and as a result are found in many places..
 Beliefs : Most Ferrets worship Rabbit.
 Relations: Ferrets do not always get along with the other furry races due to the years they spent as slaves to their enemies.  They really dislike humans.

FERRET FOLK ADVENTURES
·   Someone has discovered the old magic used to keep you people controlled, and you need to find them before they use it.
·   A noble is pushing for disarming the citizenry, and that will not stand.
·   Ghosts from the war have been talking to you at night.  They foretell of coming tragedy, right before trying to guilt you into doing something about it.  Do you trust them?



FERRET SPECIES SUBSTITUTION LEVELS


BARBARIAN
 Levels 1+: Ferrets use the Whirling Frenzy variant of Rage.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Predator
  Combat Style: You gain Improved Predator Burst at 2nd Level, Greater Predator Burst at 6th Level, and Superior Predator Burst at 11th Level.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

ROGUE
 Level 10: You gain an additional option with the Rogue's Special Ability, Favored Enemy.  This is identical to the Ranger Ability of the same name, and may be chosen multiple times.



FERRET FEATS

Improved Predator Burst
You're feisty.
 Prerequisites: Ferret or Owl
 Benefits: When using your Predator Burst, your Bonus to attack rolls improves to +2.

Greater Predator Burst
You're a tad more than feisty...
 Prerequisites: Improved Predator Burst
 Benefits: When using your Predator Burst, your Dodge Bonus to AC and Reflex Saves improves to +2.

Superior Predator Burst
You're one foaming at the mouth sumbitch.
 Prerequisites: Greater Predator Burst
 Benefits: When using your Predator Burst, you gain a +2 Bonus to damage rolls as well.

Shimmy
You're better at climbing than usual.
 Prerequisites: Ferret, Climb 1 rank
 Benefits: You gain a Climb speed of 20 feet.

Digger
You were trained to dig into the hideouts of other Furry Folk..
 Prerequisites: Ferret, Str 15+
 Benefits: You gain a Burrow seed of 10 feet.

Puff Up
You are quite intimidating.
 Prerequisites: Ferret, Cha 13+
 Benefits: If you successfully Demoralize an opponent via the Intimidation skill, they are Shaken for 1d4 rounds.

Scent Communication
You can communicate chemically with others who have this Feat.
 Prerequisites: Glider or Ferret
 Benefits:  You are capable of Scent Marking.  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with Scent and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Hit Dice divided by 4.

Musk
When you get spooked, the stank flows freely.
 Prerequisites: Ferret, Scent Communication
 Benefits: When a Ferret is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Ferrets) within 30 feet of a Ferret must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Ferret’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.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:08:47 PM
POSSUM FOLK

(http://Picture URL if you have one)
   
"The most common lie is that which one lies to himself; lying to others is relatively an exception."

"AAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH!"

The Possums are a race of anthropomorphic Opossums who want to live life to the fullest.  Unfortunately, polite society frowns on their antics.

POSSUM FOLK SPECIES TRAITS
·   +2 Cha
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base climb speed 20 ft.
·   Tail (Ex): You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all other feats for which it is a prerequisite. You can also use your tail to assist with grapple checks and Climb checks. You gain a +2 competence bonus on all such checks when using your tail to assist.
·   Slow Fall (Ex): When you take falling damage, you are treated as though your fall was 20 ft. shorter than it was.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Possum Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Possum Folk receive a +4 Racial Bonus to Balance, Escape Artist, Jump, Listen, Move Silently and Spot Checks.  They also have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.
·    Possum Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +2
·   Favored Class: Jester

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

POSSUM FOLK CHARACTERS
 You excel at Cha builds, especially those that use it for negative purposes.
 Adventuring Race: Possums generally go on adventures out of petty spite, revenge, on a whim, or because of promises made when they were drunk.  Some also go because they need to skip town.
 Character Development: Given your races penchant for insults, it might be best to always have an escape planned.  Or at least invest in your species feats that allow you to pretend t be dead.
 Character Names: Male: Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson.  Female: Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie.  Surnames: Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

ROLEPLAYING A POSSUM FOLK
 You don't take crap from anyone, you don't care how big or rich they are.  You are a rascal and proud of it.
 Personality: Possums are renowned for their sass, and nonconformity.  And for holding ragers that get swiftly out of hand..
 Behaviors: Possum past times include public freakouts, drunken binges, screaming incoherently, and eating new and exciting things.  They don't believe in living life quietly.  Their main goal seems to be becoming meme-worthy.
 Language: Possums speak Furry.

POSSUM FOLK SOCIETY
 Possums live in places where there aren't so many rules (i.e. rural areas) so they can indulge their whims without being told to to 'keep it down'.  Also, they prefer the country life because it means fewer witnesses for their shenanigans.
 Alignment : The bulk of the Possums are Chaotic Neutral.  They don't like rules, or people snooping in their bidness.
 Lands : Possums will live anywhere there is food.
 Settlements : Possums will settle where ever they can find acceptance.
 Beliefs : Most Possums worship Rabbit or the Pantheon of Vice.
 Relations: Possums generally have a bad rep due to their eating habits and whimsical natures.  But they're pretty cool once you get to know them.

POSSUM FOLK ADVENTURES
·   You wake up from a bender to discover the entire town is now nude, and not only doesn't realize it, but doesn't realize it hasn't always been that way.  And you can only think: why should I do anything about this?  And then you notice the flaming squid...
·   A noble is hellbent on killing you after last nights performance, and you need to skip town.
·   You wake up in a freshly dug grave after faking your death to avoid arrest.  Some idiot screams "zombie", and you get the feeling running might be a better option this time.



POSSUM SPECIES SUBSTITUTION LEVELS


JESTER
 Levels 2 and 5: You get different Bonus Feats: At 2nd Level you gain Intimidating Strike.  At 5th Level you gain Combat Panache as long as you meet the prerequisites (or at whatever Level you do meet the prerequisites).
 Level 1: Replace Calming Performance with Inspire Riot
  Inspire Riot (Su): This works like Taunt, with two exceptions: Every creature within 60 feet must make a Willpower Save, and if that Save is failed they are affected as if by a Taunt, but their focus is the nearest perceived enemy rather than the Jester.

ROGUE
 Levels 10+: Gain a new option with the Rogue's Special Ability, Tailhanger (Ex): Your tail is now strong enough to support you're whole body weight, and you can fight while hanging with it wrapped around something.  Due to it's exceptional Strength, weapons wielded off-hand with it get a +2 Bonus to damage rolls.

SPELLTHIEF
 Levels 1, 5, 9, 13 and 17: Replace Sneak Attack with Arcane Feint.
  Arcane Feint (Su):: At 1st Level, your class abilities depend on you making a successful Feint instead of a Sneak Attack.  At 1st Level you may Feint as a Swift Action.   At 5th Level, you gain Concealment if you successfully Feint until the beginning of your next turn.  At 9th Level, if you Feint successfully, the next spell you cast is at +1 Caster Level.  At Level 13, if you Feint successfully, your next melee attack is considered a touch attack.  At Level 17, if you Feint successfully, your opponent is Stunned for 1 round.



POSSUM SPECIES FEATS

Feign Death
I'm dead.  Yup.  Yup.  Go 'way now.
 Prerequisites: Possum
 Benefits: As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.  Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your Hit Dice + your Con modifier) can discern that you are actually alive. You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

Poison Resistance
Snakes don't like you.
 Prerequisites: Possum, Con 13+
 Benefits: You are immune to non-magical Poison.

Disease Resistance
Eating trash has it's advantages.
 Prerequisites: Possum, Con 13+
 Benefits: You are immune to non-magical diseases.

Death Fart
When you unexpectedly drop dead, you unleash a horrific stench that tells Animals and Vermin you are not edible.
 Prerequisites: Possum, Feign Death
 Benefits: When you Feign Death, you secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Possums) within 30 feet of you must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Possum’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.

Tick Killer
You're don't like ticks.
 Prerequisites: Possum
 Benefits: You gain a +2 Bonus on damage rolls and Survival Checks against Vermin.

Panic Scream
You freak people out hen you get freaked out.
 Prerequisites: Possum, Feign Death
 Benefits: As a Standard Action you can unleash a hellish scream, and the nearest opponent of your choice must make a Willpower Save (Save DC is Cha based) or be Frightened one round.  If he succeeds, he is immune to your scream for 24 hours.  This can be combined with Feign Death, and you can do both as a Standard Action to make your 'death' seem realistic.

Incoherent Rant
You have a habit of keeping people away by acting crazy.
 Prerequisites: Possum, Persuasive Feat
 Benefits: You can make an opposed Intimidate vs the modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear) against everything in 30 feet as a Full Round Action.  Opponents you succeed against will not approach within 10 feet of you as long as you continue the rant (which is a Full Round Action each of your turns).

Improved Incoherent Rant
You may have bought you're own press and actually be crazy.
 Prerequisites: Possum, Incoherent Rant, must be able to cast spells
 Benefits: Opponents you successfully intimidate via your rant are now also Fascinated for the duration of the rant.




POSSUM FOLK
Before fleeing to the Jester's Realm, the Furry races (including Possum Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

REJOICE IN LIFE!
The Possum Folk are anthropomorphic Opposum's about the size of Gnomes.  They tend to be jovial, and  sarcastic.  Possum Folk always try to look on the positive, even in the bleakest situations, and are known for their dark sense of humor.  They live for experiencing new things.

AAAAAAAAAAAHHHHHHHHHHHHH!
Possum Folk are stereotyped by others as being low-brow, rule breaking, and stubborn.  Even in their homeworld they faced some prejudice.  Mostly because they have no patience for bs.  If you're straight with them, they're straight with you.  If you aren't...well, they tend to know where people like you live....

Possum Folk tend to prefer rural villages, or the slums of big cities.  Mostly because both of these locales tend to be less strict in their laws, and with less people trying to put their nose in the Possum's business.  Many get involved in the entertainment business, as it's a safe way of speaking truth to power.  Well, mostly safe.  The Possum Folk can be blunt, even to those who could easily overpower them.  Many are also involved in semi-legal or sketchy businesses, not because they are criminal, but because they have difficulty getting hired due to their straight foward nature.

POSSUM FOLK NAMES
Awakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.

Male Names. Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson.

Female Names. Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie.

Family Names. Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

POSSUM FOLK TRAITS

Ability Score Increase. Increase your Charisma by +2, and your COnstitution score by +1.

Age. Possum Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Possum Folk are Neutral, and a good many are Chaotic as well.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 40 pounds

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Feign Death. Beginning at 5th Level you can cast Feign Death three times per long rest without using a spell slot (you may also cast Feign Death using spell slots if you take levels in a spellcasting class). 

Prehensile Tail. You can grasp things with your tail, and you can use it as a third limb for climbing (or hanging from limbs of trees). It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

'Food' Resistance: You have advantage on saving throws against poison damage, the poisoned condition and diseases.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Nibbler. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.



IMPROVED FEIGN DEATH   (Prerequisite: Must be able to cast Feign Death
You may now cast Feign Death without material components as a Reaction to taking damage.  Instead, you scream horrifically, and vomit blood and less identifiable substances from all your bodily openings.  The stench is horrific, and you look like the victim of some sort of poisoning/plague.  This causes two effects: The first is that adjacent creatures must make a Wisdom Save (DC is 8 plus your Proficiency Bonus plus your Charisma modifier) or be Frightened of you for 1 round.  They must also make a Constitution Save (DC is 8 plus your Proficiency Bonus plus your Constitution modifier) against poison.  On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.


Possum Folk
"Fred's Stabity Emporium...well I guess this is it.."

A Reputation For Trouble That Is Only Somewhat Deserved
"Are we sure cornering the proprietor of a magic weapons store is a sound idea?"

"Walking in the front to chat is probably better than yelling 'Hey You!' as he exits for the day."

"Howdy, I'm Fred of Fred's Stabbity Emporium.  You two clearly aren't from here.  Are you from the Frost Giant Maia?  Tell Boss Mjolnir I have his money, I just haven't had time to drop by."

"Do we look like leg breakers?"

"We would like to ask you some questions though."

"I didn't know she was married or a powder leaf fiend, I swear."

"We're looking for a man named Cohle."

"We should have led with that"

"Oh.  Well, that's a relief.  Hold on, I'll get you an address.  Billy! Billy, show 'em the wares whilst I get their info."


Public Rants Are A Sport For Them

"I feel like I should stress we mean you no harm."

"We aren't here on behalf of the Law or revenge.  We just need to speak to Cohle."

*Hi, I'm Billy!  Are you into stabbity devices, or is you more like whack  'em sorta folks?*

"I'm a Wizard."

"We have a wonderful wand selection right this way.  We have a sale going on Wands of Take Your Hands Off Me You Sick Freak."

"Is there a lot of need for that?"

"You'd be surprised."
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:09:18 PM
PACKRATS

(http://Picture URL if you have one)
   
"A thief believes everybody steals."

 Packrats greatly resemble the Rat Folk, whom they are not fond of (mostly due to being mistaken for them).

PACKRAT SPECIES TRAITS
·   +2 Dex, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Packrat Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
·   Packrat Folk receive a +4 Racial Bonus to Escape Artist, Hide, Listen and Move Silently Checks.  They also have a +2 Racial Bonus on Balance, Climb, Search, Sleight of Hand and Spot Checks.
·    Packrat Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

PACKRAT CHARACTERS
 Packrats were born to be Rogues or Scouts.  Maybe Rangers or Druids too.
 Adventuring Race: Packrats adventure because circumstances force them to.  They really don't like to leave their family nests.
 Character Development: Try working on increasing your land speed.
 Character Names: Male: Arthur, Albert, Charles, Edward, Frederick, James, William.  Female: Alice, Dorothy, Edith, Elizabeth, Gladys, Mary, Winifred.  Surnames: Baker, Brown, Cooper, Dickens, Griffiths, Sayer, Shaw.

ROLEPLAYING A PACKRAT
 You spend equal amounts of time fighting against the belief that you're all Thieves Guild members or something.  You don't steal for a living.  You do stage magic and carnival tricks.  Totally different things.
 Personality: Your people thrive on trade and negotiation. Packrats rely on being excellent hagglers.
 Behaviors: You tend to always snag anything you find that might be potentially useful in the future.  You're stereotyped as nabbing anything you can, but you don't consider yourself thieves.  You're just preparing for emergencies.
 Language: Packrats speak Furry.

PACKRAT SOCIETY
 Packrats hide underground in the country, and below the streets in cities.  Few know any details of their world, and they prefer it that way.
 Alignment : Packrats strongly tend towards Neutrality.
 Lands : Packrats live just about anywhere.
 Settlements : Packrats settle where ever they can remain hidden.
 Beliefs : Most Packrats worship Rabbit.  Those who go against type, and are actual Thieves Guild members, worship Sheila.
 Relations: Packrats are a bit more xenophobic than Mice and Rats.  They avoid everyone.

PACKRAT ADVENTURES
·   You go on a horrific public rant when someone mistakes you for a Rat for the umpteenth time.  Turns out he's a local noble.  Your mistake means you'll have to flee.
·   People have been acting weird since you're latest deal.  A lot of them have come sniffing around the warehouse since you took the delivery.  Time to start opening boxes.
·   Vampires have hired you to retrieve their daughter who is being held hostage.  Mostly because no one else will work for them.  There's no way this ends well.



PACKRAT SPECIES SUBSTITUTION LEVELS


BARD
 Levels 1+: You can replace some of the spells on your spell list. You can swap any 1st Level spells from the Bard list for any of the following: Instant Locksmith, Instant Search, Jump, Lightfoot, Rooftop Strider or Silent Portal.  You can swap any 2nd Level spells from the Bard list for any of the following: Marked Object, Smoke Stairs or Veil of Shadow.  You can swap any 4th Level spells from the Bard list for any of the following:  Shadow Form

FACTOTUM
 Level 4: Replace Cunning Strike with Cunning Flight
  Cunning Flight (Ex): Beginning at 4th Level, you may spend one Inspiration point to increase one Movement speed by +30 feet for 1 round.

ROGUE
 Level 10: You gain an additional option with the Rogue's Special Ability:  Wallbreaker (Sp):  You can cast Passwall 1/day as a Spell-Like ability.






PACKRAT FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat or Packrat.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward

EEK! A MOUSE!
People are unreasonably terrified of you..
 Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
 Benefits: You do not take Size Penalties to Intimidate Checks.

LEGERDEMAIN
You're quite talented.
 Prerequisites: Packrat, Sleight of Hand 4 ranks
 Benefits: When you make a Sleight of Hand Check as a Free Action, the Penalty is now only -10.  You may also perform a Check as a Swift Action, but take a -5 Penalty.



PACKRAT FOLK
Before fleeing to the Jester's Realm, the Furry races (including Packrat Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

MASTERS OF CARD TRICKS
The Packrat Folk are anthropomorphic Packrats about the size of Elves.  They prefer odd jobs, like carnival or circus workers.  Unlike most performers, they tend to be nesters who stay in one place.  Travel is for scruffy Adventurers!

NOTICE MY PERFECTLY ORDINARY HAT
Rats tend  to live in their own tightly packed neighborhoods, as they consider their neighbors to be too 'nosy' for their own good. This despite the Rats being infamous for their own curiosity.  They consider it less curiosity, and more 'defensive scouting'.  They don't feel comfortable unless they know simply everything, which leads others to mistrust them.  This leads them to try to hide things from the Rats, who then wonder what they have to hide.

PACKRAT FOLK NAMES
Gophers have fairly standard naming conventions.

Male Names. Arthur, Albert, Charles, Edward, Frederick, James, William.

Female Names. Alice, Dorothy, Edith, Elizabeth, Gladys, Mary, Winifred.

Family Names. Baker, Brown, Cooper, Dickens, Griffiths, Sayer, Shaw.

PACKRAT FOLK TRAITS

Ability Score Increase. Increase your Dexterity by +2, and your Charisma score by +1.

Age. Packrat Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Packrat Folk are Neutral.

Type. You are a Humanoid.

Size. You are Medium.  You are around 5 feet tall and weigh around 120 pounds at most.

Speed. Your walking speed is 30 feet.

Deceptive You have advantage on Charisma (Deception) Checks and Dexterity (Sleight of Hand) Checks.

Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Charisma (Deception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike. 

Languages. You speak, read and write Furry, and any one other language of your choice.


TRAP SHY   (Prerequisite: Must be Packrat Folk)
When attacking with a weapon using your Dexterity for attack rolls, you can make a Dexterity (Sleight of Hand) Check opposed by your opponents Wisdom (Insight) Check,  If you succeed, you gain Advantage on that attack roll.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:09:44 PM
RACCOON FOLK

(http://Picture URL if you have one)
   
"There are but very few men clever enough to know all the mischief they do."

 The Raccoon Folk were among the greatest heroes of the war against humankind.  Their spookity mind powers often carried the day.

RACCOON FOLK SPECIES TRAITS
·   +2 Dex, +2 Int
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base Climb speed 20 ft.
·   Base Swim speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Raccoon Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, and a Secondary Bite attack doing 1d4 plus 1/ Str modifier.  They get Claws and 1 Bite on a Full Attack.
·   Raccoon Folk receive a +4 Racial Bonus to Balance, Listen and Search Checks.  They also have a +8 Racial Bonus on Climb and Swim Checks. They may always Take 10 on Climb and Swim Checks.
·    Raccoon Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Lurk

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

RACCOON FOLK CHARACTERS
 Raccoons make pretty decent Int based casters or manifesters.
 Adventuring Race: Raccoons adventure for many reasons, most commonly lewt, glory and curiosity.
 Character Development: You're kind of slow, so try to get that speed up a bit.
 Character Names: Male: Bemomahla, Gawi, Kalozimuk, Kwatis, Madahodo, Pebon, Niben.  Female: Abazenoda, Awosizwit, Hejokon, Nadogwsis, Nitsakaso, Sigwon, Tagwogo.  Surnames: Raccoons don't use surnames.

ROLEPLAYING A RACCOON FOLK
 That banana over there wants to be eaten by you.  Your dreams will literally be haunted by that banana if you don't eat it.Right now they're haunted by the pissed off looking Orc, who is staring at you as if daring you to take the banana.
 Personality: You want what you want, when you want it.  Why can't people  understand this..
 Behaviors: You are quite fastidious, and conscious of personal hygiene.
 Language: Raccoons speak Furry.

RACCOON FOLK SOCIETY
 Raccoons live in a highly individualistic society.  They don't like limits of any kind being placed on them.
 Alignment : Raccoons are mischievous, and thus are mostly Chaotic Neutral.
 Lands : Raccoons live every where.
 Settlements : Raccoons have no real home land, they live everywhere.
 Beliefs : Most Raccoons worship Rabbit.
 Relations: Raccoons have an iffy relationship with more Lawful or serious races.

RACCOON FOLK ADVENTURES
·   There's an old human on the edge of town who gives free sausages to the kits.  The town council is trying to push him out.  Lo, they have stepped in it now.
·   The local townsfolk have a 'no raccoons' sign at their gate.  In retrospect, pelting them with Otyugh poop might have escalated things a tad.  You may have to release the Otyughs as cover to jailbreak yer buddies.
·   There's been a zombie outbreak, and the humans are using them for pit fights despite you're protests that this is an obviously horrible idea.



POSSUM SPECIES SUBSTITUTION LEVELS


LURK
 Level 15: Replace Slippery Mind with Stubborn.
  Stubborn (Ex): At 15th Level you can re-roll a failed Saving Throw 1/day.

PSYCHIC ROGUE
 Levels 11+: Gain a new option with the Rogue's Special Ability: Mettle (Ex): This is identical to the Hexblade Ability of the same name.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Saboteur
  Combat Style: You get Quick Draw at 2nd Level, Flick of the Wrist at 6th Level, and Tunnelfighter at 11th Level.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.




RACCOON FEATS

Persistent Saboteur
You never give up.
 Prerequisites: Raccoon, Disable Device 4 ranks, Open Lock 4 ranks
 Benefits: You can always try again on a failed Disable Device check, and you know whether or not the roll was successful.  Note that traps set off by failed rolls still go off.  You gain a cumulative +1 on Open Lock Checks when you try again on the same lock.

Well Rounded
You are an easy learner.
 Prerequisites: Raccoon, Int 13+
 Benefits: Choose any 3 Skills you have no ranks in.  Those Skills are now permanently considered Class Skills for you.

A Lie Repeated Often Enough
You are persistent in your fibbery.
 Prerequisites: Raccoon, Bluff 4 ranks, Diplomacy 4 ranks
 Benefits:  You can try again on Bluff or Diplomacy Checks at no penalty. 

Wriggly
You may be boneless.
 Prerequisites: Raccoon, Dex 13+
 Benefits: You gain a cumulative +1 on Escape Artist Checks when you try again to escape the same ropes/manacles/tight spaces/grapple etc.

Mislead
You dabble in magic a bit.
 Prerequisites: Raccoon, 12th Level.
 Benefits: You can cast Mislead as a Spell-Like ability as a 12th Level Wizard 1/day (use Int for the Save DC).

Misdirection
You lead others astray.
 Prerequisites: Raccoon, 3rd Level.
 Benefits: You can cast Misdirection as a Spell-Like ability as a 3rd Level Wizard 1/day (use Int for the Save DC).

Mirror Image
You have  cunning plan...
 Prerequisites: Raccoon, 3rd Level.
 Benefits: You can cast Mirror Image as a Spell-Like ability as a 3rd Level Wizard 1/day (use Int for the Save DC).

Polymrph
You are a shapeshifter.
 Prerequisites: Raccoon, 9th Level
 Benefits: You can cast Polymrph (on yourself only) as a Spell-Like ability as a 9th Level Wizard 3/day.
Title: Re: Jesters Realm Critters
Post by: bhu on December 26, 2016, 06:10:08 PM
OWL FOLK

(http://Picture URL if you have one)
   
"Silence is the sleep that nourishes wisdom."

 The Owl Folk are small flightless humanoid Owls.  Largely untouched by the war due to their predilection for vengeance, people leave them alone.  Except for a group of weird human women who find them adorable.

OWL FOLK SPECIES TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 120 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Predator Burst (Ex): At will, an Owl can gain the benefits of the Haste spell for 5 rounds.  At the end of this time it is Fatigued for the rest of the encounter.  It may do this once per encounter.
·   Light Sensitivity (Ex): Owls are dazzled in bright sunlight or within the radius of a daylight spell.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Owl Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, and a Secondary Bite doing 1d3 plus 1/2 Str modifier, with 2 Claws and 1 Bite on a Full Attack.
·   Owl Folk receive a +4 Racial Bonus to Balance, Hide, Listen, Move Silently, and Spot Checks.  They also have a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Owl Folk automatically speak Feathery, and Common.  Bonus languages include Furry, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Druid

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

OWL FOLK CHARACTERS
 Owls are built to be Wis or Cha based casters, especially the feisty kind who get into fights.
 Adventuring Race: Vengeance is a common reason, as well as protecting those under your care.
 Character Development: Try to find some way to alleviate your Light Sensitivity.
 Character NamesMale: Aidan, Cian, Cilliam, Liam, Niall, Sean, Shay.  Female: Aisling, Ciara, Caoimhe, Eimear, Fladh, Sadhbh, Shannon.  Surnames:  O'Ceallaigh, O'Conchobhair, O'Cuinn, O'Dochartaigh, O'Dubhghall, O'Murchadha, O'Sullivan.

ROLEPLAYING A OWL FOLK
 Revenge must be swift and cruel.  It ensures that no one else will risk betraying you.
 Personality: The sun is the bane of your existence.  Why does it need to be so darn bright?
 Behaviors: You like to set back and watch whats going on.  You call this common sense.  Others call it creepy.  Whatever.
 Language: Owls speak Feathery.

OWL FOLK SOCIETY
 Owls try to live in harmony with the forest.  Being predators, they have an intuitive understanding of how the balance needs to be maintained. 
 Alignment : Owls are Neutral, with some mild tendencies towards Law.
 Lands : Owls prefer forests.
 Settlements : Owls remain among themselves and do not settle elsewhere.
 Beliefs : Most Owls worship Idrista and the Nature Pantheon.
 Relations: Most races see the Owl Folk as a secretive forest cult, who may or may not be bad news.

OWL FOLK ADVENTURES
·   A local merchant swindles you in a deal.  Quite a shame his grain warehouse was invaded by forest critters.  He blames you for some reason...
·   A local fool came to you for advice, and you told him to leave town because he was outnumbered.  Now the fool is waylaying people outside of town, and worse he's good at it.  So now you've been asked to tell the fool to quit robbing people.
·   There's been a zombie outbreak, and the humans insist on pestering you about it despite the fact that you are neither a Cleric or Necromancer.  Then when you did get involved, they decided you were a witch who need to hang.  And it's only Tuesday.



OWL SPECIES SUBSTITUTION LEVELS


DRUID
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th), Mass Curse of Ill Fortune (5th), Eyebite (6th), Destruction (7th), Greater Bestow Curse (8th), Soul Bind (9th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.

RANGER
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.
 Levels 2, 6, 11: Gain a new Combat Style option: Predator
  Combat Style: You gain Improved Predator Burst at 2nd Level, Greater Predator Burst at 6th Level, and Superior Predator Burst at 11th Level.
 Level 4: Replace Animal Companion with Favored Enemy Focus.
  Favored Enemy Focus (Su):: The Save DC's of spells you cast that target Favored Enemies are at +1 (this stacks with Feats like Spell Focus).

SPIRIT SHAMAN
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th), Mass Curse of Ill Fortune (5th), Eyebite (6th), Destruction (7th), Greater Bestow Curse (8th), Soul Bind (9th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.




OWL FEATS

Improved Predator Burst
You're feisty.
 Prerequisites: Ferret or Owl
 Benefits: When using your Predator Burst, your Bonus to attack rolls improves to +2.

Greater Predator Burst
You're a tad more than feisty...
 Prerequisites: Improved Predator Burst
 Benefits: When using your Predator Burst, your Dodge Bonus to AC and Reflex Saves improves to +2.

Superior Predator Burst
You're one foaming at the mouth sumbitch.
 Prerequisites: Greater Predator Burst
 Benefits: When using your Predator Burst, you gain a +2 Bonus to damage rolls as well.

Silent Stalker
You rarely make a sound.
 Prerequisites: Owl, 6th Level
 Benefits: You take no penalty to Move Silently Checks from your own movement speed, even while Running or Charging.

Wide Angle Vision
You have wide angle vision.
 Prerequisites: Owl, Spot 6 ranks
 Benefits:  You are not subject to flanking.

Binaural Hearing
You're hearing is something else.
 Prerequisites: Owl, Listen 6 ranks
 Benefits:   Owls can sense all foes within 40 feet as a sighted creature would. Beyond that range, they rely on their other senses as normal.  Owls are susceptible to sound based attacks however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence).. Negating an Owl’s sense of hearing gets rid of this ability until hearing is restored.

Predator Camo
You're sneaky.
 Prerequisites: Owl, 9th Level
 Benefits: You take no penalty to Hide Checks from your own movement speed, even while Running or Charging.

Omen of Death
You're appearance signals bad news.
 Prerequisites: Owl, Spell Focus (Necromancy), 12th Level
 Benefits: Any time a foe succeeds on a Saving Throw against any Death effect you cause via spell or other ability, they still take damage equal to your Effective Character Level.
Title: Re: Jesters Realm Critters
Post by: bhu on January 03, 2017, 07:58:28 PM
                      Therabee
                      Medium Magical Beast
Hit Dice:             8d10+16 (60 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 40 ft. (Average)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +8/+8
Attack:               Sting +8 melee (2d4 plus poison)
Full Attack:          Sting +8 melee (2d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Psionics, Poison
Special Qualities:    Darkvision 60 ft., Hive Mind, PR 20, Telepathy 100 ft., Advanced Hivemind, Psychic Resistance
Saves:                Fort +8, Ref +9, Will +8
Abilities:            Str 11, Dex 16, Con 14, Int 16, Wis 16, Cha 19
Skills:               Autohypnosis +9, Bluff +9, Concentration +9, Diplomacy +9, Gather Information +10, Knowledge (Psionics) +9, Profession (Therapist) +10, Psicraft +9, Sense Motive +10
Feats:                Ability Focus (Poison), Greater Psionic Endowment, Psionic Endowment
Environment:          Any
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

"How long have you had this compulsion to devour and replace your own mother?"

Therabees are large, bee-like creatures who are the finest psychiatrists of the realm.  Ask them and they'll tell you.  They know more dirt on the local population than anyone else, but good luck getting them to spill.  They keep mentioning something called 'patient confidentiality', which everyone assumes means "I ain't givin' up blackmail material fer nuthin' bub."  Currently assumed to be some sort of Psionicist experiment gone weird, they are startlingly popular for huge bee monsters.  They do usually give good advice though.

Psionics: Therabees Manifest Powers as a 6th Level Psion Telepath.

Poison (Ex): Injury, Fortitude Save DC 18 (Save DC is Con based), Initial and Secondary damage is 1d4 Wisdom.

Hive Mind (Ex):  All Therabees within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.   

Advanced Hive Mind (Su):  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Psychic Resistance (Ex): Therabees gain a +3 Bonus to Willpower Saves.

Combat: Therabees are generally non-violent.

(https://i.imgur.com/jCjSvQw.png)

Therabee
"I'm not sure how much help these people will be Harlan."

And How Does That Make You Feel?

"We don't have many other potential allies yet Jim."

"Good evening!  I'm Roger, you're resident Therabee.  If you'll take your seats we'll get started."

"You're here to help us with the Bee-Gurl cult?"

"Sort of.  We're hoping you can tell us about them."

"We were hoping you could tell us about them.  Other than them using mutated bees to take on all the other cults out there, we don't know much."


Very Insightful

"And of course, their name."

"We know the name is associated with a destructive religion, but not much else.."

"Odd, considering you're mostly bee-related groups yourselves.."

"So we're all pretty much clueless then?"

"There's a village of their outcasts.  We could ask them."


      Bee Devil 
                      Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             10d8+60 (105 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (2d6+6)
Full Attack:          2 Claws +15 melee (2d6+6) and 1 Bite +13 melee (1d8+3) and 1 Sting +13 melee (1d8+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Poison, Summon Devil, Annoying Buzz, Hivemind Ritual
Special Qualities:    DR 10/Good, Darkvision 60 ft., immunity to Fire and Poison, Energy Resistance 10 (Acid, Cold), SR 20, See in Darkness, Telepathy 100 ft.
Saves:                Fort +13, Ref +11, Will +10
Abilities:            Str 22, Dex 18, Con 22, Int 14, Wis 16, Cha 16
Skills:               Concentration +16, Diplomacy +15, Hide +10, Intimidate +13, Knowledge (any two) +12, Listen +13, Move Silently +14, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival +13
Feats:                Cleave, Combat Reflexes, Multiattack, Power Attack
Environment:          Gehenna
Organization:         Solitary, pair, gang (3-5), or squad (6-10)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          11-14 HD (Large); 15-30 HD (Huge)
Level Adjustment:     ---

Bee-like minions of Buzzuzu, the Bee Devils are his soldiers, scouts and cult enforcers.  They act as cheap muscle for his favored cultists, and evangelists among the other Devils (who, incidentally, despise their constant, annoying conversion attempts).

Spell-Like Abilities (Sp): At Will: Animate Sting, Bad Beehavior, C-Bee.  1/day: Beep!  Caster Level 12th.

Poison (Ex): Injury, DC 21 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1d6 Con.

Summon Devil (Sp): Once per day a Bee Devil can attempt to summon 2d10 Imps or another Bee Devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Annoying Buzz (Su): When flapping their wings (this include using  flight) any opponent within 10 feet of a Bee Devil takes a -2 Penalty to all Concentration Checks and Willpower Saves.  When using this ability Bee Devils automatically fail all Hide Checks.

Hivemind Ritual (Su): To use this ability, a group of at least three Bee Devils must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures allied with the devils within the radius form a Hive Mind for the next 8 hours.  All members of the Hive Mind within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No participant in a group is considered flanked unless all of them are. 

Combat: Bee Devils prefer swarm tactics.  For being massive, armored poison factories they really prefer to avoid solo fights.

(https://i.imgur.com/yeNxrJB.png)

Bee Devil
"What goes on here?"

More Servants of Buzzuzu

"You aren't security.  I know security."

"Get out Percival, we have no time for your shenanigans!"

"Shenanigans?"

"Do you have a moment to talk about our Lord and Savior Beelzebub?"

"Who?"


Evangelists among the Demons

"I thought this cult was a demonic one?"

"This isn't a Demon?"

"No sir, Percival is a Devil.  A servant of Buzzuzu."

"I believe he mentioned Beelzebub."

"Beelzebub is the Devil behind Buzzuzu.  He's been trying to convert Demons to Devilkind, and it's causing nothing but an uproar."


      Bee Witch   
                      Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             8d8+24 (60 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          24 (+3 Dex, +11 Natural), touch 13, flat-footed 21
Base Attack/Grapple:  +8/+11
Attack:               Sting +11 melee (1d6+4 plus poison)
Full Attack:          Sting +11 melee (1d6+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Poison, Charm
Special Qualities:    Change Shape, DR 10/Good and Magic, Immunities, SR 20, Darkvision 60 ft.
Saves:                Fort +9, Ref +9, Will +7
Abilities:            Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 15
Skills:               Bluff +12, Concentration +13, Diplomacy +20, Disguise +12 (+14 acting), Intimidate +12, Knowledge (Arcane, Religion) +11, Listen +7, Sense Motive +11, Spellcraft +13, Spot +8
Feats:                Alertness, Combat Casting, Combat Reflexes
Environment:          Any
Organization:         Solitary or Covey (3)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

Bee Witches are humanoid servants of Buzzuzu.  They seduce others into his service, or sow dissent among his enemies.  Appearing as large women with some bee-like features and a retractable sting in their belly, they often use their magic to disguise themselves.

Spell-Like Abilities (Sp): At Will: Charm Person, Detect Chaos/Evil/Good/Law, Detect Magic, Nybor's Gentle Reminder, Summon Bee I.  1/Day: Beelzebub's Curse.  Caster Level 8th.

Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial and Secondary Damage is 1d6 Wisdom.

Charm (Su): If an opponent is successfully damaged by the Witches Poison, he gets no Save against her Charm Person ability.

Change Shape (Su): A Bee Witch can assume the form of any Small or Medium humanoid.

Immunities (Ex): Immune to Poison, Fire damage, Charms, Sleep effects and Fear effects.

Combat: Bee Witches prefer to have Charmed minions fight for them.  If pressed they will use their sting, but generally flee combat.

(https://i.imgur.com/gauYoVk.png)


BIG BEE'S WARDING STING
2nd Level Evocation (Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 Minute
You create a stinger the size of a human fist made from pure force.  It attacks anything that attacks you, acting on your turn.  Whenever another creature attacks you, the stinger will pursue, moving up to 6o feet per round.  It will make a melee spell attack against that creature using your attack bonus.  On a successful hit, the opponent takes force damage equal to 1d8 + your spellcasting ability modifier.  If more than on creature has attacked you, you may change the stings target as a Bonus Action. 
  At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage for a number of rounds for every two slot levels above 2nd.  For example, if cast as a 4th Level spell, the target takes 1d8 damage for two rounds on a successful hit.

SUMMON BEE
3rd Level Conjuration  (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S. M
Duration: Concentration, up to 1 our
You summon some random Bee friends, roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower).  The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.
  At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees.  The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).

Bee Witch
"Harlan Jurgens!  I'm calling your old ass out!  We're gonna have us a wizard fight!"

Servants of Buzzuzu

"Ah. my adoring public."

"Friend of yours?"

"No ma'am.  Thankfully I have this Sphere of Annihilation in my Bag of Holding."

"YOU WHAT?"

"Isn't that dangerous Harlan?"


Seducers and Saboteurs

"Relax Jim, I have it under control."

"Really?"

"SECURITY!"

"You're all taking this way too hard.."
Title: Re: Jesters Realm Critters
Post by: bhu on July 06, 2017, 11:51:25 PM
                  Deel
                      Medium Magical Beast (Amphibious, Aquatic)
Hit Dice:             3d10+9 (25 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Swim 15 ft.
Armor Class:          18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+6
Attack:               Bite +6 melee (1d6+3)
Full Attack:          Bite +6 melee (1d6+3) and 2 Hoofs +1 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tossing Charge, Attach
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 17, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Skills:               Hide +9, Listen +5, Spot +5, Swim +11
Feats:                Alertness, Endurance
Environment:          Any Aquatic
Organization:         Solitary, Pair or Herd (6-30)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Medium), 5-9 HD (Large)
Level Adjustment:     ---

"Hunting and fishing isn't what it used to be Abner."

"How the hell do we cook this thing?"

Deels are an exotic cross between Moray Eels and Deer.  Because apparently some group of Wizards thought Owlbears weren't bad enough.

Tossing Charge (Ex): The Deel does 2d4+4 with a successful Charge attack.  If it damages an opponent it can make an opposed Str Check as a Free Action.  If it succeeds it can move it's opponent 10 feet in any direction (this does not provoke attacks of opportunity).

Attach (Ex): If a Deel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached Deel loses its Dexterity bonus to AC and has an AC of 15.  An attached Deel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Skills: Deels have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.  They also have a +4 Racial Bonus on Hide Checks in their natural environment.

Combat:  Deels open with a charge to toss one opponent away before biting the next one.

(https://i.imgur.com/E3L5q7W.png)

Deel
"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 looking at the tragically named Deel."

When Owlbears Aren't Good Enough

"So we're looking at another Owlbear type concept...what's the point of this one?"

"Do any of them have a point Jim?"

"Fair enough."


The Weirdest Taste in Durian

"I  understand they can be popular livestock Jim."

"Popular with who?  Madmen?"

Title: Re: Jesters Realm Critters
Post by: bhu on April 03, 2018, 06:43:48 PM
                      (https://i.imgur.com/zgEMtcj.jpg)


                     Cogre
                      Small Magical Beast
Hit Dice:             2d10+2 (13 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Slam +4 melee (1d3+1)
Full Attack:          2 Slams +4 melee (1d3+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Powerful Build
Special Qualities:    Darkvision 60 ft., low-light vision, Scent
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +5, Climb +3, Hide +7, Jump +5, Listen +3, Move Silently +4, Spot +3
Feats:               Multiattack
Environment:          Temperate Hill or Plains
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (Barbarian)
Level Adjustment:     +1

Cogres are odd magical creatures created via the same magics that made similar abominations such as the Owlbear and Howler Wasp (someone really needs to find a way to occupy bored mages).  Thankfully the Cogre takes after cats, temperament wise, far more than it does Ogres.  They prefer people as food servers rather than food.  And they've learned being cuddly lets them get away with a reasonable amount of shenanigans.

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

A Cogre 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 Cogre 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.

Skills: Cogres have a +2 racial bonus on Climb, Hide, and Move Silently checks and a +4 racial bonus on Jump checks. Cats have a +4 racial bonus on Balance checks.

Combat: Cogres are very similar to cats in that they like to pounce and bite.


(https://i.imgur.com/pkYo504.png)


Cogre
"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 are visiting Prak the Mad to..."

"Mows."

What Have You Done Prak?

"Sir, can you explain this?"

"My daughter found my lab notes and made herself some friends."

"You have a daughter?"

"Matilda, the Merely Hyper."

"And you have custody?"


A Very Deep Meow

"Now Jim..."

"That's a fair question, given my job."

"What is this?"

"Half cat, half ogre, all appetite."

"That explains the meowing.  It's begging for food."

Title: Re: Jesters Realm Critters
Post by: Psysama on April 04, 2018, 11:57:25 AM
I love it!
                      Cogre
                      Small Magical Beast
Hit Dice:             2d10+2 (13 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Slam +4 melee (1d3+1)
Full Attack:          2 Slams +4 melee (1d3+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Powerful Build
Special Qualities:    Darkvision 60 ft., low-light vision, Scent
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +5, Climb +3, Hide +7, Jump +5, Listen +1, Move Silently +3, Spot +1
Feats:               Multiattack
Environment:          Temperate Hill or Plains
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (Barbarian)
Level Adjustment:     +<#>

Powerful Build ((Ex):

Skills: Cogres have a +2 racial bonus on Climb, Hide, and Move Silently checks and a +4 racial bonus on Jump checks. Cats have a +4 racial bonus on Balance checks.

Combat:
Title: Re: Jesters Realm Critters
Post by: bhu on June 11, 2018, 11:52:31 PM
NEPHILIM

(http://Picture URL if you have one)
   
“Intermarriage is one of the most provocative words in the Common tongue.  Well, for some species anyway...” 

 The Nephilim are descended form a community of Solars and Humans that begot a lot of Half-Celestial children.  Angels aren't fond of Nephilim due to their being an eternal reminder that Angels suffer the same lusts as mortals do.  Humans are disdainful as they claim the Nephilim are snooty and think they are somehow "better" than them.  i.e. they're racist fucks as usual.  Nephilim appear as very physically perfect humans with white, feathery wings protruding from their hips.  They breed true, and now there are small towns of them in search of a homeland where they can roam free.

NEPHILIM RACIAL TRAITS
·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Outsider with the Native Subtype, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base flight speed 40 ft. (Clumsy)
·   Spell-Like Abilities (Sp): Nephilim can cast one of the following spells once per day as a Spell-Like Ability: Animate Rope, Bless, Bless Water, Charm Person, Color Spray, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Endure Elements, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith.  Caster Level is 6th.
·   Automatic Languages: Nephilim speak Celestial and Common.  Bonus Languages: Virtually anything given their travels and immortality.
·   Level Adjustment: +1
·   Favored Class:

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Nephilim do not age or suffer aging effects.

HEIGHT AND WEIGHT  
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x(2d4) lbs.

NEPHILIM CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Nephilim mostly go on adventures out of necessity.  There aren't many places they fit in well, they are often on the run, and are more susceptible than usual to blackmail.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Nephilim PC names will generally tend to be Latin, unless their human parent raises them alone.

ROLEPLAYING A NEPHILIM
 You wish people were more open minded.  Humanoids feel guilty about not living up to your example, without realizing you aren't really all that far removed from them.  Angels feel you don't live up to your potential, not realizing you don't have their raw power and are therefore more vulnerable.
 Personality: Despite the crap they have to take, Angels are generally bright and upbeat.  Those who aren't are usually Evil.
 Behaviors: Nephilim are as varied as humans, and have no typical behaviors.
 Language: Nephilim speak Celestial and Common.

NEPHILIM SOCIETY
 Nephilim tend to adopt the society of their human parent, which is normally who raises them.  Nephilim are rarely reared by their Celestial parent who view them as an incarnation of their failings.  Nephilim only towns tend to be similar to other local Humanoids.
 Alignment : Nephilim aren't big on being told what to do, and as such most are Chaotic.
 Lands : Just about anywhere Solars travel.
 Settlements : Nephilim will go anywhere they can find acceptance..
 Beliefs : Given their relation to celestial beings, a lot of Nephilim aren't big on religion, and those who are vary as much as humans do.
 Relations: Evil beings generally hate Nephilim as they see them as allies of Good.  Celestials tend to view them with disdain, as the Nephilim are half Celestial and a reminder that they can be imperfect as well.  Everyone else tends  to view them through the lens of their religion.

NEPHILIM ADVENTURES
·   You are approached by a Solar who wishes to offer you employment and salvation.  You've heard this bullshit before.
·   You are approached by a Pit Fiend offering you employment and revenge.   You've heard this bullshit before.
·   Werewolves have kidnapped your precious kitty, and there will be hell to pay.

Title: Re: Jesters Realm Critters
Post by: bhu on October 07, 2018, 04:13:07 PM
                      Owl-Honey Badger
                      Small Magical Beast
Hit Dice:             2d10+6 (17 hp, 21 hp when Raging)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Armor Class (Raging):          13 (-2 Rage, +1 Size, +3 Dex, +1 Natural), touch 124, flat-footed 10
Base Attack/Grapple:  +2/-2 (+4 Raging)
Attack:               Claw +3 melee (1d3)
Attack (Raging):               Claw +5 melee (1d3+2)
Full Attack:          2 Claws +3 melee (1d3) and 1 Bite -2 melee (1d3)
Full Attack (Raging):          2 Claws +5 melee (1d3+2) and 1 Bite +0 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rage
Special Qualities:    Superior Low-Light Vision, Scent, Owl-Honey Badger Doesn't Give a Fuck
Saves:                Fort +6 (+8 Raging), Ref +6, Will +1
Abilities:            Str 10 (14 Raging), Dex 17, Con 16 (20 Raging), Int 2, Wis 12, Cha 10
Skills:               Balance +3, Climb +3 (+5 Raging), Escape Artist +7, Listen +11, Spot +6
Feats:                Track, Weapon Finesse (B)
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

It's unknown who first decided to magically hybridize Burrowing Owls with Honey Badgers, and for their sake it's probably for the best.  The Gnome Wizards from the magical College in Arrival are prime suspects, mostly because they can't stop laughing when the critters are mentioned.

Rage (Ex): An Owl-Honey Badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Superior Low-Light Vision (Ex): An Owl-Honey Badger can see five times as far as a human can in dim light.

Owl-Honey Badger Doesn't Give a Fuck (Ex): An Owl-Honey Badger can scorn death and unconsciousness while in a Rage.  As long as her Rage continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her Rage ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.  During Rage they are also Immune to Mind-Affecting effects, and take no Size Penalties to rolls of any kind.

Skills: Owl-Honey Badgers have a +8 racial bonus on Listen checks and a +4 racial bonus on Escape Artist and Spot checks.

Combat:  Owl-Honey Badgers are most definitely not tacticians and generally jump into the fray without thinking.

(https://i.imgur.com/XEsRGe7.png)

Owl-Honey Badger
"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 are visiting a local competitor of Prak's to see the debut of, let me check my notes...the latest Owlbear variant."

"It's got nothin' ta do wit Bears.  It's a Badger Owl."

Owl-Honey Badger Don't Care

"What kind of Badger?"

"The kind wot likes honey."

"Better get that forcewall up Jim."


No Fear

"What are you lot afraid of, it's just badgers."

"Are you aware of the Honey Badgers reputation?"

"Pffft..it's oversold."

"Look, there's one now!"

"I'm out.  Good luck to ya."

"Wait, you never said what these things were for!"

Title: Re: Jesters Realm Critters
Post by: bhu on March 04, 2019, 09:55:02 PM
Trash Gryphons

https://www.redbubble.com/people/tillery/works/36304776-trash-gryphons-collection?c=1039487-trash-gryphons

It's unknown where Trash Gryphons come from.  No one takes credit for their creation, and they seem to fill a niche that implies they may have evolved naturally.  There are many species featuring different bird/mammal mixes, all of them living in or near civilized areas.  In theory they may even be domesticable, though they would make difficult pests.

Pigeon Rat
                      Tiny Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Fly 50 ft.
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Bite +5 melee (1d3-4)
Full Attack:          Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Disease Carrier
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 8
Skills:               Balance +10, Climb +10, Hide +17, Listen +3, Move Silently +9, Spot +3, Swim +10
Feats:                Stealthy (B), Weapon Finesse
Environment:          Any except desert
Organization:         Solitary or Pair
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Pigeon Rats get little respect, and many consider them vermin of the sky.

Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual.  If it fails it still doesn't suffer the effects of the disease.  It does now carry it as though infected though, so it can pass the disease as appropriate.

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, and Climb checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat 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: Pigeon Rats are fearless, and will bite anything that gets close.


Sparrow Mouse
                      Diminutive Magical Beast
Hit Dice:             1/4d10 (2 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Climb 15 ft., Fly 20 ft.
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Bite +8 melee (1d2-5)
Full Attack:          Bite +8 melee (1d2-5)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Disease Carrier
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 1, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills:               Balance +11, Climb +11, Hide +22, Listen +3, Move Silently +10, Spot +3, Swim +11
Feats:                Stealthy (B), Weapon Finesse
Environment:          Warm or Temperate Lands
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Sparrow Mice don't fare much better than Pigeon Rats.

Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual.  If it fails it still doesn't suffer the effects of the disease.  It does now carry it as though infected though, so it can pass the disease as appropriate.

Skills: Mice have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A mouse 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: Sparrow Mice generally flee unless they're cornered.


Vulture Opossum
                      Small Magical Beast
Hit Dice:             1d10+2 (7 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft, Fly 60 ft. (Average)
Armor Class:          16 (+1 Size, +2 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +4 melee (1d3-1)
Full Attack:          Bite +4 melee (1d3-1) and 2 Claws -1 melee (1d2-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease, Deathwatch, Feign Death, Venom Resistant
Saves:                Fort +4, Ref +4, Will +2
Abilities:            Str 8, Dex 15, Con 14, Int 2, Wis 14, Cha 6
Skills:               Balance +6, Climb +10, Disguise -2 (+6 Feign Death), Jump +2, Hide +6, Listen +4, Move Silently +4, Spot +6, Survival+6
Feats:                Track (B), Weapon Finesse
Environment:          Warm Plains
Organization:         Solitary, Pair or Kettle (3-10)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    2 HD (Small)

Vulture Opossums are loathed, as they seem to be able to sense death.

Deathwatch Su): Vulture Opossums permanently have the benefits of the Deathwatch spell

Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.

A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.

Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.

Skills: Opossums have a +4 racial bonus on Balance, Spot and Survival checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.

Combat: Vulture Opossums pretend to be dead against obviously powerful foes they can't fly away from, but they can be remarkably brave when hungry enough.


Crow Raccoon
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), 20 ft Climb, Fly 60 ft. (Average)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-2)
Full Attack:          Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bad Omen
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Kleptomania, Immune to Disease/Poison
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills:               Balance +11, Climb +11, Hide +7, Listen +5, Move Silently +5, Spot +5, Survival +6
Feats:                Alertness (B), Weapon Finesse
Environment:          Any land
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Crow Raccoons are considered bad luck, and for once the superstitious mob is right.

Bad Omen (Su): Anything adjacent to a Crow Raccoon is subjected to a Doom spell, DC 12 (Save DC has a +4 Racial Bonus). 

Kleptomania (Ex):  Crow Raccoons are curious and compulsive thieves.  If they see a shiny object or food they must make a DC 15 Willpower Save or try too snatch it and run off.

Skills: Raccoons have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat:  Crow Raccoons go straight for the eyes.  They're mean little bastards.


Ibis Possum
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 50 ft. (Poor)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-2)
Full Attack:          Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Wading, Wisdom
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 6, Dex 17, Con 10, Int 3, Wis 15, Cha 8
Skills:               Balance +11, Climb +11, Jump +5, Hide +7, Listen +8, Move Silently +5, Spot +8, Survival +6
Feats:                Alertness (B), Weapon Finesse
Environment:          Warm Forest, Plains or Swamp
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Ibis Possums are prized as pets, as they are considered good luck.

Wisdom (Su): Ibis Possums have a +1 Insight Bonus on Willpower Saving Throws against Illusion spells, and powers/abilities that duplicate their effects.

Wading  (Ex): Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.

Skills: Possums have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen, Spot and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb or Jump checks.

Combat: Ibis Possums try to flee unless they have no choice


Bluejay Squirrel
                      Diminutive Magical Beast
Hit Dice:             1/4d10 (2 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Climb 10 ft., Fly 40 ft. (Poor)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-
Attack:               Bite +8 melee (1d3-5)
Full Attack:          Bite +8 melee (1d3-5) and 2 Claws +3 melee (1d2-5)
Space/Reach:          1 ft./0 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Servitor of Fiends
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 1, Dex 17, Con 10, Int 3, Wis 14, Cha 8
Skills:               Balance +11, Climb +11, Hide +15, Jump +11, Listen +2, Move Silently +3, Spot +2
Feats:                Run (B), Weapon Finesse
Environment:          Warm or Temperate Forest
Organization:         Solitary, Pair
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Bluejay Squirrels are rumored to be the friends of Fiends.  Probably cause Fiends pop up around them.

Servitor of Fiends (Su): There is a 35% chance when attacked or scared that the Bluejay Squirrel causes a Lemure to appear.  This is otherwise identical to Summon Monster I (Caster Level is 5th).

Skills: Squirrels have a +8 bonus racial bonus on Balance, Climb, and Jump checks. A squirrel can always choose to take 10 on Climb and Balance checks, even if rushed or threatened, and always counts as having a running start when using the Jump skill. A squirrel uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.

Combat: Bluejay Squirrels are notoriously territorial, and dive bomb anyone approaching their nest.


Magpie Skunk
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Burrow 5 ft., Fly 40 ft. (Average)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +1/-
Attack:               Bite +4 melee (1d3-4)
Full Attack:          Bite +4 melee (1d3-4) and 2 Claws -1 melee (1d2-4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spray
Special Qualities:    Darkvision 60 ft., low-light vision, scent
Saves:                Fort +2, Ref +4, Will +2
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 8
Skills:               Hide +6, Intimidate +6, Listen +3, Move Silently +6, Spot +3, Survival +4
Feats:                Skill Focus (Intimidate)(B), Weapon Finesse
Environment:          Warm or Temperate Forest
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Magpie Skunks are more feared than regular skunks (they can fly after all).

Spray (Ex): Once per round and no more than three times per day, a skunk can emit a line of yellowish sulfuric liquid to a range of 5 feet. A creature in the area must make a successful Reflex save (DC 12) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus. A delay poison or neutralize poison spell removes the effects from a nauseated creature.

Creatures with immunity to poison are unaffected by the nauseating effects of skunk musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with skunk musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.

Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of skunk musk. The prestidigitation spell cannot clean items stained by skunk musk.

Skills: Skunks have a +4 Racial Bonus on Intimidate and Move Silently Checks.

Combat: Magpie Skunks are generally pretty chill unless you make sudden moves towards them or make loud noises.  Then they spray, spray, spray.


Starling Cat
                      Tiny Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 20 ft., Fly 40 ft. (Average)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-4)
Full Attack:          Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Mimicry
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 8
Skills:               Balance +10, Climb +6, Hide +16, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats:                Stealthy (B), Weapon Finesse
Environment:          Any non-Desert land
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Starling Cats are also popular pets, and quite affectionate.

Mimicry (Ex): The Starling Cat can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat:  Starling Cats are pretty much like any stray cat really.
Title: Re: Jesters Realm Critters
Post by: bhu on March 18, 2019, 09:42:27 PM
                      Buffalo Chicken
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +5/+15
Attack:               Peck +10 melee (1d8+9)
Attack:               Peck +10 melee (1d8+9)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spicy!
Special Qualities:    Darkvision 60 ft., Lowlight Vision, Scent
Saves:                Fort +7, Ref +4, Will +1
Abilities:            Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 6
Skills:               Listen +6, Spot +6
Feats:                Alertness, Endurance
Environment:          Temperate Plains
Organization:         Solitary or herd (6-30)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

Buffalo Chickens are chicken headed bison.  Brought to you by a mage who likes bad puns and has a copy of 'The Owlbear Mechanism: A Step By Step Process To Making Godless Abominations That Will Complicate Your Life'.  They don't have the mindless anger most Owlbears do, but they seem strictly interested in eating powerfully spicy plants.  While it leaves them unaffected, their flesh tastes like burning.  They have no natural predators.

Spicy! (Ex): Buffalo Chickens are awash in potent pain causing toxins.  If they are bitten or Swallowed, their attacker must make a DC 15 Fortitude Save, or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour (Save DC is Constitution based).  If the Save is successful the penalty only lasts 1 Minute.  Buffalo Chickens themselves are immune to this and other spicy foods.  They can eat pure capsaicin with no effect.

Combat: Charge and peck is the limit of the Buffalo Chickens tactical repertoire.

(https://i.imgur.com/GgahLLv.png)

Buffalo Chicken
"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 looking at the popular Buffalo Chicken."

Spicy!

"The Buffalo Chicken is yet another mishmash of critters Harlan.  Their tiny wing are too small for them to fly, but they're pretty popular in the local restaurants."

"Aren't they toxic Jim?"

"They are one of the few creatures that can subsist on the chilies that grow here.  The toxins that make those chilies hot suffuse their flesh, making it hot as well."


Don't Copyright Strike Us

"I take it there are few worries about predators then?"

"Carnivores who bite them, only do it once."

Title: Re: Jesters Realm Critters
Post by: bhu on May 06, 2020, 07:47:02 PM
https://www.deviantart.com/katiehofgard/art/KittenBee-in-Autumn-823485607

  Cat-Bee
                      Tiny Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 80 ft. (Good)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +1/-11
Attack:               Claw +4 melee (1d2-4) or Sting +4 melee (1d3-4 plus poison)
Full Attack:          2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4) or Sting +4 melee (1d3-4 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark-Vision 60 ft., Low-light Vision
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 11, Int 3, Wis 12, Cha 10
Skills:               Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +5, Survival +3
Feats:                Weapon Finesse
Environment:          Temperate plains
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Neutral
Advancement:          2 HD (Tiny), 3 HD (Small)
Level Adjustment:     ---

Cat-Bee's are an odd combo of Cat and Bumblebee that people find oddly fascinating.  They are fanatically loyal to their 'owners', and generally don't sting unless they (or themselves) are threatened.  In short, beware little old ladies who own honey farms, for they are more protected than they may appear.

Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Con. The save DC is Constitution-based.

Skills:  Cat-Bees have a +4 racial bonus on Climb, Hide, Move Silently and Spot checks and a +8 racial bonus on Balance and Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.  They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Cat-Bee's fight like plain old housecats, reserving their stings for serious trouble.

(https://i.imgur.com/J7bIS9i.png)

Cat-Bee
"So has your daughter done any other works?"

Yes.  Yes She Has.

"Funny you should ask..."

"Are those bees?"

"Cat-Bee's sir Jim.  My daughter is fond of the cats, and they feature prominently in her work."

"Kitties, kitties, kitties!"

"This must be young Mathilda..."

"Sweet Jebus Prak, how old is she 12?"


Fiercely Loyal

"That's old enough to learn the family business."

"Aren't you afraid for her safety?"

"Oh no.  No not at all.  Her critters are very loyal to her.  Everyone's quite jealous of that."



Title: Re: Jesters Realm Critters
Post by: bhu on October 28, 2020, 07:57:22 PM
(https://i.imgur.com/3Pqnzhj.png)

(https://i.imgur.com/bN5NNQl.png)

(https://i.imgur.com/rfC93eC.png)

(https://i.imgur.com/WiyfaGw.png)

(https://i.imgur.com/LfDr08F.png)

(https://i.imgur.com/jfZ8rOO.png)

(https://i.imgur.com/2nVqifY.png)

(https://i.imgur.com/scVrVjy.png)


Trash Gryphons
"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 are on site at Prak's latest laboratory, where he is being accused of malfeasance."

But They're So Adorable!

"Rumor has it the waste from your experiments with the Owlbear formula has spawned a few unplanned critters"

"Look everyone makes mistakes.  Some of the formula leaked, local wildlife got into it...really, it's all under control."

"The newly created critters have caused multiple incidents sir!"

"People are exaggerating the size and scope of things Harlan."

"The skies are black with Weasel Chickens Prak.""


Gotta Catch Em' All

"No worries good sirs, my daughter is on the case.  She wants some new pets."

"CRITTERS!"

"Yeahh, good luck with that...."

Title: Re: Jesters Realm Critters
Post by: bhu on February 20, 2021, 07:44:11 PM
Dragon, Miscreant

Type: Dragon (Fire)
Environment: Urban
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple Standard
Alignment: Always Chaotic Neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Miscreant Dragons aren't interested in great hordes of wealth or ruling the land.  Their obsessions run towards good pipeweed, strong drink, Humanoid tavern wenches, and shenanigans.  Especially shenanigans.  Ask them to steal a famous diamond for the money?  Meh.  Ask them to do it to piss ff the pompous noble who owns it?  Especially if he's a 'true' dragon?  You'll have to turn volunteers away.  They are considered the mutts of the Dragon world, and their appearance varies greatly.

                                                
Age
Size
Hit Dice
STR
DEX
CON
INT
WIS
CHA
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence
1T4d12+4 (30 hp)1110138118+4/-4+6+5+4+42d4 (13)-
2S7d12+7 (52 hp)1310138118+7/+4+9+6+5+54d4 (14)-
3M10d12+20 (85 hp)151015101110+10/+12+12+9+7+76d4 (17)-
4M13d12+26 (110 hp)171015101110+13/+16+16+10+8+88d4 (18)-
5L16d12+48 (152 hp)191017121312+16/+24+19+13+10+1110d4 (21)19
6L19d12+76 (199 hp)231019121312+19/+29+24+15+11+1212d4 (23)20
7H22d12+110 (253 hp)271021141514+22/+38+28+18+13+1514d4 (26)23
8H25d12+125 (287 hp)291021141514+25/+42+32+19+14+1616d4 (27)24
9H28d12+168 (350 hp)311023161716+28/+46+36+22+16+1918d4 (30)27
10H31d12+186 (387 hp)331023161716+31/+50+40+23+17+2020d4 (31)28
11G34d12+238 (459 hp)351025181918+34/+58+42+26+19+2322d4 (34)31
12G37d12+296 (536 hp)371027202120+37/+62+46+28+20+2524d4 (36)33

                  
Age
Speed
Init
AC
Special Abilities
SR
160 ft., fly 100 ft. (average), swim 60 ft.+015 (+2 size,+3 natural), touch 12, flat-footed 15Immunity to Acid, Alternate Form-
260 ft., fly 100 ft. (average), swim 60 ft.+017 (+1 size,+6 natural), touch 11, flat-footed 17-
360 ft., fly 150 ft. (poor), swim 60 ft.+019 (+9 natural), touch 10, flat-footed 19-
460 ft., fly 150 ft. (poor), swim 60 ft.+022 (+12 natural), touch 10, flat-footed 22Misdirection-
560 ft., fly 150 ft. (poor), swim 60 ft.+024 (-1 size,+15 natural), touch 9, flat-footed 24DR 5/Magic17
660 ft., fly 150 ft. (poor), swim 60 ft.+027 (-1 size,+18 natural), touch 9, flat-footed 27Charm Person18
760 ft., fly 150 ft. (poor), swim 60 ft.+029 (-2 size,+21 natural), touch 8, flat-footed 29DR 10/Magic21
860 ft., fly 150 ft. (poor), swim 60 ft.+032 (-2 size,+24 natural), touch 8, flat-footed 32Suggestion22
960 ft., fly 150 ft. (poor), swim 60 ft.+035 (-2 size,+27 natural), touch 8, flat-footed 35DR 15/Magic23
1060 ft., fly 150 ft. (poor), swim 60 ft.+038 (-2 size,+30 natural), touch 8, flat-footed 38Mass Suggestion25
1160 ft., fly 200 ft. (clumsy), swim 60 ft.+039 (-4 size,+33 natural), touch 6, flat-footed 39DR 20/Magic26
1260 ft., fly 200 ft. (clumsy), swim 60 ft.+042 (-4 size,+36 natural), touch 6, flat-footed 42Alarm28


Combat: Miscreant Dragons will first try to Bluff their way out of fights, fleeing if they can't.  Why fight when you're immortal?  You have too much to lose.  Unless there's no other option.  Then it's spray and pray with fire and spells.

Breath Weapon (Su): The Miscreant Dragon's Breath Weapon is a Cone of Fire

Spellcasting: Young Adult 1st, Adult 3rd, Mature Adult 5th, Old 7th, Very Old 9th, Ancient 11th, Wyrm 13th, Great Wyrm 15th.

Alternate Form (Su): A Miscreant Dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities (Sp): Miscreant Dragons can cast Misdirection 3/day as a Juvenile, Charm Person 1/day as an Adult, Suggestion 1/day when Old, Mass Suggestion when Ancient, and Alarm 3/day as a Great Wyrm.

Skills: Bluff, Diplomacy and Sense Motive are considered Class Skills for Miscreant Dragons.
Title: Re: Jesters Realm Critters
Post by: bhu on February 20, 2021, 07:48:51 PM
Fire Succubi
                      Medium Elemental (Chaotic, Extraplanar, Evil, Fire, Tanar'ri)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+5
Attack:               Slam +5 melee (1d6+1 plus 1d6 fire)
Full Attack:          2 Slams +5 melee (1d6+1 plus 1d6 fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burn, Aura, Spell-Like Abilities
Special Qualities:    Demonic Resilience, Darkvision 60 ft., Elemental traits, Immune to Electricity and Fire damage, DR 10/Cold Iron or Good, Energy Resistance 10 (Acid), SR 18
Saves:                Fort +7, Ref +7, Will +6
Abilities:            Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 20
Skills:               Bluff +11, Concentration +4, Diplomacy +11, Intimidate +5, Knowledge (any 1) +2, Listen +3, Search +2, Spot +3
Feats:                Dodge, Improved Invisibility, Mobility
Environment:          Abyss, Elemental Plane of Fire
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Chaotic Neutral or Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"So...this is the new hotness..."

Fire Succubi are Demons magically crossed with Fire Elementals, used by Demons to sway said Elementals to their cause.  They appear as bald, nude humanoid women with horns and flaming red skin.  They don't speak much ironically, and aren't as bright as the masters of the Abyss hoped for.  They're still popular due to their Aura though.

Burn (Su):  A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 15 Reflex save or catch on fire. The flame burns for 1d4 rounds.  A burning creature can take a move action to put out the flame. The save DC is Constitution-based.  Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save. Unlike other Fire Elementals, they are not Vulnerable to Cold damage.

Aura (Su): Often referred to as the Aura of Hawtness, any living thing that can see the Fire Succubi must make a DC 18 Willpower Save or want to be with her (Save DC is Cha based).  Generally this means they are compelled to not attack her unless she attacks first (which ends the Aura's effect).  Curiously this does not extend to her Burn ability, as many a would be paramour has hugged a Fire Succubi to death (they do at least get a Save each round they take damage  to end the Aura's effect.  A successful Save means the opponent is immune to this Fire Succubus' Aura for 24 hours.  This is a Mind-Affecting, Compulsion effect.

Spell-Like Abilities (Sp): At will: Charm Monster, Detect Good, Detect Thoughts, Plane Shift, Polymorph, Suggestion. Caster Level 12th.

Demonic Resilience (Ex): All the Fire Succubi Saves are Good Saves.

Combat:  Fire Succubi rely on their Aura.  If that doesn't work they try their SLA's.  Failing that, they Plane Shift.


(https://i.imgur.com/vpwec8D.png)

Fire Succubi
"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 are visiting local mage "Big Daddy" Faustivus."

Recycled Minions

"We understand you have some new minions for hire?"

"Naw, they're old.  We initially made them to seduce the government of the Elemental Plane of Fire, but since we're cut off from the other Planes we're hiring out to topple mortal governments."

"They look rather intimidating..."

"Harlan, why are we here?  We're a nature show."


Everyone Wants What They Can't Have

"Hey, this here is about nature.  Just of a different sort."

"Mutual of Gnomeahaw wants us to evaluate the threat they represent to policy holders Jim."

"Seriously?"





Title: Re: Jesters Realm Critters
Post by: bhu on February 20, 2021, 07:51:24 PM
Giant, Vampire
                      Large Giant
Hit Dice:             5d8+15 (37 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +3/+12
Attack:               Slam +7 melee (1d4+5) or Dagger +7 melee (1d6+5)
Full Attack:          2 Slams +7 melee (1d4+5) and 1 Bite +2 melee (1d4+2) or Dagger +7 melee (1d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Low-light Vision, Regeneration 5, SR 18
Saves:                Fort +7, Ref +2, Will +3
Abilities:            Str 20, Dex 12, Con 16, Int 13, Wis 14, Cha 18
Skills:               Bluff +8, Concentration +7, Diplomacy +8, Listen +6, Sense Motive +6, Spot +6
Feats:                Boost Spell-Like Ability (Enthrall, see Book of Vile Darkness), Heightened Spell-Like Ability (Kiss of the Vampire, see Complete Arcane)
Environment:          Any
Organization:         Solitary, pair, or Family (3-6) plus 1d6 random hangers-on (usually Humans with 1d6 Class Levels)
Challenge Rating:     7
Treasure:             Double Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

"GET THE HELL OFF MY LAND YOU WEIRDOS!"

Long ago, a race of Giants petitioned their God Flea for help.  Tired of being attacked by the humans for being ugly and scary (well, and for occasionally eating them), they wanted a form more acceptable to the smaller races.  Doing some research, the God noticed the local villagers were kind of a vampire fanbase.  The Giants were shrunken in size a bit, and made to look undead-ish.  Now the humans have stopped trying to kill them in the night, and instead scream "bite me vampire mommy" at every opportunity.  The Giants feel certain this is not an improvement.  They now appear as thickly built humans roughly 10 feet tall.  They have pale, marble-like skin, bright yellow eyes, red lips and coal black hair.  They are fond of living in lonely places surrounded by monsters to dissuade thirsty humans who insist on interrupting their day to make seduction attempts that would make a Bard shake his head.  Normal vampires are not fond of them, as they feel they don't need competition for their potential meals.

Spell-Like Abilities (Sp): At Will: Enthrall, Fangs of the Vampire King (Spell Compendium), Fog Cloud, Kiss of the Toad (Complete Arcane).  1/day: Charm Person, Kiss of the Vampire (Spell Compendium), Magic Fang, Vampiric Touch.  Caster level 9th. The save DCs are Charisma-based.

Regeneration (Ex): Fire and silver deal normal damage to a Vampire Giant. If a Vampire Giant 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: Vampire Giants start with their magic, and end with their fists.  They may not have to even do that, as their howling mob of fans tend to annihilate problems for them.


(https://i.imgur.com/VerpowK.png)

Vampire Giant
"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 interviewing a rare subspecies of Giant!"

Cursed By Their Own God

"Good evening ma'am!"

"Let's keep this classy, I know what you Humanoids are like."

"We're a family show ma'am.  We keep it clean."

"Good.  I suppose you want to know about my rivalry with that Harlot across the way?"

Unintentionally Famous

"Actually, we were here to inquire about your species origins."

"Do I look like local fauna to you?"

Fangs of the Vampire King
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a fang)
Duration: Concentration, up to 1 Minute
You grow fangs for the duration of the spell (or get better fangs if you already have them).  Your Fangs are a melee spell attack that do 3d8 piercing damage, in addition to the affects of any Bite attack you may already have.  Additionally, the target must make a Constitution Save or gain one Level of Exhaustion until the spell ends.


Kiss of the Toad
2nd Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous (but see below)
As part of this spell you make a melee spell attack by trying to touch your victim.  If the attack is successful it does 3d6 Poison damage, and the target must make a Constitution Save 1 Minute Later.  If it fails, the target takes an additional 3d6 Poison damage.


Kiss of the Vampire
5th Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M (a black onyx worth at least 50 GP)
Duration: Concentration, up to 1 Minute
You become gaunt and pale with red eyes, resembling a vampire.  For the duration of the spell you gain the following:
Your melee attacks do an extra 1d6 necrotic damage, and your melee attacks are considered magical.
You gain Damage Resistance to non-magical Bludgeoning, Piercing and Slashing damage.  You also gain Damage Resistance to Necrotic damage.
You make melee spell attacks with advantage.
Title: Re: Jesters Realm Critters
Post by: bhu on February 20, 2021, 07:59:12 PM
Skunk Cabbage 
                      Tiny Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-8
Attack:               Headbutt +5 melee (1d3-1)
Full Attack:          Headbutt +5 melee (1d3-1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Stank
Special Qualities:    Plant traits, Low-light Vision
Saves:                Fort +3, Ref +3, Will +1
Abilities:            Str 8, Dex 15, Con 11, Int 6, Wis 12, Cha 12
Skills:               Hide +10, Listen +3, Move Silently +4, Spot +2
Feats:                Anklebiter, Weapon Finesse (B)
Environment:          Temperate Marsh
Organization:         Solitary or Grove (3-10)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Skunk Cabbages are four legged balls of vegetation.  People would keep them as pets were it not for their horrible smell.

Stank (Ex): Cabbages secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Cabbages) within 30 feet of a Cabbage must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based with a +2 Racial Bonus. Creatures that successfully save cannot be affected by the same Cabbage’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.

Combat: If something can make it past their stench, the headbutting commences.

(https://i.imgur.com/KqdC3r7.png)

Skunk Cabbage
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we'll be taking a look at the Skunk Cabbage, better known as Symplocarpus foetidus.  As usual, my gas mask wearing assistant Jim will be taking all the risks."

Peeyew!
"For once Harlan, this critter seems to have evolved naturally.  Few animals can get near it, let alone eat one, due to the stench."

"They look playful Jim."

"They are.  Were it not for the stench, they'd make great companions."

They Live In Patches
"There seem to be a lot of them Jim."

"That is truly an understatement Harlan.  Normally they live in extended family units, but we've arrived during spring..."
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:05:30 PM
THE FLEA PEOPLE

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE RACIAL TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:05:53 PM
THE FLYMEN

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:06:20 PM
ROACHES

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:07:11 PM
SLUG FOLK

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:10:25 PM
GIANT ROACHES

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:10:50 PM
CATERPILLARS

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:13:04 PM
FROG FOLK

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on February 24, 2021, 06:13:34 PM
TOAD FOLK

(http://Picture URL if you have one)
   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT  
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

RACE CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

RACE ADVENTURES
Give at least three examples of an adventure for or involving a member of this race
Title: Re: Jesters Realm Critters
Post by: bhu on December 04, 2021, 09:32:25 PM
Toadviathan
                      Huge Aberration
Hit Dice:             20d8+140 (230 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Burrow 20 Ft.
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +15/+35
Attack:               Bite +25 melee (2d6+18/18-20 plus poison)
Full Attack:          Bite +25 melee (2d6+18/18-20 plus poison)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Powerful Bite, Swallow Whole, Poison Body, Breath Weapon
Special Qualities:    Immune to Poison, Dr 10/-, Blind, Blindsight 120 ft.
Saves:                Fort +15, Ref +6, Will +17
Abilities:            Str 35, Dex 10, Con 25, Int 1, Wis 16, Cha 13
Skills:               Hide +8, Intimidate +8, Listen +8
Feats:                Ability Focus (Breath Weapon), Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite), Iron Will, Skill Focus (Hide)
Environment:          Temperate Marsh
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-24 HD (Huge), 25-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment:     ---

Toadviathans are an alchemically engineered parody of the Froghemoth, made for reasons only Prak knows.  They are great, purple toad-shaped entities covered in puckered scars and dermal  deposits.  They have no eyes, and are for the most part composed entirely of toxic substances.  Their mere existence is a threat.

Improved Grab (Ex): To use this ability, the Toadviathan must hit 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 establishes a hold and immediately inflicts bite damage. It can attempt to swallow whole a grappled opponent in the following round.

Powerful Bite (Ex): A Toadviathan's jaws are extraordinarily powerful. Its bite threatens a critical hit on a natural roll of 18-20.

Swallow Whole (Ex): A Toadviathan can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple check. Once inside, the victim takes 2d6+12 points of bludgeoning damage plus 1d8+4 points of acid damage per round. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Toadviathan's stomach (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Toadviathan's stomach can hold 4 Medium, 8 Small, 16 Tiny, 32 Diminutive, or 64 Fine or smaller opponents.  Swallowed opponents are subject to the Toadviathan's Poison Body.

Poison Body (Ex): Every part of the Toadviathan is incredibly Toxic, and even touching it can be deadly.  Contact, DC 27 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con.

Breath Weapon (Ex): Once every 1d4 rounds the Toadviathan can exhale a 50 ft. cone of poisonous vapor.  Contact, DC 29 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Con, Secondary Damage is 2d6 Con plus Paralysis for 1d4 rounds.

Blind (Ex): Toadviathan's are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Combat: Toadviathan's are super aggressive, and they tend to wade in and begin biting.


(https://i.imgur.com/K1urI3z.png)

Toadviathan

"Prak...that is an abomination before man and gawd.  What prompted you to make this?"

"You remember that braggart Slippery Bob?"

"Has anyone else noticed all the life around that thing is dead?"

"Yes he was briefly famous for 'inventing' the Froghemoth.   Rumor has it he stole them from someone."

"Yes, it was me he stole them from.  I imported some eggs from the Far Realm in order to claim them as my own.  He ruined a good deal for me supplying minions."

"So this thing is your response to one up him."

Toxic Beyond Belief

"No, this is my revenge.  I made it from a Froghemoth, some protolife, and other spicy ingredients."

"Why is it forcecaged?"

"Cause it's toxic as hell.  Literally every part of it is poison."

"So how are you planning on using this abomination?"


Omnicidal

"Air dropping it into his lair.  He'll probably kill it eventually, but it'll permanently contaminate the place."

"You've only made one of these right?"

"Yes?"

"Sweet Jebus..."
Title: Re: Jesters Realm Critters
Post by: bhu on May 08, 2022, 08:09:54 PM
Time Flies  inspired by Silvercat Moonpaw
Fine Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
Armor Class: 18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Bite +1 melee touch (Yeet)
Full Attack: Bite +1 melee touch (Yeet)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Yeet
Special Qualities: Dark Vision 60 ft., Scent, Temporally Stable
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
Skills: Climb+3, Hide +16, Listen +2, Spot +2
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or Swarm (6-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: ---

"Abner...this is just about the last straw for me."

"They could have at least warned us."

Time Flies are large blue flies invented by a madman in his magical labs by exposing them to temporal anomalies.  Eventually they became immune to the vagaries of chronomancy.  More importantly, they learned to hurtle others through time as a defensive option.  They appear to be hideous flies roughly 2 inches long.

Yeet (Su): By making a touch attack, the Time Flies can send their target 1d4+1 rounds into the future.  The target gets a DC 12 Willpower Save to avoid this (Save DC is Wisdom based, with a +2 Racial Bonus).

Temporally Stable (Su): Time Flies are immune to temporal effects and spells, such as Time Stop.

Skills: Time Flies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Combat: Nervous flies yeet anyone who gets close enough.  They usually don't have to make their point twice.


Time Fly Swarm
                      Fine Magical Beast (Air)
Hit Dice:             12d10 (66 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Climb 5 ft., Fly 40 Ft. (Good)
Armor Class:          18 (+8 Size), touch 18, flat-footed 18
Base Attack/Grapple:  +12/-
Attack:               -
Full Attack:          -
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Time Storm
Special Qualities:    Dark Vision 60 ft., Scent, Immune to Weapon damage, Swarm traits, Temporally Stable
Saves:                Fort +10, Ref +10, Will +6
Abilities:            Str 1, Dex 10, Con 10, Int 1, Wis 11, Cha 10
Skills:               Climb+7, Hide +16, Listen +7, Spot +7
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Neutral
Advancement:          -
Level Adjustment:     ----

Time Storm (Su): Anything entering the swarms area is subject to a storm of temporal energies if it fails a DC 18 Willpower Save (Save DC is Wisdom based, with a +2 Racial Bonus).  If it fails, roll on the following table:

01-10: The target gains a -1 Penalty on all rolls for the round.
11-20: The Swarm gains a +1 Bonus on all rolls for the round.
21-50: Target is sent 1d4+1 rounds into the future.
51-70: Time stops for everything in the swarms area for 1d4+1 rounds (the swarm is immune to this).
71-00: Target goes out of synch and merges with something occupying the same space at a different period of time.  Both target and the occupying something take 4d6 untyped damage.

Temporally Stable (Su): Time Flies are immune to temporal effects and spells, such as Time Stop.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Time Flies get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Combat: Time Fly swarms are a tad more aggressive and smug than lone members of their kind.

(https://i.imgur.com/kUtmRhq.png)
(https://i.imgur.com/dglTdzZ.png)

Time Fly
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we'll be taking a look at the Time Fly, also known as Hebecnema temporalis.  As usual, my temporally stable assistant Jim will be doing the honors!"

Magical Hazard
"The Time Fly is the unfortunate result of temporal research.  They are monstrously efficient pests causing massive temporal disturbances in their wake."

"Have you found more on their creator Jim?"

"Afraid not Harlan.  Rumor has it some particularly angry Gawds 'had a word or two' with him.  Current whereabouts unknown."

Desperate Experiment
"Viewers are of course familiar with the origin of the flies as byproducts of attempts to create a temporal passageway through this Demiplane."

"Can we leave before the spells protecting us wear off?."
Title: Re: Jesters Realm Critters
Post by: bhu on July 03, 2022, 06:17:18 PM
Penguin Seal
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +2
Speed:                10 ft. (6 squares), Swim 40 ft.
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-
Attack:               Bite +2 melee (1d3-1)
Full Attack:          Bite +2 melee (1d3-1)
Space/Reach:         5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, Hold Breath
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 8, Dex 12, Con 12, Int 2, Wis 12, Cha 6
Skills:               Listen +3, Spot +3, Swim +7
Feats:                Endurance, Weapon Finesse (B)
Environment:          Cold Aquatic
Organization:         Flock (11-30)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Penguin Seals are fish stealing miscreants.

Hold Breath (Ex): A Penguin Seal can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Skills: Penguin Seals have a a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swims in a straight line.

Combat:  Penguin Seals generally flee for the water rather than fight.


(https://i.imgur.com/Dc1h38b.png)

Penguin Seal
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we're in Lumi, with Prak and his daughter ince again!"

Gosh Darn Pitchfork Bearing Mobs
"So you've relocated your lab again after the Gryphon incident?"

"Yup.  On the plus side my daughter enjoys the snow."

"What are those creatures over therre Prak?  Goodness man, have you learned nothing?"

"I'm afraid you can blame my daughter for these."

Bringing the Jiggle
"Viewers are of course familiar with the previous incident."

"Your daughter deliberately made a new Trash Gryphon?  Why?."

"Because they're all flubbery and huggable."
Title: Re: Jesters Realm Critters
Post by: bhu on September 14, 2022, 12:04:10 AM
Raccoons of Fire and Fury
                      Small Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/-4
Attack:               Bite +4 melee (1d3-1)
Full Attack:          1 Bite +4 melee (1d3-1) and 2 Claws -1 melee (1d2-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon, Spell-Like Abilities, Fury
Special Qualities:    Darkvision 60 ft., Scent, Consume Anything, Merge, SR 13
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 8, Dex 15, Con 13, Int 16, Wis 15, Cha 16
Skills:               Balance +10, Bluff +5, Climb+10, Concentration +1, Escape Artist +6, Hide +10, Listen +6, Move Silently +6, Search +3, Spot +6, Survival +6, Swim +5, Tumble +6
Feats:                Weapon Finesse
Environment:          Any non-Desert land (but usually Forest)
Organization:        Solitary, Pair or Family (3 to 12)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          2-3 HD (Small)
Level Adjustment:     ---

"Abner...why are the lil forest critters eating my money?"

The Raccoons of Fire and Fury appear to be normal Raccoons of Bad Critter Forest.  Several things set them apart form non-magical raccoons: they have humanoid level intelligence, they can spit fire, and they can eat anything (even metal).  They live among quite a good many Fey, and have adopted their whimsical nature.  They can understand Common and Sylvan, but only rarely bother to speak it (they find pretending to be a normal animal is usually a pretty good defense).  They do have a reputation for eating money, and often rob would be adventurers who pass through their territory.

Breath Weapon (Su): Once every 1d4 rounds the Raccoon can breathe a 20 foot long Cone of Fire doing 1d8 damage (DC 11 Reflex Save for half damage, Save DC is Constitution based).

Spell-Like Abilities (Sp): At Will: Prestidigitation.  1/day: Cause Fear, Detect Magic, Detect Thoughts, Dispel Magic, Entangle, Faerie Fire, Hideous Laughter, Mislead, Pass Without Trace, Speak With Animals.  Caster level 8th. 

Fury (Ex): A Raccoon that takes damage in combat flies into a berserk fury on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a fury, the Raccoon may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Raccoon might make before his next action.  Fury is otherwise identical to the standard barbarian rage in all other ways.

Consume Anything (Ex): Raccoons are immune to disease and poison, and can consume any material, organic or otherwise.  Rumor has it their favorite food is gold coins.

Merge (Su): 3 Raccoons standing adjacent to each other can merge into 3 Raccoons in a Human Suit (see statblock below) as a Standard Action.

Skills: Raccoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently and Swim Checks.

Combat: The Raccoons prefer to ambush by stealth, confusing opponents with their Spell-Like Abilities.  If hurt, they make the most of their Fury.

(https://i.imgur.com/h20T2Wk.png)

Raccoons of Fire and Fury
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom we're in Bad Critter Forest, home to many a rumored beast!"

Mess Not With The Raccoon Federation
"So what's todays rumored beast Harlan?"

"Raccoons of an unusual disposition."

"Are we sure it's not just one of Prak's creations?  This has been his stomping ground many a time."

"Prak has  never been known to operate in this part of the forest.  He always claimed it was infested."


Bringing the Jiggle
"So what do these Raccoons do?

"Eat gold and spit fire."

"That's a bit far fetched."


3 Raccoons In A People Suit
                      Medium Magical Beast
Hit Dice:             3d10+9 (25 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          13 (+2 Dex, +1 Natural), touch 12, flat-footed 11
Base Attack/Grapple:  +3/+5
Attack:               Slam +5 melee (1d3+2)
Full Attack:          2 Slams +5 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon, Spell-Like Abilities, Fury
Special Qualities:    Darkvision 60 ft., Scent, Consume Anything, SR
Saves:                Fort +6, Ref+5, Will +3
Abilities:            Str 15, Dex 15, Con 16, Int 16, Wis 15, Cha 16
Skills:               Balance +10, Bluff +7, Climb+10, Concentration +7, Escape Artist +6, Hide +6, Listen +8, Move Silently +6, Search +7, Spot +8, Survival +6, Swim +5, Tumble +6
Feats:                Alertness, Improved Initiative
Environment:          Any non-Desert land (but usually Forest)
Organization:         Usually Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

"DO NOT BE ALARMED!  WE AM A PERFECTLY NORMAL HUMAN MALE!  WE FLOSS REGULARLY!"

"We?"

Occasionally the Raccoons need to venture among the civilized people of the world, and when that happens three of them merge into one humanoid body of any Medium sized race.  They can decide details, like race, gender, hair and eye color, etc.  They do this to find food or medicine, rescue their own, get revenge, play pranks, etc.

Breath Weapon (Su): Once every 1d4 rounds the Raccoon can breathe a 20 foot long Cone of Fire doing 4d6 damage (DC 14 Reflex Save for half damage, Save DC is Constitution based).

Spell-Like Abilities (Sp): The 3 Raccoons have the combined daily uses of their Spell-Like Abilities that they haven't already cast.

Fury (Ex): A Raccoon that takes damage in combat flies into a berserk fury on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a fury, the Raccoon may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Raccoon might make before his next action.  Fury is otherwise identical to the standard barbarian rage in all other ways.

Consume Anything (Ex): Raccoons are immune to disease and poison, and can consume any material, organic or otherwise.  Rumor has it their favorite food is gold coins.

Split (Ex): If the Raccoons take 6 or more damage in a single hit, they must make a DC 14 Fortitude Save or split into 3 raccoons (damage taken will be spread evenly among them).  If they take 12 or more damage in a single hit, they split automatically, and one of the three raccoons is dead.  They can voluntarily split as a Swift Action at any time.

Skills: Raccoons have a +8 Racial Bonus on Balance and Climb Checks.  They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks, and can always choose to take 10 on a Climb check, even if rushed or threatened.  They also have a +4 Racial Bonus on Escape Artist, Hide, Move Silently and Swim Checks.

Combat:  Raccoons merge into a humanoid form to walk unnoticed (ha!) among civilized people.  They try to avoid combat while on these stealth missions, but their tactics aren't really any different from when they fight solo.

(https://i.imgur.com/V1FVCIZ.png)

3 Raccoons In A People Suit
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Jim and I are just about to interview one of the locals on the recent raccoon rumors."

Totally Not Raccoons, No Sir
"What's your name sir?"

"I AM LORD HUMONGOUS!  I AM ALL POWERFUL!"

"Here we go..."

"What can you tell us about the rumored raccoons sir?"

"I LORD HUMONGOUS KNOW ALL!  AND RACCOONS ARE FIBBERY!"

"Harlan, are we done here?"


Not a  Perfect Disguise
"Well, you have a nice day sir..."

"GOODBYE HUMAN!"

"Human?"

"We're made, run for it!"

"Did that man split into 3 raccoons?"

"Guess, it's more than rumor."
Title: Re: Jesters Realm Critters
Post by: bhu on November 07, 2022, 12:27:35 AM
Emu, Lord
                      Large Magical Beast
Hit Dice:             4d10+16 (38 hp)
Initiative:           +2
Speed:                60 ft. (12 squares)
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +4/+13
Attack:               Kick +8 melee (1d8+5)
Full Attack:          1 Kick +8 melee (1d8+5) and 1 Peck +3 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Aura of Leadership, Dominate Emu, Grant Move Action, Frightening Presence
Special Qualities:    Darkvision 60 ft., DR 5/-
Saves:                Fort +8, Ref +6, Will +3
Abilities:            Str 20, Dex 14, Con 18, Int 14, Wis 14, Cha 16
Skills:               Bluff +6, Intimidate +6, Jump +8, Knowledge (Geography) +5, Listen +6, Sense Motive +6, Spot +6, Survival +6
Feats:                Endurance, Run
Environment:          Warm Plains
Organization:         Solitary, plus 10-100 Emus
Challenge Rating:    3
Treasure:             None
Alignment:            Neutral
Advancement:          5-12 HD (Large)
Level Adjustment:     ---

"Oh, this is some extra special deluxe bull (beep) right here..."

"Destroy!"


"I get the feeling that bird doesn't like us."

Emu Lords are larger than average Emus wearing pointy metal helmets.  They terrorize the countryside, leading flocks of hypnotized Emu brigands, and are the cause of many wars.  Strangely enough, no one has given any thought to their origins or goals.  Mostly everyone wants to know where they get the little helmets from.  Many speak Common, but they seem to be wildly xenophobic to non-bird species, and so talk very rarely.


Aura of Leadership (Su):
The Emu Lord exerts an effect on allies in it's vicinity.  Projecting an aura is a swift action. The aura remains in effect until the Emu Lord uses a free action to dismiss it.   An Emu Lords aura affects all allies within 60 feet (excluding itself).  An Emu Lords aura is dismissed if it is dazed, unconscious, stunned, paralyzed, or otherwise unable to consciously direct it's allies.  Allies may add the Emu Lords Charisma Modifier to attack rolls, skill checks, saving throws and Armor Class while within the aura.  These are Circumstance Bonuses that do not stack.  Allies also gain DR x/-, where x equals the Emu Lord's Charisma modifier.

Dominate Emu (Sp): The Emu Lord can cast Dominate Animal at will as a 5th Level Sorcerer.   Unlike normal, the duration is one day per Level, and only works on Emus.

Grant Move Action (Ex): The Emu Lord can direct and motivate it's allies to act immediately. Three times per day, as a standard action, it may grant an extra move action to any or all of it's allies within 30 feet (but not to itself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.  This extra action does not affect the allies' initiative count; the round continues normally after the Emu Lords turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the Emu Lords may get an extra move action from the Emu Lord, followed directly by a full round worth of actions on the ally's turn.).  An ally can take only one extra move action per round. (In other words, two Emu Lords can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost

Frightening Presence (Ex): Emu Lords can unsettle foes with their mere presence. The ability takes effect automatically whenever the Emu Lord attacks, or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the Emu Lord. A potentially affected creature that succeeds on a DC 15 Will save (DC 10 + ½ Emu Lord’s HD + Emu Lord’s Cha modifier) remains immune to that Emu Lord’s frightful presence for 24 hours. On a failure, creatures with 3 or less HD become Frighteneed for 1d6 rounds. Emu Lords ignore the frightful presence of other Emu Lords.

Combat: Emu Lords lead from the front, charging into battle with their flock.  They peck and kick till whatever is before them stops moving, or they take enough casualties that retreat is necessary.


Emu
                      Medium Animal
Hit Dice:             1d8+2 (6 hp)
Initiative:           +2
Speed:                60 ft. (12 squares)
Armor Class:          13 (+2 Dex, +1 Natural), touch 13, flat-footed 11
Base Attack/Grapple:  +0/+3
Attack:               Kick +3 melee (1d6+3)
Full Attack:          1 Kick +3 melee (1d6+3) and 1 Peck -2 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Low-light Vision
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 16, Dex 14, Con 14, Int 2, Wis 13, Cha 11
Skills:               Jump +3, Listen +3, Spot +3
Feats:                Endurance, Run (B)
Environment:          Warm Plains
Organization:         Solitary, Pair or Flock (3 to Eleventy Billion)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Mebium)
Level Adjustment:     ---

Emus are large, gangly birds that look terrifying when they run, because they flap about so much you're just never sure what they're up to.

Combat: Emus usually run, but every so often one gets the Devil in him and starts some fuss.

(https://i.imgur.com/uNf3MT7.png)

(https://i.imgur.com/MNm849l.png)

Emu, Lord

"We're supposed to be looking for cryptids, how the Hell did we manage to arrive in the middle of some sort of war?"

"The cryptid is said to have inspired the war Jim."

Warmongers

"Harlan, you teleported me into a skirmish between Elves and giant birds!"

"No worries Jim, you still have the cube of force."


Terrifying, Even With The Teeny Little Helmets

"Let me see if I can ask this bird what's going on.  Excuse me, sir?"

"DESTROY!"

"He doesn't appear very cooperative Jim."

"He seems determined to peck through that forcewall though.."


Title: Re: Jesters Realm Critters
Post by: bhu on November 25, 2022, 07:11:34 PM
The Six Million GP Space Hamster
                      Large Construct (Living Construct)
Hit Dice:             12d10+72 (138 hp)
Initiative:           +8
Speed:                120 ft. (24 squares), Climb 60 ft., Swim 30 ft., Burrow 30 ft.
Armor Class:          25 (-1 Size, +4 Dex, +12 Natural), touch 13, flat-footed 21
Base Attack/Grapple:  +9/+25
Attack:               Nibble +16 melee (2d6+12)
Full Attack:          Nibble +16 melee (2d6+12)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Swallow Whole, Throw Object, Bodyslam, Bionic Headbutt
Special Qualities:    Darkvision 120 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease, Bionic Leap, See Invisible, Electricity Absorption, Living Construct traits, DR 15/Adamantine, Immunity to Magic
Saves:                Fort +10, Ref +8, Will +9
Abilities:            Str 26, Dex 18, Con 22, Int 3, Wis 16, Cha 14
Skills:               Climb +16, Jump +16, Listen +12, Search +9, Spot +8, Swim +16
Feats:                Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Run, Awesome Blow (B), Improved Grapple (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral
Advancement:          7+ (Large)
Level Adjustment:     ---

"You saved Mr. Nibbles!"

Mr. Nibbles was just your average garden variety Giant Space Hamster.  And then the Neogi invaded.  Thanks to Mr. Nibbles valiant efforts his family wasn't taken, but he paid a heavy price.  He was found barely clinging to life.  A shattered wreck.  The Neogi were testing a vile weapon that prevented healing magic from working.  It was then the Winchester company stepped in to save the fallen hero by replacing his organs and limbs with experiments of their own.  Now Mr. Nibbles is back, and he looks like your average garden variety hamster.  But woe unto he who challenges the war hero. 

Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may Swallow it's opponent.  Hamsters are fond of stuffing things in their mouths as it is.  Optionally it may just store the offender in it's cheek pouch.  If it does this all that is required to escape is a Grapple Check.

Swallow Whole (Ex):   A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 24 points of damage to the Hamster’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Hamsters gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Throw Object (Ex): The Hamster can throw any object of 50-60 lbs.  This has a range increment of 60 feet.  This is a Strength based attack doing 2d6+8.  30-49 pounds does 2d4+8.  29 pounds or smaller does 2d3+8.

Bodyslam (Ex): If the Hamster succeeds in a Grapple Check it may throw it's victim up to 10 ft., knocking him prone and doing 2d6+8 damage plus Dazing him for 1 round (no Save).

Bionic Headbutt (Ex): As a Full Round Action the Hamster can make a single melee attack.  If it hits, the opponent takes 2d6+8 damage, and must make a DC 24 Fortitude Save (Save DC is Str based) or be Dazed 1 round.

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.

Bionic Leap (Ex): The Hamsters Jump DC's do not increase due to lack of movement.  Jump distances are 5 times normal.

See Invisible (Ex):  The Hamster permanently has the benefits of the See Invisibility spell.

Electricity Absorption (Ex): The Hamster is immune to electricity damage.  If it is hit by an attack or effect doing electricity damage, it heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Hamster to exceed its full normal hit points, it gains any excess as temporary hit points.

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

Skills: The Hamster has a +8 Racial Bonus on Climb, Jump, Search and Swim Checks.  It may always Take 10 on a Climb, Jump or Swim Check. It can use the run action while swimming, provided it swims in a straight line.  It also has a +4 Racial Bonus on Listen Checks.

Combat: The Hamster prefers to use it's super scamper powers to avoid trouble, unless you mess with his family.  If cornered, however, it becomes a whirlwind of terror.  Headbutts and bodyslams for everyone.

(https://i.imgur.com/9YfSji2.png)

The Six Million GP Hamster

"Step right up, and meet the hero of Reorx!"

"That's...a Giant Space Hamster..."

Don't Mess With Mr. Nibbles

"We rebuilt him sir.  We made  him faster.  Stronger.   More nibbly."

"So you made an advanced cyborg hamster?"

"We had to sir, the filthy Neogi slavers used a new weapon that left us with no other option.  And we couldn't let the little girl who loves him in the eye and tell her we couldn't save him."

"So what can he do?"

Trade Secrets

"I'm afraid I'm not at liberty to discuss that sir. "

"What are we here for then?"

"To pet the hero of Reorx, feed him a carrot, and tell him he's a good boy."

"So purely a photo op then?  I am disappointed."
Title: Re: Jesters Realm Critters
Post by: bhu on December 11, 2022, 09:08:05 PM
Were Hippo

Were Hippo is an Acquired or Inherited template that can be added to any humanoid or giant.  Talindra uses them as cheap muscle.  It's a surprisingly popular transformation.  Probably because they're consistently underestimated as fat and slow.  Hippos are not slow.  Hippos are unstoppable death machines.

Size and Type: Type doesn’t change, but it does gain the Shapechanger subtype. Size in Hippo form, or in Hybrid form is Large. Size in humanoid or giant form is unchanged.

Hit Dice: Same as the base creature plus 8d8.  To calculate total hit points, apply Constitution modifiers according to the score the zoanthrope has in each form.

Speed: Gains a 30 foot Swim speed in Hippo and Hybrid forms.

Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid and hippo form, the zoanthrope’s base natural armor bonus is +7.

Attacks: Add the base attack bonus for the base animal (+6) to the base attack bonus for the base creature. The zoanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the zoanthrope’s form.

Damage: Same as base creature in Humanoid form, same as Hippo in Hippo Form (Hippos have a Bite doing 2d6 + one and a half times Strength bonus), attacks in Hybrid Form are 2 Slam attacks doing 1d4 plus Strength and 1 Bite doing 2d6 plus 1/2 Strength.

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.

Improved Grab (Ex): To use this ability, a Were Hippo must hit 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, the Were Hippo establishes a hold on the opponent with its mouth.

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.

Hippo 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 Hippo can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Saves: Add the base save bonuses of the base animal (Fort+6, Dex +6, Wis +2) to the base save bonuses of the base creature.

Abilities: Were Hippos gain +2 Wis. In Hippo and Hybrid Forms it gains +16 Str, +10 Con.

Skills: A Were Hippo gains (2+Int) skill points times 8 hit dice.  Class skills are Listen, Spot and Swim.  A Were Hippo 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. A Were Hippo gains a +4 racial bonus on Hide checks when in the water. Further, a Were Hippo can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Feats: Gains Alertness, Endurance and Iron Will as Bonus Feats.

Environment: Any.

Organization: Solitary or pair, sometimes family (3-4), pack (6-10)

Challenge Rating: +2

Treasure: Unchanged.

Alignment:
Always Neutral.

Advancement: By Character Class.

Level Adjustment: +3 Afflicted (+4 Natural)

Example of creature using template here:

 Big John (Fighter 3/Were Hippo)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d10+6 plus 8d8+56 (114 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Dex, +2 Natural, +4 Chain Shirt), touch 11, flat-footed 16
Base Attack/Grapple:  +9/+11
Attack:               Greatsword +11  melee (2d6+3)
Full Attack:          Greatsword +11/+6  melee (2d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Alternate Form, Hippo Empathy, Low-light Vision, Scent
Saves:                Fort +10, Ref +7, Will +5
Abilities:            Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Skills:               Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
Feats:                Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
Challenge Rating:    5
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4


 Big John (Hybrid Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d10+6 plus 8d8+56 (114 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +9/+23
Attack:               Greatsword +18 melee (2d6+15) or Slam +18 melee (1d4+10)
Full Attack:          Greatsword +18/+13 melee (2d6+15) or 2 Slams +18 melee (1d4+10) and 1 Bite +13 melee (2d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Hippo Empathy, Low-light Vision, Scent, Hold Breath
Saves:                Fort +13, Ref +7, Will +5
Abilities:            Str 31, Dex 13, Con 24, Int 8, Wis 12, Cha 10
Skills:               Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
Feats:                Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4


 Big John (Hippo Form)
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             3d10+6 plus 8d8+56 (114 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          19 (-1 Size, +1 Dex, +9 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +9/+23
Attack:               Bite +18 melee (2d6+15)
Full Attack:          Bite +18 melee (2d6+15)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Curse of Zoanthropy
Special Qualities:    Alternate Form, DR 10/Silver, Hippo Empathy, Low-light Vision, Scent, Hold Breath
Saves:                Fort +13, Ref +7, Will +5
Abilities:            Str 31, Dex 13, Con 24, Int 8, Wis 12, Cha 10
Skills:               Climb +6, Intimidate +4, Jump +6, Listen +5, Spot +5, Swim +10
Feats:                Cleave, Power Attack, Alertness (B), Endurance (B), Great Cleave (B), Improved Bull Rush (B), Iron Will (B)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Big John was teased relentlessly by the other Fighters about his weight.  Then one day a strange woman promised him he'd never be teased again if he took her hand.  Then she bit him and wished him luck.  So now he's a Zoanthrope, and employers are scared enough of him he had to take a job at the local temple to Talindra.  Which is okay by him.  She pays well.

(https://i.imgur.com/5sNFEi5.png)

Were Hippo

"Your name sir?"

"Everyone round here calls me Big John."

"Because you're in charge?"

"No because they're fat shamers."

"But aren't you a Zoanthrope?"

"I am now.  Boy you should see people go runnin' when I change."

Responsible For More Deaths Than Any Other Zoanthrope

"So how did you become a...er, what are you?"

"I'm a Were Hippo.  I got bit by a woman someday when I was down from being teased, and I woke up here."

"A woman bit you?"

"Yup.  And left me on the Church steps.  Been a guard ever since."

Masters Of Watermelon Crushing

"And you're okay with this?"

"Hells yeah.  The Church treats me and other people like me well.  Plus I'm as strong as a Giant now."
Title: Re: Jesters Realm Critters
Post by: bhu on December 18, 2022, 11:07:35 PM
Lumian Death Crab
                      Large Magical Beast (Amphibious, Aquatic, Cold)  Note that unlike normal critters, The Death Crab has no Swim speed, despite being Aquatic
Hit Dice:             10d10+30 (85 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          24 (-1 Size, +1 Dex, +14 Natural), touch 10, flat-footed 23
Base Attack/Grapple:  +10/+19
Attack:               Pincer +15 melee (1d8+5/x3)
Full Attack:          2 Pincers +15 melee (1d8+5/x3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Constrict (2d8+5), Razor Claws
Special Qualities:    Darkvision 60 ft., Mindless, DR 10/Adamantine, Immunity to Magic, Scent, Immunity to Cold, Vulnerability to Fire
Saves:                Fort +10, Ref +8, Will +7
Abilities:            Str 20, Dex 13, Con 17, Int --, Wis 14, Cha 12
Skills:               Hide +1, Spot +6
Feats:                Blind-Fight (B), Improved Initiative (B), Iron Will (B),  Weapon Focus (Pincer, B)
Environment:          Cold Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---

"Rich people are effin' crazy."

Lumian Death Crabs that live in the frigid, arctic waters of Lumia.  Somehow it was discovered they pretty much melt into a tasty broth when boiled (except for their brain, which is the size of an orange).  Gourmands subsidize a dangerous, and highly illegal, trade in Death Crabs.  The Crabs are frequently smuggled into high level restaurants, where teams of men compete to wrestle them into boiling pools of water for the patrons enjoyment.  Activists frequently set the crabs free, which doesn't endear them to anyone, as the Crabs always go on an ultra-violent killing spree.  Studies have failed to determine the cause of their aggressiveness, as no one can figure out how to keep them from killing anything they see.  Even when there are no living beings to kill, the Crabs destroy any breakable object in reach.  Quite honestly, they're terrifying.

Improved Grab (Ex): To use this ability, a Crab must hit with a Pincer attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.  Crabs have a +4 racial bonus on grapple checks.

Constrict (Ex): A Crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Razor Claws (Ex): The Crabs Pincer attacks do x3 damage on a successful critical hit.

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

Skills: The Crab has a +4 Racial Bonus on Hide and Spot Checks.

Combat: Lumian Death Crabs are practically rabid.  They slaughter anything that swims into view, whether they are hungry are not.  They don't retreat, nor do they take time for tactics.  hey run up and start swinging, and they keep swinging until the target dies or they do.

(https://i.imgur.com/UIBvAt7.png)

Lumian Death Crab

SKREEEEE!

"Is that three Ogres in a back alley trying to wrestle a Lumian Death Crab through a back door?"

"There's a thriving illegal trade in them here.  Rich fascists will pay a great deal of money to eat their brain."

"So it's a cabal of evil gourmet foodies?"

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

Ustoppable Death Machine

"Maybe we should engage in some shenanigans.  It's been a while."

"You sure about that?  The rampages these things go on is frightening."

"We'll call the Guard whilst it's punishing the bad guys."


Setting The Bar For Terror

"Why not.  Could be amusing."

"I'll take the two on the left."
Title: Re: Jesters Realm Critters
Post by: bhu on December 23, 2022, 07:58:53 PM
Were Fiend 

Were Fiends is an Acquired or Inherited Template that can be applied to any Humanoid.  They were part of an ill-advised expansion plan of Talindra's designed to extend her sphere of influence.  Needless to say, Joshua, Gawd of Fiends, was not amused.  He took a definite exception, and after a long fight, he and Talindra share joint custody over Were Fiends in the afterlife.  In Hybrid form, the Were Fiends are horned and hooved hairy humanoids, with long tongues and fangs.  They greatly resemble the traditional description of Krampus.  Their fiend form is much the same, but with a goats head.

Size and Type: Size doesn't change,   Type changes to Outsider with the Native Subtype in Hybrid and Fiend Forms.  If the base creature is Chaoric, Lawful or Evil in alignment it gains those Subtypes as well.

Hit Dice: The base creature gains 6d8 Hit Dice.  To calculate total hit points, apply Constitution modifiers according to the score the fiendthrope has in each form.

Speed: Base land speed increases by +10 feet in Hybrid and Fiend forms.

Armor Class: The base creature’s natural armor bonus increases by +2 in Humanoid form.  In hybrid and Fiend forms it becomes +7.

Attacks: Add the base attack bonus for the base fiend (+6) to the base attack bonus for the base creature. The fiendthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the fiendthrope’s form.

Damage: Unchanged in Humanoid form.  It gains a Primary Bite attack doing 2d4 plus Str Bonus, and a Secondary Claw attack doing 1d6 plus 1/2 Str Bonus in hybrid and fiend forms.  It gains 1 Bite and 2 Claws with a full attack.

Special Attacks: A fiendthrope retains the special attacks of the base creature, and also gains the special attacks described below:

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

Spell-Like Abilities (Sp): The Were Fiend gains some SLA's in hybrid and fiend forms.  3/Day: Cause Fear, Doom, Jump, Pass Without Trace, Shillelagh, Spider Climb.  Caster Level is equal to Hit Dice, Save DC's are Charisma based.

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

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

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

Fiend Empathy (Ex): In any form, fiendthropes can communicate and empathize with Outsiders whose Alignment matches theirs. This gives them a +4 racial bonus on checks when influencing the Outsider's attitude.

See In Darkness (Su): A fiendthrope can see perfectly in darkness of any kind, even that created by a deeper darkness spell in any form.

Immunities: The base creature is immune to Fire and Poison in hybrid and fiend forms.

Spell Resistance (Ex): The base creature gains Spell Resistance equal to (11+CR) in hybrid and fiend forms.

Summon Fiend (Sp): Once per day, in Fiend form only, a Were Fiend can attempt to summon a CR 2 Fiend with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.  Chaotic Were Fiends summon a Dretch.  Lawful Were Fiends summon an Imp.  Neutral Were Fiends summon a Vargouille.

Saves: The creature's Base Saving Throws increase by +5.

Abilities: Cha improves by +2.  In Hybrid and Fiends forms it gains +4 Str, +4 Dex, and +6 Con.

Skills: A Were Fiend gains (8+Int) skill points times 8 hit dice.  Class skills are Bluff, Diplomacy, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Sense Motive, Spot and Use Magic Device.

Feats: Gains Deceitful, Negotiator and Persuasive as Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +3

Treasure: Unchanged.

Alignment:
Unchanged, but often leans towards Evil.

Advancement: Unchangedl.

Level Adjustment: +6

Example of creature using template here:

Old Scratch (Human Warrior 5/Were Fiend (Human Form)
                      Medium Humanoid
Hit Dice:             5d8+10 plus 6d8+30 (89 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +11/+13
Attack:               Club +13 melee (1d6+2)
Full Attack:          Club +13/+8 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      ---
Special Qualities:    Alternate Form, Fiend Empathy
Saves:                Fort +11, Ref +7, Will +7
Abilities:            Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 14
Skills:               Bluff +8, Climb +8, Diplomacy +8, Disguise +4, Forgery +1, Hide +8, Intimidate+8, Jump +8, Listen +8, Move Silently +6, Ride +4, Sense Motive +8, Spot +8, Use Magic Device +8
Feats:                Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


Old Scratch (Human Warrior 5/Were Fiend (Hybrid Form)
                      Medium Outsider (Chaos, Native)
Hit Dice:             5d8+10 plus 6d8+30 (89 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +11/+15
Attack:               Club +13 melee (1d6+4) or Bite +13 melee (2d4+4)
Full Attack:          Club +13/+8 melee (1d6+4) or 1 Bite +13 melee (2d4+4) and 2 Claws +8 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Fiendthropy, Spell-Like Abilities
Special Qualities:    Alternate Form, DR 10/Silver, Fiend Empathy, See in Darkness, Immune to Fire and Poison, SR 19
Saves:                 Fort +14, Ref +9, Will +7
Abilities:            Str 19, Dex 17, Con 20, Int 8, Wis 12, Cha 14
Skills:               Bluff +8, Climb +10, Diplomacy +8, Disguise +4, Forgery +1, Hide +10, Intimidate+8, Jump +10, Listen +8, Move Silently +8, Ride +6, Sense Motive +8, Spot +8, Use Magic Device +8
Feats:                Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4


Old Scratch (Human Warrior 5/Were Fiend (Fiend Form)
                      Medium Outsider (Chaos, Native)
Hit Dice:             5d8+10 plus 6d8+30 (89 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +11/+15
Attack:               Club +13 melee (1d6+4) or Bite +13 melee (2d4+4)
Full Attack:          Club +13/+8 melee (1d6+4) or 1 Bite +13 melee (2d4+4) and 2 Claws +8 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Fiendthropy, Spell-Like Abilities, Summon Fiend
Special Qualities:    Alternate Form, DR 10/Silver, Fiend Empathy, See in Darkness, Immune to Fire and Poison, SR 19
Saves:                Fort +14, Ref +9, Will +7
Abilities:            Str 19, Dex 17, Con 20, Int 8, Wis 12, Cha 14
Skills:               Bluff +8, Climb +10, Diplomacy +8, Disguise +4, Forgery +1, Hide +10, Intimidate+8, Jump +10, Listen +8, Move Silently +8, Ride +6, Sense Motive +8, Spot +8, Use Magic Device +8
Feats:                Combat Reflexes, Dodge, Mobility, Spring Attack, Deceitful (B), Improved Initiative (B), Negotiator (B), Persuasive (B)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Old Scratch was a local drunkard and brawler, when Talindra proposed a deal to him.  He signed up immediately.  Super powers for free?  What kind of fool turns that down?


(https://i.imgur.com/p1ZKhFv.png)

Were Fiend

"So how did you come to be known as Old Scratch?"

"I'm itchy."

"What prompted you to be a Were Fiend?  It seems like it would carry a reputation."

"Well the Fiends don't care for us, but everyone else is okay with it.  We've actually become a holiday staple."

"What?"

"We don't change during the full moon.  It's mostly strong emotions  or holidays that do it for us.  Especially the Yule holidays."

Festive Devils

"So how are you a holiday staple?"

"We get to dress up and go on parade, and tell the children not to be naughty or we'll drag them off to Hell."

"How does Hell feel about this?"

"The Baatezu are real (beeps) man.  I think they're jealous."

Mistakes Happen

"So what convinced you to sign up for this?"

"Life as a guard was mighty boring, and the women all go for you exotic adventurer types.  I needed a competitive edge in the dating pool."
Title: Re: Jesters Realm Critters
Post by: bhu on January 02, 2023, 08:03:51 PM
Mad Mad Monke
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Armor Class (when Raging):          17 (+1 Size, +3 Dex, +1 Natural, +2 Dodge), touch 16, flat-footed 12
Base Attack/Grapple:  +1/-2
Attack:               Bite +5 melee (1d4+1) or Rock +5 ranged (1d4+1)
Full Attack:           Bite +5 melee (1d4+1) and 2 Paws +0 melee (1d3) or Rock +5 ranged (1d4+1)
Attack (when Raging):               Bite +5 melee (1d4+3) or Rock +5 ranged (1d4+3)
Full Attack (when Raging):           Bite +3 melee (1d4+3) and 3 Paws -2 melee (1d3+1) or 2 Rocks +3 ranged (1d4+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rage, Insult, Argue
Special Qualities:    Darkvision 60 ft., Aura of Rage, Scent
Saves:                Fort +2, Ref +5 (+7 when Raging), Will +4
Abilities:            Str 13 (17 when Raging), Dex 16, Con 11, Int 6, Wis 15, Cha 6
Skills:               Balance +3, Climb +9, Listen +4, Spot +4
Feats:                Weapon Finesse, Iron Will (B)
Environment:          Warm Desert, Forest or Plains
Organization:         Solitary or Troop (10-40)
Challenge Rating:     1
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2-3 HD (Small)
Level Adjustment:     ---

"Monkeys gotta die Bert."

"I feel like we've been here before..."

Mad Mad Monkes are actually small apes, with a severe attitude.  They seem to inspire rage in all who see them, and while some blame magic, their own behavior certainly doesn't help.

Rage (Ex): Whenever a Monke gets angry it goes into  Rage until the encounter is over.  When the Monke enters a rage, it temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a Rage, the Monke may make one extra attack in a round at it's highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Monke might make before it's next action.

Their Rage is otherwise identical to the standard barbarian rage in all other ways.

Insult (Su): As a Standard Action the Monke can unleash a blistering torrent of insults against a creature within 30 ft.  The opponent must make a DC 12 Willpower Save (Save DC is Wisdom based) or argue back for (3 plus Wisdom modifier) rounds.  Neither the Monke or it's opponent can do anything else during this time, and both lose their Dexterity Bonus to Armor Class.  This is a Language Dependent, Mind Affecting Effect.

Argue (Su): As a Standard Action the Monke can argue with an oopponent within 30 ft.  The opponent must make a DC 12 Willpower Save (Save DC is Wisdom based) or take a -1 Morale Penalty to attack and damage rolls (-2 if they attack anyone other than the Monke).  This effect lasts (3 plus Wisdom modifier) rounds.  This is a Language Dependent, Mind Affecting Effect.

Aura of Rage (Su): Any being within 30 feet of the Monke that is Raging cannot end it's Rage voluntarily, nor may it distinguish friend from foe (the Monke is not immune to this).  Spells and magical effects that rely on anger are harder to ignore as well (for example Incite Riot, see PHB II).  Any creature within the aura's area of effect takes a -2 Penalty to it's Saving Throw.

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

Combat:  Monkes love to start fights, an really never bother to think it through.

(https://i.imgur.com/8y4PiWp.png)

Mad Mad Monke

"well, storms over.  Let's get back to it."

"A shame we couldn't spend more time with the Hamsters.  The were fascinating."

"No worries.  I've memorized the location so we can teleport back."

"Hold up.  There's a small ape over there giving us the side eye."

"He's an angry looking fellow."

No Anger Management Skills

"HEY!  HEY (BEEP)!  (BEEP) YOUR (BEEP) AND YOUR (BEEEEEP) STANDING ON MY (BEEEEEEEEEEEEEEEEEEEEEEEEEEP)!

"Well."

"It's days like this I'm glad I shelled out for that beeper."

"Whats your issue sir?"

"(BEEP)"

Every Day Is The Jerry Springer Show

"Don't look now, there are more of them."

"Ranger mode activate!"
Title: Re: Jesters Realm Critters
Post by: bhu on January 07, 2023, 08:06:57 PM
Chainsaw Bear
                      Large Magical Beast
Hit Dice:             8d10+40 (84 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+21
Attack:               Chainsaw +16 melee (2d6+9)
Full Attack:          2 Chainsaws +16 melee (2d6+9) and 1 Bite +11 melee (2d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Chainsaw Bear!
Special Qualities:    Darkvision 60 ft., Scent, DR 10/-
Saves:                Fort +11, Ref +7, Will +3
Abilities:            Str 28, Dex 13, Con 20, Int 6, Wis 12, Cha 13
Skills:               Hide +0, Intimidate +3, Listen +4, Spot +4, Swim +9
Feats:                Endurance, Power Attack, Track
Environment:          Any
Organization:         Solitary, Pair, or Family (3-4)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          9-13 HD (Large), 14-27 HD (Huge)
Level Adjustment:     ---

"Abner, you feel like we're bein' watched?"

"That I do."

"CHAINSAW BEAR!"

This is a large brown bear that stands on it's hind legs, that has chainsaws for hands.  Their eyes tend to glow red.  I'd go into it's origin, but we all know a Wizard did it.  Probably while under the influence.  Chainsaw Bears speak Common, and usually have a pretty dark sense of humor.

Chainsaw Bear! (Ex): The Chainsaw Bear may activate it's chainsaws as a Swift Action.  When activated, the saws make so much noise that the Chainsaw Bear automatically fail all Hide and Move Silently Checks, and the chainsaws threaten a critical on a natural 18-20.  It also gains a +2 Circumstance Bonus to Intimidate Checks.  If the Chainsaw Bear makes a Sunder Attack while it's saws are activated, it is considered to have the Improved Sunder Feat.

Combat: Chainsaw Bears like to surprise people before whacking them with their saws.

(https://i.imgur.com/TkDi79e.png)

Chainsaw Bear

"Ranger mode activate?"

"Come on now.  You know that was funny."

"Whatever.  At least you chased off the apes, and we're on the road back to civilization."

"We're still in Bad Critter Forest though."

"What is that noise?"

Chainsaws For Paws

"CHAINSAW BEAR!"

"It appears to be a bear with clockwork saws for it's front paws indelicately murdering a goat."

"It's good thing we saw it first."

"I wonder how this thing came about?"

"CHAINSAW BEAR!"

Loves To Surprise You

"It certainly has an extensive vocabulary..."

"I wonder if it's Prak's, or he has another local rival?"
Title: Re: Jesters Realm Critters
Post by: bhu on January 10, 2023, 10:21:57 PM
Molotov Cockatiel
                      Tiny Magical Beast (Fire)
Hit Dice:             1d10+1 (6 hp)
Initiative:           +4
Speed:                10 ft. (2 squares), Fly 60 ft. (Average)
Armor Class:          17 (+2 Size, +1 Deflection, +4 Dex), touch 17, flat-footed 13
Base Attack/Grapple:  +1/-11
Attack:               Peck +7 melee (1d3-4) or Spit Fire +7 ranged (1d6 Fire)
Full Attack:          Peck +7 melee (1d3-4) or Spit Fire +7 ranged (1d6 Fire)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spit Fire
Special Qualities:    Darkvision 60 ft., Defensive Aura, Immolation, Telepathy 60 ft., SR 12, Uncanny Dodge
Saves:                Fort +3, Ref +6, Will +3
Abilities:            Str 3, Dex 18, Con 12, Int 12, Wis 16, Cha 16
Skills:               Bluff +6, Diplomacy +6, Listen +6, Spot +6
Feats:                Weapon Finesse
Environment:          Any land
Organization:         Solitary, Pair, Flock (3-20), Apocalypse (100+)
Challenge Rating:     1
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2-3 HD (Tiny)
Level Adjustment:    ---

"Dammit Abner, we swore off explodin' birds in our last contract negotiation."

Molotov Cockatiels are yellow-orange birds with red cheeks, and flames burning at the ends of their feathers.  Known for mocking those nearby and spontaneously exploding.  And not dying.  They not die a lot.

Spit Fire (Su): The Molotov Cockatiel can spit small balls of fire out to 60 feet as a Standard Action.

Defensive Aura (Su): A Molotov Cockatiel has a +1 deflection bonus to Armor Class. This ability is always in effect.

Immolation (Su): When it dies, a Molotov Cockatiel immolates itself as a final action. This produces a cloud of flame in a 10-foot-high, 10-foot-radius spread. Each creature in the area takes 2d6 points of Fire damage (Reflex DC 11 for half damage). There is a 50% chance it rises resurrected from the ashes. This new bird arrives at the end of the round. Save DC is Con based.

Telepathy (Su): A Molotov Cockatiel can communicate telepathically with any non-avian creature within 60 feet. It can also speak normally with any avians.

Uncanny Dodge (Ex):
A Molotov Cockatiel retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked. Even if it fails a Spot check, it still knows that something is in the area; it merely lacks any details as to its exact location or description.

Combat: Molotov Cockatiels fly about and spit fire till opponents get tired and go away.  If they get hurt they fly in close and go boom.

(https://i.imgur.com/gZaLi3u.png)

Molotov Cockatiel

"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 looking at the Molotov Cockatiel, aka Nymphicus Flammeus."

"No one knows how these things came about, but it's assumed a local mage infused regular cockatiels with Phoenix blood."

"Dammit Prak..."

"This isn't one of mine."

"(beeep) Prak, what the hell are you doing here?"

The Flames Are Mostly Illusory.   Mostly.

"Checking on a creation that IS mine."

"Any idea who made these?"

"Nope.  Beautiful Birds though."

"So you're minion isn't suddenly going to come screaming at us from the darkness is it?"


Mockery Thy Name Is Bird

"Relax, I got ti forcecaged"

"RAWK! He's a liar."

"The bird seems to know you well..."

"Well let's go meet this thing and get it over with.."
Title: Re: Jesters Realm Critters
Post by: bhu on March 19, 2023, 11:44:07 PM
Chicken Golem
                      Small Golem
Hit Dice:             3d10+10 (26 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 20 ft. (Clumsy)
Armor Class:          16 (+1 Size, +1 Dex, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +2/-3
Attack:               Peck +4 melee (1d4-1)
Full Attack:          1 Peck +4 melee (1d4-1) and 2 Claws -1 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Flying Charge, Persnickety
Special Qualities:    Construct traits, Darkvision 60 ft., Low-light Vision, Immunity to Magic, DR 5/Adamantine, Short Term Flight
Saves:                Fort +1, Ref +2, Will +2
Abilities:            Str 8, Dex 13, Con -, Int -, Wis 12, Cha 6
Skills:               Search +8
Feats:                Weapon Finesse (B)
Environment:          Any
Organization:         Solitary or Flock (10-30)
Challenge Rating:     <##>
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Small, 7-9 HD (Medium)
Level Adjustment:     ---

Chicken Golems are flesh golems made of chicken.  Because apparently the world wasn't disturbing enough.

Flying Charge (Ex): When the Chicken Golem charges it uses it's Flight Speed to gain momentum, launching itself onto it's opponent in the air.  It makes a Full Attack with the charge, and it's opponent must make a DC 11 Willpower Save (Save DC is 10 plus half Hit Dice plus Cha Modifier plus a +2 Racial Bonus) or be Shaken for 1d6 rounds.

Persnickety (Ex): Whenever it is given an order, there is a cumulative 1% chance the Chicken Golem disobeys, and does whatever the hell it feels like doing instead (it still thinks of itself as a chicken).  The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 13 Charisma check.  If he fails, the Golem pecks him (and maybe everyone else nearby).

Immunity to Magic (Ex): A Chicken Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a Chicken Golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the Chicken Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Chicken Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Chicken Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Chicken Golem gets no saving throw against attacks that deal electricity damage.

Short Term Flight (Ex): A Chicken Golem can fly for 5 rounds before it must land and rest for 2 rounds (and by rest we mean no flying, it can still move or perform other actions).  It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Skills: Chicken Golems gain a +8 Racial Bonus to Search Checks.

Combat: Pretty much like any other chicken, with a little extra terrifying.

(https://i.imgur.com/2jQ7Ifj.png)

Chicken Golem
"Yessir."

Stubborn As The Real Thing

"You want Clucky?  But she's the least powerful Golem we got."

"Chickens do punch above their weight."

"Indeed.  How much?"

"It's hard to put a price on something I have an emotional attachment to."

"Maybe we can 'rent' her?"


Revenge Minded

"Perhaps a task we can perform?"

"You can help round up the Invisiblobs."

"And now I regret speaking."
Title: Re: Jesters Realm Critters
Post by: bhu on March 19, 2023, 11:44:35 PM
Bear Golem
                      Huge Construct
Hit Dice:             15d10+40 (122 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          21 (-2 Size, +13 Natural), touch 8, flat-footed 21
Base Attack/Grapple:  +11/+31
Attack:               Claw +21 melee (2d8+12)
Full Attack:          2 Claws +21 melee (2d8+12) and 1 Bite +16 melee (4d6+6)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Berserk, Improved Grab, Haste
Special Qualities:    Construct traits, Darkvision 60 ft., Low-light Vision, Immunity to Magic, DR 10/Adamantine, Scent
Saves:                Fort +5, Ref +5, Will +5
Abilities:            Str 35, Dex 11, Con -, Int -, Wis 10, Cha 6
Skills:               Swim +16
Feats:                ---
Environment:          Any
Organization:         Solitary or gang (2-4)
Challenge Rating:     <##>
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-22 HD (Huge), 23-45 HD (Gargantuan)
Level Adjustment:     ---

The original Bear Golem was a flesh golem made from bears for a crime lord in Alfheim who used it to guard his drug operation.  Unfortunately for him the local bears had a thing for coca leaves...

Berserk (Ex): When a Bear Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.  Double the chances of going Berserk if the Bear Golem can smell cocaine.

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

Haste (Ex): When the Bear Golem is 'exposed' to a certain white powder, it gains the effects of a Haste spell for 20 rounds.

Immunity to Magic (Ex): A Bear Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a Bear Golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the Bear Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Bear Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Bear Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Bear Golem gets no saving throw against attacks that deal electricity damage.

Skills: A Bear Golem has a +4 racial bonus on Swim checks.

Combat: Pretty much acts like your standard bear so long as it's drug free.  It's a wee bit...aggressive otherwise.

(https://i.imgur.com/GebXJaw.png)

Bear Golem
"Is that what I think it is?"

Comes With The Bear Necessities

"Yessir! The original Bear Golem!  Made for Old Scarface herself!"

"Wasn't she a drug dealer?"

"Pass."

"It's in mint condition, I swear!"

"it does look fairly tough Harlan."


It Has Issues

"Bawb forgets to mention that the Golem was made from bears addicted to Scarface's product.  So is the Golem made from them."

"It's been to rehab!  I swear!"

"Pass."

Title: Re: Jesters Realm Critters
Post by: bhu on March 19, 2023, 11:45:01 PM
Shark Golem
                      Huge Construct
Hit Dice:             15d10+40 (122 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 50 ft.
Armor Class:          22 (-2 Size, +1 Dex, +13 Natural), touch 9, flat-footed 21
Base Attack/Grapple:  +11/+27
Attack:               Bite +17 melee (2d10+8)
Full Attack:          1 Bite +17 melee (2d10+8) and 2 Slams +12 melee (2d10+4)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Berserk, Improved Grab, Swallow Whole
Special Qualities:    Construct traits, DR 10/Adamantine, Darkvision 60 ft., Low-light Vision, Immunity to Magic, Keen Scent, Blindsense 30 ft.
Saves:                Fort +5, Ref +6, Will +5
Abilities:            Str 27, Dex 13, Con -, Int -, Wis 11, Cha 1
Skills:               Swim+16
Feats:                ---
Environment:          Any
Organization:         Solitary or gang (2-4)
Challenge Rating:     <##>
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-22 HD (Huge), 23-45 HD (Gargantuan)
Level Adjustment:     ---

A Shark Golem is an 18 foot tall humanoid monstrosity composed of the dead bodies of sharks.  It's Wizard creator thought the first one was so cool he didn't even try to hide his involvement.  Which made it easy for the lawyers to find him when it inevitably got loose.

Berserk (Ex): When a Shark Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.  Double the chances of going Berserk if the Shark Golem can smell blood.  If it successfully tastes blood due to biting a living creature, it automatically goes berserk until there is no living creature left in sight (it also gains a +2 Morale Bonus to attack rolls during this time).  If more than one Shark Golem is present, and one of them goes Berserk, all of them go Berserk.

Improved Grab (Ex): To use this ability, a Shark Golem must hit 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 establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex):  A Shark Golem can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+8 points of bludgeoning damage from the Shark Golem's gizzard. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Shark Golem's 'digestive tract' (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Shark Golem’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Immunity to Magic (Ex): A Shark Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a Shark Golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the Shark Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Shark Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Shark Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Shark Golem gets no saving throw against attacks that deal electricity damage.

Keen Scent (Ex): A Shark Golem can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills:  A Shark Golem 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: Shark Golems pretty much act like any other shark, with the addition of being able to punch you.


(https://i.imgur.com/lSP8yAS.png)

Shark Golem
"We meet again Bawb."

"You two know each other?"

As If Regular Flash Golems Weren't Bad Enough

"Indeed we do sir!  Why young Jurgens used to be one of my best clients!"

"Used to be?"

"I got wiser."

"To business! You gentlemen need a Golem!  And no one knows Golems like Big Bawb."

"Jebus, that thing is huge."


Don't Bleed Near Them

"It's also part shark.  Pass."

"But you haven't even heard the sales pitch yet!"

"You forget I know you Bawb."

"What about that one?"
Title: Re: Jesters Realm Critters
Post by: bhu on March 22, 2023, 12:42:38 AM
Advanced Flesh Golem

Advanced Flesh Golem is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin.  Some Mages have perfected the process of creating Flesh Golems to the point that if a body is relatively intact they can reanimate it as a Flesh Golem, with the original personality intact.

Size and Type: Size is unchanged, Type becomes Construct. 

Hit Dice: All current and future Hit Dice become d10's, and the base creature gains hit points based on size like any other Construct.

Speed: Unchanged..

Armor Class: The Base Creatures Natural Armor Bonus to AC increases by an amount depending on it's Size: Tiny or Smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+7) and Colossal (+11).  There is also a minimum Natural AC Bonus based on Size: Tiny or Smaller (+1), Small (+3), Medium (+6), Large (+10), Huge (+12), Gargantuan (+21) and Colossal (+33).

Attacks: The Base Creature retains it's BAB and natural attacks (though those attacks increase in damage).  If the Base Creature is a Humanoid or similar being with only an Unarmed Strike gets a Slam attack (2 Slams with a Full Attack) whose damage depends on Size.

Damage: Creatures that gain a Slam Attack base it's damage on their Size: Tiny or smaller (1d6), Small (1d8), Medium (1d10), Large (2d8), Huge (3d8), Gargantuan (4d8) or Colossal (5d8).  If the creature has Natural Attacks, their damage increases by 1 step as if it had increased in size.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Damage Reduction (Ex): The Base creature gains DR x/Adamantine, the amount of which depends on the Base Creatures Size: Tiny or Smaller (DR 3), Small or Medium or Large (DR 5), Huge or Gargantuan (DR 10), or Colossal (DR 15).

Immunity to Magic (Ex):  A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.

Saves: All Saves are bad Saves and must be recalculated.

Abilities: The Base Creature no longer has a Constitution score.  -2 Dex.  Strength increases by an amount depending on the Base Creatures Size: Tiny or smaller (+2), Small (+4), Medium (+6), Large (+10), Huge (+14), Gargantuan (+18), Colossal (+22).

Skills: Unchanged.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: Tiny or Smaller (+1), Small (+2), Medium (+2), Large (+2), Huge (+3), Gargantuan (+3), Colossal (+4).

Treasure: Unchanged.

Alignment: Tends to shift towards Neutral, with a few going mad and becoming Neutral Evil.

Advancement: Unchanged.

Level Adjustment: Tiny or Smaller (+1), Small (+4), Medium (+4), Large (+5), Huge (+5), Gargantuan (+7), Colossal (+8).

Example of creature using template here:

      Eliza  (Commoner 2/Advanced Flesh Golem
                      Medium Construct
Hit Dice:             2d10+20 (31 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          16 (+6 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +1/+3
Attack:               Slam+3 melee (1d10+2)
Full Attack:          2 Slams+3 melee (1d10+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Construct traits, Immunity to Magic, Low-light Vision, Darkvision 60 ft., DR 5/Adamantine
Saves:                Fort +0, Ref +0, Will +1
Abilities:            Str 14, Dex 11, Con -, Int 10, Wis 12, Cha 15
Skills:               Climb +4, Craft +2, Handle Animal +4, Listen +3, Ride +3, Spot +3, Swim +3
Feats:                Alertness
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4

Eliza was a poor farmers daughter struck down before her time, re-animated by a crazy mage intent on proving he could resurrect people without needing the Gawds.  Said Gawds lightning bolted him for his trouble.  Eliza leads a fairly normal life after decades of therapy.


5E ADVANCED FLESH GOLEM TEMPLATE
An Aberration, Beast, Dragon, Giant, Humanoid or Monstrosity can become an Advanced Flesh Golem.

Challenge. Recalculate the Challenge Rating after you apply the template.

Attributes. Increase your Strength and Constitution scores by +2, reduce Dexterity score by -2.

Damage Immunities. The base creature becomes immune to the following damage types: Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine.

Condition Immunities. The base creature becomes immune to the following conditions:  Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Immutable Form. The base creature is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the base creature is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The base creature has advantage on saving throws against spells and other magical effects.

Magic Weapons. The base creature's weapon attacks are magical.

New Action: Multiattack. If the base creature has no natural attacks, it gains the ability to make 2 Slam attacks.

New Action: Slam If the base creature has no natural attacks, it gains a melee Slam attack.  Attack roll and damage bonus are based on Strength or Dexterity, whichever is higher.  Range depends  on the Base creatures size: Large or smaller (5 feet), Huge (10 feet), Gargantuan (15 feet).  Damage is also based on the base creature's size: Tiny (1d8), Small (2d6), Medium (2d8), Large (2d10), Huge (4d6), Gargantuan (4d8).

Advanced Flesh Golem
"Who is that young girl?"

Resurrection Is Not Fun

"Her? That's Eliza.  Rescued her from a mob.  She's my assistant."

"Is she okay?  She seems a little out of it."

"Good evening miss."

"She's an experimental flesh golem.  She's a misfit, like us."

"What happened to her creator?"


Do Not Usurp The Gawds

"He got smote."

"Which of Bawb's creations would you take madam?"

"I'd take Clucky."

"Would that be the Chicken?"
Title: Re: Jesters Realm Critters
Post by: bhu on March 24, 2023, 01:13:30 AM
Invisiblob
                     Medium Ooze
Hit Dice:             4d10+20 (42 hp)
Initiative:           +0
Speed:                10 ft. (2 squares)
Armor Class:          10, touch 10, flat-footed 10
Base Attack/Grapple:  +3/+4
Attack:               Slam +4 melee (1d6+1 plus 1d6 Acid)
Full Attack:          Slam +4 melee (1d6+1 plus 1d6 Acid)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid, Invisibility
Special Qualities:    Blindsight 60 ft., Immunity to cold and fire, Ooze traits
Saves:                Fort +6, Ref +1, Will -4
Abilities:            Str 12, Dex 10, Con 21, Int -, Wis 1, Cha 1
Skills:               ---
Feats:                ---
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

Invisiblobs are from Grey Ooze stock.  They were magically manipulated to be invisible, and thus be more effectivee minions.  There are no records of their creators, likely because they were wiped out.

Acid (Ex): An Invisiblob secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage

Invisibility (Su): Invisiblobs are permanently invisible, even when thy attack.

Combat: Due to their invisibility, Invisiblobs merrily hop along until they sense prey, and begin the punching when they find one.

(https://i.imgur.com/Vzbl1Bg.png)

Invisiblob
"Explain to me why we're doing this?  Who is Big Bawb?"

Surprisingly Emotive For An Ooze

"Bawb is a powerful Fey, and an agent of chaos and instability.  He has good intentions, but cannot foresee how they will turn out. He seems a mere peddler of powerful magical items, but those items are often flawed or come at an unforeseen price.  You never take what he first offers you, you look for a clue as to what item to take.  That girl may have been staring slackjawed, but she was staring straight at the Chicken Golem."

"So we're pursuing invisible monsters to rent a Golem on a wild hunch?"

"Yes."

"We're in trouble aren't we?"


Very Agile For Oozes

"We have attracted the attention of Powers within the world, yes."

"How long have you dealt with Bawb?"

"Actually we've dealt with Bawb before,  He's indirectly responsible for at least two of your deaths."
Title: Re: Jesters Realm Critters
Post by: bhu on April 30, 2023, 08:39:42 PM
Kryfios

Kryfios  is an Acquired Template that can be applied to any Humanoid with at least 4 ranks in Hide and Move Silently..  It is usually used for soldiers or saboteurs to make them more stealthy.

Size and Type: Size and Type are unchanged, but it gains the Augmented Subtype. 

Hit Dice: If the Hit Die type is less  than d8, all current and future Hit Dice become d8's.

Speed: Increase all base movement speeds by +10 feet.

Armor Class: The Base Creatures Natural Armor Bonus improves by +1.

Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

Damage: Slam damage is 1d3 plus Strength modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Poison (Ex): The Base Creature can spit a glob of poison out to 20 feet.  Contact, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Dex.

Special Qualities: Retains all Special Qualities, plus gains the following:

Immunities: The base creature becomes immune to Poison, Sleep Effects and Fatigue/Exhaustion effects.

See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Fast Healing 5

Saves: The base creature gains a +2 Enhancement Bonus to Reflex Saves.

Abilities: +4 Dex, +2 Wis

Skills: Gains a +2 Competence Bonus to Hide and Move Silently..

Feats: The base creature gains the following Feats as Bonus Feats: Dodge, Mobility, Spring Attack

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral

Advancement: Unchanged.

Level Adjustment: +4

Example of creature using template here:


Stealth Dwarf (Dwarf/Rogue 3/Kryfios)
                      Medium Humanoid (Augmented)
Hit Dice:             3d8+6 (19 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          18 (+3 Dex, +1 Natural, +4 Armor), touch 13, flat-footed 15  (+2 Leather)
Base Attack/Grapple:  +2/+4
Attack:               Short Sword +6 melee (1d6+3/19-20) or Slam +5 melee (1d3+2) or Short Bow +6 ranged (1d6+1/x3) (+1 sword and bow)
Full Attack:          Short Sword +6 melee (1d6+3/19-20) or Slam +5 melee (1d3+2) or Short Bow +6 ranged (1d6+1/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +2d6, Poison
Special Qualities:    Darkvision 60 feet, Dwarf traits, Trapfinding, Trap Sense +1, Evasion, Immunities, See in Darkness, Fast Healing 5
Saves:                Fort +4, Ref +8, Will +3
Abilities:            Str 15, Dex 16, Con 16 Int 10, Wis 15, Cha 6
Skills:               Balance +7, Climb +6, Disable Device +4, Escape Artist +7, Hide +9, Jump +6, Listen +6, Move Silently +9, Open Lock +7, Search +4, Spot +6, Tumble +7
Feats:                Combat Reflexes, Weapon Finesse, Dodge (B), Mobility (B), Spring Attack (B)
Challenge Rating:     5
Treasure:             Unchanged
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4


(https://i.imgur.com/iocIVLd.png)
Title: Re: Jesters Realm Critters
Post by: bhu on April 30, 2023, 08:41:12 PM
Toxotis

Toxotis is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB.  It is meant to enhance their abilities at ranged combat.

Size and Type: Size and Type are unchanged, but it gains the Augmented Subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Base Creatures Natural Armor Bonus improves by +1.

Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

Damage: Slam damage is 1d3 plus Strength modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Grievous Wounds (Ex): Increase the threat range of a critical hit by +1, and the critical multiplier by 1 on all ranged weapon attacks.  I.e. if it normally threatens a criitical on a 20, and does z2 damage on a successful critical, it now threatens a critical on a 19-20, and does x3 damage.

Skilled (Ex): Your ranged weapon attacks do not provoke attacks of opportunity.

Special Qualities: Retains all Special Qualities, plus gains the following:

Immunities: The base creature becomes immune to Glamers, Sleep Effects and Fatigue/Exhaustion effects.

See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Fast Healing 5

Saves: Gains a +2 Resistance Bonus to Fortitude Saves.

Abilities: +4 Dex, +2 Wis

Skills: The Base Creature gains a +2 Bonus to Autohypnosis and Spot Checks.

Feats: The Base Creature gains the following as Bonus Feats: Point Blank Shot, Far Shot, Precise Shot.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral

Advancement: Unchanged.

Level Adjustment: +4

Example of creature using template here:

Orc Hucker  (Orc/Fighter 3/Toxotis)
                      Medium Humanoid (Augmented)
Hit Dice:             3d10+6 (22 hp)
Initiative:           +3
Speed:                30 ft. (6 squares) (20 ft. in armor)
Armor Class:          20 (+3 Dex, +1 Natural, +6 Armor), touch 13, flat-footed 17  (+1 Brestplate)
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (1d3+4) or Orc Shotput +9 ranged (2d6+6/19-20, x3) (+2 returning orc shotput)
Full Attack:          Slam +7 melee (1d3+4) or Orc Shotput +9 ranged (2d6+6/19-20, x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Grievous Wounds
Special Qualities:   Darkvision 60 feet, Sunlight Sensitivity, Immunities, See in Darkness, Fast Healing 5
Saves:                Fort +7, Ref +4, Will +2
Abilities:            Str 19, Dex 17, Con 14, Int 8, Wis 12, Cha 6
Skills:               Autohypnosis +6, Climb +5, Jump +5 Spot +6, Swim +5
Feats:                Brutal Throw, Exotic Weapon Proficiency (Orc Shotput), Power Attack, Power Throw, Far Shot (B), Point Blank Shot (B), Precise Shot (B)
Challenge Rating:     5
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +4

(https://i.imgur.com/DDfoxIM.png)
Title: Re: Jesters Realm Critters
Post by: bhu on April 30, 2023, 08:45:48 PM
Froura

Froura is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB.  It is meant for soldiers who are primarily guardsmen.

Size and Type:
Size and Type are unchanged, but it gins the Augmented Subtype.

Hit Dice: Unchanged.

Speed: Increase all base movement speeds by +10 feet.

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

Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

Damage: Slam damage is 1d3 plus Strength modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Grappler: The Base Creature can make Grapple Checks without provoking an Attack of Opportunity, and takes no Size Penalties to Grapple Checks.

Special Qualities: Retains all Special Qualities, plus gains the following:

Immunities: The base creature becomes immune to Charms, Sleep Effects and Fatigue/Exhaustion effects.

See in Darkness (Su): The Base Creature can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Fast Healing 5

Saves: Gains a +2 Resistance Bonus to Fortitude Saves.

Abilities: +4 Wis, +2 Con

Skills:
Gains a +2 Competence Bonus to Listen and Spot Checks.

Feats: Gains the following as Bonus Feats: Alertness, Keen-Eared Scout (PHB 2), Recognize Impostor (Eberron Campaign Setting)

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:
+2

Treasure: Unchanged.

Alignment:
Always Neutral

Advancement: Unchanged.

Level Adjustment: +4

Example of creature using template here:


Watch Gnome (Gnome/Fighter 3/Froura)
                      Small Humanoid (Augmented)
Hit Dice:             3d10+12 (28 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), 20 ft. in armor
Armor Class:          26 (+1 Dex, +3 Natural, +9 Armor, +3 Shield), touch 11, flat-footed 25  (+1 Full Plate, +1 Heavy Steel Shield)
Base Attack/Grapple:  +3/-1
Attack:               Slam +3 melee (1d3) or Heavy Pick +4 melee (1d4+1, x4)  (+1 Heavy Pick)
Full Attack:          Slam +3 melee (1d3) or Heavy Pick +4 melee (1d4+1, x4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Grappler
Special Qualities:    Low-Light Vision, Gnome traits, Immunities, See in Darkness, Fast Healing 5
Saves:                Fort +9, Ref +2, Will +5
Abilities:            Str 10, Dex 13, Con 19, Int 10, Wis 18, Cha 8
Skills:               Appraise +1, Climb +1, Decipher Script +1, Gather Information +1, Intimidate+1, Jump +1, Listen +6, Search +3, Spot +6
Feats:                Diligent, Investigator, Improved Initiative, Weapon Finesse, Alertness (B), Kean-Eared Scout (B), Recognize Impostor (B)
Challenge Rating:     5
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     +4

(https://i.imgur.com/WLumgmw.png)
Title: Re: Jesters Realm Critters
Post by: bhu on April 30, 2023, 08:48:16 PM
Exallos

Exallos is an Acquired Template that can be applied to any Humanoid with the Rage ability.  It is primarily meant to turn infantrymen into berserkers.

Size and Type: Size and Type are unchanged, but it gins the Augmented Subtype. 

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

Damage: Slam damage is 1d3 plus Strength modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Pounce (Ex): The base creature can make a Full Attack after a Charge.

Special Qualities: Retains all Special Qualities, plus gains the following:

Immunities: The base creature becomes immune to Mind-Affecting effects.

Darkvision 60 ft.

Fast Healing 5

Swift (Ex): When Raging, your Movement does not provoke attacks of opportunity.

Saves: Gains a +2 Resistance Bonus to Fortitude Saves

Abilities: +4 Str, +2 Con if using Rage.  +2 Str and +4 Dex if using the Whirling Frenzy variant of Rage.

Skills: Gains a +2 Competence Bonus to Climb and Intimidate Checks.

Feats:
Gains the following as Bonus Feats: Extend Rage, Extra Rage, Instantaneous Rage.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Neutral

Advancement: Unchanged.

Level Adjustment: +4

Example of creature using template here:


Goblin Berserker (Goblin/Barbarian 3/Exallos)
                      Small Humanoid (Augmented)
Hit Dice:             3d12+6 (25 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), 30 squares in armor
Armor Class:          22 (+5 Dex, +3 Natural, +4 Armor), touch 17, flat-footed 17  (+1 Studded Leather)
Armor Class (Raging):          24 (+5 Dex, +2 Dodge +3 Natural, +4 Armor), touch 19, flat-footed 17
Base Attack/Grapple:  +3/+0 (+2 Raging)
Attack:               Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3)  (+2 Greataxe)
Full Attack:          Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3)
Attack (Raging):               Slam +4 melee (1d3+1) or Greataxe +6 melee (1d10+1, x3) 
Full Attack (Raging):          2 Slams +4 melee (1d3+1) or 2 Greataxes +6 melee (1d10+1, x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Whirling Frenzy 3/day, Pounce
Special Qualities:    Darkvision 60 ft., Fast Movement, Illiteracy, Uncanny Dodge, Trap Sense +1, Immunities, Darkvision 60 ft., Fast Healing 5
Saves:                Fort +7, Ref +6 (+8 Raging), Will +2
Saves (Raging):                Fort +5, Ref +8, Will +2
Abilities:            Str 13, Dex 21, Con 14, Int 10, Wis 12, Cha 6
Abilities (Raging):            Str 17, Dex 21, Con 14, Int 10, Wis 12, Cha 6
Skills:               Climb +3, Handle Animal +2-, Hide +9, Intimidate +2, Jump +3, Listen +2, Move Silently +9, Ride +9, Survival +2
Skills (Raging):               Climb +5, Handle Animal +2-, Hide +9, Intimidate +2, Jump +5, Listen +2, Move Silently +9, Ride +9, Survival +2
Feats:                Cleave, Power Attack, Extend Rage (B), Extra Rage (B), Instantaneous Rage (B)
Challenge Rating:     5
Alignment:           Always Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +4

(https://i.imgur.com/16Qzv9y.png)
Title: Re: Jesters Realm Critters
Post by: bhu on April 30, 2023, 08:52:17 PM
Dynami

Dynami is an Acquired Template that can be applied to any Humanoid with at least one Level in any Character lass with a full BAB.  It is meant to empower professional soldiers.

Size and Type: Size and Type are unchanged, but it gins the Augmented Subtype.. 

Hit Dice: Unchanged.

Speed: All movement speeds increase by +10 feet..

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

Attacks: The Base Creature gains a Slam attack if it doesn't have one (2 Slams with a Full Attack).

Damage: Slam damage is 1d3 plus Strength modifier.

Special Attacks: Retains all Special Attacks, plus gains the following:

Pounce (Ex): The base creature can make a Full Attack after a Charge.

Special Qualities: Retains all Special Qualities, plus gains the following:

Immunities: The base creature becomes immune to Fear effects, Sleep Effects and Fatigue/Exhaustion effects.

Darkvision 60 ft.

Fast Healing 5

Saves: Gains +1 Resistance Bonus to Fortitude and Willpower Saves.

Abilities:
+4 Str, +2 Con

Skills: Gains a 2 Competence Bonus to Climb and Intimidate Checks.

Feats: Gains Power Attack, Cleave and Great Cleave as Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral

Advancement: Unchanged.

Level Adjustment: +4

Example of creature using template here:


Elf Juggernaut  (Elf/Fighter 3/Dynami)
                      Medium Humanoid (Augmented)
Hit Dice:             3d10+6 (22 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          24 (+2 Dex, +3 Natural, +6 Armor, +3 Shield), touch 12, flat-footed 22  (+1 Chainmail and Heavy Steel Shield)
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (1d3+4) or Longsword +8 melee (1d8+5/19-20)  (+1 Longsword)
Full Attack:          Slam +7 melee (1d3+4) or Longsword +8 melee (1d8+5/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pounce
Special Qualities:    Low-Light Vision., Elf traits, Immunities, Darkvision 60 ft., Fast Healing 5
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 19, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills:               Climb +9, Intimidate +9, Jump +7
Feats:                Combat Reflexes, Cometary Collision (PHB2), Improved Bull Rush, Improved Sunder, Cleave (B), Great Cleave (B), Power Attack (B)
Challenge Rating:     5
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     +4

(https://i.imgur.com/AGjCKIT.png)

Super Soldiers
"Wait, if some of your people act as an information source for the cult, how do you plan on defending yourselves?"

Trading Your Personality For Power

"Those critters won't hold them off forever."

"SCIENCE!"

"Oh (beep..."

"We have rejected the unclean chaos of magic for pure, unreasonable SCIENCE!"

"Harlan? Translation?"


Prone To Solving Problems With Violence

"They've hired some madman like Prak."

"Indeed!  We've hired a madman who will be putting us through a magical process that will turn us into supernaturally powerful warriors!"

"Have you been talking to a Cocaine Wizard?"

"That's considered a slur Jim."

"Oh.  My apologies."

"Although they do process mountains of mid altering substances..."

"We also got some secondary madman who makes giant monsters!"

"A gold piece says it's Prak."
Title: Re: Jesters Realm Critters
Post by: bhu on May 06, 2023, 06:56:18 PM
 Cap-bee-ara  inspired by LemonBadger
                      Small Magical Beast
Hit Dice:             4d10+8 (30 hp)
Initiative:           +3
Speed:                60 ft. (12 squares), Swim 10 ft.
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +4/+1
Attack:               Nip +5 melee (1d4+1 plus A World of Pain)
Full Attack:          Nip +5 melee (1d4+1 plus A World of Pain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sea of Tranquility, A World of Pain
Special Qualities:    Darkvision 60 ft., Hold Breath, Scent
Saves:                Fort +6, Ref +7, Will +3
Abilities:            Str 12, Dex 16, Con 15, Int 2, Wis 14, Cha 14
Skills:               Hide +9 (+13 in water), Listen +4, Spot +4, Swim +10
Feats:                Dodge, Mobility
Environment:          Warm Forest, Plains or Marsh
Organization:         Solitary, Pair, Clan (10-100)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

Cap-bee-aras resemble black and gold striped Capybaras with bee eyes and cute, little, fluffy deely-bobber antennaes.  They live in extended families, and generally maintain peace and tranquility in their territories.  They are effectively a scourge for those who reign by violence.  And occasionally even others (because sometimes you need a little violence).

Sea of Tranquility (Su): A Cap-bee-ara radiates calm in a radius of 60 feet.  Any creature making an attack other than a Cap-bee-ara that wishes to cause harm to another while in this radius must make a DC 14 Willpower Save (Save DC is Cha based).  If it fails, it cannot use spells, attacks or abilities that cause damage or inflict conditions.  This lasts until it leaves the area of effect, or the target itself is attacked.  This is a Mind-Affecting Effect.

A World of Pain (Su): Targets bitten by a Cap-bee-ara suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks if they fail a DC 14 Willpower Save (Save DC is Cha based).  This lasts for 1 Minute, while the Cap-bee-ara escapes.

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

Hivemind (Ex): All Cap-bee-aras within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cap-bee-ara in a group is considered flanked unless all of them are. 

Skills: A Cap-bee-ara 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. *A Cap-bee-ara gains a +4 racial bonus on Hide checks when in the water. Further, a Cap-bee-ara can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Combat: Cap-bee-aras aren't fools. they know better than to attack anyone who is affected by their aura.  But anyone who resists it, and attempts to harm them enters A World of Pain.


(https://i.imgur.com/J0Wxz3n.png)

Cap-bee-ara
"Heads up Harlan, there are some rodents of an unusual size incoming."

Harbingers of Peace and Quiet

"They're very bee-like for rodents."

"Those are the Cap-bee-aras!"

"GAH!"

"Sorry, I forget how scary and sudden I can be.  Names Tim.  What are you doing out this far?"

"We're looking for Sodoff Village."


But Do NOT Anger Them

"We have a situation we need to discuss."

"Yer bein' chased by the cult arent'cha?"

"Does everyone know the existence of this thing?"

"And yet no one has any details..."

"Oh we got details.  We're all former members."
Title: Re: Jesters Realm Critters
Post by: bhu on May 22, 2023, 12:22:36 AM
Temp

Temp is an Acquired Template that can be applied to any Giant or Humanoid.  After being swept to the Jester's Realm Demiplane, Demons found their tactics no longer worked as they didn't have the Abyss pooping out infinite Fiends.  So they had some Screwball Mages make a formula for allowing mortals to temporarily become a Fiend for ah 8 hour shift.  The draw was "Hey, you're headed our way after death anyway, why not work for us and score points while you're alive."  And this worked fine for a bit, but then non-evil, but very desperate people, began applying.  This has caused no end of office wars, and management is beginning to hate babysitting the Temps.  Appearance is normal except when the Temp is 'on shift', then their appearance varies with assignment.

Size and Type: Unchanged (but see below)

Hit Dice: Unchanged.

Speed: If you don't have a flight speed, you gain Fly 50 ft. (Average).

Armor Class: Your Natural Armor Bonus to AC becomes equal to your hit dice.  For example, if the base creature has 10 hit dice, it has a +10 Natural Armor Bonus to AC.

Attacks:
The base creature gains a Primary Claw attack and a Secondary Bite attack, with 2 Claws and 1 Bite on a Full Attack.

Damage:
Damage of your Claws/Bite depends on your Size: Small (1d6/1d4), Medium (1d8/1d6), Large (2d6/1d8) or Huge (3d6/2d6).

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

Summon Dretch (Sp): Once per day a Temp can attempt to summon a Dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

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

Clock In (Su): As a Swift Action you may start your shift for the day, and transform into a minor Demon for the next 8 hours.  Once those 8 hours are over, you must sleep for at least 8 hours until you can use this ability again, unless your employer has dire need of you.  Contractually, they are allowed to make you work a 16 hour shift once per week.  While clocked in you become an Outsider with the Native Subtype.  If your Alignment is Chaotic or Evil, you have those Subtypes as well.

Assignment:  When you clock in, you are given your assignment for the day.  Generally you will only be assigned to something you're suited for, but if your employers are hard pressed they could put you anywhere.   The possible assignments are as follows: Bureaucracy, Guard, Seduction, Frontlines and Spellcasting.  This assignment details what package of abilities you get for the day.

Bureaucracy: Tanar'ri hate paperwork and rules, so this is by far the most common assignment.  You handle any position within the court or bureaucracy, acting as legal help, scribes, accountants, payroll, 'human' resources, etc.  You gain the following Spell-Like Abilities (Sp): At Will: Arcane Lock, Comprehend Languages  3/day: Locate Creature, Tongues  1/day: Secret Chest.

Guard: Easily the second most popular position, as the Tanar'ri consider it almost as boring as the Bureaucracy.  You are a bodyguard, city guard, etc.  Basically you protect something.  You gain the following Spell-Like Abilities (Sp): At Will: Alarm, See Invisibility  3/day: Detect Scrying, Protection from Energy  1/day: Telepathic Bond

Seduction: Your seduce those in power, troll for souls, spread corruption, etc.  Somewhat uncommon as while Demons generally don't prefer this work, not all mortals are suited for it.  You gain the following Spell-Like Abilities (Sp): At Will: Charm Person, Detect Thoughts  3/day: Charm Monster, Suggestion  1/day: Mass Suggestion

Spellcasting: You are a backup caster, usually with a focus on warfare.  You gain the following Spell-Like Abilities (Sp): At Will: Scorching Ray, Shield  3/day: Summon Monster III, Wall of Fire  1/day: Fiendform

Frontlines: The least common assignment is working in the military, as the Demons prefer to keep that to themselves.  Your BAB becomes equal to your Hit Dice, and you gain a +2 Profane Bonus on all Saving Throws. You gain Proficiency with all Simple and Martial Weapons, Shields, and Light, Medium or Heavy Armor.  Weapons you wield are considered Magic for the purposes of overcoming DR.  Weapons you wield have their critical threat range increased by 1, and do +2d6 damage on a successful critical hit.

Energy Resistance: The Base Creature gains Energy Resistance 5 to Acid, Cold, Electricity and Fire.

Damage Reduction: The Base Creature gains DR 5/Cold Iron or Good.

Immunity to Poison

Telepathy 100 ft.

Darkvision 60 ft.

Saves: Unchanged.

Abilities:
Ability Score changes depend on assignment: Bureaucracy (+4 Int, +2 Wis), Guard (+4 Con, +2 Wis), Seduction (+4 Cha, +2 Dex), Frontlines (+4 Str, +2 Con) and Spellcasting (+4 Int, +2 Dex).

Skills: You gain a +8 Racial Bonus to two skills.  Which skills depend on assignment: Bureaucracy (Knowledge: Local, Profession (any one)), Guard (Listen, Spot), Seduction (Diplomacy, Sense Motive), Frontlines (Intimidate, Survival) and Spellcasting (Knowledge: Arcana, Spellcraft).

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Chaotic Evil (Chaotic Neutral or Neutral if your employers are desperate enough.

Advancement: Unchanged.

Level Adjustment: +6

Example of creature using template here:

Priscilla  (Human Female Expert 2/Temp) These are her stats while clocked in
                      Medium Outsider(Native)
Hit Dice:             2d6 (7 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+0
Attack:               Claw +1 melee (1d8)
Full Attack:          2 Claws +1 melee (1d8) and 1 Bite -4 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Summon Dretch
Special Qualities:    Clockin, Assignment (currently Bureaucracy), DR 5/Cold Iron or Good, Energy Resistance 5 (Acid, Cold, Electricity and Fire), Immunity to Poison, Darkvision 60 ft., Telepathy 100 ft.
Saves:                Fort +0, Ref +1, Will +5
Abilities:            Str 8, Dex 12, Con 10, Int 18, Wis 15, Cha 15
Skills:               Appraise +6, Bluff +4, Decipher Script+5, Diplomacy +5, Disguise +5, Forgery +7. Gather Information +4, Hide +5, Knowledge (History, Nobility) +6, Knowledge (Local) +12, Listen +5, Move Silently +5, Open Lock +2, Profession (Secretary) +10, Search +5*, Sense Motive +5, Spot +5
Feats:                Deceitful, Negotiator
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +6




5E TEMP
Any Humanoid or Giant can become a Temp.

Challenge. Recalculate the Challenge Rating after you apply the template.

Alignment. Neutral, Chaotic Neutral, Chaotic Evil.

Type. Type changes to Outsider when the creature is 'clocked in'.

Armor Class. The Base Creatures gains a Natural Armor Bonus to AC equal to it' Constitution modifier (or increases it by +2 if it already has one).

Speed. If the base creature has no Fly speed it gains one with a movement speed of 50 ft.

Attributes. Ability Scores change based on Assignment: Bureaucracy (+2 Int, +1 Wis), Guard (+2 Con, +1 Wis), Seduction (+2 Cha, +1 Dex), Frontlines (+2 Str, +1 Con) and Spellcasting (+2 Int, +1 Dex).

Damage Resistances. The base creature gains Resistance to Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities. The base creature becomes immune to the following damage types: Poison.

Condition Immunities. The base creature becomes immune to the following conditions:  Poisoned.

Skills. The Base Creature gains Proficiency with certain Skill or Ability Checks based on it's Assignment:  Bureaucracy (Intelligence and Charisma Checks listed in the PHB as 'other'), Guard (Investigation, Pereption), Seduction (Insight, Persuasion), Frontlines (Intimidate, Survival) and Spellcasting (Knowledge: Arcana, Religion).

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Languages. The base creature gains Telepathy 100 ft., as well as the Abyssal and Infernal languages.

New Action: Clockin. As a Bonus Action you may start your shift for the day, and transform into a minor Demon for the next 8 hours.  Once those 8 hours are over, you must sleep for at least 8 hours until you can use this ability again, unless your employer has dire need of you.  Contractually, they are allowed to make you work a 16 hour shift once per week.  While clocked in you become an Outsider.  You also gain the abilities listed under one of the following Assignments:

Assignment: Bureaucracy. You gain Innate Spellcasting based on Intelligence.  You may use it to cast the following spells:  At will: Arcane Lock, Comprehend Languages  3/Day: Locate Creature, Tongues  1/Day: Legend Lore

Assignment: Guard. You gain Innate Spellcasting based on Wisdom.  You may use it to cast the following spells:  At will: Alarm, See Invisibility  3/Day: Arcane Eye, Protection from Energy  1/Day: Telepathic Bond

Assignment: Seduction. You gain Innate Spellcasting based on Charisma.  You may use it to cast the following spells:  At will: Charm Person, Detect Thoughts  3/Day: Charm Monster, Enemies Abound  1/Day: Dominate Person

Assignment: Spellcasting. You gain Innate Spellcasting based on Intelligence.  You may use it to cast the following spells:  At will: Scorching Ray, Shield  3/Day: Summon Lesser Demons, Wall of Fire  1/Day: Fiendform*

Fiendform
5th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a bone from any Fiend)
Duration: Concentration, up to 10 Minutes
Except as noted here and above, this works exactly like the Polymorph spell.  You can take the form of any Fiend whose CR is equal to 1/2 your Character Level or less, rounded down.  You can speak, but do not gain any Spellcasting abilities of your new form.

Assignment: Frontlines. You gain Proficiency with all Simple and Martial Weapons, Shields, and Light, Medium or Heavy Armor.  Your weapon attacks are magical.  You gain any one Fighting Style listed under the Fighter Class.  Your weapon attacks now score a critical on a 19-20.

New Action: Multiattack. The base creature gets three attacks: 2 with it's Claws and 1 with it's Bite.

New Action: Claw. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 2d4), Medium (5 ft., 2d6), Large (5 ft., 2d8), or Huge (10 ft., 2d10).

New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Acid damage is based on Size: Small (5 ft., 1d6), Medium (5 ft., 1d8), Large (5 ft., 1d10), or Huge (10 ft., 2d6).

Temps
"Good morning, I'm Priscilla, and I'll be your afterlife caseworker.  Now, what are your names, and how did you die?"

Temporary Demons

"We aren't dead."

"And yet you're here."

"Look, I've explained this before: we were present at a battle of world ending eldritch horrors with multiple Gates open, someone made an oopsie, and we woke up here."

"That makes sense.  Rangers and Chicken Golems don't usually come here.  You though..."

"He's a visitor, not a resident."


The Universes Best or Worst Job

"I actually did reside here once.  Briefly."

"Really?"

"Why would a mortal come here?"

"Marriage."
Title: Re: Jesters Realm Critters
Post by: bhu on May 22, 2023, 12:23:35 AM
Demon, Pretty

Pretty is an Acquired Template that can be applied to any Tanar'ri (but not Obyrith or Loumara).  It originates with the Demon Malcanthet, who at one point had a sever Succubus/Incubus shortage.  So she had a couple of Screwball Mages alter other Demons to look attractive.  Unsurprisingly this made the Demons quite unhappy, as they wanted to be feared.  It made certain humans who have a  'thing' for Fiends ecstatic.  Much to Malcanthet's sorrow, she pretty much already had these humans in the bag, so it didn't advance her cause much, other than with Demons who wanted to be hawted up.  Appearance is normal, but the Demon is altered to be 'prettier'.  Features that mortals would find disgusting or frightening are altered to look 'cute or sexy'.  Finding Demons willing to undergo this process is uncommon, and it seems most popular among the Armanites, Arrow Demons, Balors, Bar-Lguras, Bulezau, Dretch, Mariliths, Nabassu and Uridezu.   It's best not to mention to them that they're cute if they didn't volunteer for the transformation, it sets some of them into a blind rage.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Spell-Like Abilities (Sp): At Will: Charm Monster, Suggestion

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

Alternate Form (Su): The base creature can assume the form of any Small or Medium humanoid.

Tongues (Su): The creature has a permanent tongues ability (as the spell, caster level 12th).

Saves: Unchanged.

Abilities: +2 Int, +2 Cha

Skills: Bluff, Diplomacy and Disguise become Class Skills if they aren't already, and gain a +2 Racial Bonus.

Feats: Unchanged.

Environment: Unchanged.

Organization:
Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually unchanged, but sometimes weird stuff happens.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

Elvis   (Dretch/Pretty)
                      Small Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +2/+3
Attack:               Claw +4 melee (1d6+1)
Full Attack:          2 Claws +4 melee (1d6+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Summon Tanar'ri
Special Qualities:    DR 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft., Alternate Form, Tongues
Saves:                Fort +5, Ref +3, Will +3
Abilities:            Str 12, Dex 10, Con 14, Int 7, Wis 11, Cha 13
Skills:               Bluff +6, Diplomacy +6, Disguise +6, Hide +7, Listen +3, Move Silently +3, Spot +3, Search +4, Survival +3
Feats:                Multiattack
Environment:          The Abyss
Organization:         Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          3-6 HD (Small)
Level Adjustment:     ---

Elvis is new to being pretty and famous and doesn't really know how to respond to it..  Or to his fabulous new hair.



5E PRETTY DEMON
Any Demon who is willing  can become Pretty.

Type. Gains the Shapechanger tag.

Attributes. +2 Int and Cha, if Cha is less than 10, raise it to 10.

Skills. Gains Proficiency with Charisma (Deception and Persuasion) Checks.

Telepathic Bond.. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

New Action: Multiattack. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

New Action: Charm. One humanoid the fiend can see within 30 feet of it must succeed on a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.  Save DC is 8 + Prpficiency Bonus + Cha modifier.


Pretty Demon
"Nothin' personal Harlan."

I Hope Your Setting Down

"No worries Ralph.  Say, what's up with the Mariliths over there in heavy make-up?"

"We're short on Succubi, so the brass is trying to teach them to seduce mortals."

"That is the most specious idea I've ever heard."

"It works.  Sometimes."

"Is that a Dretch in buttless leather chaps?"


Temptation: The C Team

"Yeah.  The newbies aren't always good at 'dressing for success' as the saying goes."

"Lime green is a hideous color for him."

"Heads up, we got company."
Title: Re: Jesters Realm Critters
Post by: bhu on May 22, 2023, 12:24:02 AM
Demon, Buffed

Buffed is an Acquired Template that can be applied to any Tanar'ri.  As a Side effect of the process meant to create Pretty Demons, Screwball Mages stumbled upon an alchemical substance that act like Demon Steroids.  Everyone kind of considers this a mixed bag.  It's most common among brutes and warriors who see physical power as a stepping stone to more stuff and a better place in the hierarchy.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC improves by +2.

Attacks: Unchanged.

Damage: Unchanged.

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

Frenzy (Su): The Demon Roids let you Frenzy as per the Frenzied Berserker up to 3/Day (see Complete Warrior).

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

Powerful Build (Ex): Whenever the base creature 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 creature is treated as one size larger if doing so is advantageous to them.

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

Deathless Frenzy (Su): This is identical to the Frenzied Berserker ability.

Tireless Frenzy (Su): This is identical to the Frenzied Berserker ability.

Saves: Unchanged, but will need to be recalculated due to Ability Score changes.

Abilities: +8 Str, +4 Con, -2 Dex, -2 Int, -2 Wis, -2 Cha

Skills: Unchanged.

Feats: The Base Creature gains Brutal Throw (Complete Adventurer) as a Bonus Feat.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

Ironhoof Jones  (Armanite, Buffed), see Fiendish Codex I
                      Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice:             9d8+81 (121 hp)
Initiative:           -1
Speed:                40 ft. (8 squares), Fly 40 ft. (Poor) (60 feet without armor)
Armor Class:          24 (-1 Size, -1 Dex, +8 Natural, +8 Plate Barding), touch 8, flat-footed 24
Base Attack/Grapple:  +9/+22
Attack:               Masterwork Huge Lance +18 melee (3d6+9/x3) or Masterwork Huge Heavy Flail +18 melee (3d8+9/19-20) or Masterwork Composite Longbow +8/+3 ranged (2d6+9 plus 1d6 electricity/x3, +2d10 electricity on a critical)
Full Attack:          Masterwork Huge Lance +18/+13 melee (3d6+9/x3) and Hooves +12 melee (1d6+4) or Masterwork Huge Heavy Flail +18/+13 melee (3d8+9/19-20) and Hooves +12 melee (1d6+4) or Masterwork Composite Longbow +8 ranged (2d6+9 plus 1d6 electricity/x3, +2d10 electricity on a critical)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Cavalry Charge, Summon Tanar'ri, Frenzy 3/day, Sparkbolt
Special Qualities:    Darkvision 60 ft., Telepathy 100 ft., Tanar'ri traits, Immune to Poison and Electricity, Energy Resistance 10 (Acid, Cold, Fire), DR 10/Cold Iron or Good, SR 18, Powerful Build, Deathless Frenzy, Tireless Frenzy, Air Walk
Saves:                Fort +13, Ref +3, Will +4
Abilities:            Str 28, Dex 9, Con 28, Int 6, Wis 10, Cha 11
Skills:               Intimidate +10, Jump +19, Listen +10, Search +10, Spot +10, Survival +10, Tumble +9
Feats:                Improved Bull Rush, Power Attack, Run, Track
Environment:          Any Land
Organization:         Solitary, company (5-8), or troop (8-18 plus 1 hezrou)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          10-15 HD (Large); 16-27 HD (Huge)
Level Adjustment:     ---




5E BUFFED DEMON
Any Fiend (Demon) that is willing can be Buffed.

Challenge. Recalculate the Challenge Rating after you apply the template.

Armor Class. The Base Creatures gains a +1 to AC.

Attributes. Base Creature gains +4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis and -2 Cha.

Saving Throws. Gains Proficiency with Strength Saving Throws.

Damage Resistances. The base creature becomes resistant to the following damage types: Bludgeoning, Piercing and Slashing.

Berserk. Whenever the Fiend starts its turn with half it's hit points or fewer, roll a d6. On a 6, the Fiend goes berserk. On each of its turns while berserk, the Fiend attacks the nearest creature it can see. If no creature is near enough to move to and attack, the [MON] attacks an object, with preference for an object smaller than itself. Once the [MON] goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Blood Frenzy. The Fiend has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brute. A melee weapon deals one extra die of its damage when the Fiend hits with it (included in the attack).

Savage Attacks. When the Fiend scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


Buffed Demon
"What the Hell is going on here!"

Demons on Steroids

"Ralph."

"Harlan"

"She's worried cause I have the bag with me."

"In all fairness, she should be."

"Also, she's not alone in that fear."


Horrific Tempers

"You gotta toss him Ralph."

"What made you so late Ralph?."

"Buncha damn Bee Devils.  I kicked them into next Tuesday."

Title: Re: Jesters Realm Critters
Post by: bhu on May 29, 2023, 10:31:10 PM
Mycetekyria
                      Large Plant
Hit Dice:             14d8+70 (133 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Fly 90 ft. (Good)
Armor Class:          32 (-1 Size, +4 Dex, +19 Natural), touch 13, flat-footed 28
Base Attack/Grapple:  +10/+21
Attack:               +3 Spear +19 melee (2d6+10/x3) or Touch +16 melee touch (4d6 negative energy damage)
Full Attack:          +3 Spear +19/+14 melee (2d6+10/x3) or Touch +16 melee touch (4d6 negative energy damage)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Spells
Special Qualities:    Change Shape, DR 10/Cold Iron, Darkvision 60 ft., Low-light vision, Immunity to acid, cold, poison and petrification, Spore Cloud, Regeneration 10, Resistance to electricity 10 and fire 10, SR 30, Oracle, Plant traits, Telepathy 100 ft.
Saves:                Fort +14, Ref +10, Will +11
Abilities:            Str 25, Dex 18, Con 20, Int 22, Wis 24, Cha 22
Skills:               Concentration +15, Craft or Knowledge (any four) +16, Diplomacy +16, Escape Artist +10, Hide +10, Intimidate +16, Listen +17, Move Silently +14, Sense Motive +17, Search +16, Spot +17
Feats:                Blind-Fight, Cleave, Improved Initiative, Lightning Reflexes, Power Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     16
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          15-21 HD (Large); 22-42 HD (Huge)
Level Adjustment:     ---

The Mycetekyria are powerful Oracles whose origin has long since been lost.  They are often sought out for their knowledge of lost and forbidden things.  So much so, that they have taken to planting gardens of deadly fungi and plants around themselves to dissuade all but the most desperate.  They are highly individualistic in both appearance and personality, but all of them appear to be female, and composed of fungal matter.  The Mycetekyria understand all languages, but only communicate via telepathy.

Spell-Like Abilities (Sp): Save DC's are Charisma based, Caster Level 17th.  At will: Augury, Dispel Magic, Bestow Curse, Invisibility, Lesser Restoration, Remove Curse, Blacklight (see Spell Compendium), Spirit Worm (see Spell Compendium), Speak With Dead.  3/day: Acid Fog, Cloudkill, Symbol of Insanity, Memory Rot, Wall of Ooze.  1/day: Horrid Wilting, Ironguard (see Spell Compendium), Mass Charm Monster, Sequester.

The following abilities are always active on the Mycetekyria’s person, as the spells (caster level 17th)

Detect Evil, Detect Snares and Pits, Discern Lies (DC 21), See Invisibility, and True Seeing. They can be dispelled, but the Mycetekyria can reactivate them as a free action.

Spells: Mycetekyria can cast spells as 17th level Druids.

Typical Druid Spells Prepared (6/5/5/5/5/4/4/3/2/1; Save DC 17 + the spells level)
0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance
1st: Breath of the Jungle (see Spell Compendium), Entangle, Naturewatch (see Spell Compendium), Obscuring Mist, Omen of Peril (see Spell Compendium)
2nd: Decomposition (see Spell Compendium), Invoke the Cerulean Sign (see Lords of Madness), Share Husk (see Spell Compendium), Tojanida Sight (see Stormwrack), Woodland Veil (see Races of the Wild)
3rd: Dehydrate (see Spell Compendium), Dominate Animal, Dominate Vermin, Evard's Menacing Tentacles (see PHB2), Speak With Plants
4th: Death Ward, Dispel Magic, Freedom of Movement, Moon Bolt (see Spell Compendium), Rusting Grasp
5th: Baleful Polymorph, Blight, Spore Cloak (see Races of Faerun), Tree Stride
6th: Antilife Shell, Contagious Touch (see Complete Divine), Crumble (see Complete Divine), Miasma (see Spell Compendium)
7th: Animate Plants, Master Earth (see Spell Compendium), Word of Balance (see Spell Compendium)
8th: Control Plants, Finger of Death
9th: Foresight

Change Shape (Su): A Mycetekyria can assume the form of any Small or Medium humanoid.

Spore Cloud (Ex): A mycetekyria is surrounded by a cloud of spores that extend 20 feet from them, which they can suppress or resume once er round as a free action.  Anything inside this radius gains the benefits of the Nondetection spell.  Anything other than the Mycetekyria and her allies in this area suffer the effects of a Pain spell (see Complete Arcane).  Hostile creatures gain a -2 Penaty on attack rolls and Saving Throws in this area.

Regeneration (Ex): A Mycetekyria takes damage from Cold Iron.

Oracle (Su):  All Mycetekyria can cast Divination with a success rate of 95% 1/day.

Combat: Assuming someone makes it past her garden, the Mycetekyria will summon aid before wading in with her weapon and spores.  Despite their vast magical powers, Mycetekyria prefer to kill intruders personally.  This does not make them suicidal.  If they sense they are losing they will unleash every power at their disposal.  Few things are more dangerous than a Mycetekyria who is cornered.  Many of them guard powerful artifacts, and they are not afraid to use them.

(https://i.imgur.com/7gmZeB3.png)

Mycetekyria
"Greetings Harlan Jurgens.  Greetings Jim 76.1.  I assume you are here to ask about the Twelfth Prophecy.  Ask your questions before something punctures that damn bag of yours."

Oracles and Guardians

"How do we steal control of the Dethpig from the Bee Cult?"

"Nothing controls the Dethpig.  They have merely found a way to immobilize it, and tap it's power."

"Okay how do we stop that?"

"There is a powerful artifact known as the Left Buttcheek of Vecna.  It so offends the universe, that it's presence will disrupt their link to the pig.  After that, let him do what comes naturally."

"And where do we find  this artifact?"

Not Evil, But Still Very Dangerous

"Alfheim.  Under the care of the Dryads."

"Why does it have to be Dryads."

"They're always such pains."

"While you're here, would either of you like to be a Warlock?"
Title: Re: Jesters Realm Critters
Post by: bhu on June 07, 2023, 12:23:51 AM
Dryad, Vampire

Vampire Dryad is an Acquired or Inherited Template that can be applied to any Dryad.  Traditional Dryad vampires appear as humanoid women with flowers or other vegetation on their head in place of hair.  When they become angry, the fangs ad glowing eyes come out though.

Size and Type: Size is unchanged, Type becomes Undead. 

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Unchanged.

Armor Class: The base creature’s natural armor bonus improves by +6.

Attacks: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires. A vampire fighting without weapons uses either its slam attack or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: The Vampires Slam attack does 1d6 plus Strength modifier damage.

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

Spell-Like Abilities (Sp): Replace Charm Person with Speak With Animals, and Deep Slumber with Spike Growth.  If it is a type of Dryad that doesn't have those spells, you may replace spells oof a similar Level instead.

Feast (Ex): A Dryad Vampire can suck fluids from a living Plant with its fangs by making a successful grapple check. If it pins the foe, it drains fluids, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Sidekick (Su): Vampires command the flora and fauna of the world and once per day can call forth 1 Plant or Animal or Vermin of CR 6 or less as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Charm Gaze (Su): Charm Monster (Caster Level 12th), 30 feet, Willpower Save negates (Save DC is Cha based).

Create Spawn (Su): A Dryad slain by a Dryad Vampire’s Desiccate attack rises as a free-willed Dryad Vampire 1d4 days after death.

Desiccate (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) takes 1d6 points of dessication damage per every 4 Hit Dice, and is dehydrated (see page 15 of Sandstorm). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage per 4 Hit Dice. For each successful attack, the vampire gains 5 temporary hit points. A vampire can use its Desiccate ability once per round.

Special Qualities: Retains all Special Qualities of the Base Creature, except Tree (or other plant) Dependent, plus gains the following:

Alternate Form (Su): The Vampire can assume the form of any Small or Medium Humanoid.

Damage Reduction (Su): DR increases to DR 10/Cold Iron and Magic.

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically uses Master Earth and attempts to escape.  Once at rest in its home, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Meld With Earth (Su): As a standard action, a vampire can cast Master Earth (see Spell Compendium) at will as a Supernatural Ability.

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): A vampire has +4 turn resistance.

Saves: Unchanged.

Abilities: Str +4, Dex +6, +2 Int, +2 Wis, +5 Cha.  As an undead creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Great Fortitude and Improved Initiative, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, grove (3-5)

Challenge Rating: +2

Treasure: Double Standard

Alignment: Any Chaotic

Advancement: Unchanged.

Level Adjustment: +8

Example of creature using template here:

Cassandra  (Dryad, Rogue 4, Vampire Dryad)
                      Medium Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +11
Speed:                30 ft. (6 squares)
Armor Class:          26 (+7 Dex, +9 Natural), touch 17, flat-footed 19
Base Attack/Grapple:  +5/+8
Attack:               Dagger +12 melee (1d4+3/19-20) or masterwork longbow +13 ranged (1d8/×3) or Slam +12 melee (1d6+3 plus 2d8 dessication)
Full Attack:          Dagger +12 melee (1d4+3/19-20) or masterwork longbow +13 ranged (1d8/×3) or 2 Slams +12 melee (1d6+3 plus 2d8 dessication)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-like abilities, Feast, Sidekick, Charm Gaze, Create Spawn, Dessicate, Sneak Attack +2d6
Special Qualities:    DR 10/Cold Iron and Magic, Alternate Form, Fast Healing, Meld with Earth, Energy Resistance 10 (Cold, Electricity), Fast Healing, Turn Resistance +4, Spider Climb, Trapfinding, Evasion, Uncanny Dodge, Trap Sense +1
Saves:                Fort +4, Ref +15, Will +8
Abilities:            Str 16, Dex 25, Con -, Int 16, Wis 17, Cha 23
Skills:                   Bluff +20, Diplomacy +10, Disable Device +7, Disguise +10, Escape Artist +14, Forgery +7, Gather Information +10, Handle Animal +13, Hide +22, Knowledge (local) +7, Knowledge (nature) +12, Listen +18, Move Silently +22, Open Lock +11, Profession (Clerk) +7, Ride +10, Search +15, Sense Motive +11, Sleight of Hand +11, Spot +18, Survival +10, Use Magic Device +10, Use Rope +7 (+9 with bindings)
Feats:                Ability Focus (Charm Gaze), Great Fortitude, Weapon Finesse, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          By Character Class
Level Adjustment:     +8

Cassandra is a fairly well controlled vampire, and has refrained from draining others.  In fact, she works as a secretary in Arrival for various Adventurer Guilds, with none of them the wiser.




5E VAMPIRE, DRYAD
Any Dryad can become a Vampire.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Undead with the shapechanger tag.

Alignment. Any Neutral

Armor Class. The Base Creatures gains a +2 to AC (Natural Armor).

Hit Points. The older the vampire, the more hit dice it will have, usually ranging from 6 to 20 Hit Dice..

Attributes. Base Creature gains +4 to all Ability Scores.

Saving Throws.  Gains Proficiency with Dex, Wis and Cha Saves.

Damage Resistances. The base creature becomes immune to the following damage types:  Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses. If the base creature has no Darkvision (or it's range is less than 120 feet), it gains Darkvision with a range of 120 feet.

New Ability: Charm Gaze. The Dryad loses Fey Charm, and replaces it with this ability: When a creature that can see the vampire's eyes starts its turn within 30 feet of the vampire, the medusa can force it to make a DC Wisdom saving throw if the vampire isn't incapacitated and can see the creature. If the saving throw fails the target is affected as if by a Charm Monster spell (Save DC is 8 + Proficiency Bonus + Charisma modifier).  The vampire may have a max of 6 creatures Charmed at any one time.  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the vampire until the start of its next turn, when it can avert its eyes again. If the creature looks at the vampire in the meantime, it must immediately make the save.

Altered Ability: Innate Spellcasting. Replace Druidcraft with Thorn Whip.  Replace Goodberry with Fog Cloud.  Replace Barkskin with Spike Growth.  Non-standard Dryad's can shift out up to 3 spells for spells of the same level.

New Ability: Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

New Ability: Master Earth. When it drops to 0 hit points outside its resting place, the vampire instantaneously travels through the earth until it reaches home instead of falling unconscious, provided that it isn’t in sunlight or running water. If it isn't standing on soil or natural rock or plant matter, it is destroyed.  Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

New Ability: Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

New Ability: Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of iron is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

New Action: Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

New Action: Unarmed Strike. The Base Creature gains a Strength based melee attack with a range of 5 feet that does 1d8 plus Str modifier Bludgeoning damage.  Instead of dealing damage, the vampire can grapple the target (escape DC 8 + Proficiency Bonus + Strength modifier).

New Action: Bite (Vampire Form only). The Base Creature gains a Strength based melee attack with a range of 5 feet that can be used against one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.  It does 1d6 + Str modifier piercing damage plus 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Dryad slain in this way rises the following night as an uncontrolled vampire dryad.

New Action: Sidekicks (1/Day). The vampire magically calls 3d6 creatures of the Plant type that are CR 1/4 or less. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The plantss remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

New Ability: Shapechanger. The Vampire magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies.

In a new form, the Vampire retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

New Legendary Action: Move. The vampire moves up to its speed without provoking opportunity attacks.

New Legendary Action: Unarmed Strike. The vampire makes one unarmed strike.

New Legendary Action: Bite (Costs 2 Actions). The vampire makes one bite attack.


Vampire Dryad
"If this is another dead end, I swear I'm pulling the Sphere out of the Bag."

Unusually Good For Vampires

"Greetings madam, might you e Cassandra?"

"Depends on who's asking?"

"Harlan Jurgens and Jim."

"Should I know you?"

"We're well known on the palantir."

Only Dryads Need Worry About Transformation

"I don't watch the palantir."

"We're also being pursued by a bee cult."

"And we understand you have the Left Butt Cheek of Vecna."

"Fine.  You can have it, but only because Clucky vouches for you."

"FINALLY!"
Title: Re: Jesters Realm Critters
Post by: bhu on June 17, 2023, 10:47:19 PM
The Dethpig
                      Tiny Outsider (Extraplanar)
Hit Dice:             48d8+624 (840 hp)
Initiative:           +14
Speed:                60 ft. (12 squares)
Armor Class:          35 (+2 Size, +6 Dex, +17 Natural), touch 18, flat-footed 29
Base Attack/Grapple:  +48/+61
Attack:               Bite +63 melee (4d8+19/18-20/x3)
Full Attack:          3 Bites +63 melee (4d8+19/18-20/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Augmented Critical, Improved Grab, Swallow Whole, Charge, Alter Reality
Special Qualities:    Invulnerability 15/-, Immunities, Regeneration 40, Scent, Stubborn Defender
Saves:                Fort +39, Ref +32, Will +34
Abilities:            Str 36, Dex 22, Con 36, Int 3, Wis 14, Cha 16
Skills:               Balance +20, Climb +30, Hide +30, Intimidate +20, Jump +30, Listen +20, Move Silently +20, Search +13, Sense Motive +19, Spot +20, Survival +19, Swim +30, Tumble +21
Feats:                Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Mobility, Power Attack, Run, Spring Attack.  Epic Feats: Epic Dodge, Epic Will, Improved Combat Reflexes, Superior Initiative.
Environment:          Any
Organization:         Unique
Challenge Rating:     20
Treasure:             None
Alignment:            Neutral Good
Advancement:          49+ HD (Tiny)
Level Adjustment:     ---

The Dethpig is a so called 'living artifact', a being endowed with divine power, and sacred to the Gawds.  In this case Benny (Gawd of Fear) and Natasha (Gawdess of Death).  When first married, they had a 'master plan' for universal domination.  Which they decided to pursue after a weeks long, booze fueled rager.  Waking up, they had no memory of the previous week, and a fussy, tiny black micropig.  They let the pig go before they remembered what it was, but not what it was for.  Benny eventually divorced Natasha after drifting out of Evil, and adopted the pig to prevent it's misuse.  Unfortunately, it keeps getting bored and escaping.  Even more unfortunately it figures prominently in every major prophecy, real or fake, of the last thousand years.  Usually in the vaguest of terms.  This has led every cult, religion, revolutionary, madman, etc. to want to possess the pig.  It never works out well for them.  The pig appears to understand all languages, but has never spoke.  It mostly appears concerned with indulging it's hungers for food and curiosity.  It has, however, set this aside to protect innocents.  To the point many street urchins have pet pigs to keep the bad guys away.

Augmented Critical (Ex): The Dethpig’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Improved Grab (Ex): To use this ability, the Dethpig must hit an opponent 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 establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): The Dethpig can try to swallow a grabbed opponent of any size by making a successful grapple check. Once inside, the opponent takes 2d8+6 points of crushing damage plus 2d8+6 points of acid damage per round from the Dethpig’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Dethpig’s digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Dethpig’s gullet can hold infinite creatures.

Charge (Su): 1/Day the Dethpig's can move to any position it can see.

Alter Reality (Su): 1/week the Dethpig can cast Wish as a Supernatural Ability.

Immunities: The Dethpig is immune to poison, disease, energy drain, mind-affecting effects, and ability drain/damage.  The Dethpig is immune to any spell or spell-like ability that allows spell resistance.

Regeneration (Ex):  No form of attack deals lethal damage to the Dethpig. The Dethpig regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Dethpig fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 850 hp). The Dethpig is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The Dethpig can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 850 hit points) and using a wish or miracle spell to keep it dead.

If the Dethpig loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Stubborn Defender (Ex): The Dethpig takes no Size Penalties to opposed Combat Checks, and can make an opposed combat check against a creature of any size.  Additionally it has the reach/space of a Small creature.

Combat:  It's very rare that the Dethpig uses it's full power, as it knows it's very difficult to kill.  Usually it bites an opponent to get them to go away, but it will Swallow them or worse if they persist.

(https://i.imgur.com/W4rFd2a.png)

The Dethpig
"Look at that pig go."

The World's Most Fought Over Pig

"I can't believe he inhaled the Queen."

"REEEEEEEEEK REEEK REEEEEEEEEK!"

"And set the place on fire."

"REEEEEEK!"

"Hey, where'd the cheek go?"

Don't Hurt People Near The Pig

"REEEEEEK!"

"Clucky ran off with it.  Probably taking it back to Big Bawb."

"We should probably leave before anyone else notices this."

"I think the entire city has noticed this, but I take your point."
Title: Re: Jesters Realm Critters
Post by: bhu on June 26, 2023, 01:01:32 AM
Counselor
                      Large Outsider> (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice:             18d8+180 (261 hp)
Initiative:           +13
Speed:                40 ft. (8 squares), Fly 90 ft. (Good)
Armor Class:          40 (-1 Size, +9 Dex, +22 Natural), touch 18, flat-footed 31
Base Attack/Grapple:  +18/+34
Attack:               Slam +29 melee (2d8+12 plus 2d6 Hellfire)
Full Attack:          2 Slams +29 melee (2d8+12 plus 2d6 Hellfire) and one Headbutt +27 melee (4d6+6  plus 2d6 Hellfire plus Stun)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Imposing Aura/Sympathetic Aura, Spell-Like Abilities, Summon Devil, Hellfire, Stun
Special Qualities:    DR 15/Silver and Good, Darkvision 60 ft., Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), Regeneration 5, See in Darkness, SR 32, Telepathy 100 feet, Lawyer
Saves:                Fort +21, Ref +20, Will +21
Abilities:            Str 34, Dex 28, Con 30, Int 26, Wis 26, Cha 26
Skills:               Bluff +24, Concentration +26, Diplomacy +24, Forgery +24, Gather Information +26, Hide +21, Intimidate +24, Knowledge (Arcana) +24, Knowledge (Local) +26, Knowledge (The Planes) +24, Knowledge (Religion) +24, Knowledge (any 1) +24, Listen +26, Move Silently +25, Perform (Oratory) +26, Profession (Attorney) +26, Search +26, Sense Motive +26, Spellcraft +24, Spot +26
Feats:                Ability Focus (Aura), Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack
Environment:          Any
Organization:         Solitary, pair, team (3-4), or Firm (5-8 Counselors, 10-20 Devilish Attorneys, and 10-20 Paralegal Imps)
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Lawful Evil
Advancement:          19-36 HD (Large); 37-54 HD (Huge)
Level Adjustment:     ---

"Right.  Here's how it's going to go.  I will do all the talking.  Keep this pill in your mouth, and bite down on it when I give you the nod.  It'll look like blood and foam is geysering from your mouth and nose.  After you bite the pill, scream as best you can and fall down.  We need to stall this thing."

Counselors are mutant Pit Fiends who have retired from the Blood War to practice Law, and are usually the senior partners of Hellish law firms.  If you need their services, you have ticked off a Gawd, Arch-Devil, or some other manner of powerful entity.  It shocks people that such entities sue, but given their busy schedules it's  sometimes easier to put their vengeance in the hands of a third party they can just pay to make someone's life hell.

Imposing Aura/Sympathetic Aura (Su): The Counselor can radiate one of two emotions within a 20 foot radius as a Free Action.  A creature in the area must succeed on a DC 29 Will save or be affected as though by an Emotion spell (caster level 18th, can only use the Fear or Friendship options). A creature that successfully saves cannot be affected again by the same Counselor’s aura for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities (Sp):  At Will: Blasphemy, Geas/Quest, Fireball, Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Invisibility, Magic Circle Against Good, Mass Charm Monster, Mass Suggestion, Mind Blank, Power Word Stun.   1/Day: Programmed Amnesia

Summon Devil (Sp): Twice per day the Counselor can summon 2 Paralegal Imps or Devilish Attorneys; or 1 Erinyes, Horned Devil or Ice Devil. 

Hellfire (Su): The Counselors Slam and Headbutt attacks do an additional +2d6 Hellfire damage.

Stun (Ex): Opponents struck by the Counselor's Headbutt attack must make a DC 31 Fortitude Save (Save DC is Str based) or be Stunned 1d4 rounds.

Regeneration A Counselor takes normal damage from chaos-aligned silvered weapons, and from spells or effects with the chaos descriptor.

Lawyer (Ex): Gaze, 30 ft., Will Save DC 27 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Counselor. Save DC is Charisma based.

Combat: If it has time to prepare, a Counselor will summon as much help as it can and cast as many spells as it can have up.  Otherwise it uses multi target spells to disable as many as it can, and then moves into melee with the target that looks weakest.

(https://i.imgur.com/RuPAMXR.png)

Counselor
"Good evening Mr. Maleficarius.  I understand you're willing to take our case.."

If You Need Them, You Must Be In Pretty Deep

"Not that we should need an attorney.."

"I've reviewed your case.  It seems like a miscommunication between Mr. Beelzebub, his lieutenant, and his cult.  It happens more often than you'd think."

"How good are our odds?"

"Pretty good actually.  Beelzebub and his cult poach from other fiendish organizations, so they're persona non grata at the moment.  So we can make it go away for a favor."

"And that would be?"

The Best Lawyer Is A Crooked Lawyer

"We understand you two have a palantir show about nature.  We'd like you to cover The Pit.  We're opening ourselves to tourism, and we need all the exposure we can get.!"

"You want us to do a show on wildlife?  Isn't the flora and fauna here...troublesome?"

"It might turn people away."

"People love danger.  They'll flock to any chance for a thrill."
Title: Re: Jesters Realm Critters
Post by: bhu on July 09, 2023, 10:34:52 PM
Hell Giraffe
                      Huge Magical Beast (Extraplanar)
Hit Dice:             10d10+50 (105 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +10/+28
Attack:               Headbutt +18 melee (2d8+10)
Full Attack:          1 Headbutt +18 melee (2d8+10) and 2 Stamps +16 melee (2d6+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Trample (2d8+10), Increased Reach, Lawnmower, Death Fiesta
Special Qualities:    Low-light Vision,  Darkvision 60 ft., Scent, Immunity to Fire, Mind-affecting Effects and Poison, Energy Resistance 10 (acid, cold), DR 10/Silver
Saves:                Fort +12, Ref +8, Will +5
Abilities:            Str 30, Dex 12, Con 20, Int 6, Wis 14, Cha 14
Skills:               Listen +11, Spot +10
Feats:                Alertness, Multiattack, Power Attack, Run
Environment:          Avernus
Organization:         Solitary, Pair or Loose Association (10-90)
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Lawful Neutral
Advancement:          11-15 HD (Huge), 16-30 HD (Gargantuan)
Level Adjustment:     ---

Hell Giraffes seem to be sharp-toothed, randomly colored, slightly beefy Giraffes.  Unlike normal Giraffes, they hail from Avernus, where they devour the Blood Daisies the Tanar'ri keep trying to send in.

Trample (Ex): DC 25 Reflex Save for half damage (Save DC is Str based).

Increased Reach (Ex): Due to the length of it's neck and legs, the Hell Giraffe has a reach of 15 feet.

Lawnmower (Ex): Hell Giraffes do double damage with their Bite attack which they use on plants only. Their bits is used instead of their Headbutt, and does the same amount of damage (and it does piercing damage).

Death Fiesta (Ex): Once every 1d4 rounds the Hell Giraffe may attack everything within range.

Combat: Hell Giraffes seem content with running their would be opponent over.  But every so often they go on a headbutting spree the locals refer to as "the Death Fiesta."

(https://i.imgur.com/hCoZtHH.png)

Hell Giraffe
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we'll be visiting the Infernal Zoological Gardens with our tour guide Dark Zanzibar!"

Yet Again, A Product of the Blood War
"So, you were saying these used to defend Avernus from the Blood Daisies?"

"They're very colorful."

"Careful now, they can be frisky."

BEHOLD THE DEATH FIESTA!

"How frisky?"

"Careful Jim, they're running our way."

"This is how Light Zanzibar died..."

"Light Zanzibar?"

"Cube of Force coming on line."

"He's my angelical cousin.  It's a long story."

"Why are their heads spinning like that?"

"And now a word from our sponsors!"
Title: Re: Jesters Realm Critters
Post by: bhu on July 09, 2023, 10:36:25 PM
Forever Moose
                      Huge Magical Beast
Hit Dice:             8d10+40 (84 hp)
Initiative:           +0
Speed:                50 ft. (10 squares)
Armor Class:          18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +8/+24
Attack:               Gore +14 melee (2d6+12)
Full Attack:          Gore +14 melee (2d6+12)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Charge!, Vengeance Is Mine Sayeth The Moose!
Special Qualities:    Darkvision 60 ft., Invulnerability 10/-, Immortal, Scent, Revenge Tracking, Immune to Poison and Disease
Saves:                Fort +11, Ref +6, Will +6
Abilities:            Str 26, Dex 10, Con 20, Int 4, Wis 14, Cha 18
Skills:               Knowledge (Geography, Nature) +0, Listen +7, Spot +4, Survival +4, Swim +8
Feats:                Iron Will, Power Attack, Run
Environment:          Where ever it feels like going
Organization:         Unique
Challenge Rating:     <##>
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          9+ HD (Huge)
Level Adjustment:     ---

When Fiends taken by the Jester arrived at the Pit, they found the Moose waiting for them.  It appears as a fairly normal, if incredibly well muscled moose.  Other than it's bulk, it has no really distinguishing features.  But it cannot die.  No matter how many times the Moose is killed it stands up or reappears within the week.  Worse yet, it has a perfect memory of whoever has wronged it, is extraordinarily vengeful, and appears to have some sort of magical means by which to locate those who have wronged it.  So the Fiends have put it in a zoo enclosure, made sure it's well fed, and generally are hoping for the best.

Charge! (Ex): The Forever Moose does 4d6+24 damage with  successful Charge.  Additionally, it gets a Trip attempt as a Free Action without provoking an Attack of Opportunity, and if it fails the opponent cannot attempt to Trip it back.

Vengeance Is Mine Sayeth The Moose! (Su): The Moose ignores an opponents Damage Reduction (or other means of reducing damage) if the target has previously harmed or killed it.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Forever Moose has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

Immortal (Su): It's impossible to destroy the Moose through simple combat: The "destroyed" Moose will restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The Moose that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Moose’s HD) against DC 16. It gets a new roll every 2d4 days if the roll fails.  There is no known way to permanently dispose of the Moose.

Revenge Tracking (Su): The Forever Moose permanently has the benefits of the Locate Creature spell, but only against those who have harmed or killed it.

Skills: The Forever Moose has a +4 Racial Bonus on Listen Checks.

Combat: The Forever Moose just charges headlong.  It has no (beeps) left to give.


(https://i.imgur.com/gsdTMJD.png)

The Forever Moose
"Thank goodness our viewers are loyal.  Hopefully we should have a rescue team soon."

Immortality The Name Is Moose
"What's that wondering in the distance over there?"

"It looks like a moose."

"Oh crap!  That is the Moose!"

The Moose Never Forgets

"The Moose?"

"Is there something special about this moose?."

"We call it the Forever Moose.  It can't die.  No matter how many times it's been killed, it always comes back."

"So it's here for study?"

"Have there been any findings?"

"We study it from afar.  It's too dangerous to get close to.  Also, it's very vengeful, and it's taken out anyone who's ever harmed it."

"Maybe we should move out of sight then."

"No worries, it appears to be engaged on taking vengeance on that tree over there."
Title: Re: Jesters Realm Critters
Post by: bhu on July 09, 2023, 10:51:06 PM
The Landsquid
                      Huge Aberration (Amphibious, Aquatic)
Hit Dice:             18d8+180 (261 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Swim 30 ft.
Armor Class:          22 (-2 Size, +2 Dex, +12 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +13/+31
Attack:               Tentacle +22 melee (2d6+10/19-20)
Full Attack:          2 Tentacles +22 melee (2d6+10/19-20)
Space/Reach:          15 ft./10 ft. (15 ft. w/Tentacles)
Special Attacks:      Ominous Droning, Constrict (2d6+10), Improved Grab, Trample (2d8+15)
Special Qualities:    Darkvision 120 ft., All-around Vision, Ink Jet, Regeneration 5, Blindsight 30 ft.
Saves:                Fort +16, Ref +8, Will +14
Abilities:            Str 30, Dex 14, Con 30, Int 3, Wis 12, Cha 12
Skills:               Intimidate +9, Listen +5, Search +7, Spot +9, Survival +3, Swim +18
Feats:                Ability Focus (Ominous Droning), Alertness, Improved Critical (Tentacle), Improved Initiative, Iron Will, Power Attack, Weapon Focus (Tentacle)
Environment:          Any, except Cold or Desert
Organization:         Unique
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral
Advancement:          19-27 HD (Huge), 28-54 HD (Gargantuan)
Level Adjustment:    ---

The Landsquid is effectively a squidlike creature modified to be amphibious.  It's a fat, fleshy cone with warty, wrinkled brown flesh, and ringed with dozens of simple, black eyes.  It stands on 8 thick arms designed to serve as legs on land, and uses it's two tentacles as  prey grabbers.  It just sort of wandered out of a small sea within the Pit, and began Kaijuing it's way through a local village.  It's since found it's way to a zoo while the local Fiends try to figure out what it is, and where it came from.

Ominous Droning (Su): The Landsquid emits a constant droning sound.  Anything within 30 feet of it must make a DC 22 Willpower Save (Save DC is Cha based), or take a -2 penalty to all skill and ability checks (-4 to Concentration Checks) for as long as it remains within the area of effect.  They must save again upon re-entering the area.

Constrict (Ex): The Landsquid deals 2d6+10 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a Landsquid must hit an opponent of any 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 constrict.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

All-around Vision (Ex): It's many eyes give it a +4 racial bonus to Spot and Search checks and they can't be flanked.

Ink Jet (Ex): A Landsquid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Landsquid normally uses to escape a losing fight. All vision within the cloud is obscured.  On land it sprays this as jet.  This is a ranged touch attack with +13 to hit, and a range of 40 feet.  If it hits successfully, the target is Blinded for 1d6 rounds.

Regeneration (Ex): Electricity and acid deal normal damage to a Landsquid. If a Landsquid 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.

Skills: A Landsquid 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: The Landsquid is a curious creature, and will often play with opponents while trying to decide if they are food.  If it decides that they are, it crushes them with it's tentacles.  If not, it blinds them with it's ink, and skitters away.  The zookeepers swear it makes giggling noises as it does this.

(https://i.imgur.com/cvtnBD2.png)

The Landsquid
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we'll be looking at a local anomaly known as the Landsquid."

Rampages For Fun
"So we understand it appeared one day, and began wrecking a small town?"

"For funsies no less.."

"Yeah.  We could swear it was laughing all the while."

A Total Mystery

"Has anything been discovered about it's nature?"

"Or about that horrific noise coming from it?"

"The noise is semi-telepathic in nature, but we're not sure if the squid is making it deliberately, or if it just emanates from it."

"That's all?"

"Hasn't it been here for  a few hundred years?"

"You have to understand.  The squid is...a prankster."

"Harlan, duck!"

"phwepth"
Title: Re: Jesters Realm Critters
Post by: bhu on July 09, 2023, 11:01:38 PM
The Feisty
                      Medium Outsider (Chaos, Native)
Hit Dice:             15d8+60 (127 hp)
Initiative:           +11
Speed:                60 ft. (12 squares)
Armor Class:          25 (+7 Dex, +5 Deflection, +3 Natural), touch 22, flat-footed 18
Base Attack/Grapple:  +15/+19
Attack:               Claw +22 melee (1d6+4)
Full Attack:          1d6 Claws +22 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fury
Special Qualities:    All-around Vision, True Seeing, Personal Hurricane, DR 5/-, Energy Resistance 10 (Cold, Electricity, Fire, Sonic), SR 19
Saves:                Fort +13, Ref +16, Will +13
Abilities:            Str 18, Dex 24, Con 18, Int 14, Wis 18, Cha 20
Skills:               Balance +19, Climb +19, Hide +17, Jump +21, Knowledge (Arcana, Geography, History, Nature) +12, Listen +19, Move Silently +17, Search +21, Spot +23, Survival +14, Swim +19, Tumble +19
Feats:                Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Environment:          Any
Organization:         Unique
Challenge Rating:     8
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          16-23 HD (Medium), 24-45 HD (Large)
Level Adjustment:     ---

The Feisty is said to predate the Pit itself.  It usually travels in it's own personal vortex, which obscures it completely.  On the rare times it has been seen outside this vortex, it has been far away, usually with it's back to the observer.  Descriptions vary in details, but they all generally agree it is semi-humanoid in form, covered in patchy hair, and has claws.  Many who have gotten close also claim they have seen a single staring eye looking at them from out of the vortex.  It's currently kept in a zoo due to it's chaotic nature, from which it keeps escaping.

Fury (Ex): While it's vortex is on, the Feisty gets one attack against any creature within it's reach with a standard attack (1d6 Claws against each with a Full attack)

All-around Vision (Ex): It's many eyes give it a +4 racial bonus to Spot and Search checks and they can't be flanked.

True Seeing (Su): The Feisty has a continuous true seeing ability, as the spell (caster level 20th).

Personal Hurricane (Su): The Feisty travels in it's own personal vortex.  This gives it several powers.  It gains a Deflection Bonus to AC equal to it's Charisma modifier.  Normal ranged attacks through the vortexes windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a -8 penalty on the attack roll.  Creatures who move inside the Feisty's area (while performing a Grapple for example) suffer effects depending on their size and whether they're airborne. Each creature must make a DC 21 Fortitude saving throw at the beginning of its turn or when in enters the Feisty's area.

Medium or smaller creatures mus succeed on a Fortitude save or be knocked 1d4×10 feet away from the Feisty and take 1d4 points of nonlethal damage per10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage.

Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.

Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6×5 feet.

Gargantuan and Colossal creatures can move through the Feisty's area without adverse consequences.

Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the Feisty's area or whenever they move back into it.

The vortex automatically blows away all mists, fogs and gases in the Feisty's square, and all adjacent squares.  As long as it moves at full speed, it can walk on water.  It permanently grants the benefits of the Feather Fall and Freedom of Movement spells.  It can be shut off or resumed as a Free Action once per round.  The Feisty automatically fails all Move Silently Checks while the vortex is on.

Combat:  The Feisty tends to charge directly into the fray.  It is not by any means a subtle critter.  Fierceley territorial, it will barrel straight towards  anything within  sight.

(https://i.imgur.com/zvc5uj4.png)

The Feisty
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we'll be finishing our tour of the zoo via airship."

An Agent of Chaos
"Look Harlan, there's a dust devil moving towards that herd of wild  pigs."

"That dust devil appears to have a bit of a purpose."

"That's no dust devil, that's the Feisty."

A Traveling Buzzsaw

"What's the Feisty?"

"Whatever it is, it just painted the field with the insides of three of those pigs"

"It's not really a dumb monster, and  it doesn't seem to be a Fiend.  it definitely doesn't like company though, and it rips apart whatever it sees."

"That's disturbing.  Tell me it can't fly."

"And has no ranged attacks."

"Not that we're aware of."

"Thank Jebus for that"

"It's not even eating those pigs..."
Title: Re: Jesters Realm Critters
Post by: bhu on July 09, 2023, 11:13:23 PM
Astral Panda
                      Medium Outsider (Extraplanar)
Hit Dice:             5d8+20 (42 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft., Swim 20 ft.
Armor Class:          17 (+2 Dex, +2 Natural, +3 Deflection), touch 15, flat-footed 15
Base Attack/Grapple:  +5/+10
Attack:               Claw +10 melee (1d6+5)
Full Attack:          2 Claws +10 melee (1d6+5) and 1 Bite +5 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Scent, SR 15, DR 10/Magic
Saves:                Fort +8, Ref +6, Will +6
Abilities:            Str 20, Dex 15, Con 18, Int 6, Wis 14, Cha 16
Skills:               Balance +9, Climb +14, Listen +9, Search +5, Spot +9, Survival +9, Swim +14, Tumble +7
Feats:                Cleave, Power Attack
Environment:          Astral Plane
Organization:         Solitary, Pair or Family (3-6)
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ---

Th Astral Pandas appear to be cute, squat little bears in pastel colors that glow slightly from within.  They appear fairly inoffensive, and are often quite affectionate towards those who treat them well, and disturbingly vicious to those who don't.  People love them, and a small population somehow ended up in the Pit.  The Fiends found them adorable, and kept them in protective custody in the local zoo.

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

Skills: Astral Pandas have a +4 Racial Bonus on Climb and Swim checks.

Combat: Astral Pandas are uncommonly mellow, and rarely initiate combat.  That said, if combat is forced upon them, they can be quite savage.

(https://i.imgur.com/140pGHc.png)

Astral Panda
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we'll be showing you the high point of our trip!"

Former Tenants Of The Astral plane
"Pastel colored bears.  Sweet Jebus, why didn't you lead with this."

"This is your ticket to increased tourism."

"Really?  Humanoids like fluffy critters?"

Adorable

"of course they do."

"What makes you think they wouldn't?"

"Well, the Succubi say that Humanoids..."

"There's your mistake."

"Succubi likely have a fairly negative view of Humanoids given their profession."

"So we're sitting on a cuddly gold mine?"

"Oh goodness, yes."

Some days later...

"Thank goodness that's over."

"Heads up, here comes Delbert with our new assignment."

"Guys, those Pandas were awesome!  You did such a good job in the Pit we have a new set of clients who want you to work your magic for them."

"They had Pandas Delbert.  No magic needed.  Who's the new client?"

"The Beholder Kingdoms!"

*spit take*
Title: Re: Jesters Realm Critters
Post by: bhu on September 10, 2023, 09:29:39 PM
Pecker
                      Diminutive Outsider (Lawful, Native)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +3
Speed:                5 ft. (1 squares), Fly 40 ft. (Average)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Peck +8 melee (1 point plus Daze)
Full Attack:          Peck +8 melee (1 point plus Daze)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Insult, Daze
Special Qualities:    Darkvision 60 ft., Invulnerability 5/-, Divine Protection, SR 11
Saves:                Fort +3, Ref +5, Will +4
Abilities:            Str 1, Dex 16, Con 12, Int 8, Wis 14, Cha 12
Skills:               Listen +4, Performance (Insult) +4, Spot +4
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary or Flock (10-40)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Lawful Neutral
Advancement:          ---
Level Adjustment:     ---

Peckers are agents of the Gawds, and appear as small Wrens.  They are sent to bedevil those who have angered the Gawds, insulting, and occasionally, pecking them (hence the name).  They are divine trolls who are quite good at their job.  Mostly because the Gawds do not allow them to be harmed, and if one is, the Gawds send more...persuasive...agents.  Peckers speak Celestial, Common, and the language of whatever their current assigned victim is.

Insult (Su): The Pecker may insult someone as a Standard Action (this is a Sonic, Language Dependent, Mind-Affecting Effect).  If the subject of the insult  can hear and understand it, it must make a DC 12 Willpower Save (Save DC is Wisdom based) or take a -1 Morale Penalty to all attack rolls and skill or ability Checks for 1 hour.  Multiple failed Saves are not cumulative.

Daze (Su): Anything the Pecker pecks must make a DC 12 Willpower Save or be Dazed for 1 round (Save DC is Wis based).

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

Divine Protection (Su): Anything making an attempt to harm the Pecker is subjected to a Bestow Curse spell.  They do not get a Saving Throw or Spell Resistance.  Removal of this spell requires an Atonement, and then a Miracle.

Combat: Peckers aren't combatants.  They peck or insult and fly away.  Their job is to harass, not fight, evil.

(https://i.imgur.com/xOsIFPs.png)

Peckers
"These are the Peckers.  Nothing much to see here."

"AHAHAHA! Tell 'em the truth (beep)!"

Hammers of the Gawds
"Why do you call them that?  Surely there is a more imaginative nickname for a bird species."

"They aren't birds, they're divine agents.  We call them that because they peck at us, and the Gawds do not allow us to peck back."

Emotional Damage Purveyors
"What did you do to earn that kind of curse?"

"Uncertain, but clearly one of our kind has spit in the divine oatmeal.."

"Tell 'em the truth (beep).  How you and (beeeeeeeeeeeeep) the (beep)....hey, who the (beep) keeps censoring us?"

"Not me."

"Sorry, family show and all."

"That was you?  I may find it in my heart to like you two after all."
Title: Re: Jesters Realm Critters
Post by: bhu on September 10, 2023, 09:29:47 PM
Tweeter
                      Diminutive Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          16 (+4 Size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Beak +7 melee (1 point)
Full Attack:          Beak +7 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Tweet
Special Qualities:    Darkvision 60 ft., Immune to Fire and Poison, Energy Resistance 10 (Acid and Cold), See in Darkness, Telepathy 100 ft., Summon Tweeter, DR 5/Good, SR 11
Saves:                Fort +3, Ref +4, Will +4
Abilities:            Str 1, Dex 14, Con 12, Int 8, Wis 14, Cha 14
Skills:               Listen +4, Performance (Sing) +4, Spot +4
Feats:                Ability Focus (Tweet), Weapon Finesse (B)
Environment:          Any
Organization:        Solitary or Flock (10-40)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

Tweeters appear to be raggedy cardinal birds with loose feathers, but are actually related to Demons.  They send them to sabotage enemies by spreading rumors about them.  They'e the demonic answer to Peckers.  Tweeters speak Abyssal, Common, and the language of the target they are assigned to.

Tweet (Su): As a Standard Action the Tweeter can sing a 'simple bird song' (this is a Sonic, Language Dependent, Mind-Affecting Effect).  Any creature within 30 feet that can hear and understand it's song must make a DC 12 Willpower Saving Throw (Save DC is Cha based).  Any creature that fails the Saving Throw will believe whatever lie or rumor the Tweeter attempts to spread for the next 8 hours, and will feel compelled to repeat it. 

Summon Tweeter (Sp): Once per day a Tweeter can attempt to summon another Tweeter with a 35% chance of success. This ability is the equivalent of a 1st-level spell

Combat: Tweeter are there to spread rumor and innuendo, and wreak havoc on people's social lives.  They flee combat.

(https://i.imgur.com/TSvM7j1.png)

Tweeters
"These are the Tweeters.  Nothing much to see here either."

"Tweet! The zoo is a front for organ harvesting.  Tweet!"

Orcus' Petty Revenge
"Um...what?"

"When a certain Demon Lord began corrupting our people, we fought back.  This is his payback."

Emotional Damage Purveyors
"People listen to rumors from random birds?"

"They do when those birds know their names and personal details."

"Hey Jim! Jimmiiiiei Jim Jim!  Yer a clone Jim!"

"I feign surprise."

"He and I have already had that chat Fiend."

"Looks like you two have offended a few Demons yourselves."

"It's a long story."
Title: Re: Jesters Realm Critters
Post by: bhu on September 17, 2023, 10:11:16 PM
Ghost Pet, Registered Emotional Companion

Ghost Pet is an Acquired Template that can be applied to any animal normally kept as a pet (or even some exotic pets) that has the Ghost Brute template.  Registered Emotional Companions had strong emotional ties to their 'owners' in life, and they continue to have them in death.  So much so that they have successfully petitioned the Afterlife Bureaucracy to let them 'haunt' their former companions in order to protect them. Because they are the 'goodest boy', the Bureaucracy allows this (who knew they would have a soft spot for animals?).  Ghost Pets appear as regular floofs, until someone threatens their 'owner'.  Then they appear as the ghosts they truly are.  Likewise their bonded person is quite fond of them, and the Gawds help the exorcist who tries sending them back to the  Afterlife.

Size and Type: Type changes to Deathless. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Deflection Bonus to AC improves by +1.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

Corrupting Touch: Damage type changes from negative energy to positive energy.

Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being.  If it choose to manifest physically it regains it's Strength score and corporeal attacks.  It also regains any natural armor bonus it may have to AC.

Slavering Doom: Damage type changes from negative energy to positive energy.

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

Locate Protected (Su): The Ghost can detect the exact location of it's charge so long as they are on the same plane of existence.  It also knows their status, as if it permanently had the benefits of the Deathwatch spell.

Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

Sacred Grace (Su): The Ghost adds it's Charisma modifier as a Sacred bonus on all it's saving throws, and as a sacred bonus to it's Armor Class.

Divine Protection (Su): So long as it's charge is within 60 feet of the ghost, the charge gets a +2 Sacred Bonus on all Saving Throws.

Divine Immunities: The ghost is immune to transmutation spells, energy drain, ability drain, ability damage, and mind-affecting spells and abilities.

Saves: Unchanged.

Abilities: +3 Int

Skills: Gains a +8 Racial Bonus on Sense Motive Checks.

Feats: Base creature gains Lifebond and Improved Lifebond as Bonus Feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment:
---

Example of creature using template here:

Sparky  (Dog/Ghost Brute/Ghost Pet)
                      Small Deathless (Incorporeal)
Hit Dice:             1d12 (6 hp)
Initiative:           +3
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          19 (+1 Size, +3 Dex, +3 Deflection, +2 Sacred), touch 19, flat-footed 16
Base Attack/Grapple:  +0/-
Attack:               Slavering Doom +4 melee tough (DC 12 Fortitude Save or 1d6 negative energy)
Full Attack:          Slavering Doom +4 melee tough (DC 12 Fortitude Save or 1d6 negative energy)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Slavering Doom
Special Qualities:    Low-light Vision, Scent, Manifestation, Rejuvenation, +2 Turn Resistance, Locate Protected, Cross Over, Earthly disguise, Walk Unseen, Sacred Grace, Divine Protection, Divine Immunities
Saves:                Fort +4, Ref +7, Will +3
Abilities:            Str - (13), Dex 17, Con -, Int 5, Wis 12, Cha 14
Skills:               Hide +11, Jump +7, Listen +11, Search +5, Sense Motive +9, Spot +11, Survival +1 (+5 when tracking by Scent)
Feats:                Alertness, Improved Lifebond (B), Lifebond (B), Track (B)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          -
Level Adjustment:     ---

Sparky was thought lost in a raid by the  humans, but he soon appeared in the nearby cities searching through the refugee camps.  Eventually he found little Sally Tonguebiter, along with what was left of her family.  They thought Sparky had died, and were most surprised to see him.  They haven't figured out yet he did pass on.  He just raised so much Hell once he got to the Afterlife, they let him come back.  He panicked when he didn't see Sally, and was afraid the bad men had gotten to her.  So now he tries to fool people into thinking he's still alive, and seeking ways to avenge Sally's parents.


(https://i.imgur.com/S8wAoCT.png)
Title: Re: Jesters Realm Critters
Post by: bhu on September 17, 2023, 10:12:34 PM
Ghost Cop

Ghost Cop is an Acquired Template that can be applied to any non-chaotic creature with a Ghost Template*, a BAB of 4+, and an Int of 10 or more.  They are the law enforcement of the Afterlife Bureau.  The retrieve ghosts who have escaped the Afterlife to return to the land of the living, punish and arrest rulebreakers, and generally act as trackers/cheap muscle for the Afterlife Bureau.  Ghost Cops usually walk among mortals invisibly, and rarely choose to disguise themselves (though they can).

* This includes Ghost, Ghost Brute, Ghostly Paramour, Legendary Ghost or Primordial Ghost.

Size and Type:
Type becomes Deathless, gains the Extraplanar Subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged, but see below.

Attacks: Unchanged, but see below.

Damage:
Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

Corrupting Gaze: Damage type changes from negative energy to positive energy.  The ability damage does no damage to Good creatures, 1d4 damage to Neutral Ones, and 2d6 to Evil Ones.

Corrupting Touch: Damage type changes from negative energy to positive energy.

Draining Touch: The ghosts Draining Touch does no damage to Good creatures, 1d4 damage to Neutral ones, and 2d6 to Evil ones.

Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being.  If it choose to manifest physically it regains it's Strength score and corporeal attacks.  It also regains any natural armor bonus it may have to AC.

Slavering Doom: Damage type changes from negative energy to positive energy.

Corporeal Manifestation: The ghost may opt to manifest incorporeally like a normal ghost, as well as a physical creature.

Loving Touch: The ghosts Loving Touch does no damage to Good creatures, 1 negative level to Neutral Ones, and 2 negative levels to Evil ones.

Deadly Touch: The ghosts Deadly Touch does no damage to Good creatures, 1d6 damage to Neutral ones, and 2d8 to Evil ones.

Necromantic Weapon: Damage type changes from negative energy to positive energy.

1) Reach weapon. It has the Blessed (See page 29 of the Magic Item Compendium), Divine Wrath (page 33), and Heavenly Burst (page 36) abilities. it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Sacred and Sacred Burst abilities (See page 31 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Transmuting and Warning abilities (See page 45-46 of the Magic Item Compendium).
4) Slashing Weapon. It has the Parrying and Whirling abilities (See page 40 and 46 of the Magic Item Compendium).
5) Piercing Weapon. It has the Paralyzing and Paralytic Burst abilities (See page 39 of the Magic Item Compendium).
6) Blunt Weapon. It has the Collision and Impact abilities (See pages 31, 37 of the Magic Item Compendium).
7) Twin Weapons. They have the Energy Aura and Energy Surge abilities (See page 34 of the Magic Item Compendium).

Hungry Touch: Damage type changes from negative energy to positive energy.

It also gains one of the following:

Smite (Su): A number of times per day equal to the ghosts (Hit Dice divided by 5, round up) it may choose to Smite an opponent.  For that attack, the ghost gets a Bonus to attack and damage rolls equal to it's Hit Dice.  For example, a 10 Hit Die ghost would have a +10 Bonus.

Light of Heaven (Su): Once per day the ghost can unleash a pulse of light extending out to 60 feet from the ghosts body.   Everything within that area must make a Fortitude Save or take 1d6 positive energy damage per Caster Level (Caster Level is equal to Hit Dice, max is 20d6), and go permanently blind.  If it succeeds in the saving throw, it takes half damage and is not blinded.

Undead Slayer (Su): Choose one special attack the ghost possesses that Undead would normally be immune to (such as Energy or Ability Drain).  The ghost may now use this attack to it's full effect on Undead.

Special Qualities: Retains all Special Qualities of the Base Creature, and the qualities it may gain from it's Ghost Template changes as follows:

Unnatural Aura: The Ghost may turn this ability on/off once per round as a Free Action.

Unholy Aura: The Profane Bonus becomes a Sacred one.

Protective Charm: The Profane Bonus becomes a Sacred one.

Necromantic Armor: If the ghost manifests physically, the Deflection Bonus it gets from it's Necromantic Armor becomes an Armor  Bonus instead, and is considered to have the Ghost Touch property.

It also gains the following:

Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

Sacred Grace (Su): The Ghost adds it's Charisma modifier as a Sacred bonus on all it's saving throws, and as a sacred bonus to it's Armor Class (assuming it doesn't already have Unholy Aura).

Divine Immunities: The ghost is immune to transmutation spells, energy drain, ability drain, ability damage, and mind-affecting spells and abilities.

Deathsense (Su): The ghost can make an opposed Level Check (both the ghost and the target get 1d20 + 1/2 HD + Cha modifier).  If The ghost wins, it can sense if there are Undead within 60 feet, but does not necessarily know their exact location..  If The ghost wins by 5 or more, not only does it know their location, but the ghost dispels any Invisibility, shapechanging, or disguise effects the target may have for as long as the ghost can see it.

Call Home (Su): The ghost can cast Commune 1/day.

Saves: Unchanged.

Abilities: +2 Str, +2 Dex, +2 Wis, +2 Cha.

Skills:
The Base Creature gains 8 skill points to distribute as it sees fit among the following, which are hereafter considered class skills for the creature: Bluff, Concentration, Diplomacy, Disable Device, Gather Information, Intimidate, Knowledge (Any), Move Silently, Sense Motive, and Use Magic Device.  Gains the following languages: Abyssal, Celestial, Infernal.

Feats: Gains any 1 Ghost Feat it qualifies for as a Bonus Feat.

Environment: The Afterlife

Organization: Single, Pair, Squad (3-6), Station (10-50), Division (1000+)

Challenge Rating: +2

Treasure: Is generally assigned the following equipment:Any one +2 Ghost Touch Weapon (if it doesn't have Necromantic Weapon), +2 Ghost Touch Banded Mail (if it doesn't have Necromantic Armor, 2 or more pairs of Masterwork host Touch Manacles, plus 1d4 other random Magic Items.

Alignment: Usually Lawful or Neutral.

Advancement: By Character Class.

Level Adjustment: +5

Example of creature using template here:

Mr. Glass  (Male Human, Fighter 6/Ghost/Ghost Cop)
                      Medium Deathless (Extraplanar, Incorporeal)
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          24 (+2 Dex, +2 Deflection,+8 Armor, +2 Sacred), touch 16 (24 versus incorporeal), flat-footed 22
Base Attack/Grapple:  +6/-
Attack:               Corrupting Touch +8 melee touch (1d6) or +2 Ghost Touch Mancatcher +12/+6 melee (1d4+10)
Full Attack:          Corrupting Touch +8 melee touch (1d6) or +2 Ghost Touch Mancatcher +12/+6 melee (1d4+10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corrupting Touch, Manifestation, Malevolence, Light of Heaven 1/day.
Special Qualities:    Rejuvenation, +4 Turn Resistance, Cross Over, Earthly Disguise, Walk Unseen, Sacred Grace, Divine Immunities, Call Home, Deathsense
Saves:                Fort +7, Ref +6, Will +6
Abilities:            Str 0 (18 ethereal), Dex 15, Con -, Int 10, Wis 14, Cha 14
Skills:               Bluff +5, Climb  +5, Hide +10, Intimidate +7, Jump +5, Listen +11, Move SIlently +5, Ride +3, Search +10, Sense Motive +5, Spot +11, Use Magic Device +3
Feats:                Cleave, Great Cleave, Power Attack, Greater Weapon Focus (Mancatcher, B), Greater Weapon Specialization (Mancatcher, B), Improved Initiative (B), Negative Energy Resistance (B),  Weapon Focus (Mancatcher, B), Weapon Specialization (Mancatcher, B)
Challenge Rating:     10
Treasure:             Standard (but see above)
Alignment:            Lawful Neutral
Advancement:          By Character Class
Level Adjustment:     +10

Mr. Glass appears as a tall, bald, clean shaven man.  He wears a long overcoat of black leather, and dark spectacles.  His duties mostly encompass fetching ghosts who have escaped from the Afterlife back to the living world.  He is fairly matter of fact about this, and  extremely persistent.  Once he is given orders, he will obey them to the letter regardless of his feelings.

(https://i.imgur.com/j6VzJkR.png)
Title: Re: Jesters Realm Critters
Post by: bhu on September 17, 2023, 10:13:35 PM
Ghost Rights Activist
Ghost Rights Activist is an Acquired Template that can be applied to any creature with a Ghost Template*.  They fight both the Afterlife Law, and mortal law enforcement for what they perceive as freedoms that have been unjustly denied them.  Such as the ability to leave the Afterlife.  Or just exist without persecution for being Undead.


* This includes Ghost, Ghost Brute, Ghostly Paramour, Legendary Ghost, Demoniac Spirit, Corporeal Spirit, Ghost of the Deeps, Kiseichuu Yuurei or Primordial Ghost.

Size and Type: Size and Type are unchanged, gains the Extraplanar Subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being.  If it choose to manifest physically it regains it's Strength score and corporeal attacks.  It also regains any natural armor bonus it may have to AC.

Corporeal Manifestation: The ghost may opt to manifest incorporeally like a normal ghost, as well as a physical creature.

It also gains the following:

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Undead, Suggestion, Charm Monster
3/day: Dimensional Anchor, Misdirection, Nondetection, Shadow Cache (Spell Compendium)
1/day: Mislead, Sending, Teleport
Caster Level is equal to Hit Dice.

Disrupting Touch (Su): If you have any of the following attacks, they now affect Undead and Deathless as well: Corrupting Touch, Draining Touch, Loving Touch, Hungry Touch or Deadly Touch.  If you gain any attacks via Ghost Feats they affect Undead and Deathless as well.

Special Qualities: Retains all Special Qualities of the Base Creature, and the qualities it may gain from it's Ghost Template changes as follows:

Unnatural Aura: The Ghost may turn this ability on/off once per round as a Free Action.

It also gains the following:

Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

Saves: Unchanged.

Abilities: +2 Dex, +2 Int, +2 Wis, +2 Cha

Skills: The Base Creature gains 8 skill points to distribute as it sees fit among the following, which are hereafter considered class skills for the creature: Bluff, Diplomacy, Forgery, Gather Information, Knowledge (Any), Perform, Sense Motive, Use Magic Device.  Gains the following languages: Abyssal, Celestial, Infernal.

Feats: Gains any 1 Ghost Feat it qualifies for as a Bonus Feat.

Environment: Any.

Organization: Solitary or Protest (10-1000)

Challenge Rating: +1

Treasure: Unchanged, but may have items if going on a mission for the cause.  Usually, at least a weapon, and 1d4 other items.

Alignment: Any, but not usually Lawful.

Advancement: Unchanged.

Level Adjustment: +3

Example of creature using template here:

Mikey  (Human Male, Rogue 3/Ghost/Ghost Rights Activist)
                      Medium Undead (Extraplanar, Incorporeal)
Hit Dice:             3d12 (19 hp)
Initiative:           +7
Speed:                Fly 30 ft. (6 squares)
Armor Class:          17 (+3 Dex, +4 Deflection), touch 17, flat-footed 14
Base Attack/Grapple:  +2/-
Attack:               Corrupting Touch +6 melee touch (1d6)
Full Attack:          Corrupting Touch +6 melee touch (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corrupting Touch, Manifestation, Telekinesis, Sneak Attack +2d6, Spell-Like Abilities, Disrupting Touch
Special Qualities:    Rejuvenation, +4 Turn Resistance, Evasion, Trapfinding, Trap Sense +1, Cross Over, Earthly Disguise, Walk Unseen
Saves:                Fort +1, Ref +6, Will +2
Abilities:            Str 0 (8), Dex 18, Con -, Int 12, Wis 15, Cha 20
Skills:               Bluff +11, Diplomacy +11, Escape Artist +7, Forgery +6, Gather Information +10, Hide +15, Intimidate +8, Knowledge (Local) +6, Listen +13, Move Silently +6, Search +12, Sense Motive +5, Spot +13, Use Magic Device +8
Feats:                Improved Initiative, Weapon Finesse, Combat Reflexes (B), Positive Energy Resistance (B)
Challenge Rating:     6
Treasure:             Standard (but see above)
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +8

Mikey appears as a fairly non-descript man.  This is by intent, seeing as he is portrayed as a violent anarchist.  He isn't.  Not unless he has to defend himself.  He just wants rights for the undead.  Like being able to leave the Afterlife to visit their living family.   Not having their memories wiped.  Being able to have kids.  Not being bullied by Clerics.  Just existing without fear would be nice.

DIMENSIONAL ANCHOR
5th Level Abjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 Minutes
 A green ray springs from your outstretched hand. You must make a ranged spell attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


MISDIRECTION
2nd Level Illusion (Ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 8 Hours
Choose one creature within range.  For the purposes of Divination magic cast on you (or abilities with a similar effect), you are that creature.  For example, if you are Undead, and cast this on a Humanoid, and someone casts Detect Evil and Good, you don't detect as being Undead.


SHADOW CACHE
2nd Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of this spell you may hide small, non living objects in a shadowy pocket dimension accessible only to you.  You can place as many objects as you want, but the maximum size of the pocket is a 1 foot cube, and hiding or retrieving an item is an Action.  Once the spell ends, all items are placed on the ground in the square you occupy.

(https://i.imgur.com/ggdymRL.png)
Title: Re: Jesters Realm Critters
Post by: bhu on September 17, 2023, 10:14:21 PM
Ghost Lawyer

Ghost Lawyer is an Acquired Template that can be applied to any creature with a Ghost Template* with an Int of 10+, and at least 8 ranks in Knowledge skills (one of which must be Law).   The Afterlife Courts are rife with them.  They both defend and protect anyone brought before the courts, much like mortal attorneys do. 

* This includes Ghost, Ghost Brute, Ghostly Paramour, Legendary Ghost or Primordial Ghost.

Size and Type: Type becomes Deathless, gains the Extraplanar Subtype. 

Hit Dice:
Unchanged.

Speed: Unchanged.

Armor Class: Unchanged, but see below.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

Corrupting Gaze: Damage type changes from negative energy to positive energy.  The ability damage does no damage to Good creatures, 1d4 damage to Neutral Ones, and 2d6 to Evil Ones.

Corrupting Touch: Damage type changes from negative energy to positive energy.

Draining Touch: Your Draining Touch does no damage to Good creatures, 1d4 damage to Neutral ones, and 2d6 to Evil ones.

Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being.  If it choose to manifest physically it regains it's Strength score and corporeal attacks.  It also regains any natural armor bonus it may have to AC.

Slavering Doom: Damage type changes from negative energy to positive energy.

Corporeal Manifestation: The ghost may opt to manifest incorporeally like a normal ghost, as well as a physical creature.

Loving Touch: The ghosts Loving Touch does no damage to Good creatures, 1 negative level to Neutral Ones, and 2 negative levels to Evil ones.

Deadly Touch: The ghosts Deadly Touch does no damage to Good creatures, 1d6 damage to Neutral ones, and 2d8 to Evil ones.

Necromantic Weapon: Damage type changes from negative energy to positive energy.

1) Reach weapon. It has the Blessed (See page 29 of the Magic Item Compendium), Divine Wrath (page 33), and Heavenly Burst (page 36) abilities. it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Sacred and Sacred Burst abilities (See page 31 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Transmuting and Warning abilities (See page 45-46 of the Magic Item Compendium).
4) Slashing Weapon. It has the Parrying and Whirling abilities (See page 40 and 46 of the Magic Item Compendium).
5) Piercing Weapon. It has the Paralyzing and Paralytic Burst abilities (See page 39 of the Magic Item Compendium).
6) Blunt Weapon. It has the Collision and Impact abilities (See pages 31, 37 of the Magic Item Compendium).
7) Twin Weapons. They have the Energy Aura and Energy Surge abilities (See page 34 of the Magic Item Compendium).

Hungry Touch: Damage type changes from negative energy to positive energy.

It also gains the following:

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts, Suggestion, Charm Monster
1/day: Dominate Person, Mind Fog, Mass Suggestion, Teleport
Caster Level is equal to Hit Dice.

Unnerving Gaze (Su): Gaze, 30 ft, Will Save negates, the ghost gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour.  Save DC is Charisma Based.

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

Unnatural Aura: The Ghost may turn this ability on/off once per round as a Free Action.

Unholy Aura: The Profane Bonus becomes a Sacred one.

Protective Charm: The Profane Bonus becomes a Sacred one.

Necromantic Armor: If the ghost manifests physically, the Deflection Bonus it gets from it's Necromantic Armor becomes an Armor  Bonus instead, and is considered to have the Ghost Touch property.

It also gains the following:

Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

Sacred Grace (Su): The Ghost adds it's Charisma modifier as a Sacred bonus on all it's saving throws, and as a sacred bonus to it's Armor Class (assuming it doesn't already have Unholy Aura).

Divine Immunities: The ghost is immune to transmutation spells, energy drain, ability drain, ability damage, and mind-affecting spells and abilities.

Call Home (Su): The ghost can cast Commune 1/day.

Lawyer (Su): Gaze, 30 ft., Will Save negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the ghost. Save DC is Charisma based.

Saves: Unchanged, but see above.

Abilities: +4 Int, +2 Wis, +2 Cha.

Skills: The Base Creature gains 8 skill points to distribute as it sees fit among the following, which are hereafter considered class skills for the creature: Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge, Perform, Sense Motive, Use Magic Device.  Gains the following languages: Abyssal, Celestial, Infernal.

Feats: Gains any 1 Ghost Feat it qualifies for as a Bonus Feat.

Environment: Any

Organization: Solitary, Team (2-4), Firm (11-20)

Challenge Rating: +2

Treasure: Unchanged, but may have items when on assignment.

Alignment: Any

Advancement: Unchanged.

Level Adjustment: +5

Example of creature using template here:

Mr. Daisuke  (Human Male, Expert 6/Ghost/ Ghost Lawyer
                      Medium Deathless (Extraplanar, Incorporeal)
Hit Dice:             6d12 (39 hp)
Initiative:           +1
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:         21 (+1 Dex, +5 Deflection, +5 Sacred), touch 21, flat-footed 20
Base Attack/Grapple:  +4/-
Attack:               Draining Touch +5 melee touch (ability drain)
Full Attack:          Draining Touch +5 melee touch (ability drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Draining Touch, Spell-Like Abilities, Unnerving Gaze
Special Qualities:    Rejuvenation, +4 Turn Resistance, Cross Over, Earthly Disguise, Walk Unseen, Sacred Grace, Divine Immunities, Call Home, Lawyer
Saves:                Fort +7, Ref +8, Will +12
Abilities:            Str 0 (8), Dex 12, Con -, Int 20, Wis 15, Cha 20
Skills:               Bluff +13, Diplomacy +13, Forgery +13, Gather Information +13, Intimidate +13, Knowledge (History, Law, Local, The Planes, Religion) +13, Listen +6, Sense Motive +11, Use Magic Device +13 
Feats:                Daunting Presence (see Libris Mortis), Ghostly Grasp (Libris Mortis), Negative Energy Resistance, Hallowed Presence (B)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Lawful Neutral
Advancement:          By Character Class
Level Adjustment:     +10

"Are your relatives being bullied or abused in the afterlife?  Are your living relatives not keeping up your grave?  Does the mortal father of your Half-Ghost child owe you support? Is another ghosts living relatives bothering yours?  Well come on down to the Daisuke law firm.  We specialize in all aspects of Afterlife Law.  Take advantage of our special on Divorces!"

(https://i.imgur.com/5nPz57f.png)
Title: Re: Jesters Realm Critters
Post by: bhu on September 17, 2023, 10:15:24 PM
Ghost, Petty Afterlife Functionary

Petty Afterlife Functionary is an Acquired Template that can be applied to any creature with a Ghost Template* that has an Int of 10 or more, and at least 8 ranks in Knowledge skills.  They are the staff of the afterlife government, from schools to courts to book keepers.


* This includes Ghost, Ghost Brute, Ghostly Paramour, Legendary Ghost or Primordial Ghost.

Size and Type: Type becomes Deathless, gains the Extraplanar Subtype.   

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged, but see below.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and the attacks it may gain from it's Ghost Template changes as follows:

Corrupting Gaze: Damage type changes from negative energy to positive energy.  The ability damage does no damage to Good creatures, 1d4 damage to Neutral Ones, and 2d6 to Evil Ones.

Corrupting Touch: Damage type changes from negative energy to positive energy.

Draining Touch: Your Draining Touch does no damage to Good creatures, 1d4 damage to Neutral ones, and 2d6 to Evil ones.

Manifestation: The ghosts Manifestation ability is more versatile, and the Ghost can choose to manifest as a corporeal being.  If it choose to manifest physically it regains it's Strength score and corporeal attacks.  It also regains any natural armor bonus it may have to AC.

Slavering Doom: Damage type changes from negative energy to positive energy.

Corporeal Manifestation: The ghost may opt to manifest incorporeally like a normal ghost, as well as a physical creature.

Loving Touch: The ghosts Loving Touch does no damage to Good creatures, 1 negative level to Neutral Ones, and 2 negative levels to Evil ones.

Deadly Touch: The ghosts Deadly Touch does no damage to Good creatures, 1d6 damage to Neutral ones, and 2d8 to Evil ones.

Necromantic Weapon: Damage type changes from negative energy to positive energy.

1) Reach weapon. It has the Blessed (See page 29 of the Magic Item Compendium), Divine Wrath (page 33), and Heavenly Burst (page 36) abilities. it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Sacred and Sacred Burst abilities (See page 31 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Transmuting and Warning abilities (See page 45-46 of the Magic Item Compendium).
4) Slashing Weapon. It has the Parrying and Whirling abilities (See page 40 and 46 of the Magic Item Compendium).
5) Piercing Weapon. It has the Paralyzing and Paralytic Burst abilities (See page 39 of the Magic Item Compendium).
6) Blunt Weapon. It has the Collision and Impact abilities (See pages 31, 37 of the Magic Item Compendium).
7) Twin Weapons. They have the Energy Aura and Energy Surge abilities (See page 34 of the Magic Item Compendium).

Hungry Touch: Damage type changes from negative energy to positive energy.

It also gains the following:

Imperious Command (Su): The ghost can Rebuke/Command Undead as a Cleric whose Level is equal to it's Hit Dice.

Spell-Like Abilities (Sp): At will: Comprehend Languages, Deathwatch, Suggestion, Charm Monster
3/day: Bestow Curse, Command Undead, Halt Undead, Spark of Life (Spell Compendium)
1/day: Control Undead, Incorporeal Nova (Spell Compendium), Speak With Dead
Caster Level is equal to Hit Dice.

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

Unnatural Aura: The Ghost may turn this ability on/off once per round as a Free Action.

Unholy Aura: The Profane Bonus becomes a Sacred one.

Protective Charm: The Profane Bonus becomes a Sacred one.

Necromantic Armor: If the ghost manifests physically, the Deflection Bonus it gets from it's Necromantic Armor becomes an Armor  Bonus instead, and is considered to have the Ghost Touch property.

It also gains the following:

Cross Over (Su): The ghost can Plane Shift at will between the Ethereal, Astral and Prime Material Planes (or, if you're using the rules to my silly campaign, the living world and the afterlife.

Earthly Disguise (Su): When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Walk Unseen (Su): The Ghost remains invisible even when it attacks. This ability is constant, but the Ghost can suppress or resume it as a free action.

Sacred Grace (Su): The Ghost adds it's Charisma modifier as a Sacred bonus on all it's saving throws, and as a sacred bonus to it's Armor Class (assuming it doesn't already have Unholy Aura).

Divine Immunities: The ghost is immune to transmutation spells, energy drain, ability drain, ability damage, and mind-affecting spells and abilities.

Call Home (Su): The ghost can cast Commune 1/day.

Saves: Unchanged, but see above.

Abilities: +4 Int, +2 Wis, +2 Cha.

Skills: The Base Creature gains 8 skill points to distribute as it sees fit among the following, which are hereafter considered class skills for the creature: Bluff, Decipher Script, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge, Perform, Sense Motive, Use Magic Device. Gains the following languages: Abyssal, Celestial, Infernal.

Feats: Gains any 1 Ghost Feat it qualifies for as a Bonus Feat.

Environment: The Afterlife

Organization: Solitary, Team (2-4), Office (11-20)

Challenge Rating: +2

Treasure: Double Standard

Alignment: Not usually Good or Chaotic.

Advancement: By Character Class

Level Adjustment: +6

Example of creature using template here:

Jing  (Human Female, Expert 6/Ghost/Petty Functionary
                      Medium Deathless (Extraplanar, Incorporeal)
Hit Dice:             6d12 (39 hp)
Initiative:           +1
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          21 (+1 Dex, +5 Deflection, +5 Sacred), touch 21, flat-footed 20
Base Attack/Grapple:  +4/-
Attack:               +2 Ghost Touch Short Bow +7 ranged (1d6+2/x3)
Full Attack:          +2 Ghost Touch Short Bow +7 ranged (1d6+2/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corrupting Gaze, Manifestation, Malevolence, Imperious Command, Spell-Like Abilities
Special Qualities:    Rejuvenation, +4 Turn Resistance
Saves:                Fort +7, Ref +8, Will +12
Abilities:            Str 0 (8), Dex 12, Con -, Int 18, Wis 16, Cha 21   
Skills:               Bluff +13, Decipher Script +11, Diplomacy +13, Forgery +10, Gather Information +13, Intimidate +13, Knowledge (Law, Local, The Planes) +13, Listen +9, Sense Motive +11, Spot +9, Use Magic Device +13
Feats:                Daunting Presence (see Libris Mortis), Ghostly Grasp (Libris Mortis), Negative Energy Resistance, Improved Malevolence (B)
Challenge Rating:     10
Treasure:             Double Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +11

Jing appears as a pale woman with long black hair, and a bored expression.  She is a minor secretary in one of the major Celestial Courts, but has much ambition. This ambition has led to some minor corruption, and she is open to bribes.  There will be Hell if she's caught, but other than assassination there's really no other way to move up, unless someone makes a mistake.  A mistake like she's making.  That should be a sign, but...

COMMAND UNDEAD
2nd Level Necromancy
Casting Time: 1 Action
Range: 30 feet
Components: V, M (small piece of bone with raw meat)
Duration: Concentration, up to 8 Hours
This is identical to Suggestion, but it only affects Undead (even if they are immune to being Charmed).


HALT UNDEAD
3rd Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (pinch of powdered sulfur and garlic)
Duration: Concentration, up to 1 Minute
Choose an undead that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
  At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd. The undead must be within 30 feet of each other when you target them.


SPARK OF LIFE
3rd Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell, you can strip creatures of their damage and conditions.  They lose immunity to the following conditions: Exhaustion, Paralyzed, Poisoned, Stunned or Unconscious.  It loses damage reduction to the following damage types (or gets reduction instead if it is immune to that damage type): bludgeoning, necrotic, piercing, poison or slashing.  Spells that normally exclude undead work on the target for the duration of the spell.


CONTROL UNDEAD
7th Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (small piece of bone with raw meat)
Duration: Concentration, up to 10 Minutes
You target one or more undead creatures you can see within 60 feet of you, who are no more than 30 feet apart. The targets must make a Wisdom saving throw. On a failed save, the targets must obey your commands for the next hour.  The creatures total CR cannot be more than your Level.  For example, if you are a 13th Level caster you could control one CR 13 undead, or thirteen CR 1 undead.  You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.


INCORPOREAL NOVA
6th Level Evocation
Casting Time: 1 Action
Range: 150 feet (60 foot radius)
Components: V, S, M (powdered white pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.
  At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.


DEATHWATCH
1st Level Necromancy (Ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration of the spell you can focus on one creature per round as a Bonus Action.  You know whether that creature is alive, dead or undead.  You know if it has less than it's full hit points, less than half it's hit points, or has 1 hit point or less.   As an Action you can make a Wisdom (Perception) Check against your opponents spell  save DC to see through the Feign Death spell.


(https://i.imgur.com/pPmaxBA.png)
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:00:23 PM
                  Beholderflesh Golem
                      Large Construct
Hit Dice:             20d10+30 (140 hp)
Initiative:           +5
Speed:                5 ft. (1 squares), Fly 20 ft. (Average)
Armor Class:          30 (--1 Size, +1 Dex, +20 Natural), touch 10, flat-footed 29
Base Attack/Grapple:  +15/+25
Attack:               Bite +21 melee (3d6+9) and Random Eye Rays +10 ranged touch (effect varies)
Full Attack:          Bite +21 melee (3d6+9) and Random Eye Rays +10 ranged touch (effect varies)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Random Eye  Rays, Berserk
Special Qualities:    All-Around Vision, Darkvision 60 ft., Flight, Construct traits, DR 10/Adamantine, Immunity to Magic, Low-light Vision
Saves:                Fort +8, Ref +7, Will +9
Abilities:            Str 22, Dex 12, Con -, Int 5, Wis 12, Cha 15
Skills:               Hide +2, Listen +8, Search +6, Spot +12, Survival +4
Feats:                Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Large), 31-60 HD (Huge)
Level Adjustment:     ---

"Sweet Jebus, you Wizards will make a Flesh Golem out of anything these days."

Beholderflesh Golems are Golems cobbled together from random Beholderkin, making them relatively rare and expensive.  There's also the complication that Beholderkin generally attempt to murder you on sight if you have one.  They are weirdly intelligent for a construct, though not to any great capacity.  They often fail to be able to reproduce speech, though that's more likely due to the patchwork quilt nature of their bodies.  This makes them tricky Golems, as they're just intelligent enough to follow complex orders, but not so dumb that they can't tell they're being exploited it and resent their situation.  Which tends to make them a bit...murdery...

Random Eye Rays (Su): Each of a Beholderflesh Golem's 10 eye rays resembles a spell cast by a 13th Level caster with a range of 150 ft., and a Save DC of 22 (Save DC is Charisma based).  Most are ranged touch attacks, choose at least 6 rays that do damage, and 4 that have another effect from the following list:

Charm Monster: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

Hold Monster: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

Fear: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

Flesh to Stone: The target must make a successful Fortitude Save or be affected as if it had failed a Save against the spell of the same name.

Slow: The target must make a successful Willpower Save or be affected as if it had failed a Save against the spell of the same name.

Telekinesis: A Beholderflesh Golem can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.

Dispel Magic: This works like the targeted dispel function of the spell. The Beholderflesh Golem’s dispel check is1d20+13.

Ray of Exhaustion: The target must make a successful Fortitude Save or be affected as if it had failed a Save against the spell of the same name.

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).

Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half).

Damage: The target must make a Reflex Saving Throw or take 4d6 damage (half with a successful Save).  Available damage types are acid, cold, electricity, fire or force.

Each round the Beholderflesh Golem fires 1d3 random eye rays.

Berserk (Ex): When a Beholderflesh Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

All-Around Vision (Ex): The Beholderflesh Golem's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Flight (Ex): A Beholderflesh Golem's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Immunity to Magic (Ex):  A Beholderflesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a Beholderflesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Beholderflesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Beholderflesh golem golem gets no saving throw against attacks that deal electricity damage.

Combat: Beholderflesh Golems generally charge and bite due to the random nature of their eyes going off.  They can't really plan tactics around their eyes, so they just focus on the bite and let the eyes fire as they may.

(https://i.imgur.com/0zEtgWy.png)

Beholderflesh Golem
"This is Stinky.  I find him well named."

"Graah..."

Don't Let Beholders See Them
"You have a flesh golem made from Beholders at the zoo?"

"We're studying what makes flesh viable to be made into a Golem, so we can be assured there will be no more like Stinky."

Eyes Activate at Random
"Stinky doesn't belong in a force prison."

"No sir, Stinky isn't the subject.  He's the cage for the subject.  He's just behind the forcewalls because his eye rays activate at random."

"GRAH!"

"And he's bitey..."

"It looks like there's something in his mouth..."

"There is."

"Sweet Jebus, that is disgusting."
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:00:53 PM
                  Black Isopod
                      Small Aberration (Psionic)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +3/+2 (+10 when attached)
Attack:               Bite +7 melee (1d4+4)
Full Attack:          Bite +7 melee (1d4+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Blood Drain, Puppet Master, Psi-Like Abilities
Special Qualities:    Darkvision 60 ft., Telepathy 100 ft., Mindlink, Hide Mind, Host Protection, Immune to Acid
Saves:                Fort +6, Ref +3, Will +8
Abilities:            Str 16, Dex 14, Con 20, Int 11, Wis 14, Cha 14
Skills:               Climb +11, Hide +8, Listen +5, Move Silently +6, Sense Motive +4, Spot +5
Feats:                Ability Focus (Puppet Master), Iron Will
Environment:          Underground
Organization:         Solitary or Nest (6-20)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

"So this thing is now your tongue?  I need a drink."

Black Isopods are so called because they're black, and they look pretty much like Isopods.  They even share the parasitic lifestyle of the Isopod, but are far more intelligent, and often endowed with psychic power.  Their goal is to link up with a creature whose mouth or belly they will fit in, dominate it, and wear it like some sort of weird flesh vehicle.  To say that they aren't popular is an understatement.

Attach (Ex):  If an Isopod hits with a Bite attack, it uses its many claws to latch onto the opponent’s body. An attached Isopod is effectively grappling its prey. The Isopod loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Isopods have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Isopod can be struck with a weapon or grappled itself. To remove an attached Isopod through grappling, the opponent must achieve a pin against the Isopod.

Blood Drain (Ex): An Isopod drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. 

Puppet Master (Ex): If an Isopod is attached to a creature, the subject must make a DC 16 Willpower Save, or it acts as if Dominated (as per the Power). (Isopodss often seek to charm victims first and then “ask” to be picked up.) So long as the Isopod remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken.  Save DC is Cha based, with a +2 circumstance Bonus to the Save DC if the Isopod has already Charmed the subject.

Psi-Like Abilities (Ps): 3/day: Detect Psionics, Mental Barrier, Psionic Charm (DC 14). Manifester level 4th. The save DCs are Charisma-based.

Mindlink (Su): Once an Isopod has used it's Puppet Master ability on a target, it may see and hear through the targets senses instead of its own (it can switch between the subjects senses and it's own as a Swift Action once per round).   It may also use the subjects vocal cords to speak through it.  If separated, the Isopod always knows the targets location, so long as they are on the same plane, nothing would prevent telepathic communication, and they haven't been separated for more than 48 hours.

Hide Mind (Su): An Isopod cannot be identified as psionic by divination spells or clairsentience powers.

Host Protection (Ex): A Isopod in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the Isopod is specifically targeted. An Isopod that is attached to its host is treated as a creature in a grapple for the purpose of striking at the Isopod instead of the host (but the host is not considered grappled in turn).  If the host is Large or larger, the Isopod rides inside it (assuming the host has a mouth big enough it replaces the tongue), gaining Total Cover against al attacks from outside the host.

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

Combat: If the Isopod has no host, it will flee, returning later when the party is asleep.  If it has a host, it's actions will depend on the perceived power level of the host versus the targets.

(https://i.imgur.com/z6z1tM7.png)

Black Isopod
"Open up Stinky."

"Graah..."

Parasite Lifestyle
"What in the 9 Hells is that?"

"It looks like a deep sea Isopod.  Pretty much lives inside it's host mouth like one too.."

Don't Pick Them  Up!
"An Isopod that parasitizes Beholders?  Doesn't that seem unlikely to come about naturally."

"Indeed.  Worse yet, there are indications they may be intelligent."

"GRAH!"

"Hence why it lives in Stinky.  On the odd chance it's magical, Stinky should be immune."

"That is absolutely terrifying."

"Indeed.  We have a betting pool on whether it's telepathic as well."

"Can this zoo get any more disturbing?"
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:01:24 PM
Luchador
Luchador is an Acquired or Inherited Template that can be applied to any Humanoid.  Exactly how it is acquired is not well known, but it is inheritable in the children of those who gain this condition.  It's not a bad condition to have, as it ensures health and athleticism, and more than a wee bit of fighting ability.  Unfortunately you also go crackers, and believe you're a superhero or villain, often choosing extravagant names and costumes to 'battle evil' with.  Evil being defined as whatever you damn well think it is.  Maybe it's true evil.  Maybe it's alcohol.  Maybe it's your former tag partner.  Whatever the thing you hate is, it keeps you awake nights when you aren't able to face it in battle.Even without the costumes you're easy to recognize.  Those masks and weird make-up/tattoos people think you are wearing are actually your skin.  It might be infectious too, as lots of people who hang out with Luchadors become one, but maybe that's because whatever changed the original Luchador is still present.  They travel frequently to 'combat evil', and often get caught up with adventurers, daring them to face their 'mighty sugar hold'.  Smart adventurers don't try the sugar hold.

Size and Type: Size and Type are unchanged, gains the Augmented Subtype.. 

Hit Dice: Unchanged.

Speed: Increase any one movement speed by +10 feet.

Armor Class: Natural Armor Bonus to AC improves by an amount equal to your Constitution Modifier..

Attacks: Base Attack Bonus becomes equal to Hit Dice.

Damage: The Luchador gains an Unarmed Strike whose damage is listed below.

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

Wrasslin' Maneuver (Ex):  You have an Unarmed Strike that deals damage equal to a Monk whose Level is equal to your Hit Dice.  You can boost the attack roll by voluntarily doing less damage.  Reducing the damage by one step (i.e. a 1d6 to a 1d4) gives it a +1 Circumstance Bonus to hit (cannot reduce damage below 1d4 plus Strength Modifier in this manner).  By taking a penalty to the attack roll, you can add one die to the maneuvers damage (maximum penalty possible is your Hit Dice divided by 5).  The following penalties also increase or decrease damage or attack rolls:

Your opponent falls Prone -1 to attack rolls
You fall Prone +1 to attack rolls
Must Charge Opponent +1 die per 10 feet you travel
Must Leap off high point  +1 die per 10 feet you travel, you take 1d6 of damage per 10 feet you fall, both you and the target finish Prone

The above represents most strikes you can perform, but you can also performs slams and submission maneuvers.  To do a Slam you perform a Grapple Check against an opponent you are already Grappling.  If successful, you do your Unarmed Strike damage, the Grapple ends, and your opponent is Prone.  You may modify the Grapple Checks in the same manner you modify Unarmed Strikes above to do more or less damage.  You may use Stunning Fist with these Grapple Checks as well.  In addition to the modifiers listed above, you can also apply the following to Slams:

Grapple doesn't end  -1 to the Grapple Check
Successful Grapple also Pins opponent for free -1 to the Grapple Check

Submission Holds are also done as Grapple Checks as well, doing your Unarmed Strike Damage on a successful Check.  Unlike Slams, a success doesn't end the Grapple.  Like the other Maneuvers above, you can increase damage by taking penalties to the Grapple Check.  In addition, you can force a Constitution Save (Save DC is Str based) or suffer one of the following effects:

Blinded for 1 round  -1 to Grapple Check
Dazed for 1 round -1 to Grapple Check
Fatigued for 1 Minute -2 to Grapple Check
Exhausted for 1 Minute -4 to Grapple Check
Sickened for 1 Minute -2 to Grapple Check

Signature Move: Choose one set of modifiers for you Wrasslin' Maneuver.  For example Slam, you fall prone, grapple doesn't end.  Whenever you perform the Maneuver with those exact modifiers, you do additional energy damage equal to your Charisma Modifier.  Choose from the following energy types when applying the template: acid, cold, electricity, fire, force, negative energy or sonic.  You may only do this Maneuver once every other round.

Finisher (Su): This works like your Wrasslin' Maneuver, but you can only attempt it once every 4 rounds.  Choose one set of modifiers, like you did with your Signature Move.  It does double damage, half of which is the same energy type you chose for your Signature Move.  For example, at three Hit Dice, your unarmed strike does 1d6.  As a Finisher it does 1d6 Bludgeoning plus 1d6 energy damage.  If your Strength modifier is +3, it adds to both damage types.

Improvised Weapons (Ex): Luchadors do not take penalties to attack rolls when attacking with improvised weapons.

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

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

Whenever a Luchador 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 Luchador is treated as one size larger if doing so is advantageous to him.

A Luchador 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 Luchador 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.

Evasion (Ex): A Luchador can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Luchador is wearing light armor or no armor. A helpless Luchador does not gain the benefit of evasion.

Improved Evasion (Ex): This ability works like evasion, except that while the Luchador still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Energy Resistance (Ex): You gain Energy Resistance 10 to whatever type of any energy damage you do with your Signature Move and Finisher.

Saves: All Saves are now Good Saves, and must be recalculated.

Abilities: +4 Str, +4 Dex, +4 Can, +4 Cha.

Skills: The Base Creature gains a +4 Racial Bonus to the following skills: Balance, Climb, Escape Artist, Intimidate, Jump, Perform and Tumble.  Choose one of the following Skill Tricks from Complete Scoundrel when you qualify for it: Back on Your Feet, Escape Attack, Extreme Leap, Leaping Climber, Nimble Charge, Nimble Stand, Slipping Past, Speedy Ascent, Tumbling Crawl, Twisted Charge, Up The Hill, Wall Walker, Wall Jumper.

Feats: You gain Improved Unarmed Strike and Improved Grapple as Bonus Feats.

Environment: Unchanged.

Organization: Solitary, Pair, Three Man Tag, or Federation (30+)

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Any, but usually Good or Evil.

Advancement:
Unchanged.

Level Adjustment: +6

Example of creature using template here:

El Escritario  (CG Male Dwarf Fighter 10/Luchadore)
                      Medium Humanoid (Augmented)
Hit Dice:             10d10+50 (105 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          19 (+4 Dex, +5 Natural), touch 24, flat-footed 15
Base Attack/Grapple:  +10/+15
Attack:               Unarmed Strike +15 (1d10+5)
Full Attack:          Unarmed Strike +15/+10 (1d10+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Wrasslin' Maneuver, Signature Move, Finisher, Improvised Weapons
Special Qualities:    Darkvision 60 ft., Dwarf traits, Powerful Build, Evasion, Improved Evasion, Sonic Resistance 10
Saves:                Fort +12, Ref +11, Will +9
Abilities:            Str 20, Dex 18, Con 20, Int 8, Wis 10, Cha 14
Skills:               Balance +10, Climb +10, Escape Artist +10, Intimidate +9, Jump +10, Perform (Wrasslin')+8,  and Tumble +10
Feats:                Combat Reflexes, Extra Stunning (Complete Warrior), Extra Stunning (Complete Warrior), Iron Will, Greater Weapon Focus (Wrasslin' Maneuver, B), Greater Weapon Specialization (Wrasslin' Maneuver, B),  Improved Grapple (B), Improved Unarmed Strike (B), Stunning Fist (B), Weapon Focus (Wrasslin' Maneuver, B), Weapon Specialization (Wrasslin' Maneuver, B)
Challenge Rating:     12
Treasure:             Standard
Alignment:            Lawful Good
Level Adjustment:     +6

"Has anyone told him his name translates to 'The Desk'.

"That nut?  He eats charcoal.  I don't tell him squat.  I try not to look in his direction."

(https://i.imgur.com/MqjusLC.png)

Luchador
"And over there we have the Luchadors."

"NORMAL PEOPLE, PEOPLE THAT WALK THE STREETS EVERY DAY, WE CANNOT UNDERSTAND!"

An Odd Amount of Them Seem To Be Detectives
"You have people in your zoo?  Why am I not surprised."

"Well, technically, we aren't sure they still are 'people' in the strictest sense of the term.  They seem delusionary, impulsive, and compelled to act in certain manners as if they had no choice."

They May Be Infectious
"How did they come to be like this?"

"Unsure.  The syndrome only affects Humanoids, so we're keeping them isolated until we can figure out what causes it.."

"I WANNA HOLLER THE LOUD, FUNNY WORDS!"

"They don't even object.  They think the 'daily cage matches' will 'make them the ultimate competitors'."

"Who does their costumes and makeup?"

"Those aren't masks.  That's their skin."

"Can this zoo get any more disturbing?"
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:02:06 PM
                  Shadow Ooze
                      Medium Aberration
Hit Dice:             4d8+20 (38 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +3/+9
Attack:               Slam +5 melee (1d4+2)
Full Attack:          2 Slams +5 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Change Shape, Improved Grab, Constrict, Mutable
Special Qualities:    All-Around Vision, Darkvision 60 ft., Immunities, Spiderclimb, Vulnerability (Cold), Regeneration 5, Tactile Telepathy
Saves:                Fort +6, Ref +3, Will +5
Abilities:            Str 14, Dex 14, Con 21, Int 14, Wis 12, Cha 11
Skills:               Bluff +4, Climb +10, Disguise +8, Escape Artist +9, Hide +5 (+13 in shadow), Intimidate +4, Knowledge (any 1) +5, Listen +6, Move Silently +5, Search +6, Spot +7, Tumble +6
Feats:                Alertness, Improved Initiative
Environment:          Any
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral or Neutral Evil
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

Shadow Oozes are intelligent colony creatures formed of a cluster of glossy, black cells that can be formed into different shapes.  Their arms can extend into rubbery, spiked or sharp tentacles, which they make good use of.  Their goal is to terraform worlds they encounter in Wildspace, as some unexplained disaster has befallen their own.  It is wise to avoid contact with them, as they can connect to the minds of those they touch.  Shadow Oozes speak their own language and Common.  They are proficient with Simple and Martial Weapons, and Firearms if the campaign allows them.

Change Shape (Su): A Shadow Ooze can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The ooze can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Improved Grab (Ex): To use this ability, a Shadow Ooze must hit a Large or smaller opponent with a Slam 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. Shadow Oozes receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Constrict (Ex): A Shadow Ooze deals 1d4+2 points of damage with a successful grapple check against a Large or smaller creature.

Mutable (Ex): The Shadow Ooze may choose to do Bludgeoning, Piercing or Slashing damage with it's Slam or Constrict attacks.  When making a Slam attack it may use it's Swift Action to extend it's reach to +5 feet (retracting it to 5 feet is also a Swift Action).

All-Around Vision (Ex): The Shadow Ooze's skin gives it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.

Immunities: A Shadow Ooze is immune to poison, sleep effects, paralysis, polymorph, and stunning.  They are not subject to critical hits or flanking.

Spiderclimb (Ex): A Shadow Ooze can climb sheer surfaces as though with a spider climb spell.

Regeneration (Ex): Cold deals normal damage to a Shadow Ooze. If a Shadow Ooze 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.

Tactile Telepathy (Su): The Shadow Ooze can telepathically communicate with any creature it is touching that has a language.  If the subject fails a DC 14 Willpower Save (Save DC is Int based), the ooze can read it's mind as per the Detect Thoughts spell (Caster Level equal to Hit Dice).

Skills: Shadow Oozes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.  They also have a +8 Racial Bonus to Hide Checks in areas of dim light or darkness.  They also have a +4 Racial Bonus to Disguise, Escape Artist and Tumble Checks,

Combat: If they have weapons they will use them, but otherwise the Shadow Oozes go straight for constriction.  It's what they're good at after all, but if they have access to guns...they'll take guns.

(https://i.imgur.com/ID9adT2.png)

Shadow Ooze
"And this is Bobby.  He's a Shadow ooze."

"Howdy!"

Hellbent On World Domination
"Again, Bobby seems like people.  In fact, he looks like a child."

"They're shapeshifters.  They aren't really Oozes, they seem more like intelligent colonies of cooperative creatures.  We found them while exploring Wildspace."

Can't Stand The Cold
"Why is he in the zoo??"

"He was found guilty of Attempting World Domination Without Being A Beholder.  And the jails were full..."

"Look, this is just a misunderstanding"

"So you weren't caught monologuing like a madman while fiddling with a weather control artifact?"

"Take after you, do they?"

"I see where Jim gets his personality from."
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:02:24 PM
                  Timmy
                      Medium Outsider (Chaos, Evil, Native)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          23 (-1 Dex, +9 Natural, +5 Profane), touch 14, flat-footed 23
Base Attack/Grapple:  +12/+23
Attack:               Slam +19 melee (1d4+7) or Falchion +19 melee (2d6+10/18-20)
Full Attack:          2 Slams +19 melee (1d4+7) or Falchion +19/+14/+9 melee (2d6+10/18-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fear Aura, Improvised Weaponry
Special Qualities:    Darkvision 120 ft., The Power of Evil, Powerful Build, Invulnerability 5/-, Regeneration 5, Immunities, Quick Step, Lifesense
Saves:                Fort +18, Ref +12, Will +13
Abilities:            Str 25, Dex 8, Con 20, Int 8, Wis 11, Cha 20
Skills:               Climb +10, Hide +7, Intimidate +14, Jump +10, Knowledge (Arcana, Geography, The Planes, Religion) +8, Listen +8, Move Silently +7, Search +7, Spot +8, Survival +10, Swim +10
Feats:                Cleave, Great Cleave, Improved Initiative, Power Attack, Track
Environment:          Any
Organization:         Unique?
Challenge Rating:     13
Treasure:             None
Alignment:            Neutral Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---

Timmy is a roughly 400 pound man, or man-like entity standing roughly 7 feet tall.  He wears dirty, torn peasant clothes (or whatever he can find), as well as a crude mask he has carved.  He is never seen without the mask, and will go to some lengths to get it back if taken.  He also has a pet falchion he's rather fond of, which he uses to commit the bulk of his murders.  Timmy was found in a dead crystal sphere in the far reaches of Wildspace.  He killed the crew and snuck on board their ship before the last remaining one fled, and has  haunted the realms since.  Timmy appears inimical to all life, and if there is nothing to kill, he has been known to attack trees and grass in frustration (he prefers prey who can regret dying).  At times he is so still he appears unconscious or dead, but this is merely a ruse to get prey close enough.  Timmy does not communicate, he simply kills everything in front of him.  He has been trapped many times, but somehow something always manages to free him.  Timmy is proficient with all weapons (and we mean all, including the exotic ones).  He appears to understand Abyssal, Celestial, Common and Infernal, but has never spoken.

Fear Aura (Su): Timmy is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a DC 21 Will save or be affected as though by a fear spell from a sorcerer of his Hit Dice. A creature that successfully saves cannot be affected again by Timmy's aura for 24 hours.

Improvised Weaponry (Ex): Timmy doesn't take penalties to attack rolls when attacking with improvised weapons.

The Power of Evil (Su): Timmy adds his Charisma modifier as a bonus on all his saving throws, and as a profane bonus to his Armor Class. (The statistics block already reflects these bonuses).

Powerful Build (Su): The physical stature of Timmy lets him function in many ways as if he were one size category larger.

Whenever Timmy 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), Timmy is treated as one size larger if doing so is advantageous to him.

Timmy 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. Timmy 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.

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

Regeneration (Ex):  No form of attack deals lethal damage to Timmy. Timmy regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If Timmy fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). Timmy is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

Timmy can be slain only by raising his nonlethal damage total to his full normal hit points +10 (or 124 hit points) and using a wish or miracle spell to keep him dead.

If Timmy loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Immunities: Timmy is immune to poison, sleep effects, paralysis, and disease.  Not subject to ability drain, or energy drain. Timmy is immune to damage to his ability scores, as well as to fatigue and exhaustion effects.  Timmy does not need food, water, air or sleep, and is effectively immortal.

Quick Step (Su): Timmy can teleport up to 100 feet as a Move Action when he isn't being observed.

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

Combat:  Timmy is patient, and will often follow victims quietly for miles before killing them.  Despite his power, he insists on killing victims by surprise as often as he can.  He never forgets a face, and will always pursue any victims who get away.  He is immortal after all.

(https://i.imgur.com/8My8bUP.png)

Timmy
"This is Little Timmy, murderer of a thousand worlds."

"..."

Compulsive Killer
"Not a very talkative man, is he?"

"He isn't a 'man' at all.  His blood is the wrong color, his internal organs are so different we don't know what to make of  them, and he's virtually unkillable."

Hasn't Ever Spoken
"Why is he in the zoo?"

"Because after all he's done, we need a thousand sets of eyes on him at any given moment."

"..."

"Plus, again, the jails were full."

"How do you know his organs are different?"

"We vivsected him to see.  Imagine our surprise when he lived."
Title: Re: Jesters Realm Critters
Post by: bhu on September 18, 2023, 09:03:17 PM
                  Housecat   (The true statblock)
                      Tiny Outsider (Chaos, Extraplanar)
Hit Dice:             3d8+3 (16 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          19 (+2 Size, +4 Dex, +3 Deflection), touch 19, flat-footed 15
Base Attack/Grapple:  +3/-9
Attack:               Claw +9 melee (1d2-4)
Full Attack:          2 Claws +9 melee (1d2-4) and 1 Bite +4 melee (1d3-4)
Space/Reach:          21/2 ft./0 ft.
Special Attacks:      Spell-Like Abilities, Sneak Attack +1d6
Special Qualities:    True Seeing, Spiderclimb, Scent, Unearthly Grace, Immunities, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Quick Step
Saves:                Fort +7, Ref +10, Will +9
Abilities:            Str 3, Dex 18, Con 12, Int 16, Wis 16, Cha 16
Skills:               Balance +15, Bluff +6, Climb +15, Diplomacy +6, Escape Artist +7, Hide +19*, Intimidate +6, Jump +15, Knowledge (any 3) +6, Listen +9, Move Silently +11, Search +6, Sense Motive +6, Spot +6, Survival +6, Swim +2, Tumble +7, Use Magic Device +6
Feats:                Stealthy, Weapon Finesse
Environment:          Any
Organization:         Solitary, Pair or Pack (3-10)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          4+ HD (Tiny)
Level Adjustment:     ---

Some people say cats are more than they appear.  Everyone laughs at them of course.  Everyone except the cats.  Cats appear to understand all languages when they feel like it, but have only ever been observed communicating in Purr.

Spell-Like Abilities (Sp): 3/day: Charm Person, Detect Magic, Invisibility.  Caster Level equal to Hit Dice.

Sneak Attack (Ex):  The Cat’s attack deals +1d6 extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cat flanks her target. Should the Cat score a critical hit with a sneak attack, this extra damage is not multiplied.

A Cat can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Cat must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Cat cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

True Seeing (Su): Housecats have a continuous true seeing ability, as the spell (caster level equal to Hit Dice).

Spiderclimb (Su): Cats can climb sheer surfaces as though with a spider climb spell.

Unearthly Grace (Su): Cats add their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class. (The statistics block already reflects these bonuses).

Immunities: Cats are immune to Mind-affecting effects.  They are also immune to any spell, power, ability or effect that would reveal that you are anything but a pwecious widdle piddy.  Cats are immune to falling damage.

Evasion (Ex): A Cat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.  A helpless Cat does not gain the benefit of evasion.

Improved Evasion (Ex): This ability works like evasion, except that while the Cat still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Uncanny Dodge (Ex): A Cat can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex):  The Cat can no longer be flanked.  This defense denies another entity the ability to sneak attack the Cat by flanking her, unless the attacker has at least four more rogue levels than the Cat has Hit Dice.

Quick Step (Su): Cats can teleport up to 100 feet as a Move Action when they aren't being observed.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Cats scratch to show their displeasure.  They are of course capable of much more, but will not reveal that when there are witnesses.

(https://i.imgur.com/KpSXbB4.png)

Housecats
"And this is our petting zoo, which features many adorable kitties."

"Mows!"

Furry Little Angels?
"Beholders pet cats?"

"Don't be silly Jim, we haven'y got hands.  The kitties pet us."

Too Adorable Not To Have Secrets
"What?"

"Princess Sparkle Fairy loves making biscuits on daddy!."

"puuuurrrrr..."

"I may need a drink."

"Would you like to see more of the zoo?"

"No, we've seen enough."
Title: Re: Jesters Realm Critters
Post by: bhu on October 22, 2023, 11:45:37 PM
              The Ghost Mime of 14th Street
                      Medium Undead (Incorporeal)
Hit Dice:             16d12 (104 hp)
Initiative:           +7
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class (non ethereal):          23 (+7 Dex, +6 Deflection), touch 23, flat-footed 16
Armor Class (ethereal):          17 (+7 Dex), touch 17, flat-footed 10
Base Attack/Grapple:  +8/-(+10 vs ethereal)
Attack:               Draining Touch +15 melee touch (1d3 times 1.5 Charisma Drain)
Full Attack:          Draining Touch +15 melee touch (1d3 times 1.5 Charisma Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Draining Touch, Horrific Appearance, Malevolence, Manifestation, Mimery, Silence
Special Qualities:    Rejuvenation, +4 Turn Resistance, Undead traits, Darkvision 60 ft.
Saves:                Fort +5, Ref +12, Will +14
Abilities:            Str - (14), Dex 24, Con -, Int 18, Wis 18, Cha 22
Skills:               Balance +20, Bluff +16, Concentration +16, Escape Artist +20, Hide +25, Knowledge (Local, Nobility) +14, Listen +22, Move Silently +20, Perform (Mime) +16, Search +22, Sense Motive +14, Spot +22, Tumble +20
Feats:               Empowered Ability Damage, Rthereal Sidestep, Ghostly Grasp, Improved Malevolence, Positive Energy Resistance, Quicken Manifestation
Environment:          Any, stereo typically 14th Street
Organization:         Unique
Challenge Rating:     12
Treasure:             None
Alignment:            Neutral
Advancement:          17+ HD (Medium)
Level Adjustment:     ---

There has always been a Mime that has stalked the alleys of 14th street at night.  No one knows who it was, no one is even sure of it's species or gender, as it seems to vary wildly i appearance and dress (though it doesn't appear able to disguise itself as other people).  No matter what it's guise, it always clearly obvious that it is the Mime.  No one is sure what it wants either.  It appears to let some spectators go, and some are never seen again.  Some the local populace wishes were never seen again.  Some say it is best that if you see it perform to do your best to make it happy by applauding and cheering it on.  Others say it is looking for honest critique, and lying to it will trigger it's attack.  Either way, the Mime never speaks, conveying it's thoughts purely via expression. 

Scholars studying the phenomenon have come to the realization so little is known of the Mime because it's origins are lost.  Reading through old records and legends, the Mime was there before 14th street existed.  Or the city the street currently resides in.  It was there before mime was even an art form, and may be the originator of it.  If living mimes know anything, they aren't saying, and there are rumors that if they speak of it the Mime will know.  It is unknown if the Mime is limited in scope or not, as no one has seen it beyond 14th streets neighborhoods, but no one has tested the theory that it's reach is limited either.  It rarely communicates or gives any notion of what it may want or need.  Many have tried to find out what it will take to put the Mime to rest, and most of them have died (though rarely at the hands of the Mime).

Draining Touch (Su): If he Mime hits a living target with its incorporeal touch attack, it drains 1d4 points from Charisma (times 1.5 for the Feat). On each such successful attack, the Mime heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.  If the targets Charisma reaches 0, it dies, rising withing 1d4 days as a Ghost.

Horrific Appearance (Su): Any living creature within 60 feet that views the Mime must succeed on a DC 24 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage (times 1.5 for the Feat). A creature that successfully saves against this effect cannot be affected by the Mime’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 16th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 21). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

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

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

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

Mimery (Su): The Mime can effectively cast Limited Wish at will, with a few limits: it cannot cast spells with an xp component.  It ignores verbal and material components, but it must be able to perform somatic components as it does a mime routine to cast the spell.  For example, it could pretend to be walking against the wind to cast Gust of Wind.

Silence (Su): The Mime permanently radiates Silence, as per the spell, in a 20 foot radius from it's person.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.  Currently little is known of the Mime.  Magic allowing one to see the past, or help from immortals would be necessary.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

Combat:  The Mime rarely attacks initially, preferring to go into a simple mime routine.  If the PC's watch, the routines grow ever more complex and unlikely.  At some point, the Mime either bows and moves on, evidently appeased. or becomes angry, and slaughters them for reasons only it knows. 

(https://i.imgur.com/DzNIkJp.png)
Title: Re: Jesters Realm Critters
Post by: bhu on October 22, 2023, 11:55:49 PM
              Banana Slaad
                      Large Outsider (Chaos, Extraplanar)
Hit Dice:             9d8+36 (76 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          23 (-1 Size, +3 Dex, +11 Natural), touch 12, flat-footed 20
Base Attack/Grapple:  +9/+18
Attack:               Fist +13 melee (1d6+5)
Full Attack:          2 Fists +13 melee (1d6+5) and 1 Headbutt +11 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Slippery, Spell-Like Abilities, Summon Slaad
Special Qualities:    Darkvision 60 ft., Fast Healing 5, Immune to Sonic damage, Energy Resistance 5 (Acid, Cold, Electricity, Fire)
Saves:                Fort +10, Ref +9, Will +6
Abilities:            Str 20, Dex 16, Con 19, Int 8, Wis 10, Cha 14
Skills:               Balance +12, Climb +14, Concentration +13, Hide +9, Listen +10, Move Silently +12, Search +9, Spot +9, Survival +9
Feats:                Ability Focus (Slippery), Improved Initiative, Multiattack, Power Attack
Environment:          Any
Organization:         Solitary or gang (2–5)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment:     +7

Green Slaadi that find themselves in the Jester's Realm tend to see their skin turn leathery and yellow.  They loose their claws, but their large fists seem no less effective.  Banana Slaad tend to be less arrogant, and more flamboyant and whimsical.  They like to have fun (sometimes at other people's expense).  They like nothing better than to make everyone around them suddenly fall down.  So in their own way they're no less despised than the creatures they used to be.

Slippery (Su): As a Standard Action, you can cause all creatures within 30 feet of you to make a DC 18 Reflex Save (Save DC is Cha based) or fall Prone, taking 1d6 damage.

Spell-Like Abilities (Sp): At will— Confusion, Detect Magic, Glitterdust, Grease, Knock, Rainbow Pattern; 3/day— Displacement, Slow, Telekinesis. Caster level 9th. The save DCs are Charisma-based.

Summon Slaad (Sp): Twice per day a Banana Slaad can attempt to summon another Banana Slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.

Combat: You generally cause everyone to pratfall before opening up with your spell-like abilities.

(https://i.imgur.com/6yQMIUP.png)
Title: Re: Jesters Realm Critters
Post by: bhu on October 23, 2023, 12:33:42 AM
              Chicken Slaad
                      Large Outsider (Chaos, Extraplanar)
Hit Dice:             7d8+21 (52 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          20 (-1 Size, +5 Dex, +6 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +7/+13
Attack:               Claw +11 melee (1d8+2)
Full Attack:          2 Claws +11 melee (1d8+2) and 1 Bite +6 melee (1d8+1)
Space/Reach:          10 ft./10 ft.
Special Attacks:      BAWK!, Egg, Flappity Frawg, Summon Slaad
Special Qualities:    Darkvision 60 ft., Fast Healing 5, Immune to Sonic damage, Energy Resistance 5 (Acid, Cold, Electricity, Fire)
Saves:                Fort +8, Ref +10, Will +3
Abilities:            Str 15, Dex 21, Con 17, Int 6, Wis 6, Cha 8
Skills:               Climb +12, Hide +11, Jump +12, Listen +8, Move Silently +15, Spot +8
Feats:                Dodge, Mobility, Weapon Finesse
Environment:          Any
Organization:         Solitary, pair, gang (3–5), or flock (6–10)
Challenge Rating:    7
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          8-10 HD (Large); 11–21 HD (Huge)
Level Adjustment:     +6

Slaadi entering the Jester's Realm are prone to weird mutations.  Red Slaadi in particular tend to grow feathers, and become 'bird-ish'.  They often get mocked and referred to as 'Chicken Slaads'.  This does not improve their mood, and it is advised to not say it in front of them.  Especially since it became something of a widely mocked meme.  Adventurers are advised to give them a wide berth, as they are known for their temperament issues.

BAWK! (Su): Once per day a Chicken Slaad can emit a loud bawk. Every creature (except Slaadi) within 20 feet must succeed on a DC 16 Willpower save or be Confused (as per the spell)  for 1d3 rounds. The save DC is Constitution-based.

Egg (Su):  When  a Chicken Slaad kills an opponent, that opponent rises as another Chicken Slaad in a weeks time.

Flappity Frawg (Ex): The Chicken Slaad does a flying leap, while squawking crazily, flapping it's arms, and bulging it's eyes.  Effectively it makes a charge attack with no AC Penalty, and anyone it passes adjacent tp, or attacks, must make a DC 16 Willpower Save or be Shaken for the duration of the encounter.

Summon Slaad (Sp): Once per day a Chicken Slaad can attempt to summon another Chicken Slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Combat:  Chicken Slaadi tend to fight for...well, pretty much any reason.  They are volatile at the best of times, and becoming widely mocked hasn't made it any better.

(https://i.imgur.com/1ke8jfM.png)
Title: Re: Jesters Realm Critters
Post by: bhu on October 23, 2023, 12:33:48 AM
              Caesar Slaad
                      Large Outsider (Chaos, Extraplanar)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          23 (-1 Size, +3 Dex, +11 Natural), touch 12, flat-footed 20
Base Attack/Grapple:  +10/+18
Attack:               Claw +14 melee (2d4+4)
Full Attack:          2 Claws +14 melee (2d4+4) and 1 Bite +11 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Summon Slaad
Special Qualities:    Darkvision 60 ft., DR 10/Lawful, Fast Healing 5, Immune to Sonic damage, Energy Resistance 5 (Acid, Cold, Electricity, Fire)
Saves:                Fort +12, Ref +10, Will +11
Abilities:            Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14
Skills:               Bluff +15, Concentration +18, Diplomacy +15, Knowledge (Arcana, Local) +15, Listen +15, Search +15, Spellcraft +15, Spot +15, Use Magic Device +15
Feats:                Multiattack, Improved Initiative, Iron Will, Weapon Focus (claw)
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:          11–15 HD (Large); 16–27 HD (Huge)
Level Adjustment:     +6

Gray Slaadi tend to become wildly megalomaniacal when moved to the Jester's Realm.  They feel compelled to wear crowns, sit on thrones, and refer to themselves as the "true Emperor of all slaad-kind".   This does not endear the other Slaadi to them, which tends to ruin their plans for domination.  Appearance wise, they don't seem to have changed very much from their old looks, unlike most of the other Slaadi.

Spell-Like Abilities (Sp): At will Detect Magic, Hold Person, Identify, Invisibility, Lesser Geas, Misdirection, Nondetection, See Invisibility, Suggestion;  3/day—Clairaudience/Clairvoyance, Dismissal, Globe of Invulnerability; 1/day—Demand. Caster level 10th. The save DCs are Charisma-based.

Summon Slaad (Sp): Twice per day a Caesar Slaad can attempt to summon 1–2 Chicken Slaadi with a 60% chance of success, or 1 Banana Slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.

Combat: Caesar Slaadi tend to back up their minions with their magic powers.  They hate risking themselves in melee.

(https://i.imgur.com/oDoqzxb.png)
Title: Re: Jesters Realm Critters
Post by: bhu on November 17, 2023, 08:47:02 PM
Manakin War Golem
                      Large Construct
Hit Dice:             12d10+30 (96 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple:  +9/+21
Attack:               Attack +16 melee (2d8+8)
Full Attack:          2 Attacks +16 melee (2d8+8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Variable Attack, Secret Weapons
Special Qualities:    Dark Vision 60 ft., Low Light Vision, Construct Traits, Immune to Magic, DR 10/-
Saves:                Fort +4, Ref +3, Will +4
Abilities:            Str 26, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          13-18 HD (Large), 19-36 HD (Huge)
Level Adjustment:     ---

"GREETINGS MORTALS, I AM A PEACEFUL CANNIBAL GIANT, WHO COMES IN PEACE."

"Heads up Bert, we got another one."

"I MUST WARN YOU!  DO NOT PERAMBULATE IN THAT DIRECTION!"

"Do you speak regular Common?"

"I REALIZE I SOUND FEARSOME!  DO NOT WEE YOURSELVES!  I AM A HARMLESS CANNIBAL!"

"I don't think he understands what that word means Bert."

"GREAT DANGER LIES THAT WAY!"

"What danger?"

"UM...MIGRATING BIRDS?"

Occasionally the Manakin feel the need to scare the big folk off.  When that happens, they bust out the deluxe Golems.  Built to resemble Giants (cause Humanoids find Giants scary), they drop the 'disguise' pretty quickly when it's whoopin' time.   A Manakin War Golem can comfortably carry 12 Manakin and 30 days of supplies inside it. 

Variable Attack: The Golems melee attack can do either Bludgeoning, Piercing or Slashing damage.

Secret Weapons (Sp): When created, each Golem is gifted with a magic spell that it can cast 2/day as a Supernatural Ability (Caster Level is equal to HD, casting ability is the Int modifier of the Golem's pilot).  Choose one from the following: Antimagic Field, Disintegrate, Greater Dispel Magic, Maximized Fireball, Maximized Lightning Bolt, Tenser's Transformation.

Immune to Magic (Ex): A Manakin Golem is immune to any Spell or Spell-Like Ability that allows Spell Resistance.

Combat: Golems rely on their melee attacks, unless the target is stubborn, then the secret weapon comes out.  There are also ports onboard casters can fire through.


(https://i.imgur.com/99r7hSo.png)

Manakin War Golems
"Oh look, it appears to have a friend."

"ME NOT FRIEND!  ME EVIL GNOME CRUSHING OGRE!

"FEAR ME?"
"You seem mighty thin for an Ogre."

"Mighty talkative too."

"ME NORMAL BRICK STUPID OGRE!"

"Can we not do this?  I'd like not to get accused of speciesism by the local Giants."

"ME NOT UNDERSTAND!"

"Sir, we know you're a Golem, possibly piloted by a local cryptid species.  We'd just like to talk."

"SMALL PEOPLE ARE JUST RUMORS!"

"We said cryptid.  We didn't mention small people."


Still Not Quite Right

"(BEEP)"

"Care to fess up now?"

"Go away or we'll shoot you up with Pixie poison."

"Well that looks like all for today folks.."

Title: Re: Jesters Realm Critters
Post by: bhu on November 22, 2023, 07:34:53 PM
 Turkey
                      Small Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 60 ft.  (Clumsy)
Armor Class:          12 (+1 Size, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +1/-4
Attack:               Peck +1 melee (1d3-1)
Full Attack:          See Flail below
Space/Reach:          5 ft./5 ft.
Special Attacks:      Flail
Special Qualities:    Darkvision 60 ft., Short Term Flight, Key
Saves:                Fort +3, Ref +2, Will +1
Abilities:            Str 8, Dex 10, Con 12, Int 3, Wis 12, Cha 12
Skills:               Hide +4, Listen +5, Move Silently +2, Search +2, Spot +5
Feats:                Weapon Finesse, Multiattack (B)
Environment:          Temperate Forests or Plains
Organization:         Solitary, Small Flock (10-20), Big Flock (21-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Turkeys are magical critters that look like ordinary wild turkeys.  They're very popular with Thieve's Guilds though, due to their ability to undo locks (and potentially traps).

Flail (Ex): When making a Full Attack, roll 1d4 for the number of attacks you make, then roll 1d4 for the type of attack 1: Kick, 2: Wing Slap, 3: Peck, 4: Spurs.  The Peck is considered the Primary attack, and the others are Secondary.  The Peck is +1 to attack rolls, and the rest are -1 to hit.  Damage is 1d3-1 Bludgeoning for Kick or Wing Slap, 1d3-1 Piercing for Peck, and 1d3-1 Slashing for Spurs.

Short Term Flight (Ex): A Turkey can fly for (3 plus Constitution Modifier) rounds before it must land and rest.  It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Key (Su): If the Turkey touches an object, that object is subject to a Knock spell (Caster Level 3rd).

Skills: Turkeys have a +4 Species Bonus to Listen, Search, and Spot Checks.

Combat: Turkeys will generally give a peck or two before flying off.  If cornered, or angry though, they go bug nuts crazy and begin flailing with all 4 limbs (and their beak as well).

(https://i.imgur.com/LwnD2ss.png)

Turkey
"Greetings! Once again his is your host Harlan Jurgens, along with my assistant Jim! Today on Mutual of Gnomeahaw's Wild Kingdom, we're at farmer Skechfoot's."

"Howdy."

Beloved By Rogues Everywhere
"We understand your turkeys are extra special?"

"And can we ask why their coop is a forcecage?"

"Can't keep 'em in nuthin' else.  They open any lock they touch.  Damn smart too."

"So they aren't prized as food then?"

"Hell naw!  Thieve's love 'em.  They buy fiddy at a time.  Turn 'em loose in town and go on a spree."

"No one uses them for some legal purpose?"

"Legal?  In the Shires? AHAHAHA!"

"Well that answers that..."


Impossible To Hold

"Hadda hire security to keep 'em from being stolen."

"That explains the various Giants."

"Yup."

Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:07:59 PM
         The Spookity
                      Tiny Outsider (Chaos, Native)
Hit Dice:             5d8+5 (27 hp)
Initiative:           +8
Speed:                40 ft. (8 squares), Burrow 10 ft., Climb 30 ft., Swim 20 ft.
Armor Class:          18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple:  +5/-2
Attack:               Bite +11 melee (1d3+1)
Full Attack:          Bite +11 melee (1d3+1)
Space/Reach:          21/2 ft./0 ft.
Special Attacks:      SCREE!, Spell-Like Abilities, Don't Corner It
Special Qualities:    Darkvision 60 ft., Scent, Immunities, DR 10/Magic, Fast Healing 2, Slippery
Saves:                Fort +5, Ref +8, Will +6
Abilities:            Str 12, Dex 18, Con 12, Int 14, Wis 14, Cha 16
Skills:               Balance +16, Bluff+8, Climb +14, Diplomacy +12, Disguise +5, Escape Artist +8, Gather Information +10, Hide +18*, Intimidate +5, Jump +16, Knowledge (Geography, Local, Nature) +5, Listen +8, Move Silently +11, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +14, Tumble +10, Use Magic Device +8 
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          6+HD (Tiny?)
Level Adjustment:     ---

The Spookity appears to be an Awakened Mongoose that haunts the Fifty Shires.  "Appears" being the operative word.  Technically it looks like a mongoose, sounds like a mongoose, and has 'mongoose-y' abilities.  But it also has very non-mongoose related powers.  It's called the Spookity due to it's habit of suddenly running from the darkness screaming, and scaring the crap out of people.  In fact, it does little more than lie in wait to scare people (or at least is rarely observed doing aught else).  The Spookity is also known for occasionally accosting people with it's witty and sarcastic commentary.  There are rumors it supplies the gossip columns for several local newspapers.  No one is actually certain if it has any real goals beyond petty drama.  It speaks Common, Halfling, Gnome and Sylvan.

SCREE! (Su): As a Full Round Action, the Spookity can move up to twice it's full speed, and let out a terrifying screech.  It appears to temporarily grow larger as well.  Anything able to see or hear the Spookity must make a DC 15 Willpower Save or be Panicked for 1d4 rounds.  This is a sonic mind-affecting fear effect. If the save is successful, an affected creature is immune to the Spookity's SCREE! for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will: Superior Magic Fang (Spell Compendium), Fell the Greatest Foe (Spell Compendium), Tree Shape, Pass Without Trace, Greater Teleport (self plus 50 pounds only), Mirage Arcane.  Caster Level 12th.

Don't Corner It (Ex): Whenever the Spookity fails a Saving Throw against a Fear effect, it goes bugnuts psycho instead of becoming afraid.  As a Full Round Action it does 2d6 piercing or slashing damage to everything within 10 feet of it.  It keeps this ability as long as it would normally suffer from the Fear effect it failed it's Save against.  It may opt to Depart if the opponent is too powerful to beat.

Immunities: The Spookity is immune to poison, sleep effects, paralysis, stunning, disease, and fatigue/exhaustion effects. 

Slippery (Ex): The Spookity permanently has the benefits of the Freedom of Movement spell.  This is not a magical effect and cannot be dispelled.

Skills: The Spookity has a +4 racial bonus on Hide, and Move Silently checks and a +8 racial bonus on Climb, Jump and Swim checks. It also has a +8 racial bonus on Balance checks. It uses it's Dexterity modifier instead of it's Strength modifier for Climb, Jump and Swim checks.  It can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.  *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: The Spookity tends to scare people and then run away.  Or it taunts people before speeding away.  Presuming, of course, that they don't scare it.  When scared, it lays waste to the vicinity.


(https://i.imgur.com/xA2X84Y.png)


The Spookity
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we scour the 50 Shires in search of the local urban legend, The Spookity!

Terror of the Halflings
"Harlan, you know how I feel about cryptids."

"IT STANDS A HUNDRED FEET TALL!  IT'S SOUL IS LIQUID!"

"Ah yes, there's the local color.  Right on time."

"It threw a pine cone at me once!"

"So what does it look like?"

"It's a shapeshifter!  Most say it looks like a weasel.  Cause weasels are scary."

"Weasels are scary?"

"Oh absolutely.  They can pull your life force out through your navel when you're sleeping."

"Jebus..."


Lives For Pranks

"You sound like an unbeliever."

"We have yet to experience the full majesty of your local rumors."

"Tain't no rumor.  These here bite marks in mah fanny come from the Spookity."

"Sir, please put that away, this is a family show."



FELL THE GREATEST FOE
1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, your weapon attacks do +2d6 damage if your opponent's Size Category is larger than you (i.e. if you're Medium, any creature that is Large or larger).


MAGIC FANG
1st Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: 1 Hour
You touch a creature whose attacks are not considered magical weapons. Until the spell ends, that creatures natural attacks (bite, claws, etc.) become magic weapons with a +1 bonus to attack rolls and damage rolls.

  At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:11:36 PM
         Martian Rain Frog
                      Small Magical Beast (Psionic)
Hit Dice:             2d10+4 (15 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Burrow 10 ft.
Armor Class:          14 (+1 Size, -1 Dex, +4 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +2/-3
Attack:               "Bite" +2 melee (1d3-1)
Full Attack:          "Bite" +2 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Psilike Abilities, Death Fart
Special Qualities:    Darkvision 60 ft., Fast Healing 5, Immune to Poison
Saves:                Fort +5, Ref +2, Will +2
Abilities:            Str 8, Dex 8, Con 15, Int 3, Wis 14, Cha 14
Skills:               Hide +3 (+7 in Mars), Listen +3, Move Silently +2, Spot +3
Feats:                Narrow Mind
Environment:          Warm Desert
Organization:         Solitary, Swarm (10-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

These adorable little psionically active Rain Frogs are fairly belligerent for their size.  Mostly this involves squeaking at you angrily before running away, but if there's a lot of them they may get frisky.  The Martians encourage their cultivation due to the area having a lot of poisonous critters that the Rain Frogs love to eat.  Granted, there are a couple of downsides to this.  One, the frogs can get big.  Big enough to get dangerous to people.  Two, their body is saturated with toxins, which are released when the frog dies as one last "get (beeped)".  This makes controlling their population interesting.  The frogs occasionally seem to show signs of understanding what people are saying, but they have not communicated back.  They look like reddish-brown, three eyed frogs about the size of a baby goat.

Psilike Abilities (Ps):   At Will: Detect Psionics, Telekinetic Maneuver (Manifester Level 6th, or Hit Dice +4)  3/day: Concussion Blast, Inertial Armor  Manifester Level 2nd (or equal to Hit Dice), Save DC's are Charisma based.

Death Fart (Ex): When a Martian Rain Frog dies, it expels the noxious gasses contained by it's body.  Everything in the frogs square or adjacent squares must make a DC 13 Fortitude Save to avoid being poisoned.  Inhaled, DC 13 Fortitude Save, Initial and Secondary damage is 1d4 Con.

Skills: Martian Rain Frogs have a +4 Racial Bonus to Hide Checks when on their native soil.

Combat:  Martian Rain Frogs usually only get enough gumption to fight things their own size.  Otherwise they hide or run away.

(https://i.imgur.com/Bz0vjRU.png)


Martian Rain Frog
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we return to the land of Texicas!  Specifically the Martian Desert!"

All Squeak No Bite
"Today we'll be taking a look at Breviceps bellator, aka the Martian Rain Frog!"

"Who the hell are you people?  Git off'n mah land?"

"We're a documentary crew.  We're here to film the frogs."

"Them's mah frawgs!"

SQUEAK!

"The frogs seem to disagree."

"They're just angry ah cut back on the good feed.  Prices been risin'."

"You farm  rain frogs?"

"Ayuh.  There's rumors their sweat makes yer psychic powers bloom."

SQUEEAK!

"Is that true?"


Telekinetic Wunderkind

"Oh hell no.  It's just frawg sweat.  And a bit poison maybe."

"So you're exploiting people's ignorance."

"Only them psychic folks."

"Psions are people too."

"Now you can't prove that..."

SQUEAK!
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:21:05 PM
         Devil Monkey Swarm
                      Tiny Outsider (Chaos, Evil, Extraplanar, Swarm)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          13 (-4 Frenzy, +2 Size, +4 Dex, +1 Natural), touch 12, flat-footed 9
Base Attack/Grapple:  +12/-
Attack:               Swarm (4d6)
Full Attack:          Swarm (4d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Frenzy
Special Qualities:    See in Darkness, Swarm traits, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 5/Good
Saves:                Fort +11, Ref +14, Will +11
Abilities:            Str 13, Dex 19, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +18, Climb +16, Escape Artist +16, Hide +24, Listen +13, Move Silently +16, Search +13, Spot +13
Feats:                Agile, Great Fortitude, Improved Initiative. Iron Will, Lightning Reflexes
Environment:          Any
Organization:         Solitary, Tribe (2-4 swarms), or Village (5-8 swarms)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

Devil Monkeys are like yellow Macaques with short brow horns and red eyes.  They were accidentally discovered by a Martians weapons research program, and have been a top secret ever since.  They seem to be subject to perpetual fury, a fury that quickly consumes them not long after they are summoned.  They have never been observed in the wild, or communicating.  They are mindless killers that attack anything in sight except each other (and once all non-monkeys are down they'll even kill each other).

Distraction (Ex): Any living creature that begins its turn with a Devil Monkey swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus (+1d6 Swarm damage in the case of the swarm). (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat:  The Swarm hits whatever is closest, and then moves on to the next closest.

(https://i.imgur.com/28C3i3r.png)

Barrel of Monkeys Grenade
 Price (Item Level): 4550 GP
 Body Slot: - (Held)
 Caster Level: 13th
 Aura: Strong; (DC:22) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears to be a small wooden barrel roughly the size of a modern day hand grenade. When thrown it breaks open in an explosion of noise and smoke. When the smoke clears it reveals a swarm of Devil Monkeys facing in random directions which immediately begin howling and tearing apart whatever is in sight.

To use this weapon simply throw the grenade (see page 158 of the Players Handbook). When it lands one Devil Monkey Swarm appears centered around the landing square. The Devil Monkeys are permanently subject to Frenzy (see above). They immediately attack whatever is in front of them, and whatever else is visible. They remain until their hp reach 0 (which wont be long given the Frenzy) and then disappear in a puff of noxious smoke. It is recommended to be out of sight when using this device as whoever coined the phrase "more fun than a barrel of monkeys" was either sarcastic or quite mad.

Prerequisites: Craft Wondrous Item, Summon Monster VII, Summon Swarm, Rage
Cost to Create: 2275 GP, 5 days, 182 XP


Barrel of Monkeys Grenade
Wondrous item, rare
This item looks like a small barrel weighing about 14 ounces.  You can use an action to throw the barrel up to 60 feet. The barrel explodes on impact and is destroyed, leaving behind a Devil Monkey Swarm that attacks the nearest creature it can perceive.  Once that being is dead, they will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until they reach 0 hit points (whichever comes first).


Devil Monkey Swarm
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we're speaking with the Martian military regarding the rumors of their wildlife exploitation and minion abuse!"

Toss the Grenade, and Lock the Door Behind You
"How did we get this job?"

"Trespassers!  Leave or be blasted!"

"We were closest when the news broke."

"Hello?  Hello, I have a gun..."

"We noticed.  Are the rumors you're imprisoning Tiny Fiends in grenades and using them as battlefield weapons correct?"

"I cannot comment on that matter."

"Are the rumors that the process renders them corporeally unsound true?"

"What?"

"He means does the process kill them?"


Omnicidal

"No, other people kill the Monkeys."

"So they do exist?"

"(beep)"

"Can we interview one?"

"Why the Hell would you do a damn fool thing like that for?"
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:21:46 PM
Devil Monkey, Big
                      Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (-4 Frenzy, +4 Dex, +4 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +6/+13
Attack:               Claw +13 melee (1d6+7)
Full Attack:          3 Claws +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 5/Good
Saves:                Fort +9, Ref +9, Will +8
Abilities:            Str 25, Dex 18, Con 14, Int 6, Wis 12, Cha 12
Skills:               Balance +13, Climb +15, Escape Artist +10, Hide +10, Intimidate +7, Jump +13, Listen +7, Move Silently +10, Spot +7
Feats:                Great Fortitude, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary or troop (3-6)
Challenge Rating:     5
Treasure:            None
Alignment:            Always Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

Designers of the Barrel of Monkey Grenades soon felt they needed more versatility, so they tried making grenades that created one at a time.  To everyone's surprise this quadrupled them in mass, and now they stand as tall as chimps.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: Devil Monkeys have no strategy.  They run at the first creature they see and begin tearing at it savagely until they die.

(https://i.imgur.com/4ZhvPLz.png)

Barrel of Monkeys Grenade Mark II
 Price (Item Level): 2250 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:20) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

The creators of the original Barrel of Monkeys Grenade decided they needed something with less possibilities of being attacked by their own summoned monster.  So this grenade summons only a single Devil Monkey that's roughly the size of  a Chimpanzee.  This otherwise works like a standard Barrel of Monkeys Grenade.

Prerequisites: Craft Wondrous Item, Summon Monster V, Rage
Cost to Create: 1125 GP, 3 days, 90 XP


Barrel of Monkeys Grenade: Mark II
Wondrous item, very rare
This item looks like a small barrel weighing about 14 ounces.  You can use an action to throw the barrel up to 60 feet. The barrel explodes on impact and is destroyed, leaving behind a Big Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).


Devil Monkey, Big
"What kind of investigative journalists would we be if we didn't?"

Oh Crap They Get Bigger
"We're told they're called Devil Monkeys.  Is that a nickname, or are they really Devils?"

"Um...maybe?"

"Maybe?"

"Well...preliminary testing says they may be Devils, but they don't act like them, and since they're (beep) crazy they're impossible to communicate with.  Even weirder is they have a strong link to Chaos of some kind that appears to make them unstable."

"Unstable how?"

"Well if they aren't violently murdered not long after summoning, they begin to slowly disintegrate."

"WHAT?"

"Yeah, no one understands it really."

"So you know they'll eventually discorporate if you use the grenade?"


Seriously, Isn't This A War Crime?

"Relax, we're working on making them re-usable.  They're good minions, we don't want them to die."

"So...so you're trying to innovate ways to make them permanent prisoners?"

"I feel like I should stop talking...look, we intend to contract them once we find a cure."

"And how have your efforts to cure them worked out?"

"Well, we found out they get bigger..."
Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:22:24 PM
         Devil Monkey, Bigger
                      Large Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             13d8+39 (97 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 15 ft.
Armor Class:          22 (-1 Size, -4 Frenzy, +4 Dex, +13 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +13/+28
Attack:               Claw +23 melee (2d4+11)
Full Attack:          3 Claws +23 melee (2d4+11) and 1 Bite +23 melee (1d8+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 10/Good, SR 22
Saves:                Fort +13, Ref +12, Will +11
Abilities:            Str 32, Dex 19, Con 16, Int 6, Wis 12, Cha 12
Skills:               Balance +14, Climb +19, Escape Artist +17, Hide +10, Intimidate +17, Jump +24, Listen +17, Move Silently +14, Spot +17
Feats:               Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Multiattack
Environment:          Any
Organization:         Solitary or Pair
Challenge Rating:     11
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          14-19 (Large)
Level Adjustment:     ---

Further efforts to improve the grenades resulted in Devil Monkeys the size of Ogres.  Unsurprisingly, they're even less controllable than the previous critters.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: The size may have changed, but the tactics have not.

(https://i.imgur.com/v8ZAjhM.png)

Barrel of Monkeys Grenade: Pineapple
 Price (Item Level): 7650 GP
 Body Slot: - (Held)
 Caster Level: 17th
 Aura: Strong; (DC:24) Conjuration
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

Still feeling left out that the Monkey Grenades weren't reaching their full potential the Martians made one last research attempt for the ultimate weapon, and got this: an oversized Grenade that summons an Ogre sized Monkey.  This is thrown like the other weapons, and much like the other critters the Monkey is subject to Frenzy and remains that way until at 0 hp.

Prerequisites: Craft Wondrous Item, Summon Monster IX, Rage
Cost to Create: 3825 GP, 8 days, 306 XP


Barrel of Monkeys Grenade: Pineapple
Wondrous item, legendary
This item looks like a large pineapple weighing about 24 ounces.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed, leaving behind a Bigger Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).


Devil Monkey, Bigger
"How much bigger?"

It Just Keeps Getting Worse
"How do you sleep at night?"

"Well, at first they were just the size of chimps."

"What do you mean, at first?"

"They kept experimenting."

"Seriously?"

"And we found out the bigger they get, the madder they are."

"They get worse than this?"

"Yeah, kinda..."

"So where are you at now in the process?"


The Bigger, The Meaner

"We turned it over to some Archmages."

"And it didn't get better from there?"

"Oh hell no."

"Wait, aren't you worried the Devils will sue over this?"

"Dunno.  We haven't proved these are Devils despite the similarities, they've never been spotted anywhere else outside of being summoned here, and there's no evidence of them in the Afterlife even."

Title: Re: Jesters Realm Critters
Post by: bhu on November 27, 2023, 08:23:56 PM
         Devil Monkey, Biggest
                      Huge Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             20d8+100 (190 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 15 ft.
Armor Class:          26 (-2 Size, -4 Frenzy, +3 Dex, +19 Natural), touch 7, flat-footed 23
Base Attack/Grapple:  +20/+43
Attack:               Claw +33 melee (2d6+15)
Full Attack:          3 Claws +33 melee (2d6+15) and 1 Bite +33 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Frenzy
Special Qualities:    See in Darkness, Immune to Fire and Poison, Energy Resistance 10 (Acid, Cold), DR 10/Good, SR 25
Saves:                Fort +19, Ref +15, Will +16
Abilities:            Str 40, Dex 17, Con 20, Int 8, Wis 14, Cha 14
Skills:               Balance +23, Climb +33, Escape Artist +23, Hide +16, Intimidate +22, Jump +35, Listen +26, Move Silently +17, Spot +26
Feats:                Great Fortitude, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Power Attack, Snatch
Environment:          Any
Organization:         Solitary
Challenge Rating:     14
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          21-30 HD (Huge)
Level Adjustment:     ---

This item was clearly a mistake of epic proportions (badump tish), and summons a maddened Monkey up to 30+ feet tall from whatever Hell they come from.

Frenzy (Ex): A side effect of their botched summoning is that Devil Monkeys are permanently subject to Frenzy (changes to stats are included in the statblock).  This gives it a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Frenzy stack with those from any rage ability the character may have.

The Devil Monkey cannot use any Charisma-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Frenzy, the creature must attack any other being it perceives (other than fellow Devil Monkeys).

See in Darkness (Su): Devil Monkeys can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.

Skills: Devil Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier or their Strength modifier for Climb checks, whichever is higher.

Combat: There's a bit more grappling, but otherwise things still haven't changed.

(https://i.imgur.com/Fv4UD0a.png)

Barrel of Monkeys Grenade: Kong's Revenge
 Price (Item Level): 11500 GP
 Body Slot: - (Held)
 Caster Level:24th
 Aura: Overwhelming; (DC:25) Conjuration
 Activation: Standard (Thrown)
 Weight: 2 lbs.

A side effect of their research into the Pineapple Grenade, a few flawed notes caused some drunken Archmages to craft this instead.  Its summons a Monkey the size of a larger Giant.  As usual this is thrown like a grenade, and the Monkey remains until it reaches 0 hp due to Frenzy or damage.

Prerequisites: Craft Wondrous Item, Summon Monster X, Rage
Cost to Create: 5750 GP, 12 days, 1460 XP


Barrel of Monkeys Grenade: Kong's Revenge
Wondrous item, artefact
This item looks like a large pineapple weighing about 30 ounces.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed, leaving behind a Biggest Devil Monkey that attacks the nearest creature it can perceive.  Once that being is dead, it will move on to the next closest being (including the wielder of this grenade) until 1 Minute has passed or until it reaches 0 hit points (whichever comes first).

Summon Monster X  (Epic Spell)
Conjuration (Summoning)
Spellcraft DC: 96
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 Rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 864,000 gp; 18 days; 34,560 XP.  Seed: Summon (DC 14), CR 20 creature (+36), Summon Outsider or Elemental (+46)

This spell allows you to summon any one Elemental or Outsider up to CR 20.  It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.


Devil Monkey, Biggest
"Are you saying these poor, furry psychotics don't even get an Afterlife?"

Being A Mage Should Be Illegal
"I am appalled..."

"No, I'm not saying that.  I'm just saying our spies in the Afterlife have never seen one.!"

"You have spies in the Afterlife?"

"Jebus, I really need to shut up and stop talking..."

"So what have the Archmages done ?  Have they found out where they come from, or where they go??"

"Sigh...they made them bigger..."

"Oh for...how big do they get?"

"I'd put them on par with Storm Giants."

"Sweet Jebus..."


Run, Just Run

"No worries, at almost 12 grand a piece there's no real market for the biggest ones."

"I feel safe in saying that is not why Jim uttered a profanity."

"That was a profanity?"

"I'm a Ranger."

"Oh.  Oh hell, are you gonna arrest me?"

BAMF!

"Greetings.  I'm from the law firm of Bickers and Slaughter, LLP.  Which on of you festering (beeps) runs this facility?"

"He does."

"No, no, no, no , no, I'm just a security guard.  I'll take you to the boss."
Title: Re: Jesters Realm Critters
Post by: bhu on December 06, 2023, 08:55:43 PM
...Of Burning Rage

...of Burning Rage is an Acquired Template that can be applied to any intelligent, non-Aquatic Plant that has decided to go out in a blaze of glory.  They burst into flame after completing a mystic ritual designed for that purpose.  This is generally done as an act of revenge, an extreme protest, or because they have nothing left to lose.  They immediately go on a fiery rampage, die, and then go on a continued fiery rampage in the afterlife.  Invented by Treants, they claim it's because "the Gawd(beep) Halflings...we just can't take the Gawd(beep) Halflings."  Other species who have dealt with the 50 Shires claim "we know how they feel", but rarely offer specifics.  Not that many people have to look far to discover that the inhabitants of the Shires have reputations for thievery and mischief.  Unfortunately for the Halflings, their vaunted Battle Sporks are of little use against flaming trees.  Once this Template is Acquired, only Wish, Limited Wish, or Break Enchantment will remove it.

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

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged (but see below).

Damage: Unchanged (but see below).

Special Attacks: Retains all Special Attacks of the Base Creature (except Animate Trees), plus gains the following:

Fiery Rage (Su):  The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame.  Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature.  For example, a 5 HD Medium creature does 1d6+5 fire damage.  Opponents who take Fire damage must also make a Reflex Save (Save DC is Constitution based) or catch fire.  In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves.  There is a chance each round  the fire spreads as well.  Roll a d20, if it rolls 15 or higher, all is well.  On a 14 or less, 1d6 adjacent squares catch fire as well.

Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a cone of flame.  Size and damage depends on the size of the creature: Diminutive (10 ft., 1d6), Tiny (15 ft., 2d6), Small (20 ft., 4d6), Medium (30 ft., 8d6), Large (40 ft., 12d6), Huge (50 ft., 16d6), Gargantuan (60 ft., 20d6) or Colossal (70 ft.,  24d6).  Creatures in the Breath Weapons area of effect can make a Reflex Save (Save DC is Constitution based) to only take half damage.

Special Qualities: Retains all Special Qualities (except Fire Vulnerability) of the Base Creature, plus gains the following:

Immunities: The Base Creature is immune to Fire and Cold damage.  It also becomes immune to Fatigue/Exhaustion, sleep effects, Stunning, Mind-Affecting Effects, and non-lethal damage.

Saves: Unchanged.

Abilities: -2 Int, -2 Wis, -2 Cha.

Skills: Unchanged, but see above.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary

Challenge Rating: +1 (+2 if Huge or larger).

Treasure: None

Alignment: Always Chaotic Evil

Advancement: These critters don't live long enough to advance.

Level Adjustment: n/a

Example of creature using template here:

Old Man Maple   (Treant/...Of Burning Rage)
                      Huge Plant (Fire)
Hit Dice:             7d8+35 (66 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          16 (-2 Size, -1 Dex, -4 Rage, +13 Natural), touch 3, flat-footed 16
Base Attack/Grapple:  +5/+22
Attack:               Slam +15 melee (2d6+12 plus 2d6+7 fire)
Full Attack:          3 Slams +5 melee (2d6+12 plus 2d6+7 fire)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Double Damage Against Objects, Trample (2d6+18 plus 2d6+7 Fire), Fiery Rage, Breath Weapon
Special Qualities:    DR 10/slashing, Low-light Vision, Plant traits, Immunities
Saves:                Fort +10, Ref +1, Will +6
Abilities:            Str 35, Dex 8, Con 21, Int 10, Wis 14, Cha 10
Skills:               Diplomacy +2, Hide -9*, Intimidate +5, Knowledge (nature) +5, Listen +5, Sense Motive +5, Spot +5, Survival +3 (+5 aboveground)
Feats:                Improved Sunder, Iron Will, Power Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:    ---

Old Man Maple is not a jolly old soul.  He's tired of those damn kids on his lawn.  And by kids we mean Halflings.  And by tired we mean he's a deranged psychotic who has paranoid delusions about small people out to get him.  So he decided to ask the local forest witch for a rumored ritual that would allow him a spectacularly public revenge.  Revenge for what he isn't sure, but he knows they got it coming.

Breath Weapon (Su): Once every 1d4 rounds the base creature can spew a 10 foot cone of flame doing 16d6 damage.  Creatures in the Breath Weapons area of effect can make a DC 18 Reflex Save (Save DC is Constitution based) to only take half damage.

Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals double damage.

Trample (Ex): Reflex DC 25 half. The save DC is Strength-based.

Fiery Rage (Su):  The base creature enters a Rage immediately after the ritual. While Raging, it gains a +6 bonus to Strength and, if it makes a full attack action, gains a single extra attack each round at it's highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.  These changes are already reflected in the statblock.) However, it also takes a —4 penalty to Armor Class and takes 2 points of damage per round (this damage cannot be prevented), dying when it reaches 0 hp. The effects of Fiery Rage stack with those from any rage ability the character may have.

While Raging, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells, drink potions, activate magic items, or read scrolls. It can use any feat it has except Combat Expertise, item creation feats, or metamagic feats.

During a Rage, the creature must attack any other being it perceives. The creature is also violently aflame.  Anything touching, or touched by, the base creature takes 1d6 Fire damage (2d6 if the base creature is Huge or bigger), plus one additional point per hit die of the base creature.  For example, a 5 HD Medium creature does 1d6+5 fire damage.  Opponents who take Fire damage must also make a DC 18 Reflex Save (Save DC is Constitution based) or catch fire.  In each subsequent round, the burning opponent must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Squares occupied by, or adjacent to, the base creature automatically catch fire for as long as it is present, and for as long as there is fuel to burn after it moves.  There is a chance each round  the fire spreads as well.  Roll a d20, if it rolls 15 or higher, all is well.  On a 14 or less, 1d6 adjacent squares catch fire as well.

*Treants have a +16 racial bonus on Hide checks made in forested areas

Combat: Generally creatures with this template run about wily nilly setting everything ablaze.


5E ...of Burning Rage
Any Plant can take this Template.

Alignment. Usually changes to Chaotic Evil.

Challenge. Recalculate the Challenge Rating after you apply the template.

Attributes. Base Creature loses -2 Intelligence, -2 Wisdom and -2 Charisma. 

Damage Resistances. The base creature gains resistance to the following types of damage: Bludgeoning, Slashing, Piercing.

Damage Immunities. The base creature becomes immune to the following damage types: Cold, Fire.

Condition Immunities. The base creature becomes immune to the following conditions:  Charmed, Exhaustion, Frightened, Stunned or Unconscious.

Vulnerabilities.  Loses Vulnerability to Cold or Fire damage.

Saving Throws. The creature becomes proficient in Strength Saving Throws.

Dying. The base creature takes 2 points of damage per round at the beginning of each of it's turns, dying once it reaches 0 hit points.  Effects that prevent or redirect this damage do not function.

Heated Body. A creature that touches the Creature of Burning Hate or hits it with a melee attack while within 5 feet of it takes fire damage.  Damage depends on Size: Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8). If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.  Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

Holocaust. AT the beginning of each of the creatures turn, roll a d20.  If it rolls a 14 or less, 1d6 squares adjacent to it (or adjacent to any square that is burning) catch fire, doing 1d6 Fire damage to any creature that moves into, or ends it's turn on a flaming square.

Illumination. The creature sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Reckless. At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

New Action: Breath Weapon (Recharge 5-6).
The creature exhales Fire in a Cone (length and damage depends on the base creatures Size: Tiny (10 ft., 1d6), Small (10 ft., 3d8), Medium (15 ft., 7d6), Large (30 ft., 16d6), Huge (60 ft, 18d6), or Gargantuan (90 ft. long, 26d6). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one).  Save DC is Con based.

New Action: Multiattack. The base creature now does an additional attack per round when it uses Multiattack.

Altered Action: Melee attack. The Base Creature gains a fiery aura that causes it's melee attacks to do extra Fire damage based on Size: Tiny (+1d3), Small (+1d4), Medium (+1d6), Large (+2d6), Huge (+3d6), or Gargantuan (+4d6).  If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes fire damage at the start of each of its turns.  Damage amount is based on Size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), Huge (1d12), Gargantuan (2d8).

Lost Action: Animate Trees. The base creature can no longer perform this Action.


(https://i.imgur.com/9JdtfMH.png)

Old Man Maple
"Greetings!  This is your host Harlan Jurgens, along with my assistant Jim!  Today, on Mutual of Gnomeahaw's Wild Kingdom, we continue our search for The Spookity!

Git Off Mah Lawn
"With us is, and I can't believe I'm saying this, the unnamed forest witch."

"All curses 50% off for the next two weeks!"

"So what can you tell us about the Spookity?"

"It's harmless enough.  It just likes scaring people."

"So what does it look like?"

"It really does look like an average weasel."

"Why a weasel?"

"Dunno.  Never asked."

"AAAAAAAAAAAAAAAAAAAAAAAAHH!"

"What was that?"


A Tree of Uneven Temperament

"Oh that's Old Man Maple.  He asked for the Rite of Burning Vengeance."

"I can't help but notice he's on fire."

"Revenge has it's price."

"He's also setting the forest on fire."

"I'll fix that here in a second.  Now let's discuss my fee..."



The Halfling Battle Spork
 Price (Item Level): 8301 GP
 Body Slot: - (Carried)
 Caster Level: 5th
 Aura: Faint; (DC:17) Enchantment
 Activation: -
 Weight: 1.5 lbs.

This appears to be a metal spork about a foot in length. It is basically a +1 Short Spear that can be used to do bludgeoning or piercing damage. In the hands of a halfling however, anything stabbed by it must make a DC 13 Willpower Save or be Stunned for 1 round as it is overwhelmed by horrifying visions of being devoured by halflings.  The hobbitses consider it their well earned revenge on the world.  More than a few goblin soldiers have developed permanent phobias due to these things.

Prerequisites: Create Magic Arms and Armor, Daze Monster
Cost to Create: 4150 GP, 9 days, 332 XP
Title: Re: Jesters Realm Critters
Post by: bhu on December 18, 2023, 08:46:53 PM
Martian Minion I
                      Medium Aberration
Hit Dice:             1d8+1 (5 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +0/+1
Attack:               Slam +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Full Attack:          2 Slams +1 melee (1d3+1) or Raypistol +0 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +3, Ref +0, Will +1
Abilities:            Str 12, Dex 10, Con 12, Int 6, Wis 8, Cha 8
Skills:               Listen +1, Spot +1
Feats:                Great Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     1/2
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: The cheapest Minions usually rely on whatever they're armed with (typically a Maritan Raypistol).  They are not particularly bright.

(https://i.imgur.com/sWjl4Qt.png)

Martian Minion II
                      Medium Aberration
Hit Dice:             2d8+4 (13 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +1/+3
Attack:               Slam +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Full Attack:          2 Slams +3 melee (1d3+2) or Raypistol +1 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +4, Ref +0, Will +3
Abilities:            Str 15, Dex 10, Con 15, Int 6, Wis 10, Cha 10
Skills:               Listen +2, Spot +3
Feats:                Great Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     1
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Slightly stronger (and more aware) than the cheapest model, Level II Minions try their best to mix it up or use the Raypistol for intimidation.

(https://i.imgur.com/fmywbtK.png)

Martian Minion III
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Slam +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Full Attack:          2 Slams +6 melee (1d3+4) or Raypistol +3 ranged (3d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +5, Ref +1, Will +3
Abilities:            Str 18, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills:               Listen +3, Spot +3
Feats:                Great Fortitude, Weapon Focus (Raypistol)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     2
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level III Minions are commonly used as hired muscle.  They still aren't horribly accurate with their guns.

(https://i.imgur.com/9zesjE4.png)

Martian Minion IV
                      Large Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +3/+13
Attack:               Slam +8 melee (1d4+6) or Rayrifle +3 ranged (6d8)
Full Attack:          2 Slams +8 melee (1d4+6) and 1 Beak +3 melee (1d6+3) or Rayrifle +3 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +5, Ref +1, Will +4
Abilities:            Str 22, Dex 10, Con 15, Int 8, Wis 10, Cha 10
Skills:               Listen +4, Spot +4
Feats:                Great Fortitude, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     3
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level IV Minions are as big as an Ogre, and trade their pistol in for a rifle.  They also make more use of their beak in combat.

(https://i.imgur.com/3AFqlnu.png)

Martian Minion V
                      Large Aberration
Hit Dice:             8d8+24 (60 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +7, Ref +2, Will +6
Abilities:            Str 24, Dex 10, Con 16, Int 8, Wis 10, Cha 10
Skills:               Listen +5, Spot +6
Feats:                Great Fortitude, Power Attack, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     5
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

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

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level V Minions tend to be better grapplers than Level IV, and are a bit stronger.

(https://i.imgur.com/6QcL6PB.png)

Martian Minion VI
                      Large Aberration
Hit Dice:             9d8+27 (67 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Rayrifle +7 ranged (6d8)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Beak +7 melee (1d6+3) or Rayrifle +7 ranged (6d8)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +8, Ref +3, Will +6
Abilities:            Str 24, Dex 10, Con 17, Int 8, Wis 10, Cha 10
Skills:               Listen +6, Spot +6
Feats:                Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Rayrifle)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     6
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

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

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 21 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VI Minions have more hand to hand combat training, and can occasionally get a knockout punch.

(https://i.imgur.com/jSNdWl7.png)

Martian Minion VII
                      Huge Aberration
Hit Dice:             12d8+60 (114 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +9/+27
Attack:               Slam +17 melee (1d6+10) or Raycannon +10 ranged (12d10)
Full Attack:          2 Slams +17 melee (1d6+10) and 1 Beak +12 melee (1d8+5) or Raycannon +10 ranged (12d10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance
Saves:                Fort +11, Ref +4, Will +8
Abilities:            Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Jump +11, Listen +6, Spot +6
Feats:               Cleave, Great Fortitude, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     7
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

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

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 26 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VII receive an upgrade to their ray weapon, and stand as tall as one of the larger Giants.

(https://i.imgur.com/Oyx0S5p.png)

Martian Minion VIII
                      Huge Aberration
Hit Dice:             16d8+80 (152 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +12/+30
Attack:               Slam +20 melee (1d6+10) or Raycannon +13 ranged (12d10)
Full Attack:          2 Slams +20 melee (1d6+10) and 1 Beak +18 melee (1d8+5) or Raycannon +13 ranged (12d10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire and Cold)
Saves:                Fort +12, Ref +5, Will +10
Abilities:            Str 30, Dex 10, Con 21, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Jump +11, Listen +6, Search +3, Spot +6
Feats:               Cleave, Great Fortitude, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Raycannon)
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     9
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

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

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 28 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level VIII Minions have a measure of resistance to extremes of temperature.

(https://i.imgur.com/2cLalV3.png)

Martian Minion IX
                      Gargantuan Aberration
Hit Dice:             24d8+168 (276 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple:  +18/+42
Attack:               Slam +26 melee (1d8+10) or Disintegrator +19 ranged (disintegration)
Full Attack:          2 Slams +26 melee (1d8+10) and 1 Beak +26 melee (2d6+5) or Disintegrator +19 ranged (disintegration)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Stunning Blow
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Energy Resistance 10 (Fire, Cold and Sonic)
Saves:                Fort +21, Ref +8, Will +14
Abilities:            Str 34, Dex 10, Con 24, Int 8, Wis 10, Cha 10
Skills:               Climb +12, Intimidate +8, Jump +14, Listen +6, Search +3, Spot +6
Feats:               Cleave, Great Cleave, Great Fortitude, Improved Multiattack, Multiattack, Point Blank Shot, Power Attack, Weapon Focus (Disintegrator)  Epic Feats: Epic Fortitude
Environment:          Any
Organization:         Solitary, Squad (2-6), Oops (20-50)
Challenge Rating:     11
Treasure:             None, unless assigned to guard some
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

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

Stunning Blow (Ex): If the Minion successfully confirms a critical hit with it's Slam attack, it's target must make a DC 34 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm).  They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately.  If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources).  This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting.  Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water.  Note this does not need to be a lot of water, a drop or two will do.

Combat: Level IX Minions receive yet another size upgrade, and now carry a Disintegrator.

(https://i.imgur.com/uDtSnmC.png)

Martian Minion Pills I
 Price (Item Level): 100 GP
 Body Slot: - (Carried)
 Caster Level: 1st
 Aura: Faint; (DC:16) Conjuration
 Activation: Standard (Manipulation)
 Weight: -

Drop one of these pills in water and you have an instant evil minion to do your bidding for 1 hour! Other than duration this works like any of the various summon monster spells. However it summons a standard Evil Minion (stats forthcoming).  There are enhanced versions that allow for permanent servitors or ones with different abilities, but they are fairly rare and a well guarded secret.  A bottle has 50 pills.  Appearance varies with the manufacturer, but commonly they are pear-shaped, anthropomorphic avians.  They have two toed feet, thin purple legs, and a ruff of purple feathers at the bottom of a long neck.  They are otherwise light green other than a purple antennae, and a long, yellow, vulture like beak.

Prerequisites: Craft Wondrous Item, Summon Monster I
Cost to Create: 50 GP, 1 day, 2 XP

Martian Minion Pills II
 Price (Item Level): 600 GP
 Body Slot: - (Carried)
 Caster Level: 3rd
 Aura: Faint; (DC:17) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster II
Cost to Create: 300 GP, 1 day, 12 XP

Martian Minion Pills III
 Price (Item Level): 1500 GP
 Body Slot: - (Carried)
 Caster Level: 5th
 Aura: Faint; (DC:18) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster III
Cost to Create: 750 GP, 1 day, 30 XP

Martian Minion Pills IV
 Price (Item Level): 2800 GP
 Body Slot: - (Carried)
 Caster Level: 7th
 Aura: Moderate; (DC:19) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 1400 GP, 2 days, 56 XP

Martian Minion Pills V
 Price (Item Level): 4500 GP
 Body Slot: - (Carried)
 Caster Level: 9th
 Aura: Moderate; (DC:20) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster V
Cost to Create: 2250 GP, 3 days, 90 XP

Martian Minion Pills VI
 Price (Item Level): 6600 GP
 Body Slot: - (Carried)
 Caster Level: 11th
 Aura: Moderate; (DC:21) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VI
Cost to Create: 3300 GP, 4 days, 132 XP

Martian Minion Pills VII
 Price (Item Level): 9100 GP
 Body Slot: - (Carried)
 Caster Level: 13th
 Aura: Strong; (DC:22) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VII
Cost to Create: 4450 GP, 5 days, 178 XP

Martian Minion Pills VIII
 Price (Item Level): 12000 GP
 Body Slot: - (Carried)
 Caster Level: 15th
 Aura: Strong; (DC:23) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster VIII
Cost to Create: 6000 GP, 7 days, 240 XP

Martian Minion Pills IX
 Price (Item Level): 15300 GP
 Body Slot: - (Carried)
 Caster Level: 17th
 Aura: Strong; (DC:24) Conjuration
 Activation: Standard (Manipulation)
 Weight: -
Prerequisites: Craft Wondrous Item, Summon Monster IX
Cost to Create: 7650 GP, 8 days, 306 XP


Martian Minions
"Crap.  We have no idea where that teleport Circle goes to."

Just add water!
"And we have no backup."

"Er...well we do keep a bottle of Minion Pills in the cabinet if you wanna pursue the boss."

"You'd let us pursue the boss without a fuss?"

"(beep) owes me 47 hours of overtime."

"So what are Minion Pills?"

"Pre-desiccated Minion creatures kept in a jar.  You add water and they return to normal.  That way you only have to feed and take care of them when you need to, and put them on a shelf when you don't."

"That's monstrous!  Whose idea was that?"

"The boss.  He's a cheapskate."

"Mars is a cruel place."


Not Master Strategists

"So you want the Minions?"

"They should be freed yes."

"Okay.  Fair warning, they ain't the brightest."

"We are so doing an expose on this when we're done.."

"I'll just be robbing the accounting department if you need me."

"Well, let's round up the Attorney and some Minions and head blindly into our own damnation then."
Title: Re: Jesters Realm Critters
Post by: bhu on December 20, 2023, 09:38:12 PM
Martian Musk Ox
                      Large Aberration
Hit Dice:             8d8+40 (76 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          20 (-1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +6/+15
Attack:               Headbutt +10 melee (1d8+7)
Full Attack:          Headbutt +10 melee (1d8+7)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Charge Up
Special Qualities:    Darkvision 60 ft., Low-light Vision, Scent, Fire and Electricity Resistance 10
Saves:                Fort +9, Ref +2, Will +8
Abilities:            Str 21, Dex 10, Con 21, Int 8, Wis 10, Cha 6
Skills:               Bluff +0, Intimidate +1, Knowledge (Local) +1, Listen +2, Spot +2
Feats:                Closed Mind (Psionics), Great Fortitude, Iron Will
Environment:          Warm Desert
Organization:         Unique?
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          9-15 HD (Large); 16-24 HD (Huge)
Level Adjustment:     ---

"Nuke Mars!"

“Doing my best to help the underpopulation crisis.”

"Failure is an option here. If things are not failing, you are not innovating enough."

Currently there is only one Martian Musk Ox, and it is unknown if he is the last of his species or a unique creature, or if his species is just rare.  Currently heading the Martian Defense Development Agency, he appears as a regular Musk Ox, but he is pale, flabby, hairless and oddly bodied.  His face encaptures a perfect look of smugness.  He speaks Common, and 3 other languages of the DM's choice (depending on who you want his supporters to be).  Famous for his claims of working his way up from nothing, the truth is that he appears to have blackmailed his way into office.  Also famous for being wildly delusional, and unable to keep his mouth shut.  Origin, or how he got his seat at the table, are unknown.

Charge Up (Su): The Martian Musk Ox can generate electricity in a process it refers to as "firin' up the old Tesla Coil" (no one understands the reference but him).  This is a Swift Action to activate, and it generates a cumulative +2d6 electricity damage per round (maximum of +8d6).  It delivers this compiled extra damage on a successful hit of it's choice (declaring you are dealing the damage is a Free Action).

Combat: The Musk Ox tends to charge up a round or two before charging, assuming he even gets involved.  Combat is what Minions are for after all.

(https://i.imgur.com/eLCLcEO.png)

Martian Musk Ox
"Yo boss, we got company.  The Devils are suing us."

Powered By Delusion...And Maybe Drugs
"And we're here to film it!"

"Typical of the media.  Always kicking an Ox when he's down."

"You're the head of the Martian military defense corps?"

"Only the research division.  Bobby, throw some money at these peasants and show them the door."

"You know the Devils will want more than money since you've been mucking about with their own."

"Who are you peasant?"

"That's Ranger Jim."

"Oh great.  An honest one.   What'll it take to get you to disappear?"

"Your head on a stick comes to mind.  You're the most evil...cow relative I've ever met."


Pure Evil In A Bag

"And your little friend here?"

"I'm a Wizard from Mutual of Gnomeahaw.  Among other things I'm here to inform you your insurance policy is being revoked."

"What?"

"We've already filmed your little operation and spread it far and wide via the palantir.  You'll be having more guests than us arriving momentarily."

"Oh.  I'm out then."

BAMF!

"Too bad really.  I wanted to see the look on his face when he got served."



Title: Re: Jesters Realm Critters
Post by: bhu on January 01, 2024, 09:43:40 PM
MARTIAN WEAPONS


Craft Gun
"We hear you can make Boomsticks?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical firearms.  Not enhanced versions of regular firearms (Craft Magic Arms and Armor will get you those), but more like Wands that have regenerating charges.  Each gun comes with one or more Chargers, and each Charger has a certain number of charges per day (all charges in all Chargers refill at the beginning of each day).  Chargers are not interchangeable between guns.  You can create a Gun from any ranged, single target spell that you know.  Crafting a gun takes one day for each 1,000 gp in its base price. The base price of a gun is its caster level × the spell level × 750 gp (Spell level is .5 for cantrips), divided by by (5 divided by charges per day). To craft a gun, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created gun has any number of charges between 5 and 30 (your choice).

Any gun that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend a number of copies of the material component equal to the number of charges or pay that many times the XP cost. Each Charger costs 1/25th the base price of the gun.  Gun and Charger weight depend on the Level of the spell: The base weight of a gun is one pound per spell level (half a pound for cantrips, 10 pounds for Epic).  Each Charger weighs 1/5th as much as the gun.

IF you also have Craft Wondrous Items, this Feat lets you make Red Dots and Sniper Sights.  Examples of spells that can be made into Guns are on the following list (note for the sake of brevity I have limited them to appropriate Wizard spells from the PHB or Spell Compendium, and the same goes for the Feats below.  These are not exhaustive lists.):

Cantrips: Acid Splash, Daze, Electric Jolt, Ray of Frost, Sonic Snap
1st: Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Ray of Clumsiness, Ray of Enfeeblement, Ray of Flame, Reduce Person, Sonic Blast
2nd: Blast of Force, Blindness/Deafness, Daze Monster, Launch Spikes*, Rainbow Beam, Ray of Ice, Ray of Sickness, Ray of Weakness
3rd: Dispel Magic (Targeted Dispel only), Hold Person, Ray of Exhaustion, Rust Ray, Sound Lance
4th: Enervation, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Resilient Sphere, Thunderlance
5th: Baleful Polymorph, Feeblemind, Greater Reduce Person, Hold Person, Lucent Lance, Prismatic Ray, Viscid Glob, Wrack
6th: Disintegrate, Freezing Ray, Greater Dispel Magic (target Dispel only), Ray of Entropy, Ray of Light
7th: Avasculate, Energy Ebb, Finger of Death, Stun Ray,
8th: Blackfire, Polar Ray
9th: Energy Drain, Force Beam*
Epic: Greater Ruin, Ruin

Gun Proficiency
"Don't make me use this."
 Prerequisites: None
 Benefits: You can use guns, whether you have a caster level or not.  Without this Feat, you must make a DC 20 Use Magic Device Check to use a gun, and are -4 on attack rolls with it if it requires any.

Craft Big Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: This works like regular guns, but you can make one of any spell that has a Line or Cone area of effect, or that can attack multiple targets with an attack roll or Saving Throw.  Weight is double normal.  Examples of spells that can be made into Big Guns are on the following list:

Cantrips:
1st: Color Spray, Magic Missile
2nd: Frost Breath, Scorch, Scorching Ray
3rd: Acid Breath, Chain Missile, Lightning Bolt, Nauseating Breath, Rainbow Blast, Resonating Bolt, Scintillating Sphere, Shatterfloor
4th: Blast of Flame, Death by Spork*, Force Missiles, Shout
5th: Cone of Cold, Cyclonic Blast, Machinegun*, Sonic Rumble, Waves of Fatigue
6th: Haze of Smoldering Stone (see Dragon Magic), Missile Spray*
7th: Prismatic Spray, Waves of Exhaustion
8th: Greater Shout
9th: Deadly Sunstroke (see Complete Mage)
Epic: Wave of Mutilation*

Craft Epic Gun
"We hear you can make extra BIG Boomsticks?"
 Prerequisites: Craft Big Guns, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular guns or big guns, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Gun Proficiency allows you to wield epic guns as well.

Craft Tacticool Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns, plus one or more of the following Metamagic Feats: Bend Spell (Dragon Compendium), Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Guided Spell (Dragon Compendium), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Guns, Big Guns, and Epic Guns with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Big Gun from the Lightning Bolt spell, the spell Level is 7th.

Craft Martian Guns
"We hear you can make extra 'green' Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: You can make Martian Raypistols, Rayrifles, Raycannons and Disintegrators.  These do specific effects as listed below instead of mimicking spells, and have specific costs to make.  Additionally, they're Chargers are more flexible: A Raypistol Charger can be used in any Raypistol.

Raypistol (one handed)
Damage: 3d4 Force (Small), 3d6 Force (Medium)
Critical: x2
Range Increment: 40 ft.
Weight: 2 lbs.
A Raypistol fires fifty times before a new Charger (weight 1 pound) needs to be reloaded and has a rate of fire equal to the attacker’s number of attacks. Reloading the weapon is
a move action.
Cost to Buy: 24000 GP (960 GP per Charger)
Cost to Make: 12000 GP, 24 days, 960 xp (480 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Rayrifle (two handed)
Damage: 6d6 Force (Medium), 6d8 Force (Large)
Critical: x2
Range Increment: 100 ft.
Weight: 10 lbs. (20 lbs. Large)
A Rayrifle fires thirty times before a new Charger (weight 1 pound for Medium, 2 pounds for Large) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.
Cost to Buy: 32000 GP (1280 GP per charger)
Cost to Make: 16000 GP, 32 days, 1280 xp (640 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Raycannon (two handed)
Damage: 12d8 Force (Huge, 12d10 Force (Gargantuan)
Critical: x2
Range Increment: 100 ft.
Weight: 30 lbs. Large, 60 pounds Huge
A Raycannon fires ten times before a new Charger (weight 2 pounds for Large, 4 pounds for Huge) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is a move action.
Cost to Buy: 36000 GP (1440 GP per Charger)
Cost to Make: 18000 GP, 36 days, 1440 xp (720 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 12th, Must know a spell doing Force damage.

Disintegrator (two handed)
Damage: 32d6 Force (Huge), 40d6 Force (Gargantuan)
Critical: n/a
Range Increment: 140 ft.
Weight: 60 lbs. Huge, 120 pounds Gargantuan
A Disintegrator fires twice before a new Charger (weight 4 pounds for Huge, 8 pounds for Gargantuan) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.  THis otherwise works exactly like the Disintegrate spell, and any creature or object struck by the ray takes the listed damage, being reduced to dust if it lowers their hp to zero.
Cost to Buy: 96000 GP (3840 GP per Charger)
Cost to Make: 48000 GP, 96 days, 3840 xp (1920 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 20th, Must know the Disintegrate spell..


Craft Bombs
"We hear you can make things explode?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical explosives.  The costs for materials and ingredients are 25 gp × the level of the spell (.5 for Cantrips, 10 for Epic spells) × the level of the caster.  Only spells with an area of effect (burst, emanation or spread) that has a range. The creator must have prepared the spell to be placed in the bomb (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the explosive in addition to the XP cost for making the Bomb itself. Material components are consumed when he begins working, but a focus is not. (A focus used in making a Bomb can be reused.) The act of making triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Making a Bomb requires one day for each 1,000 gp in its base price, and xp equal to 1/25th the base price.  Bombs come in several forms: Hand Grenades, Mines and Timed Explosives.

A Hand grenade weighs 1 lb., and can be used by anyone.  Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first (see Throwing a Splash Weapon in the PHB).  They can be made from any spell of 3rd Level or less.  If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if the target is within the Area of Effect.

A Mine weighs 5 lbs, and can be set as a pressure trap or proximity trap by anyone with Demolitions Proficiency.  If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off.  If set as a proximity trap, anything other than the creator and up to 1 ally per point of Casting Ability Modifier (who must be designated during creation) approaching within 5 feet of the mine causes it to go off.  Mines can be made from spells of any Level.

Timed Explosives weigh one pound per spell level, and can be set by anyone with the Demolitions Proficiency.  The timer can be set for a specific time, anywhere from 1 round later (bad idea) to a number of days equal to your casting ability modifier.  Timed Explosives can be made from spells of any Level.  Examples of spells that can be made into Bombs are on the following list:

Cantrips: Caltrops
1st: Grease, Obscuring Mist, Sleep
2nd: Cloud of Bewilderment,  Fog Cloud, Glitterdust, Hypnotic Pattern, Malevolent Miasma, Web
3rd: Contagious Fog, Deep Slumber, Dispel Magic (Area Dispel only), Fireball, Flashburst, Great Thunderclap, Stinking Cloud
4th: Blistering Radiance, Cloud of Caltrops*, Explosive Cascade, Rainbow Pattern
5th: Cacophonic Burst, Cloudkill, Firebrand, Mind Fog, Solid Fog, Vitriolic Sphere
6th: Antimagic Field, Freezing Fog, Greater Dispel Magic (area Dispel only)
7th: Acid Fog, Radiant Assault,
8th: Incendiary Cloud, Scintillating Pattern, Sunburst
9th: Boom!*, Mordenkainen's Disjunction
Epic: Animus Blast, Hell Ball

Demolitions Proficiency
"BOOM BABY!"
 Prerequisites: Use Magic Device, 4 ranks
 Benefits: With this Feat you can set Mines and explosives, as well as Disarm them.  Setting a Bomb is a DC 10 Use Magic Device Check.  Failure means the Bomb fails to go off.  Failure by 10 or more means it goes off immediately.  Disarming a Bomb that is set to go off requires a DC x Use Magic Device Check.  The Save DC depends on the creators desires.  When the person who sets the Bomb to go off, he decides on any DC from 10 to 20.  If the person trying to disarm the Bomb fails his Use Magic Device Check at that DC, the Bomb is still set to go off.  If he fails by 5 or more the Bomb detonates immediately.  You must be within 10 feet to set or disarm a Bomb.  Carefully placing an Bomb that does damage against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The DM makes the Use Magic Device check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its area of effect.

Craft Big Bomb
"We hear you can make rockets?"
 Prerequisites: Craft Bombs
 Benefits: This works like regular bombs, but you can make it into a projectile.  Weight is double normal, but it retains the spells range.  It can be activated by anyone with the Demolitions Proficiency as a Standard Action.

Craft Epic Bombs
"We hear you can make extra BIG 'splosions?"
 Prerequisites: Craft Big Bombs, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular bombs or big bombs, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Demolitions Proficiency allow you to use epic bombs of the same kind as well.

Craft Metabombs
"We hear you can make extra special explosions?"
 Prerequisites: Craft Bombs, plus one or more of the following Metamagic Feats: Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Explosive Spell (Complete Arcane), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Bombs, Big Bombs, and Epic Bombs with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Bomb from the Fireball spell, the spell Level is 7th.

Craft Summoners
"We hear you can make critter thingies?"
 Prerequisites: Craft Big Bombs and/or Craft Guns, Spell Focus (Conjuration)
 Benefits: This Feat lets you make Gus that fire critters, or bombs that summon critters (you must have the appropriate Craft Feats for Guns or Bombs as well).  Craft Guns lets you make Critter Guns (and Epic Critter Guns if you have the Craft Epic Guns Feat).  Craft Bombs or Craft Big Bombs lets you turn any Bomb into a Critter Bomb (Craft Epic Bombs lets you make Epic Critter Bombs).  If you have Craft Tacticool Guns or Craft Metabombs, your Critter Guns/Bombs can be made with the following enhancements: Augment Summoning (require a spell sot 1 Level higher), Imbued Summoning (PHBII).

Critter Guns can be made from any Conjuration (Summoning) spell that can summon a creature of Tiny Size or smaller.  It can summon and shoot a Critter up to the range of the spell the Gun is based on (further if you have Tacticool Guns and Enlarge Spell).  The critter is summoned for the normal duration of the spell, and effectively performs a Charge attack on the turn it is shot at a target.  For this first attack roll, use it's to hit roll, or the shooters, whichever is better.  The guns Size Category is two sizes higher than the creature it can summon (the type of critter it can summon is chosen when the Critter Gun is made), and it weighs (Spell level x2) pounds.  It summons 1 critter per charge, charges for Critter Guns are any number between 5 and 10.

Critter Bombs can be made in any form, except Hand Grenades.  They can be made from any Summon Monster spell, and summon one Critter (or multiple creatures from a lower list).  For example if it's based on Summon Monster III you could make it summon one particular creature, 1d3 creatures from the Summon Monster II list, or 1d4+1 creatures from the Summon Monster I list.  The exact type is chosen during creation.  The critter is summoned for the usual duration of the spell it is based on.  Anyone adjacent to the summoned creature must make a Fortitude Save (Save DC is 10 plus the spells level plus the creators casting ability modifier) or be pushed back 1 square away from the summoned creature.  Weight of the Bomb is unchanged.  The creature sumoned can actually be any one creaure of the appropriate CR:

Summon Monster I: CR up to 1/2
Summon Monster II: CR 1, or 1d3 CR 1/2 or less
Summon Monster III: CR 2, or 1d3 CR 1, or 1d4+1 CR 1/2 or less
Summon Monster IV: CR 3, or 1d3 CR 2, or 1d4+1 CR 1
Summon Monster V: CR 5, or 1d3 CR 3, or 1d4+1 CR 2
Summon Monster VI: CR 6, or 1d3 CR 5, or 1d4+1 CR 3
Summon Monster VII: CR 7, or 1d3 CR 6, or 1d4+1 CR 5
Summon Monster VIII: CR 9, or 1d3 CR 7, or 1d4+1 CR 6
Summon Monster IX: CR 11, or 1d3 CR 9, or 1d4+1 CR 7
Summon Monster X: CR 20



BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80 ft. Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.  The focus is a small mushroom carving.

Cloud of Caltrops  
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30 ft. Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage).  After this spell is cast the ground underneath the Are of Effect is covered in caltrops.  Material component is a caltrop.

Death by Spork  
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 120 ft.
Area: 120 ft. Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

"Now face the terror of the Hand-Cranked Runcible Gun!"

All opponents in a 120 ft. by 5 ft. Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage.  Material component is a spork.

Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).  Focus for the spell is a small metal wand.

Launch Spikes  
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft. per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon an iron spike and fire it at an opponent as a Ranged Touch Attack, doing 2d8 plus 1 per level (max +10) in piercing damage if it successfully hits.

Machinegun
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 50 ft.
Area of Effect: 50 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When cast, Machinegun floods the area of effect with a spray of bullets doing 1d6 magical piercing damage per caster level (max 15d6).

Missile Spray
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area of Effect: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When this spell is cast you unleash a barrage of force missiles that target everything within a 20 foot spread.  It does 1d4+1 force damage per caster level, to a maximum of 15d4+15.

Summon Monster X  (Epic Spell)
Conjuration (Summoning)
Spellcraft DC: 96
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 Rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 864,000 gp; 18 days; 34,560 XP.  Seed: Summon (DC 14), CR 20 creature (+36), Summon Outsider or Elemental (+46)

This spell allows you to summon any one Elemental or Outsider up to CR 20.  It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Wave of Mutilation  (Epic Spell)
Transmutation
Spellcraft DC: 75
Components: V, S
Casting Time: 1 Minute
Range: 80 ft.
Effect: 80 foot cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 675,000 gp; 14 days; 27,000 XP.  Seed: Destroy (DC 29), Change Area to 40 foot Cone (+2), Increase Area by 100 % (+4), +20d6 damage (+40)

Everything within the spells area of effect takes 40d6 damage. If any target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The spell affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.

Red Dot
 Price (Item Level): 8000 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation:-
 Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a 'laser' that gives a +2 Bonus to attack rolls with that Gun.

Prerequisites: Craft Wondrous Item, Craft Guns, Targeting Ray (see spell compendium)
Cost to Create: 4000 GP, 8 days, 320 XP


Sniper Sight
 Price (Item Level): 2000 GP
 Body Slot: - (Held)
 Caster Level: 1st
 Aura: Faint; (DC:16) Divination
 Activation: -
 Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Wondrous Item, Craft Guns, Guided Shot (see Complete Adventurer)
Cost to Create: 1000 GP, 2 days, 80 XP
Title: Re: Jesters Realm Critters
Post by: bhu on January 09, 2024, 08:41:39 PM
MARTIAN GUNSMITH
Martian Gunsmiths can make magical firearms for anyone who has the cash.

TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with gunsmith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

TACTICIAN SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level   Spells

3rd             Chromatic Orb, Magic Missile
5th             Scorching Ray, Blindness/Deafness
9th             Fireball, Lightning Bolt
13th           Death By Spork*, Vitriolic Sphere
17th           Cone of Cold, Negative Energy Flood

BATTLE READY
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with firearms.

When you attack with a firearm, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls.

CRAFT PISTOLS
Beginning at 3rd level, you can make a Raypistol.  A Raypistol can be used by anyone who is proficient with Firearms, is a one handed weapon, and weighs 2 pounds.  Range is 40/120 feet.  It comes with 50 shots per Charger, which weighs 8 ounces.  It regains it's charges at the beginning of each day.  The pistol does 3d6 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Raypistol takes one workweek and costs 50 GP plus an additional 25 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Raypistols have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.

EXTRA ATTACK
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

CRAFT RIFLES
At 9th level, you can make a Rayrifle.  A Rayrifle can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 7 pounds.  Range is 100/300 feet.  It comes with 30 shots per Charger, which weighs 20 ounces.  It regains it's charges at the beginning of each day.  The rifle does 3d8 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Rayrifle takes ten workweeks and costs 2000 GP plus an additional 1000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything. Rayrifles have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.

CRAFT CANNONS
At 15th level, you can make a Raycannon.  A Raycannon can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 15 pounds.  Range is 120/360 feet.  It comes with 5 shots per Charger, which weighs 2 pounds.  It regains it's charges at the beginning of each day.  The cannon does 6d8 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Raycannon takes 25 workweeks and costs 20000 GP plus an additional 10000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Raycannons have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.


CRAFT DISINTEGRATOR
This Epic Boon lets you craft a Martian Disintegrator.  A Disintegrator. can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 15 pounds.  Range is 120/360 feet.  It comes with 5 shots per Charger, which weighs 2 pounds.  It regains it's charges at the beginning of each day.  The cannon does 12d10 force damage.  A creature targeted by this ray is disintegrated if this damage leaves it with 0 hit points.  A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.  This ray automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this ray disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this ray.  Creating a Disintegrator. takes 50 workweeks and costs 100000 GP plus an additional 50000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Disintegrators have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.



DEATH BY SPORK
4th Level Conjuration
Casting Time: 1 Action
Range: Self (120 foot by 5 foot Line)
Components: V, S, M (metal spork)
Duration: Instantaneous
You unleash a massive blast of Sporks doing 8d8 magic Piercing damage on a failed Dexterity Save, and half as much in a unsuccessful one.  The sporks shoot out from you in a line 120 feet long by 5 feet wide.
  At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Title: Re: Jesters Realm Critters
Post by: bhu on January 11, 2024, 08:10:22 PM
Experiment X
                      Colossal Aberration
Hit Dice:             48d8+576 (792 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +36/+69
Attack:               Slam +45 melee (2d6+17) or Disintegrator +29 ranged (disintegration)
Full Attack:         2 Slams +45 melee (2d6+17) and 3 Beaks +45 melee (4d8+8) or Disintegrator +29 ranged (disintegration)
Space/Reach:          30 ft./30 ft.
Special Attacks:       Improved Grab, Stunning Blow, Swat, Constrict (2d6+17), Trample (3d8+25)
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Invulnerability 15/-, SR 31, Immunities, Force Field
Saves:                Fort +34, Ref +16, Will +33
Abilities:            Str 45, Dex 10, Con 35, Int 8, Wis 12, Cha 10
Skills:               Climb +17, Intimidate +20, Jump +17, Listen +11, Search +10, Spot +11
Feats:                 Awesome Blow, Cleave, Far Shot, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Multigrab (see Serpent Kingdoms), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (Disintegrator) Epic Feats: Epic Fortitude, Epic Will
Environment:          Any
Organization:         Unique?
Challenge Rating:     20
Treasure:             None, unless assigned to guard some
Alignment:            Neutral Evil
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

Experiment X looks much like any other Martian Minion...if it were 100 feet tall, juiced out on chemicals/cybernetics/etc., and had three heads.  Created by the martian government at the Musk-Ox's request, it's purpose is ostensibly a last ditch effort to quell any invasions.  Secretly, the Musk-Ox uses it to put down anyone who opposes him.

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

Stunning Blow (Ex): If Experiment X successfully confirms a critical hit with it's Slam attack, it's target must make a DC 51 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Swat (Ex): If Experiment X doesn't take the usual -4 Penalty when using it's Awesome Blow Feat.

Constrict (Ex): Experiment X does 2d6+17 damage with a successful grapple check.

Trample (Ex): Reflex half DC 51. The save DC is Strength-based.

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example, Experiment X has Invulnerability 15.  That means it negates the first 15 points of damage from any attack (this includes untyped damage).

Immunities: Experiment X is immune to poison, disease, sleep effects, death effects, and ability or energy drain.

Force Field (Su): As a Move Action, Experiment X can use it's force field belt.  While active, the force field blocks all ranged attacks, including area of effects.  Once activated, it lasts for one minute, and then can't be used again for 24 hours.

Combat:
The Experiment generally fires it's disintegrator until it can close in melee.


(https://i.imgur.com/AbRg15V.png)

Experiment X
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're at a secret Martian industrial plant, about to raid it in search of a corrupt government official.!

Last Ditch Weapon
"And hopefully bringing a revolution in Minions Rights within the area!"

"Squawk!"

"And of course, with us are the Martian Instant Minions fighting for revenge!"

"Squawk...."

"What is that thing?"

"It looks like the new model of Minion, with a bunch of different modifications."

"Squawk!!"

"I don't like the look of this."


Musk-Ox's personal Killer

"Looks like the Musk-Ox had a backup plan if he was caught.."

"What is that barrier it just put up?"

"I don't know, but it appears to be blocking the Minions Rayrifles.  We may need to call up some more help."

"I certainly hope the rest of Texicas isn't this interesting."
Title: Re: Jesters Realm Critters
Post by: bhu on January 14, 2024, 06:18:26 PM
Javelina
                      Small Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +1
Speed:                60 ft. (12 squares)
Armor Class:          16 (+1 Size, +1 Dexterity, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +2/-1
Attack:               Gore +4 melee (1d6+1) or Javelin +4 ranged (1d4)
Full Attack:          Gore +4 melee (1d6+1) or Javelin +4 ranged (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ferocity, Javelin
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +5, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 15, Int 3, Wis 13, Cha 10
Skills:               Listen +2, Search -2, Spot +2, Survival +2
Feats:                Run
Environment:          Warm Desert
Organization:         Solitary or Squadron (5-10)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

These are the most adorable, little feral hogs.  That can magically summon and fire barbed javelins.  For pointless reasons.  Or maybe no reason.  Apparently made by Druids, who wanted to give their piggies a defense against hunters.

Ferocity (Ex): A Javelina is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Javelin (Su): A Javelina can spit up something resembling a harpoon as a Standard Action.  This is a ranged attack with a range increment of 30 feet that does 1d4 magical piercing damage.  If it successfully confirms a critical hit it sticks in the opponent doing an additional point of damage at the beginning of each of the Javelina's turns.  A DC15 Heal check is necessary to remove it wihout doing another 1d4 damage (or as a Standard Action, it can just be pulled out, but the target takes 1d4 damage).

Combat: Javlina's quietly sit back and puke javelins until you go away.  Should that fail, they run at you at top speed like they've decided life is optional.  En masse.  Then they do a little celebratory dance on your body after.

(https://i.imgur.com/s9OEejx.png)

Javelina
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Javelina!"

Mean Little (beep)
"Also known as Tayassu Texicas!"

"These adorable little monsters are capable of magically harpooning hunters, leading to a dramatic rise in their population."

"Local pitchfork mobs accuse the Druids of meddling."

"The Druids accuse the local hunters of over-hunting and cruelty."

"Today, we're going to cast Speak With Animals and find out the truth!"


Making Crops Disappear, One Field At A Time

"Hi there little fella!"

" HOLY (beep) GNOMES CAN TALK!  HEY GUYS!"

"I can see this will be a banner episode..."

"Who made you little guy?"

"Muh (beep) parents.  Ain't that how Gnomes are made?"

"I hate to be the bad guy here, but I feel the need to remind everyone that this is a family show..."
Title: Re: Jesters Realm Critters
Post by: bhu on January 14, 2024, 06:19:56 PM
Antelope Squirrel
                      Medium Magical Beast
Hit Dice:             2d10+6 (17 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Burrow 20 ft., Climb 30 ft.
Armor Class:          18 (+3 Dexterity, +3 Dodge, +2 Natural), touch 16, flat-footed 12
Base Attack/Grapple:  +2/+4
Attack:               Bite +5 melee (1d6+2)
Full Attack:          1 Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Comin' Through!
Special Qualities:    Darkvision 60 ft., Scent, Dodger, Leaper
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 14, Dex 17, Con 16, Int 3, Wis 14, Cha 13
Skills:              Balance +11, Climb +11, Jump +11, Listen +4, Search +5, Spot +4
Feats:                Weapon Finesse, Run (B)
Environment:          Warm Desert or Plains
Organization:         Colony (2-20)
Challenge Rating:     1
Treasure:             Usually None
Alignment:           Usually Neutral
Advancement:          3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment:     ---

Antelope Squirrels are adorable ground squirrels with teeniest antlers the size of a deer.  They're so named because of their leaping gait, similar to that of a Springbok.  Would be hunters should aware they're a little....easily panicked.

Comin' Through! (Ex): The Antelope Squirrels movement doesn't provoke attacks of opportunity.  If it makes a melee attack, it can move before and after the attack, as long as it's total movement doesn't exceed it's land speed.  It also doesn't take a penalty to AC when charging.

Dodger (Ex): Antelope Squirrels have a Dodge Bonus to AC equal to their Dexterity Modifier.

Leaper (Ex): The DC of the Squirrels Jump Checks doesn't double if it doesn't have a running start, nor does it take a penalty if the squirrel hasn't moved. 

Skills: Antelope Squirrels have a +8 Racial Bonus on all Balance, Climb, Jump, and Search checks.  They may always take 10 on a Balance or Climb check, and may use their Dex or Str mod for Climb and Jump checks, whichever is better.

Combat: Antelope Squirrels panic easily, and tend to panic run in random directions.  They also get mad easily, and bite the living crap out of whatever is near.  Basically so much as glancing at them starts a horrified stampede, or a battle royale.

(https://i.imgur.com/Rv6QS4v.png)

Antelope Squirrel
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Antelope Squirrel!"

Don't Spook Them
"Also known as Ammospermophilus Texicas!"

"These little squeakers should be approached with caution!"

"Or not at all."

"Which means you know whats next?"

"Speak With Animals again?"


Squeak.  Squeak I Say!

"Hi there little Mister fuzzy!"

" AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

clawclawclawbitebitebite

"How is that spell even working on Magical Beasts..."

"Woah! Woah, calm down!  We come in peace!"

"(beeep) man, you nearly gave me a (beep) heart attack!"

"Family show...etc., etc..."
Title: Re: Jesters Realm Critters
Post by: bhu on January 14, 2024, 06:20:17 PM
Texicas Rattler
                      Medium Magical Beast
Hit Dice:             4d10+4 (26 hp)
Initiative:           +7
Speed:                20 ft. (4 squares), 20 ft. Climb, 20 ft. Swim
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +4/+5
Attack:               Bite +7 melee (1d6+1 plus poison)
Full Attack:          Bite +7 melee (1d6+1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Rattle
Special Qualities:    Darkvision 60 ft., Scent, Blindsight 10 ft. Tremorsense 30 ft.
Saves:                Fort ++5, Ref +7, Will +3
Abilities:            Str 12, Dex 17, Con 12, Int 5, Wis 14, Cha 10
Skills:               Balance +11, Climb +11, Hide +9, Listen +8, Spot +8, Survival +3, Swim +9
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any warm or temperate land
Organization:         Solitary or Den (10-1000+)
Challenge Rating:     3
Treasure:             Usually None
Alignment:            Usually Neutral Evil
Advancement:          5-6 HD (Medium), 7-12 HD (L
Level Adjustment:     ---

These are larger than usual Diamondback rattlesnakes modified by mages to be guard critters.  Unfortunately, they turned out Evil.  Even they admit it.

Poison (Su): Injury, DC 15 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial damage is 1d6 Dex, Secondary damage is vulnerability to the Rattler's Rattler attack (see below).

Rattle (Su): The  Rattler can use it's Swift Action each round to use it's Rattle attack.  Any living creature within 20 feet of the Rattler must make a DC 14 Willpower Save (Save DC is Wisdom based) or be Nauseated until the beginning of the Rattlers next turn.  If the target has taken the Secondary damage from the Rattlers poison, it takes a -2 Penalty on Saves against the Rattle attack, and can't move while it is Nauseated.

Skills: Rattlers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A Rattler can always choose to take 10 on a Climb check, even if rushed or threatened. Rattlers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A Rattler 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: Rattlers will bite as many foes as possible before using it's Rattler attack.  They aren't very smart, but they do have a certain cunning.

(https://i.imgur.com/JmfnHTC.png)


Texicas Rattler
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Texicas Rattler!"

Always Have A Gun Out In The Desert
"Also known as Crotalus Texicas!"

"These rattlesnakes were originally created by the Death Brothers."

"Who, coincidentally, are now dead."

"And it's time we found out why!"

"Are we sure this is wise?"


Beware The Rattle

"We come in peace!"

" Of course you do.  And that's why we're going to lay our eggs in your small intestines."

"Saw that coming..."

"Why did you kill your creators?"

"They gave us opportunity."

"Really?  That's it?"
Title: Re: Jesters Realm Critters
Post by: bhu on January 14, 2024, 06:21:17 PM
Mockingbird
                      Diminutive Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 50 ft. (Average)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-14
Attack:               Peck +8 melee (1 point)
Full Attack:          Peck +8 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Personal Insults
Special Qualities:    Darkvision 60 ft., Polyglot
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 4, Dex 17, Con 10, Int 14, Wis 14, Cha 14
Skills:               Balance +5, Bluff +4, Hide +17, Listen +4, Perform (Insult) +6, Sense Motive +4, Spot +4
Feats:                Ability Focus (Personal Insults), Weapon Finesse (B)
Environment:          Warm or Temperate deserts or plains
Organization:         Solitary, Pair or Ridicule (10-20)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          1 HD (Tiny)
Level Adjustment:     ---

These adorable little magical birds evolved naturally.  Which is astonishing, given their skill at profanity laced insults.  No one is certain why they do it, it's just assumed they find it amusing.

Personal Insults (Su): The Mockingbird can lob off an insult as a Standard Action.  The being this insult is targeted at must make a DC 14 Willpower Save (Save DC is Charisma based), or be Sickened with Rage for 1 Minute.  This is a language dependent, sonic, mind-affecting effect. During this time it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.  It also takes a -2 Penalty to Armor Class.

Polyglot (Su): The Mockingbird can speak and understand all known languages.

Combat: Mockingbirds rarely fight.  They mostly insult, fly away, come back and repeat.  People are torn between hating them, and finding them hilarious.

(https://i.imgur.com/Uh1m4sP.png)

Mockingbird
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Mockingbird!"

A Little Mean Spirited
"Also known as Mimus Texicas!"

"These magical birds are unusual in that they came about naturally, and there aren't any casters responsible for them."

"Which doesn't explain why they're so vicious in their personal attacks."

"We could always ask.  They seem to speak just about every known language."

"There's a flock now."


(beep)

"Good morning kind sirs.  Can we bother you for an interview?"

" (beep) off."

"Shocking..."

"Why you little..."

"Here's where (beep) Jim reminds us it's a family show.  Hahahahhaha!"

"No, here's where I remind you I'm a Ranger."
Title: Re: Jesters Realm Critters
Post by: bhu on January 15, 2024, 08:25:47 PM
El Chupachango
                      Tiny Undead
Hit Dice:             3d12 (19 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+2 Size, +5 Dex, +3 Natural), touch 17, flat-footed 15
Base Attack/Grapple:  +1/-7 (+5 attached)
Attack:               Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Full Attack:          Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Blood Drain, Create Spawn, Fling Poo
Special Qualities:    Low-light Vision, Darkvision 60 ft., DR 10/Silver and Magic, Fast Healing 5, Spider Climb, +4 Turn Resistance, Vulnerabilities
Saves:                Fort +1, Ref +8, Will +5
Abilities:            Str 10, Dex 20, Con -, Int 4, Wis 14, Cha 10
Skills:               Balance +13, Climb +13, Escape Artist +6, Hide +21, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +4
Feats:                Alertness, Weapon Finesse, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B)
Environment:          Warm Desert or Plains
Organization:         Solitary, Pair or Troop (10-40)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Currently thought of as an urban legend, someone has infested parts of Texicas with vampire monkeys.  No one knows why, and honestly no one cares.  They just want them dead again.  Or at least to stop doing certain things.

Attach (Ex):  If a Chupachango hits with a touch attack (or it's bite), it latches onto the opponent’s body. An attached Chupachango is effectively grappling its prey. The Chupachango loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Chupachango have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Chupachango can be struck with a weapon or grappled itself. To remove an attached Chupachango through grappling, the opponent must achieve a pin against the Chupachango.

Blood Drain (Ex): A Chupachango drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

Create Spawn (Su): If the Chupachango drains a Monkeys Constitution to 8, the Monkey raises as a Chupachango in 1d4 days.

Fling Poo (Ex): The Chupachango can "produce" a ranged throwing weapon as a Movement Action.  This "weapon" has a range increment of 20 feet.  It does 1d4 negative energy damage.

Spider Climb (Ex): A Chupachango can climb sheer surfaces as though with a spider climb spell.

Vulnerabilities: Exposing any Chupachango to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Skills: El Chupachango have a +8 racial bonus on Balance, Climb, Hide, Listen, Move Silently, Search, and Spot checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat: These things are like regular, pissed off monkeys.  But worse.  Much, much worse.  Ever smelled undead poo?  Why do the undead even produce waste anyway?  And how?

(https://i.imgur.com/svyzQLR.png)

El Chupachango
"Thank the Gawds that's over.  I'll be happy if I never see Texicas again!"

Not Yet An Official Species
"Agreed.  Um..Harlan, look out the window..."

"What am I supposed to look at?  The monkeys?"

"Exactly.  Monkeys aren't native to Texicas."

"They could be summoned."

"Do summoned monkeys drink blood from the city guard?"


Stay Out Of Flinging Range

"Maybe...this makes me happy we're leaving for Florida in the morning."

" SKREEEEEEE!"

"Assuming we see the morning.  You got a Daylight spell by any chance?"

"We have to film this.  We'd be the first to cover their species."

"Seriously?"
Title: Re: Jesters Realm Critters
Post by: bhu on January 21, 2024, 10:02:46 PM
Grizzled Mantis
                      Large Magical Beast
Hit Dice:             8d10+32 (76 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Fly 40 ft. (Poor)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+20
Attack:               Claw +15 melee (2d6+8)
Full Attack:          2 Claws +15 melee (2d6+8) and 1 Bite +15 melee (1d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Immunities
Saves:                Fort +10, Ref +7, Will +4
Abilities:            Str 26, Dex 13, Con 18, Int 3, Wis 14, Cha 11
Skills:               Climb +9, Hide +4 (+12 in foliage), Jump +9, Listen +4, Move Silently +3, Spot +8, Survival +4
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Bert. that dead tree is looking at us..."

Grizzled Mantises are necrophages dwelling in the Floridian swamps.  The swamps are teeming with corporeal undead (despite the local governments protests to the contrary), and it's presumed someone made them to take care of the problem.  The average Grizzled Mantis weighs just over a half ton, and stands at least 12 feet tall.  It has a long beard, and it's exoskeleton is colored and textured to resemble the rotting vegetation of it's swampy home.

Improved Grab (Ex): To use this ability, a Grizzled Mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack, with it's full Str modifier to damage.

Immunities: A Grizzled Mantis is immune to disease, energy drain, paralysis, poison

Skills: A Grizzled Mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Combat: Grizzled Mantids are ambush predators who use their camouflage to lie in wait to grab passers=by.

(https://i.imgur.com/TFk4xov.png)
Grizzled Mantis
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  It is our misfortune to be in the country of Florida today, looking at the Grizzled Mantis!"

Undead Munchers
"Also known as Gonatista necrophaga!"

"These magical insects feed strictly on corporeal undead,  which are rumored to infest the swamps."

"Said rumors are denied by the local government, raising the question of whether or not someone created these creatures.."

"Wait, that one just killed an alligator, and hung it from a tree."

"Fascinating.  I'd be willing to bet they're actually carrion eaters as opposed to obligate necrovores."


Not Above Killing The Living

"So if they can't find undead, they simply kill whats available, and leave it to rot so they can eat it later?"

"Yes.  Very smart critters."

"I suddenly feel less safe.  I assumed we wouldn't be targeted by them."

"Relax, we still have the cube of force."
Title: Re: Jesters Realm Critters
Post by: bhu on January 21, 2024, 10:12:07 PM
Hogchoker
                      Medium Magical Beast (Aquatic)
Hit Dice:             4d10+12 (34 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Swim 40 ft.
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +4/+6
Attack:               Grapple +6 melee touch (Grapple)
Full Attack:          Grapple +6 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:   Darkvision 60 ft., Camouflage, Hold Breath
Saves:                Fort +7, Ref +4, Will +2
Abilities:            Str 15, Dex 11, Con 17, Int 4, Wis 12, Cha 8
Skills:               Hide +2 (+6 underwater), Listen +5, Spot +5, Survival +2, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     --

"Bert, why do our fishing trips always go horribly wrong?"

"Damned if I know Abner."

The Hogchoker is a 7 foot long flatfish that easily blends in with the river bottoms of Florida's waterways.  They're favorite food is feral hogs (hence the name), but they'll gladly ambush anything that gets near, leaping from the river to enfold them and squeeze them to death.  Dragging them back into the river is the tough part.  Apparently they're a naturally evolved critter, as no one has claimed them as creators (and who would make guard critters that focused on pigs anyway?).

Ambush (Ex): If the Hogchoker's target is flat-footed or Denied it's Dexterity Bonus to AC, it gets a +4 Bonus on it's Grapple Check.

Improved Grab (Ex): The Hogchoker can make a Grapple Check without provoking an attack of opportunity.

Constrict (Ex): The Hogchoker does 1d8+3 damage with a successful Grapple Check.

Camouflage (Ex): The Hogchker can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hold Breath (Ex): The Hogchoker can survive out of the water for a number of rounds equal to 4 × its Constitution score before it risks suffocating.

Skills:-A Hogchoker 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. A Hogchoker gains a +4 racial bonus on Hide checks when in the water. Further, a Hogchoker can lie flat in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: Hogchkers are ambush predators who grab critters who stop by the riverbank to drink.  The fry choke their would be eaters by swelling up inside their throat, but the adults lie semi-concealed in the river bed, leaping up to grapple those who get close.

(https://i.imgur.com/ZhscPJS.png)

Hogchoker
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Once again, were in Florida today, looking at the Hogchoker!"

Porcitarians
"Also known as Trinectes maculatus!"

"These magical fish feed strictly on anything foolish enough to approach them."

"But mostly feral hogs."

"I understand they get their name from their young swelling up in the throats of animals that accidentally ingest them while drinking."

"Well, that, and they're extremely flexible.  The adults engulf and crush prey."


Limited Capabilities on Land

"Jim!  Look!"

"Holy crap, it's dragging a pig into the water."

"Are there any records of them having amphibious abilities?"

"There will be now."
Title: Re: Jesters Realm Critters
Post by: bhu on January 21, 2024, 10:16:48 PM
Moonatee (Quarter Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---


Moonatee (Waxing Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Headbutt +8 melee (2d4+6 plus Stun)
Full Attack:          Headbutt +8 melee (2d4+6 plus Stun)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---



Moonatee (Full Moon)
                      Large Magical Beast
Hit Dice:             10d10+40 (95 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +10/+21
Attack:               Headbutt +16 melee (2d4+10 plus Stun)
Full Attack:          Headbutt +16 melee (2d4+10 plus Stun)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase, DR 5/-
Saves:                Fort +11, Ref +6, Will +5
Abilities:            Str 24, Dex 9, Con 18, Int 3, Wis 11, Cha 6
Skills:               Listen +5, Spot +5, Survival +3, Swim +15
Feats:                Cleave, Endurance, Iron Will, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     5
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---


Moonatee (Waning Moon)
                      Small Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 60 ft.
Armor Class:          18 (+1 Size, -1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +5/+1
Attack:               -
Full Attack:          -
Space/Reach:          10 ft./5 ft.
Special Attacks:      Adorable
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +4
Abilities:            Str 10, Dex 9, Con 15, Int 6, Wis 13, Cha 15
Skills:               Listen +4, Spot +4, Survival +3, Swim +8
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     n/a
Treasure:             None
Alignment:            Chaotic Good
Advancement:          6-7 HD (Small), 8-15 HD (Medium)
Level Adjustment:     ---


Moonatee (New Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +5
Abilities:            Str 18, Dex 9, Con 15, Int 13, Wis 14, Cha 12
Skills:               Diplomacy +7, Knowledge (Arcana, History, Local, Nature, Religion) +3, Listen +5, Spot +5, Survival +5, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Good
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---

Moonatees are adorable, blubbery, moon-eyed sea critters.  At least most of the time.  Their appearance and abilities vary with the phases of the moon.  During the quarter moon they use the statblock above.  During the waxing moon they are violent and aggressive.  During the full moon they become hulking monsters.  During the waning moon they are little, cuddly critters.  And during the new moon they are wise, old critters.  Floridians adore them, and causing them harm will bring a mob down on your head.

Float (Ex): Moonatees can float on the surface of water without making Swim Checks.

Hold Breath (Ex): Moonatees can hold their breath for a number of rounds equal to 4 × their Constitution score before they risk drowning.

Lunar Phase (Su):  The Moonatees statblock varies depending on the exact phase the moon is in at any given time.  Use the appropriate statblock given above for whichever phase the moon is in.  Moonatee's  heal all damage and lose any conditions that are upon them when the phase of the moon changes.

Stunning Headbutt (Su): Any creature successfully struck by the Moonatee's Headbutt must make a Fortitude Save (Save DC is based on Str) or be Stunned  Round.  Dave DC is 16 for waxing moon, and 22 for the full moon.

Adorable (Su): Any creature attempting to harm, or allow a Moonatee to come to harm, must make a DC 16 Willpower Save (Save DC is Cha based with a +2 Bonus).  If it fails it cannot harm the Moonatee, nor will it allow it to be harmed.

Spell-Like Abilities (Sp): At Will: Augury, Sanctuary, Shield of Faith. 1/Day: Divination.  Caster Level 5th.

Skills:-A Moonatee 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: For most phases of the moon, Moonatees will run away and/or seek help.  In the waxing moon they swim straight up and start whacking you with their head.  If the moon is full, they go full-on mini-kaiju rampage.  They're real danger is the mob of fanatic stans who lurk quietly nearby, hoping for an excuse to 'protect' their beloved sea critters.

(https://i.imgur.com/mgcKyPE.png)

(https://i.imgur.com/i8K4Dqm.png)

(https://i.imgur.com/1nLKoS5.png)

(https://i.imgur.com/BZNVpF7.png)

(https://i.imgur.com/dwKU8B1.png)

Moonatees
"We're sitting in an arena, waiting to see an animal "prophet", whilst conspiring with a genetically altered shark who wants to destroy humanoidkind, in hopes of stopping a polluter from ending the world.  How has our life come to this Jim?"

Their Fans Are Called Moonenites

"Darned if I know."

"This is the shakiest ground we've been on in a while."

"Don't have much choice if we want to set things right.."

"Oh look, the mayor is getting ready to speak."

"GOOD EVENING PANAMA CITY!  WHATCHA GONNA DO, WHEN THE MOONINITES RUN WILD ON YOU?"

"That inspired confidence..."


Full Moon Fever

"BRING FORTH THE OUTSIDERS!"

"Here we go..."

"Good evening, Mr. Prophet sir.  We..."

"The bad guys are in the Great White North.  In the city of (beep beep)."

"Is it really called that?"

"Fraid so."

"The censor is gonna be working overtime on this one."
Title: Re: Jesters Realm Critters
Post by: bhu on January 21, 2024, 10:18:06 PM
Brown Basilisk
                      Small Magical Beast
Hit Dice:             3d10+3 (19 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Swim 20 ft.
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Bite +5 melee (1d6+1)
Full Attack:          Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Gaze Attack
Special Qualities:    Darkvision 60 ft., Low-light Vision, Run on Water
Saves:                Fort +4, Ref +5, Will +2
Abilities:            Str 12, Dex 14, Con 12, Int 3, Wis 12, Cha 11
Skills:               Hide +6 (+10 in natural settings), Listen +5, Spot +5, Swim +9
Feats:                Alertness, Blind-Fight
Environment:          Warm Marsh
Organization:         Solitary or colony (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Small), 5-9 HD (Medium)
Level Adjustment:     ---

Brown Basilisks are a 6 legged Florida variant that has a bit of a higher metabolism.  They are famed for their ability to run on water, and their persistent nature.  They will literally spend hours gaze sniping potential prey from cover.  They are about the size of a mid range dog.

Gaze Attack (Su): 2d4 negative energy damage, range 30 feet; Fortitude DC 11 for half damage. The save DC is Charisma-based.

Run on Water (Su): When taking the Run Action, the Brown Basilisk can run across the surface of the water.  It can only remain on the surface as long as it continuously takes the Run Action.

Skills:-A Brown Basilisk 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.  The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Combat: Brown Basilisks try to remain just in range to let their Gaze attack do it's job.

(https://i.imgur.com/pVcVO3A.png)

Brown Basilisk
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we take a look at the Brown Basilisk."

Teensy Basilisks
"Also known as Basiliscus venenatus!"

"These local Basilisk variants are a dark brown, with 6 legs, and flappity dorsal crests."

"Their gaze doesn't petrify prey, but does sap it's life force.  They are much more active than their more common cousins."

"Possibly more magical as well.  Locals tell tale of them running on water."

"There go some of them now.  They can really move."


Active Hunters

"Is it me, or is the rest of the wildlife fleeing from that direction as well?"

"Indeed.  That doesn't bode well."

"Do you see anything?"

"Only because of the ring you got me.  And I don't like what I'm seeing."
Title: Re: Jesters Realm Critters
Post by: bhu on January 21, 2024, 10:52:43 PM
Leatherback
                      Medium Undead
Hit Dice:             14d12 (115 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), 20 ft. Swim
Armor Class:          28 (+3 Dex, +10 Natural, +5 Deflection), touch 18, flat-footed 25
Base Attack/Grapple:  +7/+16
Attack:               Claw +18 melee (1d6+11) or +1 Scimitar +17 melee (1d6+10/15-20) or +1 Dagger +11 ranged (1d4+10)
Full Attack:          2 Claws +18 melee (1d6+11) and 1 Bite +18 melee (2d4+6/18-20) or +1 Scimitar +17/+17/+12 melee (1d6+10/15-20) or +1 Dagger +11/+6 ranged (1d4+10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Snapping Bite
Special Qualities:    Darkvision 60 ft., Retreat Into Shell, DR 10/Silver, Float, Undead Toughness, +2 Turn Resistance, Undead traits
Saves:                Fort +8, Ref +7, Will +11
Abilities:            Str 28, Dex 16, Con -, Int 12, Wis 15, Cha 6
Skills:               Climb +16, Hide +10, Jump +16, Knowledge (History, Local, Nature) +9, Listen +11, Move Silently +10, Search +10, Spot +11, Survival +10, Swim +17
Feats:                Alertness, Great Fortitude, Improved Multiattack, Multiattack, Track
Environment:          Any
Organization:         Unique
Challenge Rating:     9
Treasure:             See below
Alignment:            Neutral Evil
Advancement:          15+ HD (Medium)
Level Adjustment:     ---

Leatherback has inhabited the swamps as long as anyone can remember.  The former turtle turned undead has some purpose in his continued unlife, but if anyone but him knows it they aren't talking.  There are rumors about some unspecified revenge against vague enemies, but in truth no one knows anything.  All that's known is that he occasionally, violently murders some of those who enter his territory.  Or maybe even helps them, at his whim.  Leatherback appears as a dead Tortle, with parched, leathery hide and pitch black eyes.

Improved Grab (Ex): To use this ability, Leatherback must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If it succeeds in establishing a hold, it attacks with it's Bite each round it makes a successful Grapple check.

Snapping Bite (Ex): Leatherbacks bite threatens a critical on an 18-20.

Retreat Into Shell (Ex): As a Standard Action, Leatherback can withdraw into it's shell.  While in it's shell it's Natural Armor Bonus to AC increases by +2.

Float (Ex): Leatherback can float on the surface of water without making Swim Checks.

Undead Toughness (Ex): Leather back gains an additional +2 hit points per die, and a +2 Bonus on Fortitude Saves.

Combat: Leatherback has goals, and as such he picks and chooses his fights.  Most people traveling the swamps never even catch a glimpse of him.  If he does want to kill you, he tends to rely on attacking from ambush.

Equipment:  +1 Keen Speed Scimitar
+1 Returning Dagger
+2 Amulet of Mighty Fists
Ring of Chameleon Power
+5 Ring of Protection
Note: Equipment already figured into statblock

(https://i.imgur.com/20pculr.png)

Leatherback
"Oh.  I see what you mean now.  You there! We can both see you!"

Swamp Guardian?
"We come in peace.  We're here to..."

"I...know who...you are...

"Friend or foe then?"

"Neither...but you...are in...my...territory...

"We're trespassing then?"

"Is there a way to make this right?"

"No...need...I am...merely here...to warn...you...

"Warn us of what?"


Local Mystery

"You are...moving north...that is...not wise..."

"We were told there was especially diverse wildlife north of the swamp."

"You were...lied to..."

"To what purpose?"

"And by who?"

"There are...those who would...demonstrate...their power...and you...have a palantir...

"So they intend to make an example of us by broadcasting our deaths?"

"Indeed."

"Thank you.  We'll keep our eyes open.  How can we thank you?"

"Before...you leave...tell them...I am coming..."

"Who should we say is coming?"

"They...will know..."
Title: Re: Jesters Realm Critters
Post by: bhu on January 29, 2024, 08:51:22 PM
The Florida Dead

Florida Dead is an Acquired Template that can be applied to any corporeal Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin.  They are turned by another Dead, or exposed to the toxins produced by certain industrial magics. Florida Dead appear as blackened, rotting (occasionally oozing) zombies.  They are compelled to bite others, and thus spread the infection.

Size and Type: Size is unchanged, Type becomes Undead. 

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

Speed: Unchanged, but if it can fly, maneuverability is reduced to clumsy.

Armor Class: The base creatures Natural Armor Bonus to AC increases by an amount dependent on it's Size: Tiny or smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+6) or Colossal (+11).

Attacks: If the base creature has no natural attacks, it gains a Primary Slam attack, and a Secondary Bite attack.  If it has natural attacks, but no Bite attack, it gains a Bite attack.  It has 2 Slams and a Bite with a Full Attack (or it's regular attack routine plus a bite if it has natural attacks as the base creature).

Damage: Bite and Claw damage depend on Size: Tiny or smaller (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), or (4d6).

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

Toxic Bite (Su):  The Bite of the Florida Dead is incredibly toxic.  Injury, Fortitude Save (Save DC is 10 + Hit Dice), Initial and Secondary damage depends on size.  Tiny or Smaller (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), or Colossal (1d10 Con).  If the Second Save is failed, the target must make an additional Save each day, and if it fails one it acquires the Florida Dead template if it qualifies (and dies if it does not.  This is a magical poison.  If the Con loss kills the target, it also gains the Florida Dead template.

Attach (Ex):  If a Florida Dead hits with a bite attack, it latches onto the opponent’s body. An attached Florida Dead is effectively grappling its prey. The Florida Dead loses its Dexterity bonus to AC, but holds on with great tenacity. Florida Dead have a +4 racial bonus on grapple checks.

An attached Florida Dead can be struck with a weapon or grappled itself. To remove an attached Florida Dead through grappling, the opponent must achieve a pin against the Florida Dead.

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

The creatures Darkvision extends to 60 feet (or it gains Darkvision if it has none)

DR 5/Silver

+2 Turn Resistance

Saves: Unchanged.

Abilities: +4 Str, -2 Dex, -2 Int, -2 Wis, -4 Cha.  Constitution becomes -.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Solitary, Group (2-10), or Mob (11-30)

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Neutral or Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

Mr. Abednego  (Human Expert 6/Florida Dead)
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          14 (+2 Natural, +2 Armor), touch 10, flat-footed 14
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d6+4)
Full Attack:          2 Slams +8 melee (1d6+4) and 1 Bite +3 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Toxic Bite
Special Qualities:    Darkvision 60 ft., DR 5/Silver, +2 Turn Resistance
Saves:                Fort +4, Ref +2, Will +6
Abilities:            Str 19, Dex 10, Con -, Int 11, Wis 12, Cha 4
Skills:               Bluff +6, Intimidate +6, Knowledge (Local) +9, Listen +10, Sense Motive +10, Spot +10
Feats:                Great Fortitude, Improved Initiative, Power Attack
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Level Adjustment:     ---

Mr. Abednego is an employee of an unknown business whose by product is an incredibly toxic goo that turns the living into undead.  He was cheap hired muscle/lower management until an accident turned him zombie.

(https://i.imgur.com/5M7SSY2.png)

5E Florida Dead
Any Aberration, Beast, Giant, Humanoid, or Monstrosity that is corporeal can become the Florida Dead..

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Aberration.

Armor Class. The Base Creatures gains a bonus AC based on Size: Medium/Large (+1), Huge (+2), or Gargantuan (+3).

Attributes. Base Creature loses -2 to all ability scores except Str, Con and Cha.  Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6).  Cha is lowered by -4.  All scores have a minimum of 1.

Damage Resistances. The base creature becomes resistat to the following damage types: Bludgeoning, Piercing and Slashing from nonmagical attacks that aren't silvered.

Damage Immunities. The base creature becomes immune to the following damage types: Necrotic, Poison.

Condition Immunities. The base creature becomes immune to the following conditions:  Poisoned.

Saving Throws. The creature becomes proficient in Wisdom Saving Throws.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Turn Resistance. The Florida Dead have advantage on saving throws against any effect that turns undead.

Undead Toughness.  If damage reduces the Florida Dead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

New Action: Multiattack. The base creature gets it's regular attacks, plus a Bite.  If it has no attacks it gains 2 Slams and a Bite.  If it already has a Bite, that Bite now gains the poison damage appropriate for it's size, plus the attach ability.

New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d4+1d6), Medium (5 ft., 1d6+3d6), Large (5 ft., 1d8+4d6), Huge (10 ft., 2d6+5d6), or Gargantuan (10 ft., 3d6+6d6).  If this attack is successful, the Florida Dead attaches to him.  While attached, the Florida Dead doesn't attack, and it's opponent automatically takes it's bite damage at the start of each of the Florida Dead's turns.  The Florida Dead can detach itself by spending 5 feet of it's movement.  A creature, including the target, can use its action to detach the Florida Dead.  To do so it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Florida Dead's Strength (Athletics) check.

New Action: Slam. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d4), Medium (5 ft., 1d6), Large (10 ft., 1d8), Huge (10 ft., 2d6), or Gargantuan (15 ft., 3d6). 


The Florida Dead
"We're flying invisible over a bug inested swamp Harlan.  What's our end game here?"

Secret Pollution

"Before we get involved by delivering that fellows message I want to scout out the north swamps a little.  See what's going on."

"There's a glowing light over there!"

"Look at all those barrels oozing  slime!"

"Whatever is in there is corrosive enough to eat through the wood."

"Some local alchemist or Wizard is using the swamp as an illegal dumping ground for toxic waste."

"This needs to be filmed before we go."


Intelligent Zombies

"Not so fast Jim.  Look over there."

"They look like zombies of a sort."

"But for the oozing toxins they look like our recent friend."

"Good thing I purchased these Holy Hand Grenades in town when I heard the rumors of the undead."



Holy Hand Grenade
 Price (Item Level): 1800 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:18) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a white hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria (see spell compendium)
Cost to Create: 900 GP, 1 day, 36 XP



Not So Holy Hand Grenade
 Price (Item Level): 1800 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:18) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a black hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Good opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Inflict Moderate Wounds
Cost to Create: 900 GP, 1 day, 36 XP


Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, white metal ball, with a ring on some sort of mechanism sticking out of the side.  It weighs a 1/2 pound, and is about the size of an apple.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 radiant damage on a failed save, or half as much damage on a successful one.



Not So Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, black metal ball, with a ring on some sort of mechanism sticking out of the side.  It weighs a 1/2 pound, and is about the size of an apple.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 necrotic damage on a failed save, or half as much damage on a successful one.


Title: Re: Jesters Realm Critters
Post by: bhu on January 29, 2024, 08:55:34 PM
Sharknado
                      Colossal Elemental (Air)
Hit Dice:             30d8+240 (375 hp)
Initiative:           +15
Speed:                Fly 100 ft. (20 squares), Perfect
Armor Class:          26 (-8 Size, +11 Dex, +13 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +22/+52
Attack:               Slam +28 melee (4d8+14)
Full Attack:          2 Slams +28 melee (4d8+14)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Air Mastery, Whirlwind, Warm Sharkery Goodness
Special Qualities:    DR 10/-, Darkvision 60 ft., elemental traits, SR 27, Living Storm
Saves:                Fort +18, Ref +28, Will +12
Abilities:            Str 38, Dex 33, Con 26, Int 10, Wis 11, Cha 11
Skills:               Listen +35, Spot +35
Feats:                Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack
Environment:          Florida
Organization:         Unique
Challenge Rating:     16
Treasure:             None
Alignment:            Neutral Evil
Advancement:          31-60 HD (Colossal)
Level Adjustment:     ---

After obtaining a post as a city council member due to being unrecognized in his new form, Old Drakov began to set about researching a method for his revenge.  Upon viewing the annual Shark Week, he saw a horrible little play called "Sharknado", about a shark filled tornado terrorizing a city.  Old Drakov smiled.  He would destroy the humans with their own vile propaganda.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a Sharknado.

Whirlwind (Su):  The Sharknado can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 30 rounds. In this form, the Sharknado can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, 30 feet wide at the top, and 50 feet tall. The Sharknado controls the exact height, but it must be at least 10 feet.

The Sharknado’s movement while in whirlwind form does not provoke attacks of opportunity, even if the Sharknado enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the Sharknado moves into or through the creature’s space.

Creatures one or more size categories smaller than the Sharknado might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 39 Reflex save when it comes into contact with the whirlwind or take 4d8 damage. It must also succeed on a second DC 39 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the Sharknado carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The Sharknado can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The Sharknado can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Sharknado and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A Sharknado in whirlwind form cannot make slam attacks and does not threaten the area around it.

Warm Sharkery Goodness (Su): When in Whirlwind form, a Medium Shark appears inside the Whirlwind at the beginning of each of it's turns.  Roll a d20 at the beginning of each of the Sharknado's turns.  On a 1 the Shark either attacks a non-shark creature within the whirlwind, or is expelled from it 100 feet in a random direction.  If the shark attacks a creature with it's bite, It does an extra +20 damage.  If expelled, randomly determine what direction it travels, and have it perform a Charge attack on the first creature whose square it enters.  If successful both the shark and the target take 11d6 damage.  For each shark past the first present in the whirlwind raise the threshold to cause an incident by 1.  i.e. if there are two sharks, an attack or expulsion happens on a 1-2.  If there are 6 sharks, it happens on a 1 to 6.

Living Storm (Ex):  The Sharknado is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, reducing visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.  Windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind.

Combat:  The Sharknado tends to immediately go into whirlwind mode so it can begin summoning sharks.  It then wades into the party letting the wind and sharks take care of them.


(https://i.imgur.com/GTgIMks.png)

The Sharknado
"Oh, I see.  This is something out of a bad palantir play."

Arisen From Bad Fiction
"Lets hope this thing doesn't destroy any buildings that are hiding that goo."

"What are you two babbling about?  I can't hear you over the winds?"

"WE NEED YOU TO SHUT OFF THE SHARKNADO SIR!"

"WHY WOULD I DO THAT?"

"WE SUSPECT SOMEONE IN TOWN IS STORING BARRELS OF A TOXIN THAT TURNS THE LIVING INTO UNDEAD!."

"WE CAN'T HAVE THE WINDS SPREADING IT EVERYWHERE!"

"AND YOU LOOK DOWN ON ME FOR CLAIMING SOMETHING OUT OF BAD FICTION!"

"IT'S NOT FICTION!  IF THAT GETS LOOSE ALL YOUR SHARK BROTHERS ARE DEAD!"


Not As Shark Friendly As One Might Suppose

"Well (beep)..I don't want that.  Settle down nado."."

"Look we can prove what we say."

"You have footage on your palantir?  I know you're a film crew."

"We do.  We came here to show it."

"Assuming your revenge can wait?"

"It can.  Let's see the footage."
Title: Re: Jesters Realm Critters
Post by: bhu on January 29, 2024, 09:27:06 PM
Old Drakov
                      Huge Monstrous Humanoid (Amphibious, Aquatic)
Hit Dice:             17d8+102 (178 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Swim 60 ft.
Armor Class:          21 (-2 Size, +1 Dex, +12 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +17/+37
Attack:               1 Bite +28 melee (2d6+12) or +1 Longspear +28 melee (3d6+19/x3)
Full Attack:          1 Bite +28 melee (2d6+12) and 2 Slams +23 melee (1d6+13) or +1 Longspear +28/+23/+18/+13 melee (3d6+19/x3)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Swallow Whole, Spell-Like Abilities, Summon Sharknado
Special Qualities:    Darkvision 60 ft., Keen  Scent, Blindsense 30 ft., SR 25, DR 10/Magic, Energy Resistance 10 (cold, electricity, fire)
Saves:                Fort +13, Ref +11, Will +16
Abilities:            Str 35, Dex 13, Con 23, Int 14, Wis 18, Cha 18
Skills:               Climb +12, Concentration +16, Diplomacy +14, Intimidate +14, Knowledge (Arcana, Local, Nature, the Planes) +12, Listen +8, Sense Motive +6, Spellcraft +6, Spot +8, Swim +20
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will. Power Attack, Weapon Focus (Bite)
Environment:          Florida
Organization:         Unique
Challenge Rating:     14
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By character class
Level Adjustment:     ---

Old Drakov began life as a merely oversized Hammerhead Shark that became a terror of the fishing trawlers in Florida.  Scars from the fishermen's spears on his head greatly resembled the symbol of a violent ruler from the land they lived in before being placed in the Jesters Realm, and they began calling him 'Old Drakov' after that ruler.  Many anti shark purges were conducted to remove them from the fishing areas, resulting in Druidic intervention.  In addition to blowing up most of the fleets, they Awakened the sharks to give them enough guile to avoid traps.  Old Drakov may have been a mistake.  After years of attempts on his life, he was bitter.  Events were to soon twist him further.  Firstly, he learned of what the fishers referred to him as, and was grievously insulted that they would name him after a monstrous dictator.  Secondly, the fishers eventually killed what was (unknown to them) his wife and sons.  He claims he promised his soul to a 'God of Evil', though the most likely suspects do not claim him.

He was remade in body and soul, and gained a palantir, which allowed him to scry with the aid of a fellow shark who was a Wizard.  While planning his revenge, he encountered a palantir show popular with Florida locals called "Shark Week".  Shark Week was a week long series of programs dedicated to the dangers of sharks, and obvious anti-shark propaganda.  Particularly galling was a palantir film called "Sharknado", about a tornado filled with sharks.  Old Drakov smiled, for he knew he had found the method by which he would gain revenge.  It took the aid of many of his brothers, but he eventually learned to create and summon a real Sharknado.  And now Florida will pay! MWUHAHAHA!!

Improved Grab (Ex): To use this ability, Old Drakov must hit 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 establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): Old Drakov can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of bludgeoning damage plus 1d8+8 points of acid damage per round from Old Drakov’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Old Drakov’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Old Drakov's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Spell-Like Abilities (Sp): At Will: Chain Lightning, Control Winds, Fog Cloud, Greater Teleport (self plus 50 pounds only), Speak With Animals, Summon Nature's Ally VII, Whirlwind, and Whispering Wind. Caster Level 17th, Save DC's are Charisma based.

Summon Sharknado (Sp): Once per week Old Drakov can summon the Sharknado as a Spell-Like Ability with a casting time of 1 Minute (this is the equivalent of an Epic Level spell).  This has a 20% chance of success, but if he sacrifices living creatures in a ritual beforehand, it increases the chance by 1% for every hit die worth of creatures sacrificed.

Keen  Scent (Ex): Old Drakov can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Combat: If possible, Old Drakov will attempt to summon the Sharknado, before backing it up with his spells.  Otherwise, he relies on his anthropomorphic shark servants, and wades into battle alongside them.


(https://i.imgur.com/XyydjyV.png)

Old Drakov
"Good evening sir, we understand you're the local town council member for this area."

Shark Rights "Activist"
"We have an evil plot to report."

"So...you've found me at last.  Very well!  IT IS TIME I REVEALED MYSELF TO THE WORLD!"

"Well that seems a little too easy..."

"You humanoids have violated nature for the last time!"

"Wait a minute..."

"We thought you were violating nature?"

"Erm...no...wait what exactly are you here for?"

"Some one is dumping waste in the swamps north of here.  That isn't you?"


Local Urban Legend

"Well no.  No, I have an entirely different evil scheme."

"Really?"

"Yes, I plan on unleashing a Sharknado as revenge for the Shark Week psy-op you humanoids perpetrate every year."

"That sounds like a bad palantir play."

"What is a Sharknado?"

"So glad you asked!".


Man Fishin' Spear
 Price (Item Level): 18,305 GP
 Body Slot: - (Carried)
 Caster Level: 12th
 Aura: Strong; (DC:21) Evocation
 Activation: - (Use Activated)
 Weight: 8 lbs.

This appears to be a normal +1 Longspear, but when used against Humanoids it becomes a +3 Weapon and threatens a critical on a 19-20.  Obviously designed my a nonhuman Mage...

Prerequisites: Craft Magic Arms and Armor, Foebane (see Spell Compendium)
Cost to Create: 9153 GP, 10 days, 366 XP



Man Fishin' Spear
Weapon (spear), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.  This bonus increases to +3 against Humanoids, and also scores a critical on a 19-20 against Humanoids.


Longspear
This is identical to the Spear, except it weighs 5 lbs., and costs 5 gp.  It also has the Reach and Two Handed properties.  It loses the Versatile property, and damage increases to 1d8.
Title: Re: Jesters Realm Critters
Post by: bhu on February 04, 2024, 08:08:47 PM
Polar Bearsaurus Rex
                      Huge Magical Beast (Cold)
Hit Dice:             20d10+120 (230 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Swim 30 ft.
Armor Class:          20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +20/+37
Attack:               Bite +27 melee (3d6+9)
Full Attack:          1 Bite +27 melee (3d6+9) and 2 Claws +27 melee (2d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Breath Weapon
Special Qualities:    Darkvision 60 ft., Scent, Immune to Cold, Vulnerable to Fire
Saves:                Fort +18, Ref +13, Will +8
Abilities:            Str 28, Dex 12, Con 22, Int 4, Wis 15, Cha 10
Skills:               Hide -2 (+10 in snow), Listen +10, Spot +10, Survival +8, Swim +17
Feats:                Alertness, Endurance, Improved Multiattack, Improved Natural Attack (Bite), Multiattack, Run, Track 
Environment:          Cold Plains
Organization:         Solitary or Pair
Challenge Rating:     13
Treasure:             None
Alignment:            Neutral
Advancement:         21-30 HD (Huge), 31-60 HD (Gargantuan)
Level Adjustment:     ---

Clearly made via the Owlbear Theorem, this chonkers T-Rex is covered in white fur.  It's forelimbs are bigger, and tipped with paws.  It also has teensy, little ears.  Some damn fool gave it a breath weapon as well.  As if being a Dinosaur wasn't enough...

Improved Grab (Ex): To use this ability, a Polar Bearsaurus must hit an opponent of up to one size smaller 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 establishes a hold

Breath Weapon (Su): The Polarbearsaurus can breathe a 50 foot long cone of cold once every 1d4 rounds.  Any creature in the area takes 15d6 cold damage, or half that with a successful DC 26 Reflex Save (Save DC is Constitution based).

Skills: A Polar Bearsaurus 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. *A Polar Bearsaurus' white coat bestows a +12 racial bonus on Hide checks in snowy areas

Combat: The Polar Bearsaurus generally lights up potential dinners with it's breath weapon, before moving in for the kill.

(https://i.imgur.com/uQuzoG0.png)

Polar Bearsaurus Rex
"Well, here we are.  The quaint little town of (beep beep)."

Surprisingly Sneaky In Snowy Weather
"Not much to look at beyond that massive alchemical plant just outside of town."

"Very telling, that."

"Excuse me sir!  What's this village known for?"

"Well sir...the Polar Bearsaurus Rex was invented here."

"The what?"

"Surprised they didn't eat you on the way into town.  Right bad pests, they are."

"So they're furry dinosaurs?"


Too Cute For Your Own Good

"Yessir.  Darn fluffy too."

"What's their purpose?"

"Usual Wizard crap.  Yet another madman who isn't satisfied with the abominations already available."

"We saw nothing on the way in."

"They're very well camouflaged.  Musta been sleepin'."

"So, do they surround the town?"

"Good thing we have those rings."
Title: Re: Jesters Realm Critters
Post by: bhu on February 04, 2024, 08:14:44 PM
Wrong Whale
                      Gargantuan Magical Beast
Hit Dice:             20d10+140 (250 hp)
Initiative:           +1
Speed:                Swim 50 ft. (10 squares)
Armor Class:          20 (-4 Size, +1 Dex, +13 Natural), touch 7, flat-footed 19
Base Attack/Grapple:  +20/+45
Attack:               Tail Slap +29 melee (3d6+19)
Full Attack:          Tail Slap +29 melee (3d6+19)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Ram, Capsize, Spell-Like Abilities
Special Qualities:    Darkvision 120 ft., Blindsight 120 ft. Hold Breath
Saves:                Fort +19, Ref +13, Will +9
Abilities:            Str 36, Dex 13, Con 24, Int 14, Wis 16, Cha 16
Skills:               Knowledge (Geography, Nature) +22, Listen +25, Spot +25, Survival +15, Swim +21
Feats:                Alertness, Blind-Fight, Cleave, Diehard, Endurance, Great Cleave, Power Attack
Environment:          Temperate or cold aquatic
Organization:         Solitary, Pair or Pod (5-30)
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral Evil
Advancement:          21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:     ---

Whalers originally called Right Whales by the name because, for a variety of reasons, they were the 'right' whale to hunt.  At some point it's assumed a feistier than usual Druid modified a few of them.  Wrong Whales only differ from Right Whales in that they are slightly larger, solid black, and usually quite scarred from their many battles.  They are dedicated to ending whaling, but some of them moonlight as destroyers of fishermen and sailors too.  Someone has also clearly taught them weather magic, making them far more dangerous than the average whale.

Ram (Ex): As a Full Round Action, the whale can make a Charge attack, potentially hitting multiple targets.  The first target hit takes 3d8+19 damage, and the whale immediately gets a Bull Rush attempt as a Free Action, without provoking an attack of opportunity.  If this succeeds, the target is also pushed to the left or right of the whale, allowing the whale to continue moving if it still has movement left.  As long as it has movement left, and potential targets keep failing the opposed Bull Rush check, it can keep trying to plow through targets.

Capsize (Ex): A submerged whale that surfaces under a boat or ship less than 25 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 25 to 70 feet long and a 20% chance to capsize one over 70 feet long.

Spell-Like Abilities (Sp): 1/day: Call Lightning Storm, Control Weather, Fog Cloud, Sleet Storm  Caster Level 9th.

Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.  As a Swift Action, once per turn it  can change the area of it's Blindsight to a 240 ft. cone or a 720 ft. by 10 ft. Line.  This change lasts until the end of the round.

Hold Breath  (Ex): A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A whale 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. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Combat: Wrong Whales use their spells as a distraction before ramming the ship.  Then they pick off the sailors one by one.

(https://i.imgur.com/O71yytL.png)


Wrong Whale
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim. Today we take a look at the Right Whale."

Definitely The Wrong Whales To Mess With
"Also known as Cacobalaena glacialis!"

"So called because whalers consider them the best for hunting, hence the 'Right' whale."

"Um... Harlan, we have a problem.  That whale is a little too big, and is headed straight for the boat."

"Perhaps he's curious?"

"Oh crap! That's not a Right Whale, that's Eubalaena malum!"


Competent Weather Mages And Political Activists

"That explains the sudden oncoming storm..."

"Looks like we have to go folks!  Be right back!"

"Do you think it's sent on purpose, or just doing it's usual activities?"

"I don't think we'll get the chance to ask it."
Title: Re: Jesters Realm Critters
Post by: bhu on February 04, 2024, 08:20:41 PM
Rubber Boa
                      Small Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Swim 20 ft., Climb 20 ft.
Armor Class:          16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-2
Attack:               Bite +6 melee (1d3+1)
Full Attack:          Bite +6 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Constrict, Improved Grab
Special Qualities:    Darkvision 60 ft., Scent, Rubbery
Saves:                Fort +3, Ref +6, Will +1
Abilities:            Str 13, Dex 18, Con 13, Int 3, Wis 12, Cha 6
Skills:               Balance +12, Climb +12, Hide +12, Listen +5, Move Silently +8, Spot +5, Swim +9
Feats:                Weapon Finesse
Environment:          Temperate plains, forest, hills or mountains
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          2-3 HD (Medium)
Level Adjustment:     ---

Rubber Boas are 3 foot long constrictors with smooth, rubbery scales.  They are generally bright pastel colors not normally found in nature.  Not only do they look rubbery, they are quite stretchy and bouncy.  It's uncertain why they evolved in this manner, but it makes clubbing them impossible.  Sadly, this hasn't stopped their exploitation, as their rubber nature makes them valuable.  Not that many people are willing to risk the weather to get them.

Constrict (Ex): On a successful grapple check, a Rubber Boa deals 1d3+1 points of damage.

Improved Grab (Ex): To use this ability, a Rubber Boa must hit 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 establishes a hold and can constrict.

Rubbery (Ex): The Rubber Boa is immune to Bludgeoning and falling damage.  It bounces if it falls.  The distance it bounces is 5 ft. less (for example if it falls 60 ft., it bounces back up 55 ft.  This repeats until it's movement reaches 0.  Because of this, and it's prodigious leaping ability, the Boa can always Take 20 on a Jump Check, and doesn't take Check DC penalties for not having a running start.  If an opponent hits the Boa with a Bludgeoning weapon, and confirms a critical hit, the opponent immediately gets a Bull Rush attempt as a Free Action without provoking an Attack of Opportunity.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake 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: Bite and grapple is the standard Boa attack plan.

(https://i.imgur.com/Dscj2e6.png)

Rubber Boa
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we've arrived in the Great White North!"

Surprisingly Active In Cold Weather
"Today we look at the Rubber Boa, also known as Charina flexilis!"

"Their bodies are very flexible, to the point of stretching if pulled on."

"This means would-be snake hunters cannot use clubs to kill them, the way they do other snakes."

"There are stories of people swatting them with sticks, only to have the stick bounce off and hit the wielder."

"I doubt they're that rubbery."


Bounces When It Falls

"What's that man doing?"

"He appears to be hucking one of the snakes off a hill..."

"SEE! IT BOUNCES!"

"Lets hope he won't be attempting to prove any other folk tales."

"SIR!  PLEASE DON'T THROW THE WILDLIFE, SIR!"
Title: Re: Jesters Realm Critters
Post by: bhu on February 04, 2024, 08:37:41 PM
Loon
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Fly 40 ft. (Average), Swim 10 ft.
Armor Class:          12 (+2 Size, -1 Dex, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/-9
Attack:               Beak +2 melee (1d3-2)
Full Attack:          Beak +2 melee (1d3-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Crazy Bird
Special Qualities:    Darkvision 60 ft., Float, Hold Breath, Power Dive, Whacky
Saves:                Fort +3, Ref +1, Will +2
Abilities:            Str 6, Dex 8, Con 12, Int 6, Wis 14, Cha 14
Skills:               Hide +7 (+17 under water), Listen +3, Spot +3, Swim +8
Feats:                Ability Focus (Whacky), Weapon Finesse (B)
Environment:          Cold or temperate aquatic
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Loons are weird little waterfowl that resemble the common loon.  Physically.  Mentally they display the intellect of a young child, and can mimic phrases they overhear.  The bad or incomprehensible phrases being the ones they usually remember.  They like to scream said phrases into the void, without context.  Surprisingly quick when they need to be, they tend to lapse into brief moments of frothing madness when attacked, simultaneously hitting everything near them with their armor piercing beak.

Crazy Bird (Su): As a Full Round Action, the Loon does 1d3 piercing damage to every creature within 10 feet of it.

Float (Ex): Loons can float on the surface of water without making Swim Checks.

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

Power Dive (Ex): When Flying, the Loon may charge straight do onto land or into water.  This is a melee touch attack with it's beak done during a Charge.  If it succeeds, the Loon does 2d3-2 damage.

Whacky (Ex): Loons are immune to mind-affecting effects.  Charisma based skill attempts against them (or by them) take a -4 Circumstance Penalty.  The Loons odd behavior, and shouted non-sequiturs, make those around it nervous.  Anything able to see or hear the Loon must make a DC 14 Willpower Save (Save DC is cha based) or be Shaken for 1 Minute.

Skills: A Loon 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. *A Loon can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: Loons tend to go nuts, start screaming gibberish, and pecking like mad at everything in range.


(https://i.imgur.com/ewDumKa.png)

Loon
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we're looking at the not so common Loon!"

Surprisingly Active In Cold Weather
"Also known as Gavia insana!"

"They are wll known for their abilities to sprout random sayings, and today we will attempt to communicate with them.  Jim, you're up!."

"Greetings, sir bird.  Do you understand common?"

"BEHOLD!  'TIS A GOBLIN!"

"And we're off to a great start..."

"I am not a goblin, sir."

"PUSHY WOMEN LIKE TO MAKE COOING NOISES!"


Bounces When It Falls

"Okay, try using Speak With Animals II.  It works on magical beasties as well."

"Can you understand me now sir?"

*screams*

"Okay, I think it's repeating gibberish it's heard."

"KISS ME, I'M DROWISH!"

"Well, we tried at least."
Title: Re: Jesters Realm Critters
Post by: bhu on February 11, 2024, 09:20:27 PM
Mega Beaver
                      Huge Magical Beast
Hit Dice:             14d10+70 (147 hp), 175 hp during Rage
Initiative:           +4
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Armor Class (Rage):          20 (-2 Size, -2 Rage, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple:  +14/+30 (+32 w/Rage)
Attack:               Bite +20 melee (3d6+8/18-20)
Attack (Rage):               Bite +22 melee (3d6+10/18-20)
Full Attack:          1 Bite +20 melee (3d6+8/18-20) and 2 Claws +15 melee (2d6+4)
Full Attack (Rage):          1 Bite +22 melee (3d6+10/18-20) and 2 Claws +17 melee (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Vicious Bite, Tail Slap, Beaver Fever
Special Qualities:    Scent, Hold Breath, Blindsense 30 ft., Darkvision 60 ft., Cold Resistance 20, DR 10/Magic, Speak With Animals, SR 23
Saves:                Fort +14 (+16 Rage), Ref +9, Will +8
Abilities:            Str 26 (30 Rage), Dex 10, Con 20 (24 Rage), Int 8, Wis 14, Cha 14
Skills:               Craft (Dam-Building) +8, Knowledge (Geography, Nature) +2, Listen +10, Spot +6, Swim +16, Survival +4
Feats:                Alertness, Endurance, Improved Initiative, Improved Natural Attack (Bite), Iron Will 
Environment:          Cold or Temperate Forests
Organization:         Solitary, Pair or Family (2 Adults plus 1-6 kits of x Hit Dice)
Challenge Rating:     12
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment:    ---

Mega Beavers are elephant sized cuties, and one of the most famous critters in the Great White North.  Prone to mild madness and anger management issues, it's worth it to give them a wide berth.  And don't mess with their dams.  They're really fussy about those dams y'all.  Worse, they're fairly smart, and a bit magical, so they aren't your average critters.  They can't speak, but they generally know a common local language.

Vicious Bite (Ex): The Mega Beaver's bite threatens a Critical on a Natural 18-20.  It ignores the Hardness of wooden items, and the DR/- of wooden beings.

Tail Slap (Ex): The Mega Beaver can slap it's tail thunderously into the ground, setting off a small quake.  All creatures standing on the ground within 60 feet  of it must make a DC 25 Reflex Save (Save DC is Con based and rises to DC 27 during Rage) or fall Prone and take 1d6 damage.  Burrowing creatures within range must instead make a DC 25 (27 during Rage) Fortitude Save, or be Stunned 1 round and take 1d6 damage.  If an opponent is Prone, the Beaver can make a Tail Slap on it, doing the normal effects plus requiring the prone target to make a DC 25 (DC 27 Raging) Reflex Save.  If the target fails, it takes 15d6 Bludgeoning damage, or half that if the Save is successful (Save DC is Str based).

Beaver Fever (Ex): A Mega Beaver that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.  If  it dies during Rage, it explodes doing 20d6 Fire damage within 100 feet (DC 22 Reflex Save for half damage, Save DC is Con based).

Hold Breath (Ex): A Mega Beaver can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Blindsense (Ex): A Mega Beaver can locate creatures underwater within a 30-foot radius. This ability works only when the Mega Beaver is underwater.

Speak With Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Skills: Beavers gain a +4 Racial Bonus on Craft (Dam-Building) and Listen Checks.  They also gain a +8 Racial Bonus on Swim Checks and may always Take 10 on a Swim Check.

Combat: Beavers will bluff to get you to leave.  And when that bluff doesn't work, they will bring the hammer down, attacking without mercy.

(https://i.imgur.com/R1Str4J.png)

Mega Beaver
"Them rings hain't gonna gitchoo past the beavers.  They can sense the invisible thangs of the world."

Touchy, But Cute
"And your name sir?"

"I go by Napoleon Cornelius.  I'm a trapper.  Hunter.  Prospector.  Passable lover, and all that is man."

"Oh good, the local color commentary has arrived."

"I'll assume you don't mean the common beaver?"

"Naw sir! Castor titanus!  The Mega Beaver!"

"Worst name ever..."

"And what would you suggest?"

"Me'n the boys are goin' beaver huntin'.  Y'all coulld come with us."


You Should See The Dams

"We'll keep Speak With Animals II on prep.  Just in case we need to chat with them when Cornelius and his men begin hunting them."

"When do you leave sir?"

*10 minutes.  You can travel with us till we stop to shave the beavers.  That'll getcha within spittin' distance of your goal.*

"Shave the beavers?"

"We only need some fur"

"Well, I guess that's preferable to killing them."
Title: Re: Jesters Realm Critters
Post by: bhu on February 11, 2024, 09:20:51 PM
Water Dragon
                      Huge Dragon (Amphibious, Aquatic)
Hit Dice:             12d12+60 (138 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Swim 50 ft.
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +12/+28
Attack:               Bite +18 melee (4d6+12 plus poison)
Full Attack:          Bite +18 melee (4d6+12 plus poison)
Space/Reach:          15 ft./10 ft. (15 ft. w/Bite)
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Low-light Vision, Scent, Immunity to Sleep and Paralysis, Cold Resistance 10
Saves:                Fort +15, Ref +8, Will +9
Abilities:            Str 27, Dex 10, Con 21, Int 8, Wis 13, Cha 15
Skills:               Intimidate +12, Knowledge (Geography, History, Local, Nature) +5, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9, Swim +16
Feats:                Blind-Fight, Cleave, Great Fortitude, Power Attack, Snatch
Environment:          Temperate or Cold Aquatic
Organization:         Solitary
Challenge Rating:     9
Treasure:             Triple Standard
Alignment:            Usually Neutral or Neutral Evil
Advancement:          13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment:     ---

Water Dragons usually infest lakes, rivers and seas.  Highly territorial, they will attack anything of Medium to Huge Size immediately.  Bigger creatures will be observed until their relative strength can be determined.  The dragon will then fight or flee.  They are infamous for attacking shipping in the Great White North, especially fishing boats.  While they understand Draconic, they do not speak.  Appearance varies wildly.  Some have fins, crests, humps, beards, manes or any of a dozen other features, otherwise resembling a traditional sea serpent.

Poison (Ex): Injury, DC 21 Fortitude (Save DC is Con based), Initial and Secondary damage is either 1d6 Str, Dex or Con (choose one, their venom is as variable as they are).

Combat: Water Dragons will envenom foes that are perceived as tough, but rarely bother injecting poison into humanoids unless they prove stubborn.

(https://i.imgur.com/4DfhBMJ.png)

Water Dragon
"Now while yer travelin' to the not so secret lair, avoid bodies of water.  We got a lotta lake and river monsters."

Subect To Cutesy Nicknames
"What kind of monsters?"

"Water Dragons for the most part.  Elasmosaurus stagnalis."

"Great.  Notoriously difficult to bribe."

"And territorial as hell."

"And always hungry.  Y'all forgot hungry."

"So how do you deal with them"

"And what would you suggest?"

"Magical booties!  It's what we shave these beavers fer.  So's we can knit socks of rage!"


Highly Variable

"Socks...of rage..."

"Does that really help?"

*Well...it makes the dyin' a little less one sided...*

"Jebus wept..."

"Plus they keep yer feet warm, and theys really comfortable!"

"Dare we ask if there's anything else out there?"

Barbarian Booties
 Price (Item Level): 1400 GP
 Body Slot: Feet
 Caster Level: 7th
 Aura: Moderate; (DC:19) Enchantment
 Activation: -
 Weight: 1 lb.

These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage once per day, as a 1st level Barbarian. If worn by Barbarian's or someone else who has Rage however, they cause him to Frenzy instead. If worn by someone capable of Frenzy, that person gets an extra +4 Strength while Frenzied, and the Save DC to snap out of it is 5 higher.  So don't piss off those strange people you see wearing fuzzy socks.

Prerequisites: Craft Wondrous Item, Bestow Curse, Rage
Cost to Create: 700 GP, 1 day, 56 XP


Barbarian Booties
Wondrous item, rare (requires attunement)

These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage twice per day, with the same abilities as a 1st level Barbarian.

Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the booties, which immediately teleports back onto your feet. If worn by Barbarian's or someone else who has Rage, they do an additional die of damage with each attack when the wearer is Raging, but he gains one Level of Exhaustion when the Rage is over.
Title: Re: Jesters Realm Critters
Post by: bhu on February 11, 2024, 09:22:05 PM
Forest Fey
                      Large Fey
Hit Dice:             12d6+72 (114 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, -1 Dex, +11 Natural), touch 8, flat-footed 19
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Greatclub +12 melee (2d8+10) or Rock +4 ranged (2d6+7)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Bite +10 melee (1d4+3) or Greatclub +12/+7 melee (2d8+10) or Rock +4 ranged (2d6+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Improved Grab, Rock Throwing
Special Qualities:    Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., Scent
Saves:                Fort +11, Ref +7, Will +10
Abilities:            Str 24, Dex 8, Con 20, Int 12, Wis 15, Cha 18
Skills:               Climb +7, Concentration +15, Craft (any one) +11, Hide +9, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +10, Search +11, Spot +12, Survival +12, Swim +7
Feats:                Great Fortitude, Improved Initiative, Improved Toughness, Multiattack, Power Attack
Environment:          Cold or Temperate Forests
Organization:         Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Any Neutral
Advancement:          13-18 HD (Large), 19-36 HD (Huge)
Level Adjustment:     ---

The Forest Fey of the Great White North are hairy hominids of varying color and descriptions, standing at least 7 to 10 feet tall.  Infamous for their territorial nature and bad tempers (man, the monsters in this part of the world really have a theme going), leaving them alone is the right idea.  Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it.  Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be.  If you stop paying the "don't stomp me in the night" tax, they tend to get...creative.   And you may wake up on the side of a cliff, 20 feet down.  Or in a hibernating bears den.  They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.

Spell-Like Abilities (Sp): At will: Pass Without Trace.  3/day: Mislead.  1/day: Freedom of Movement, Greater Invisibility, Nondetection

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

Rock Throwing (Ex): Forest Fey are accomplished rock throwers. A Fey of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the Fey's size. A Huge Fey can hurl rocks of 60 to 80 pounds (Medium objects).

Combat:
Forest Fey prefer to scare people away by screaming or throwing rocks while invisible.  Eventually, if that doesn't work, or they get hurt or angered, the Fey will wade in with clubs and level a serious beat down.  They won't fight to the death, just until their opponents run, or they decide to turn invisible and take off themselves.

At which point they'll get healed, come back with reinforcements about 24 hours later, and really get savage with the beatings.

(https://i.imgur.com/qvY403s.png)

Forest Fey
"Funny you should ask.  There's tribes f Fey in the lonely places of the forest."

Known By Many Names
"o while traveling in the forest we need to avoid trees and water..."

"Hey now.  That sounded sarcastic like."

"I've dealt with the Fey.  What subspecies are they?  Sprites?  Dryads?"

"No offense meant, I was just pondering out loud."

"Not Sprites.  Big, hairy (beep)ers."

"So how do we recognize their territory?"

"And what's the best way to bribe them?"

"You'll know yer on their land when you hear 'em screamin' and whackin' the trees with clubs in the distance.  Or take a rock to the head.  But you can bribe 'em with sweets."


Sugar.  Our Old Enemy.

"So that's why we loaded up on biscuits and candy..."

"Do they speak Common?"

*They might understand, but they won't reply.  Just leave the candy out, and pretend yer asleep.  Otherwise they git offended.*

"Anything else?"

"Once they  accept the bribe, keep it comin' every night.  You don't wanna see what they do if  you stiff 'em."

"Well.  Here's to non verbal contract negotiations with the Fey."
Title: Re: Jesters Realm Critters
Post by: bhu on February 11, 2024, 09:29:59 PM
Cohle
                      Medium Undead
Hit Dice:             20d12 (130 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          29 (+2 Dex, +5 Natural, +7 Armor, +5 Deflection), touch 17, flat-footed 27
Base Attack/Grapple:  +15/+17 (+19 w/belt)
Attack:               Touch +23 melee touch (Numbness) or Slam +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
Full Attack:          Touch +23 melee touch (Numbness) or 2 Slams +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24/+24/+19/+14 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disturbing Speech, Numbing Touch, Sneak Attack +10d6
Special Qualities:    Darkvision 60 ft., undead traits, Limited Immortality, DR 15/Silver, +4 Turn Resistance, Immunities, Trapfinding, Evasion, Trap Sense +6, Uncanny Dodge, Improved Uncanny Dodge, Defensive Roll, Opportunist, Improved Evasion, Slippery Mind, True Seeing
Saves:                Fort +6, Ref +16, Will +8
Abilities:            Str 15 (19 w/belt), Dex 14, Con -, Int 14, Wis 14, Cha 18
Skills:               Appraise +10, Balance +12, Bluff +14, Climb +10 (+12 w/belt), Decipher Script +12, Diplomacy +18, Disable Device +12, Forgery +12, Gather Information +16, Hide +15, Intimidate +16, Jump +12 (+14 w/belt), Knowledge (Arcana, History, Local, Religion) +10, Listen +15, Move Silently +15, Open Lock +12, Search +15, Sense Motive +15, Sleight of Hand +14, Spot +15, Swim +10 (+12 w/belt), Tumble +14, Use Magic Device +14, and Use Rope +10.
Feats:                Ability Focus (Disturbing Speech, Numbing Touch), Combat Reflexes, Improved Initiative, Savvy Rogue (Complete Scoundrel, abilities included in statblock), Telling Blow (PHBII), Weapon Finesse
Environment:          Any
Organization:         Unique
Challenge Rating:     22
Treasure:             See below
Alignment:            Neutral Evil
Advancement:          By Character Class (Rogue)
Level Adjustment:     +4

The being known as Cohle began life as a humble Sheriff's deputy, with one small wrinkle: he'd been born with a rare gift of second sight.  He saw things no one else could, which led to a lot of trouble before a caster figured out the truth.  Once his ability was discovered, his family pushed him into being a lawman, figuring he'd do well in the field (and incidentally promote the family name).

It was a disillusioning job for Cohle, and swiftly took a toll on his physical and mental health.  Corruption was everywhere, and when he stamped some out, it arose elsewhere, always looking to ensnare him.  At some point he snapped, and lived long enough to see himself become the villain.  Slaughtering those who would blackmail or otherwise compel him to do their bidding, Cohle forged a criminal empire and cult of personality like few the world has seen (well, his part of the world anyway).  Foreseeing his own death, he began to study Lichdom and other methods of extending one's life past death, but not being a caster didn't fit the bill.  So he commissioned casters and alchemists of every stripe to create a form of Lichdom that would apply to him. 

By the time his death arrived, he had plans laid.  In a magical ritual, his heart was removed, and placed in a vat of chemicals at an undisclosed location.  The toxic by product from the chemicals that give him life is toxic to living beings, and is responsible for the phenomenon known as the Florida Dead, as his main research and development facilities were hidden in the Florida swamps.

Cohle appears as a stiff, leathery skinned man, with long, balding black hair,  He has a drooping mustache, and unnaturally black eyes.  He appears to be human from  a distance, but up close the chemical smell and odd appearance gives him away.  Cohle speaks Common, Undercommon, Thieve's Cant and Infernal.

Disturbing Speech (Su):  Something is creepy and disturbing about Cohle's voice, making people uncomfortable to listen to him.  On any round Cohle speaks, he can use this ability as a Free Action if he chooses to.  Any nearby creature capable of hearing Cohle's voice (this is a Sonic, Mind-affecting Fear Effect) must make a DC 26 Willpower Save (Save DC is Cha based) or be Shaken for as long as Cohle continues to speak.  Unlike most abilities of this sort, succeeding in a Saving Throw does not render you immune to this ability for 24 hours.

Numbing Touch (Su): Any living creature touching, or touched by, Cohle must make a DC 26 Fortitude Save (Save DC is Cha based) or become Fatigued for 1 Minute.  IF they have to save a second time, and fail again, they become Exhausted for 1 Minute instead.  Subsequent hits do nothing until the Exhaustion wears off, whereupon this ability works again.

Sneak Attack (Ex):  Cohle’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cohle flanks his target. This extra damage is 10d6. Should Cohle score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or a Slam, Cohle can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Cohle can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Cohle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cohle cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Limited Immortality:  An integral part of Cohlebecoming a pseudo- lich is creating a one hour ritual conducted within 24 hours of his death that removes his heart. As a rule, the only way to get rid of him for sure is to destroy his heart. Unless his heart is located and destroyed, he reappears 1d10 days after his apparent death.

The ritual costs 120,000 gp and 4,800 XP to create and requires a caster level equal to that of its recipient at the time of creation. The removed heart is Diminutive and has 40 hit points, hardness 20, and a break DC of 40. Additionally, to maintain his body, Cohle must receive injections of an alchemical formula once every 10 days, or he suffers from a cumulative -1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for each day that he goes without the formula.  If the penalty reaches -15 or greater, Cohle falls unconscious until he receives a dose.  He awakens with 1 Hit Die, and gains another Hit Die each day he receives a dose until he is back to full hit dice.

Immunities: Cohle is immune to Acid and Cold damage, polymorph, and mind-affectigng effects.

Trapfinding (Ex): Cohle can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Cohle can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If Cohle beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Evasion (Ex): If Cohle makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Cohle is wearing light armor or no armor. A helpless Cohle does not gain the benefit of evasion.

Trap Sense (Ex): Cohle has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Cohle retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex):  Cohle can no longer be flanked.  This defense denies another rogue the ability to sneak attack Cohle by flanking him, unless the attacker has at least four more rogue levels than Cohle has hit dice.

Defensive Roll (Ex): Cohle can roll with a potentially lethal blow to take less damage from it than he otherwise would. Three times per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Cohle can attempt to roll with the damage. To use this ability, Cohle must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, she takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Cohle’s evasion ability does not apply to the defensive roll.

Opportunist (Ex): Once per round, Cohle can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Cohle’s attack of opportunity for that round.  Cohle can use the opportunist ability as many times per round as he can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity.

Improved Evasion (Ex):
This ability works like evasion, except that while Cohle still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Cohle does not gain the benefit of improved evasion.

Slippery Mind (Ex): If Cohle is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC, with a +2 Competence Bonus. He gets only this one extra chance to succeed on his saving throw.

True Seeing (Su):  Cohle has a continuous true seeing ability, as the spell (caster level 20th).

Combat: Cohle prefers to use the criminal empire he has founded to attack opponents with.  Most of them will never realize Cohle exists, let alone that he's their true enemy.  Opponents who meet him have been successful beyond anyone's expectations, to the point he has decided to deal with them personally.  Even then Cohle will attack from ambush, with plenty of hirelings, or use some other methods of 'evening the odds' against his target.  If all else fails, he teleports out.

Equipment: +5 Keen, Speed, Ghost Touch Short Sword
+5 Arrow Deflection, Ghost Touch Leather Armor
+5 Ring of Protection
Ring of Regeneration
+5 Distance, Ghost Touch, Keen, Seeking, Thundering Hand Crossbow
Boots of the Winterlands
+4 Amulet of Mighty Fists
Belt of Giant Strength +4
2 Scrolls of Greater Teleport
240 GP
Most of this is figured into the statblock

(https://i.imgur.com/pVXK9ex.png)



Ring of Humankind
 Price (Item Level):2000 GP
 Body Slot: Ring
 Caster Level: 1st
 Aura: Faint; (DC:16) Illusion
 Activation: -
 Weight: -

This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is a Glamer affecting all 5 senses. When worn by a human, however... they appear to be another random human. An odd freaky human. Like someone with writhing animate hair. Or with scabs covering their entire body. All charisma based skills except intimidation are at -4. Intimidate skill checks get a +4 Circumstance bonus.

Prerequisites: Forge Ring, Disguise Self
Cost to Create: 1000 GP, 1 day, 80 XP


Ring of Humankind
Wondrous item, rare (requires attunement)

This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is an illusion affecting all 5 senses.

Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the ring, which immediately teleports back onto your hand. When worn by a human, they appear to be another random human. An oddly repulsive human.  All charisma based skill checks except intimidation have Disadvantage.


Cohle
"Well, here we are.  The not so secret lair.  How do you want  to do this?"

Wasn't Always A Bad Guy
"Might as well just walk on in."

"You can't knock?  How very rude of you gentlemen."

"Who are you?"

"And who owns this factory of death?"

"I'm the owner.  Call me Cohle, it's as meaningless as any other name you could use.  I guess you two don't know how much trouble you're in."

"We're always in trouble."

"It's our signature move really.  That and stopping bad men"

""The world needs bad men. We keep the other bad men from the door.""


Sugar.  Our Old Enemy.

"I don't suppose you'd like to tell us about the undead your factories create?"

"Or the true purpose of them.  We know the zombies are a side effect."

*Sure, sure.  But first, who might you be?*

"I'm Harlan Jurgsns, and this is  my assistant Jim."

"Thanks."

BAMF!

"Well crap.  I guess we at least blow the place up then?"
Title: Re: Jesters Realm Critters
Post by: bhu on April 06, 2024, 09:11:51 PM
Mothsquatch
                      Large Monstrous Humanoid
Hit Dice:             7d8+28 (59 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 30 ft., Fly 60 ft. (Clumsy)
Armor Class:          20 (-1 Size, +1 Dex, +10 Natural), touch 10, flat-footed 19
Base Attack/Grapple:  +7/+18
Attack:               Slam +13 melee (1d6+7)
Full Attack:          2 Slams +13 melee (1d6+7) and 1 Bite +8 melee (1d6+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Dust Cloud
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +8, Ref +6, Will +6
Abilities:            Str 25, Dex 12, Con 18, Int 10, Wis 13, Cha 13
Skills:               Climb +15, Craft (any one) +3, Diplomacy +4, Hide +0 (+4 in forest), Intimidate +4, Knowledge (Local, Nature) +3, Listen +4, Move Silently +4, Spot +8, Survival +4
Feats:                Alertness, Great Fortitude, Power Attack
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          By Character Class
Level Adjustment:     ---

Mothsquatch is a young Cryptid just on the verge of fame, living deep in the forests of Homestead.  He hasn't quite gotten the hang of being a Cryptid yet, and assumes it means fame, as opposed to 'famous, but nothing of the truth is known about you'.  In some ways he acts like a traditional comic superhero, because that's what he figures Cryptids do.  It makes his mom sigh a lot.  Mothsquatch is a tall, woolly figure about 8 feet in height, with multiple red eyes and big, fluffy antennae.  He has wings, which are normally folded underneath his fur.  Mothsquatch speaks Furry and Common.

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

Constrict (Ex): Mothsquatch can do 1d6+7 damage with a successful Grapple Check.

Dust Cloud (Ex): By unfurling his wings, Mothsquatch can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

Spiderclimb (Ex): Mothsquatch can climb sheer surfaces as though with a spider climb spell.

Glide (Ex): To fly, Mothsquatch must jump off a high point, and he loses 5 feet of altitude, for every 20 feet he travels.  He cannot gain altitude, and cannot use the Hover Feat.

Mothsense (Su): Mothsquatch has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of him.

Skills: Mothsquatch have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. He also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in his forest home.

Combat: Mothsquatch tends to lurk, seeing what visitors are all about.  Initially, he will attempt to scare them off if they appear troublesome.  If that fails, he will fly down from the trees while unleashing a dust cloud, and pick off opponents one by one.

(https://i.imgur.com/lvPGzWX.png)

Mothsquatch
"I hate blind teleports...."

Would You Like To Buy Some Mothmerch?
"Looks like we're lost in the forest."

"Howdy."

"Where did you come from?  Who are you?"

"I'm Mothsquatch, and you just sort of appeared in front of me.  Sorry if I scared you, people often mistake me for brush."

"That must lead to some interesting conversations.  What exactly are you?."

"Mom says we're Cryptids."

"That can't be.  We're actually interacting with you."

"I dunno.  Mom's awful smart."

"Something I should know Harlan?"


HERE I COME TO SAVE THE DAY!

"If I'm not a Cryptid, what am I?"

"Okay this is a secret.  A big time secret.  You'll have to undergo an oath."

"Ooh!   Ooh!  Mom and her friends do those!"

"I regret my choices already..."
Title: Re: Jesters Realm Critters
Post by: bhu on April 06, 2024, 09:11:59 PM
Mothmom
                      Medium Monstrous Humanoid
Hit Dice:             9d8+27 (67 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 30 ft., Fly 60 ft. (Average)
Armor Class:          22 (+1 Dex, +11 Natural), touch 11, flat-footed 21
Base Attack/Grapple:  +9/+13
Attack:               Slap +13 melee (1d4+4)
Full Attack:          2 Slaps +13 melee (1d4+4) and 1 Mega Slap +11 melee (2d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dust Cloud, Spell-Like Abilities, Mega Slap
Special Qualities:    Darkvision 60 ft., Scent, Spiderclimb, Glide, Mothsense
Saves:                Fort +6, Ref +7, Will +9
Abilities:            Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 16
Skills:               Bluff +6, Climb +12, Concentration +6, Craft (any 2) +5, Diplomacy +6, Gather Information +6, Hide +4 (+8 in forest), Knowledge (Arcana, Local, Nature) +5, Listen +7, Move Silently +4, Sense Motive +5, Spot +11, Survival +5, Use Magic Device +6
Feats:                Alertness, Combat Casting, Multiattack, Iron Will
Environment:          Temperate Forest
Organization:         Unique?
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          By Character Class
Level Adjustment:     ---

Mothmom is, of course, Mothsquatches beloved mother.  From a distance, she appears as a tall, humanoid woman wearing a luxurious fur coat.  The blazing red eyes set her apart, however.  She considers the forest and it's critters her domain, and she is very protective of them.  Unlike her son, she favorsworking from stealth, and her friends tend to memory wipe people who see her.  Mothmom speaks Common, Sylvan, Buggy and Furry.

Dust Cloud (Ex): By unfurling her wings, Mothmom can unleash a 20 foot Cone of dustlike particles as a Standard Action.  Creatures in this area of effect must make a DC 17 Fortitude Save, or be Blinded for 1d4 rounds.  Save DC is Con based.

Spell-Like Abilities (Sp): At will: Disguise Self, Ghost Sound, Invisibility, Mending, Pass Without Trace, Spike Growth, Tongues. Caster Level 9th.  Save DC is Charisma based.

Spiderclimb (Ex): Mothmom can climb sheer surfaces as though with a spider climb spell.

Glide (Ex): To fly, Mothmom must jump off a high point, and she loses 5 feet of altitude, for every 20 feet she travels.  She cannot gain altitude, and cannot use the Hover Feat.

Mega Slap (Ex): If she connects with her Mega Slap, Mothmom immediately gets a free Trip attempt as a Free Action, without provoking an attack of opportunity.  If she fails, they do not get a Trip attempt in return.

Mothsense (Su): Mothmom has a +2 Insight Bonus to AC and Reflex Saves against creatures or traps within 30 feet of her..

Skills: Mothmom have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. She also has a +4 Species Bonus to Spot Checks, and a +4 Bonus on Hide Checks in her forest home.

Combat: Mothmom generally avoids intruders, unless they bother her son, or cause too much uproar in the forest.  Then she'll aid whoever is taking them on.

(https://i.imgur.com/8aU5E9V.png)


Mothmom
"Do you both swear to abide by the tenets of the Oath, even unto the Afterlife?"

Who Wants Cookies?
"I do.  Harlan, what's all  this about?"

"The true nature of most Cryptids."

"I had to fib to you Jim.  I took the Oath when I first became a Wizard."

"The Wizards realized many species would be overrun if they were known to exist, so they made a ritual."

"A ritual specific to Cryptids I'm guessing?"

"People who encounter recipients of the ritual, or their descendants, tend to...misremember information about them."

"You and your son haven't undergone the ritual then?"

"No, but we'll have to if he keeps trying to sell Mothsquatch branded products.  I was hoping to keep him innocent."

"As all good mothers do."


Lets Knit You Boys Some Cardigans!

"So why are you and Harlan here?"

"Following a villain whose been operating in secrecy for too long."

"Again?"

"Have we been here before?"

"Not you, just Harlan."