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Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 02, 2024, 05:14:49 PM »https://www.youtube.com/watch?v=ec9Js0iL9VI
Flesh Eating Virus Blob
Medium Ooze (Amphibious, Aquatic)
Hit Dice: 3d10+15 (31 hp)
Initiative: -3
Speed: 20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
Armor Class: 7 (-3 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +2/+3
Attack: Tentacle +3 melee (1d6+1 plus 1d6 acid)
Full Attack: 2 Tentacles +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Improved Grab, Constrict, Stench, Viral Aura
Special Qualities: Ooze traits, Immune to electricity, Clumping, Vulnerability to blood, DR 5/-
Saves: Fort +6, Ref -2, Will -4
Abilities: Str 12, Dex 5, Con 20, Int -, Wis 1, Cha 1
Skills: Climb +9, Swim +9
Feats: ---
Environment: Any, usually Aquatic
Organization: Solitary, swarm (2-4), or colony (11-20)
Challenge Rating: <##>
Treasure: None
Alignment: Neutral
Advancement: Becomes Large at 7 HD, Huge at 13 HD, Gargantuan at 20 HD, and Colossal at 30 HD
Level Adjustment: ---
"This island is unprotected. I can assure you, we're in for a good pounding."
In 1964, a drunken actress hires a seedy pilot to fly her to Massachusetts. They are forced to land on a small island due to a nasty storm, finding it's only inhabitant to be a former US Government agent who spied on the Germans during WWII. Turns out, he's a mad scientist studying flesh eating viruses created by the nazis for use as a bioweapon, and he's helpfully filled the local waters with them. The pilot and his passengers only find out, because skeletons start washing up on the shore. They try killing them with electricity, which only makes them merge into a single super virus. Eventually, they figure out the virii don't eat blood or bone (or dead flesh), so hemoglobin might be poison to them. I'll pause while you digest that sentence...
Surprisingly injecting the blob with hemoglobin works. The viruses appear as small, bioluminescent organisms. Once electricity causes them to conjoin, they become hulking blobs with 2 short tentacles, and a central mouth and eye.They can burn their way through anything to reach flesh, once they sense it.
Acid (Ex): A Flesh Eater secretes a digestive acid that quickly dissolves organic material. Any melee hit or constrict attack deals 1d6 acid damage.
Improved Grab (Ex): To use this ability, a Flesh Eater must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A Flesh Eater deals automatic tentacle and acid damage with a successful grapple check.
Stench (Ex): All living creatures (except Flesh Eaters) within 30 feet of a Flesh Eater must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Flesh Eater’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Viral Aura (Ex): A clumped together Flesh Eater is still surrounded by a cloud of it's un-clumped brethren. Anything adjacent to the Flesh Eater must make a DC 16 Fortitude Save, or take 1d6 Acid damage. The save DC is Constitution-based.
Immunities: While the Flesh Eaters take no damage from electricity, they must make a Fortitude Save (DC is based on size) or be Stunned for some amount of time, depending on their size. Loose microscopic viruses (24 hours), Small to Large (1 Minute), Huge or bigger (1 round).
Clumping (Ex): When exposed to electrical damage, the Flesh Eaters lump together into a single, ever growing organism. An aquarium full of them that takes at least 15 points of electricity damage, becomes the creature listed in this statblock, but is Stunned for 1 round (plus 1 more round each time it takes electrical damage). If there are more Flesh Eaters, they will continue to clump together, gaining 1 Hit Die and increasing in size fr every 5 points of electricity damage. Spells that arc from one creature to another, such as Chain Lightning, or that cover an area (such as Lightning Bolt) cause all the Flesh Eaters in that area of effect to move together and fuse into one (they may do this despite being stunned). See Advancement to see how many Hit Dice the creature needs to increase in size.
Vulnerability: Hemoglobin is incredibly toxic to the Flesh Eaters, and they gain 1 Negative Level per round they are in contact with it. If they are injected with Hemoglobin, they must make a DC 25 Fortitude Save, or die in 1d4 rounds.
Skills: A Flesh Eater has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
Flesh Eaters have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Combat: The virus eats whatever it sees, like a pre-programmed robot.
Flesh Eating Virus Blob
Medium Ooze (Amphibious, Aquatic)
Hit Dice: 3d10+15 (31 hp)
Initiative: -3
Speed: 20 ft. (4 squares), Climb 10 ft., Swim 10 ft.
Armor Class: 7 (-3 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +2/+3
Attack: Tentacle +3 melee (1d6+1 plus 1d6 acid)
Full Attack: 2 Tentacles +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Improved Grab, Constrict, Stench, Viral Aura
Special Qualities: Ooze traits, Immune to electricity, Clumping, Vulnerability to blood, DR 5/-
Saves: Fort +6, Ref -2, Will -4
Abilities: Str 12, Dex 5, Con 20, Int -, Wis 1, Cha 1
Skills: Climb +9, Swim +9
Feats: ---
Environment: Any, usually Aquatic
Organization: Solitary, swarm (2-4), or colony (11-20)
Challenge Rating: <##>
Treasure: None
Alignment: Neutral
Advancement: Becomes Large at 7 HD, Huge at 13 HD, Gargantuan at 20 HD, and Colossal at 30 HD
Level Adjustment: ---
"This island is unprotected. I can assure you, we're in for a good pounding."
In 1964, a drunken actress hires a seedy pilot to fly her to Massachusetts. They are forced to land on a small island due to a nasty storm, finding it's only inhabitant to be a former US Government agent who spied on the Germans during WWII. Turns out, he's a mad scientist studying flesh eating viruses created by the nazis for use as a bioweapon, and he's helpfully filled the local waters with them. The pilot and his passengers only find out, because skeletons start washing up on the shore. They try killing them with electricity, which only makes them merge into a single super virus. Eventually, they figure out the virii don't eat blood or bone (or dead flesh), so hemoglobin might be poison to them. I'll pause while you digest that sentence...
Surprisingly injecting the blob with hemoglobin works. The viruses appear as small, bioluminescent organisms. Once electricity causes them to conjoin, they become hulking blobs with 2 short tentacles, and a central mouth and eye.They can burn their way through anything to reach flesh, once they sense it.
Acid (Ex): A Flesh Eater secretes a digestive acid that quickly dissolves organic material. Any melee hit or constrict attack deals 1d6 acid damage.
Improved Grab (Ex): To use this ability, a Flesh Eater must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A Flesh Eater deals automatic tentacle and acid damage with a successful grapple check.
Stench (Ex): All living creatures (except Flesh Eaters) within 30 feet of a Flesh Eater must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Flesh Eater’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Viral Aura (Ex): A clumped together Flesh Eater is still surrounded by a cloud of it's un-clumped brethren. Anything adjacent to the Flesh Eater must make a DC 16 Fortitude Save, or take 1d6 Acid damage. The save DC is Constitution-based.
Immunities: While the Flesh Eaters take no damage from electricity, they must make a Fortitude Save (DC is based on size) or be Stunned for some amount of time, depending on their size. Loose microscopic viruses (24 hours), Small to Large (1 Minute), Huge or bigger (1 round).
Clumping (Ex): When exposed to electrical damage, the Flesh Eaters lump together into a single, ever growing organism. An aquarium full of them that takes at least 15 points of electricity damage, becomes the creature listed in this statblock, but is Stunned for 1 round (plus 1 more round each time it takes electrical damage). If there are more Flesh Eaters, they will continue to clump together, gaining 1 Hit Die and increasing in size fr every 5 points of electricity damage. Spells that arc from one creature to another, such as Chain Lightning, or that cover an area (such as Lightning Bolt) cause all the Flesh Eaters in that area of effect to move together and fuse into one (they may do this despite being stunned). See Advancement to see how many Hit Dice the creature needs to increase in size.
Vulnerability: Hemoglobin is incredibly toxic to the Flesh Eaters, and they gain 1 Negative Level per round they are in contact with it. If they are injected with Hemoglobin, they must make a DC 25 Fortitude Save, or die in 1d4 rounds.
Skills: A Flesh Eater has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
Flesh Eaters have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Combat: The virus eats whatever it sees, like a pre-programmed robot.