Author Topic: Jesters Realm Critters  (Read 65484 times)

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #180 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.



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..."
« Last Edit: December 26, 2022, 06:41:28 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #181 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.



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!"
« Last Edit: July 07, 2023, 10:03:18 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #182 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.



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."
« Last Edit: July 07, 2023, 10:11:43 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #183 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.



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."
« Last Edit: July 07, 2023, 10:23:42 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #184 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. 



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).
.
« Last Edit: July 07, 2023, 10:43:25 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #185 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



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."
« Last Edit: April 16, 2023, 07:05:08 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #186 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:
---




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?"
« Last Edit: May 27, 2023, 06:45:22 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #187 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: ---

« Last Edit: May 13, 2023, 11:03:34 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #188 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




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




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



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: ---




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: ---



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. 



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.



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.




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!"
« Last Edit: June 11, 2023, 05:37:44 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #189 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
« Last Edit: October 30, 2015, 09:59:57 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #190 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.




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.

« Last Edit: February 12, 2023, 06:25:38 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #191 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.



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..."
« Last Edit: February 04, 2023, 07:11:57 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #192 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.



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..."
« Last Edit: June 12, 2022, 06:58:10 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #193 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.




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."
« Last Edit: March 26, 2023, 09:00:16 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #194 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.



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."
« Last Edit: May 07, 2023, 06:02:29 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #195 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.



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".



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.




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.



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."
« Last Edit: April 21, 2023, 11:30:09 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #196 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



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."
« Last Edit: April 16, 2023, 06:55:44 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #197 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.



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?"
« Last Edit: January 01, 2023, 09:16:07 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #198 on: December 26, 2016, 06:04:22 PM »
MICE FOLK


   
"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.
« Last Edit: Yesterday at 08:54:39 PM by bhu »

Online bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Jesters Realm Critters
« Reply #199 on: December 26, 2016, 06:04:48 PM »
RAT FOLK


   
"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.
« Last Edit: Yesterday at 09:59:01 PM by bhu »