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81
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.
82
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 02, 2024, 05:12:38 PM »
https://www.youtube.com/watch?v=aR0sf8PfAMQ

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

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

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

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

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

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

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

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


83
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: Cinematica
« Last post by bhu on March 02, 2024, 05:11:51 PM »
https://www.youtube.com/watch?v=T5dwbZKd64Y

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

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

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

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

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

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

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

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

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

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

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

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

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

84
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by Stratovarius on March 02, 2024, 04:00:19 PM »
The giantess looked down at the Biyou. "Perhaps, when you have rescued those in need of help. There are many who need assistance out there beyond the lands that we of Setras Ra can control. It is not a kind world to the weak."
85
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by dman on March 02, 2024, 12:56:51 PM »
The muscular Biyou snorts his initial skepticism, but his stem gaze softens and his eyes moisten as he allows the possibility of hope to creep into heart. "My people..."

He stares off into the distance before turning back to the Maiden of the Coins.

"I wish to learn these ways." He states matter of factly.

(click to show/hide)
86
September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on March 02, 2024, 12:55:21 PM »
"Two days is fine by me."

If they leave shortly after, Elizabeth says to James, quietly: "That went significantly better than expected. I'd assumed they ghouls would want some sort of blood payment for their losses. When they mentioned 'payment', I was worried.

Still, I wouldn't assume this means this is all behind us, or that such a generous offer isn't a distraction from something... worse. We should stay vigilant over this next week, and beyond.

...I'm also worried about their suggestion to use me as a go-between. I've heard they've had their eyes on me for some time..."
87
[Arhosa] Arhosa PbP / Re: Fasnachu's Curses [Dice]
« Last post by dman on March 02, 2024, 12:39:04 PM »
Investigation
Rolled 1d20-1 : 3 - 1, total 2
88
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by Stratovarius on March 01, 2024, 11:06:22 PM »
Maiden of the Coins answered. "We bring them here, to help them recover. That is why Easternham exists, after all. If they recover, they are free to leave and take up what positions they will in society, whether rescuing their own, living in Setras Ra, or roaming. We are not their jailors, but their healers."
89
Uncle Kittie's Hopefully Humorous Guide to Abominations / Re: General Weirdness
« Last post by bhu on March 01, 2024, 10:01:58 PM »
nother request

Death Mind
                      Large Aberration (Psionic)
Hit Dice:             18d8+90 (171 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 80 ft. (Good)
Armor Class:          22 (-1 Size, +5 Dex, +8 Natural Armor), touch 14, flat-footed 17
Base Attack/Grapple:  +13/+21
Attack:               Tail Lash +16 melee (1d8+4)
Full Attack:          1 Tail Lash +16 melee (1d8+4) and 2 Wing Beffets +11 melee (1d6+2) and 2 Slams +11 melee (1d4+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Breath Weapon, Psionics, Scream
Special Qualities:    Darkvision 60 ft., Earth Glide, Vulnerability
Saves:                Fort +11, Ref +11, Will +14
Abilities:            Str 18, Dex 20, Con 20, Int 28, Wis 16, Cha 16
Skills:               Autohypnosis +3, Bluff +3, Concentration +5, Diplomacy +3, Knowledge (The Planes, Psionics) +8, Listen +3, Psicraft, Search +8, Sense Motive +3, Spot +3
Feats:                Greater Psionic Endowment, Greater Psionic Fist, Hover, Opportunity Power, Psionic Endowment, Psionic Fist, Quicken Power
Environment:          Any
Organization:         Solitary
Challenge Rating:     17
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          19-27 HD (Large), 28-54 HD (Huge)
Level Adjustment:     ---

Breath Weapon (Su): Once every 1d4 rounds the Death Mind can breathe negative energy in a 30 ft. Cone.  Creatures in the area of effect take 6d8 negative energy damage if they are living, or heal 6d8 damage if they're Undead.  They get a DC 24 Reflex Save for half damage (Save DC is Con based).

Psionics:
The Death Mind manifests Powers as a 10th Level Psion (with access to Nomad and Telepath lists, 133 Power Points).  Usual Powers known are:

1st (DC 20): Demoralize, Detect Psionics, Detect Teleportation, Mind Link, Psionic Charm

2nd (DC 21): Brain Lock, Id Insinuation, Psionic Suggestion, Read Thoughts

3rd (DC 22): Dispel Psionics, Energy Burst, False Sensory Input, Psionic Blast

4th (DC 23): Death Urge, Personality Parasite, Psionic Dimension Door, Psionic Dominate

5th (DC 24): Baleful Teleport, Psionic Teleport, Psychic Crush, Teleport Trigger

Scream (Su): When a Death Mind screams, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 22 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same Death Mind’s scream for 24 hours. The save DC is Charisma-based.

Earth Glide (Su): A Death Mind can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Death Mind flings the thing back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Vulnerability: The Death Mind takes double damage from spells or creatures that have the Good descriptor.

Combat:
90
[Arhosa] Arhosa PbP / Re: The Slaves of Easternham
« Last post by dman on March 01, 2024, 09:49:11 PM »
Adziil scratches the scales around his wild red mane and then swings his great treebreaker across his shoulders.  "So, what happens to the people we save?  I see many have never known anything different and most of them either die in the wilds or fall prey to the next villain who'll take advantage of them."
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