Author Topic: Monster Revisions  (Read 39775 times)

Offline bhu

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Re: Monster Revisions
« Reply #60 on: October 25, 2015, 02:23:18 AM »
Coffer Corpse

Coffer Corpse is an Acquired Template that can be applied to any Giant, Humanoid ,or Monstrous Humanoid whose funeral rites are incomplete.  They appear as fresh corpses.  Despite their desire to move on to the afterlife and have their funerary rites completed, Coffer Corpses hate the living and attack them on sight.  Some Coffer corpses may have weapons or equipment if they were unsuccessfully buried or burned with it.

Size and Type: Size is unchanged, Type becomes Undead.. 

Hit Dice: All current and future Hit Dice become d12's..

Speed: Base land speed lowers -10 ft.

Armor Class: Natural Armor Bonus to AC increases by +2.

Attacks: The Coffer Corpse gains a Slam attack (2 Slams with a Full Attack Action).

Damage: Damage for the Slam is identical to the Base Creatures Unarmed Strike damage.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Improved Grab (Ex): The Coffer Corpse can initiate a Grapple without suffering an Attack of Opportunity.

Constrict (Su): A Coffer Corpse does double it's Slam damage plus one and a half times it's Str modifier with a successful Grapple Check.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Damage Reduction (Su): The Coffer Corpse gains DR 10/Magic, and DR 5/Bludgeoning or Slashing.

Turn Resistance (Su): The Coffer Corpse gains +2 Turn Resistance.

False Death (Ex): Any time the Coffer Corpses opponent rolls maximum for damage, would normally threaten a critical, or would normally require a save to avoid death by massive damage, the Coffer Corpse temporarily shuts off for one 1d4 rounds and falls prone.  For all intents and purposes it appears to have been destroyed.  If it is grappling an opponent, the opponent falls with it, and gains a +4 Bonus on Escape Artist or Grapple Checks meant to escape the Coffer Corpses grapple (they really sink that hold in).

Saves: Unchanged.

Abilities: +2 Str, -4 Int, -2 Wis, -2 Cha. As an Undead being the Coffer Corpse has no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Solitary.

Challenge Rating: +1

Treasure: None

Alignment: Chaotic Evil

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: October 25, 2015, 09:16:58 PM by bhu »

Offline Braininthejar

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Re: Monster Revisions
« Reply #61 on: October 25, 2015, 12:35:33 PM »
how does this thing look like?

Offline bhu

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Re: Monster Revisions
« Reply #62 on: October 25, 2015, 04:42:48 PM »
Tisn't finished yet.  Will be fleshing it out tonight.

Offline bhu

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Re: Monster Revisions
« Reply #63 on: October 25, 2015, 09:34:12 PM »
Duckbunnies
                      Tiny Magical Beast
Hit Dice:             1/2d10 (3 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Swim 30 ft.
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Nip +5 melee (see below)
Full Attack:          Nip +5 melee (see below)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Nip
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Awareness
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:               Escape Artist+3, Hide +18, Jump +6, Listen +5, Move Silently +10, Spot +5, Swim +5
Feats:                Weapon Finesse
Environment:          Any Land
Organization:         Solitary, Pair, or Flock (4-20)
Challenge Rating:     1/8
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---

Ladies and gentlemen welcome to the 120th Annual Evil Minions Jamboree, where enterprising business persons of the magical sort parade the godless abominations they hope to sell in order to recoup the costs of researching them.  As always I am Thad Thad, with my partner Death Chiffon.  Where are we tonight Chiffon?"

"Tater, Iowa."

"Omigod are you serious?"

"Alas."

"Well, lets make the most of it.  Greetings kind sir, who are you and what do you have for us?"

"Mah name is Wheezy Joe, and these are mah Duckbunnies.  Ah knows they don't look like much, but be careful their beaks are at kneecap level."

Duckbunnies are a magical crossbreed of snowshoe hare and various types of duck.  Not exactly powerful, they do make decent early warning systems as their flocks tend to raise hell when strangers are near.  For the most part they live like common hares, but are never far from water, which is their primary means of escape from predators.

Nip (Ex): If the Duckbunny successfully Nips someone, they must make a DC 10 Willpower Save or take no Action against the Duckbunny that round, giving it an opportunity to flee.  Save DC is Charisma based with a +2 Racial Bonus.

Awareness (Ex): Duckbunnies cannot be Flanked, and do not lose their Dex Bonus to AC against invisible opponents or while Flat-footed.

Skills: Duckbunnies have a +8 racial bonus on Hide, Jump, Move Silently, and Swim checks. They an always Take 10 on a Swim Check.  A Duckbunny has an additional +4 racial bonus on Hide checks in forests during the summer or in snow during the winter.  They also have a +4 Racial Bonus on Listen and Spot Checks.

Combat: Duckbunnies are inoffensive creatures, and flee combat, nipping only if pressed,
« Last Edit: November 14, 2015, 06:07:20 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #64 on: October 25, 2015, 09:36:19 PM »
Armadillephant
                      Huge Magical Beast
Hit Dice:             12d10+84 (150 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Burrow 10 ft.
Armor Class:          20 (-2 Huge, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +12/+31
Attack:               Gore +21 melee (2d8+11)
Full Attack:          Gore +21 melee (2d8+11) and 2 Stamps +16 melee (2d6+5) and 1 Trunk +16 melee (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Trample (2d8+15), Improved Grab, Constrict
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Scent, Tremorsense 60 ft., Long Distance Communication
Saves:                Fort +15, Ref +9, Will +8
Abilities:            Str 32, Dex 12, Con 24, Int 4, Wis 15, Cha 7
Skills:               Listen +10, Search +6, Spot +7, Swim +11
Feats:                Alertness, Endurance, Iron Will, Large and in Charge, Skill Focus (Listen)
Environment:          Warm Forest
Organization:         Solitary or herd (6-30)
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Neutral
Advancement:          13-24 HD (Huge)
Level Adjustment:     ---

"Sigh...moving along...what horrifying creatures are you selling sir?"

"Tactical assault ellyphants!"

"AHAHAHAHAHA!"

"Hush Chiffon.  What makes them tactical?"

"They can bury and take people by surprise.  Least they will once we solve the little travelin' earthquake problem."

"Do they work for peanuts?"

"Naw they mostly kill whatever wanders in range.  Seen 'em pull birds outta the sky."

Bizarre combinations of Elephant and Armadillo, these appear to be slightly large elephants with bony armor and large claws.  For the most part they live as normal elephants do, but are opportunistic omnivores that don't mind the occasional bit of meat.  They are sought out by tribes as prized warbeasts.  They're hides are also often used as barding or armor once they pass on.

Trample (Ex): DC 32 Reflex Save for half damage, Save DC is Str based.

Improved Grab (Ex): If it successfully hits an opponent of Medium size or smaller with it's trunk, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it is successful it can Constrict.

Constrict (Ex): The Armadillephant does 2d6+5 damage with a successful Grapple Check.

Long Distance Communication (Ex): Armadillephants can make noises in the infrasonic range, allowing them to communicate at a range of up to 6 miles due to sensors in their feet.  Communication is limited to that normal animals would use, such as "danger", "food", etc.

Combat: Armadillephants tend to charge, much like normal elephants.  Then they grab one foe with their trunk to crush him while attacking others.
« Last Edit: November 17, 2015, 01:32:39 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #65 on: October 25, 2015, 09:36:50 PM »
Giant Space Hamster (Spelljammer)
                      Large Magical Beast
Hit Dice:             4d10+12 (34 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +4/+12
Attack:               Nibble +7 melee (2d4+6)
Full Attack:          Nibble +7 melee (2d4+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease
Saves:                Fort +7, Ref +4, Will +1
Abilities:            Str 18, Dex 10, Con 16, Int 2, Wis 10, Cha 14
Skills:              Climb +8, Listen +5, Search +4, Spot +2
Feats:                Improved Initiative, Run, Improved Grapple (B)
Environment:          Temperate Plains and Hills (domestication has spread them further)
Organization:         Solitary, Pair, Family (2 Adults and 1-4 Medium 2 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or Colony (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral
Advancement:          5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment:     ---

"Next up we have...oh God...Gnomes."

"Thanks a lot ya racist bastid."

"Haven't you learned from previous mistakes with the Hamsters?  Are you still selling this idea?"

"Hain't made no mistakes.  You want mistakes go see mah cousin Jebediah yonder a few stalls down.

These appear to be normal, average hamsters the size of Grizzly Bears, and are capable of stuffing 200 pounds in their cheek pouches.  They are commonly found in colonies of Tinker Gnomes who raise them as livestock, pets, and other reasons.  Initially they were created to power Gnomish spelljamming ships, which generated internal power through large running wheels.  They are fast reproducing, having up to several litters in a year, and can easily outgrow resources if left unchecked.  Unfortunately the techniques used to create them also leave them wildly prone to mutation depending on several factors, such as environment, food eaten, exposure to the Far Realm, etc.  Some of these mutations breed true, leading to new species.

Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may Swallow it's opponent.  Hamsters are fond of stuffing things in their mouths as it is.  Optionally it may just store the offender in it's cheek pouch.  If it does this all that is required to escape is a Grapple Check.

Swallow Whole (Ex):   A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the Hamster’s digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Hamsters gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.

Skills: Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Variations: Giant Space Hamsters are amazingly mutable and prolific.  Rare breeds include Spotted, Feathered, Slithering (scaly), Night (black nocturnal varieties), Meek (adorably friendly Hamsters prone to hugging), and Voracious (overeaters) Hamsters.  Statistically these are not truly different from regular Giant Space Hamsters in any manner other than the cosmetic.  Some few however have rather different fighting styles.

Subterranean:  "Sonofabitch, they're loose again!" These Hamsters are adopted for digging, sporting massive claws in a manner similar to moles.  They lose Swallow Whole, but gain a Burrow speed equal to their base land speed.  Instead of their Nibble attack, they gain a Primary Claw attack doing 3d4 plus Str Modifier (two Claws with a Full Attack).  Improved Grab now keys off it's Claw, and it can do Claw damage with a successful Grapple Check. +1 CR

Sabre-toothed:  "Of course they're cute, that doesn't mean you can go into their enclosure to pet them!"  These carnivorous, ornery Hamsters have sabre teeth.  They lose their Nibble attack and Swallow Whole ability, but they gain a 2d8 plus one and a half times Str Modifier bite attack that threatens a Critical on an 18-20.  Improved Grab now keys off it's Bite, and it can do Bite damage with a successful Grapple Check. +1 CR

Rather Wild:  "Awww crap..." These Hamsters are berserkers who Rage (as per the Barbarian ability) anytime they see something other than a Hamster.  Does not have the Swallow Whole attack.

Armor-Plated  "Difficult to snuggle with these ones."  This Hamsters Natural Armor Bonus to AC increases to +7 due to bony plating.  Additionally it replaces Swallow Whole with Mettle (Ex): When subjected to an attack of effect allowing for a Fortitude Save for Partial Effect, the Hamster takes no effect on a successful Save. +1 CR

Ethereal:  "I think I just shit my own heart..." This Hamster isn't so much incorporeal as terrifying.  It's flesh is translucent, allowing it's bones and organs to be visible, and it seems to have a terrifying aura of fear.  Gaze Attack, Fear (as per the spell of the same name), Willpower negates (Save DC is Charisma based).  They aren't very nice either. +1 CR

Invisible:  "The Development Committee for this idea should be flogged." Can cast Greater Invisibility 1/day as a Supernatural Ability.  Loses the Scent Trail ability.  Known for it's sense of mischief.

Jungle:  "So it likes to hang from the ceiling upside down staring into your soul with it's dead eyes.  Maybe it's just lonely and wants affection." Also called the Sylvan Giant Space Hamster, this Hamster lacks the Burrow speed, but permanently has the benefits of the Spiderclimb spell (though it can move at it's base land speed).  Can be quite off putting when seen hanging from ceilings. 

Great Horned:  "They can sense movement.  Try to stand still."  "But it's already charging us..." The Great Horned Hamster loses it's Nibble attack, and Improved Grab/Swallow Whole.  Instead it gains a 2d6 plus one and a half times Str Modifier Gore attack, and does +4d6 damage on a successful charge.  Being used to slamming anything, it reduces fall damage by 60 ft.  +1 CR

Abominable:  "There's yer problem.  Tain't monsters, you just got snow hamsters.  We'll tak 'em off your hands, no problem.  Fer a fee." A white furred Arctic hamster, this one gains Cold Resistance 20.  It also gains a +8 Circumstance Bonus to Hide Checks in ice and snow, and can move through ice and snow without penalty.  It loses it's Burrow speed. +1 CR

Hopping:  "Does it have to make a 'boing' noise every time it moves?" Loses it's Burrow speed, but gains a +10 Racial Bonus to Jump Checks, and it's Jump distance is not limited by Size Category.  Additionally it takes no DC penalty for not having a running start.  Fairly easily underestimated by opponents due to it's goofy method of getting about.
 
Wrasslin':  "We're gonna male a killin' on the wrasslin' circuit." Swallow Whole is replaced by Body Slam.  If the Hamster succeeds in a Grapple Check it may throw it's victim up to 10 ft., knocking him prone and doing 2d4 damage plus Dazing him for 1 round (no Save).  Often dressed colorfully by trainers who refer to themselves as 'managers'. +1 CR

Lucha:  "Holy crap, did that Hamster just drop the elbow on Bob?" Similar to Wrasslin' Hamsters, Luchas replace their Swallow Whole Attack, but instead of body slamming opponents they rely on spectacular aerial fighting tactics.  Luchas gain a +10 Racial Bonus on Jump Checks, may always Take 10 on a Jump Check, take no penalty for not having a running start, aren't limited by their Size for the height they can get on a Jump, and Jump is always a Class Skill.  As a Full Attack Action they can make a Jump Check, whose DC is the AC of the target opponent.  If the attack is successful the attack does 1d6 plus the results of the Jump Check.  They also lose the Scent Trail Ability, and their head fur often has spectacularly colored designs resembling masks. +1 CR

Crushinator:  "It's...hugging...is...painful..."Also similar to the Wrasslin' Hamster, the Crushinator trades Swallow Whole for a Constriction attack doing 1d8 plus one and a half times Str damage. +1 CR

Combat: Combat varies extensively.  Domesticated pets are skittish despite their size, and often run away.  Wild Hamsters will attack if approached, and are often quite savage in defense of their homes and pups.  Most go straight for the Grapple though.
« Last Edit: December 15, 2015, 02:19:44 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #66 on: October 25, 2015, 09:39:36 PM »
Stench Kow
                      Large Outsider (Evil Extraplanar, Lawful)
Hit Dice:             5d8+15 (37 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple:  +5/+15
Attack:               Gore +10 melee (1d8+9)
Full Attack:          Gore +10 melee (1d8+9)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Stank Aura, Stampede
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Immunity to Fire and Poison, Energy Resistance (Acid and Cold 10),
Saves:                Fort +7, Ref +4, Will +5
Abilities:            Str 22, Dex 10, Con 16, Int 2, Wis 13, Cha 6
Skills:               Intimidate +3, Listen +3, Spot +3, Survival +2
Feats:                Ability Focus (Stank Aura), Alertness
Environment:          Baator
Organization:         Solitary or herd (6-30) or bigger herd (15-60)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral, but many succumb to Lawful Evil
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---

"I can't believe the space Gnomes are here.  I thought everyone had learned their lessons about dealing with them."

"What is that horrifying smell of death and burning rubber?"

"HELLCOWS!"

"We beg pardon?"

"BEHOLD THE CATTLE OF HELL, WHICH I HAVE STOLEN AT GREAT PERSONAL EXPENSE!"

"How would prospective buyers stand the stench?"

I PERSONALLY RECOMMEND STRONG DRINK AND NARCOTICS!"

"Is that why you can't control the volume of your voice?"

Stench Kows are cattle native to the Nine Hells of Baator.  They resemble hideously ugly Bison, assuming you can see them through the cloud of hellish vapor surrounding them.

Stank Aura (Ex): Stench Kows are permanently surrounded by the non-magical equivalent of a Stinking Cloud spell, centered on them.

Stampede (Ex): A frightened herd of Stench Kine flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five Stench Kine in the herd (Reflex DC 18 half). The save DC is Strength-based.

Combat: Stench Kows are far smarter than their appearance suggests.  They may pretend to be cattle for a bit, but smart operators will quickly realize they run towards intruders as opposed to running away.
« Last Edit: November 17, 2015, 01:32:02 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #67 on: October 25, 2015, 09:41:14 PM »
Flail Snail
                      Large Magical Beast (Earth)
Hit Dice:             6d10+24 (57 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          18 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +6/+17
Attack:               Flail +13 melee (1d8+7)
Full Attack:          6 Flails +13 melee (1d8+7)
Space/Reach:          10 ft./5 ft. (10 ft. with Flails)
Special Attacks:      Flails
Special Qualities:    Darkvision 60 ft., Withdraw, Magic Obfuscating Shell, Tremorsense 20 ft., Immune to Fire and Poison, DR 10/-, Awareness, Scent, Light Shunner
Saves:                Fort +9, Ref +4, Will +4
Abilities:            Str 25, Dex 8, Con 19, Int 6, Wis 14, Cha 8
Skills:               Climb +10, Search +3, Spot +5
Feats:                Cleave, Power Attack, Weapon Focus (Flail)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

"Okay, now that we've showered up next is...what the hell..."

“It comes here for one reason:  to attack and keep coming.  Not to ask but just to give, not to want but just to sing, sing the power of the Snail . . .  because this freak of nature right here is just beginning to swell, and when it gets big enough, brother, there ain’t gonna be room for anybody else but him and all the Snails floating through the veins .  . .”

"What what now?"

"Sorry.  Sometimes I flashback to mah pro wrasslin' days.  Took a lotta drugs back then."

"How many were you on when you made this?"

Flail Snails are a silicate based gastropod, presumably somehow tied to one of the Elemental Planes (though no one has furnished proof of this).  They appear as a great snail with rubbery grey or blue-grey flesh that resembles stone.  Their massive shells are incredibly colorful, and unique to each snail.  They are eagerly sought by collectors.  Additionally the snail has several rubbery limbs with spiked balls at the end that resemble flails. 

Flails (Ex): If the Flail Snail hits with it's Flail attack it immediately gets to make a Sunder attack as a Free Action without provoking an Attack of Opportunity.  Opponents do not gain their Shield Bonus to AC against the Flail attack.  Flail Snails with Advanced Hit Dice gain one additional Flail attack per Hit Die on a Full Attack.

Withdraw (Ex): As a Move Action the Flail Snail can completely withdraw into it's shell.  While withdrawn it cannot attack or move, but it gains a +8 Circumstance Bonus to AC.

Magic Obfuscating Shell (Su): Whenever a spell specifically targets the Flail Snail, roll a d20: On a 1-8 it affects the target nearest the Snail instead, on a 9-14 it targets the Snail normally, on a 15-18 the spell fails completely, and on a 19-20 the spell rebounds on the caster as per Spell Turning.

Awareness (Ex): The Flail Snail never loses it's Dexterity Bonus to AC (not that it has one).

Light Shunner (Ex): Flail Snails do not like bright lights, and will shun going out of their caves during the day, as well as fleeing from Daylight spells.

Combat: Flail Snails are not overly aggressive until other creatures approach within range of their tremorsense.  Then they begin bashing it until it flees or stops moving.  If things go truly bad they will retreat into their shells. 
« Last Edit: November 17, 2015, 01:31:18 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #68 on: October 25, 2015, 09:42:02 PM »
Giant Botfly
                      Small Vermin
Hit Dice:             1d8 (4 hp)
Initiative:           +6
Speed:                10 ft. (2 squares), Fly 50 ft. (Average)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +0/-4
Attack:               Bite +0 melee (1d3)
Full Attack:          Bite +0 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Flying Tackle, Infest
Special Qualities:    Darkvision 60 ft., Scent, Wide Angle Vision, Spiderclimb, Improved Uncanny Dodge, Dodge
Saves:                Fort +2, Ref +2, Will +2
Abilities:            Str 11, Dex 14, Con 11, Int -, Wis 14, Cha 6
Skills:               Spot +6
Feats:                Improved Initiative (B)
Environment:          Warm Forest or Swamp
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"That looks terrifying..."

"Thankee.  Thems mah anti giant monster defense."

"They look like flies."

"Badass flies of badassness."

Giant Botflys are divided by what specific species they prey on, much like their normal brethren.  Not only do they infest prey with their eggs, but they infest other vermin that prey on their species with them in order to assure their beings spread as widely as possible.  Giant Botflies tend to prey on Gargantuan or Colossal beings, who will post decent bounties for hunters willing to help kill the flies.

Flying Tackle (Ex): Botflies carry their eggs with them at all times, but they spread them to other known vectors of their prey.  For example Botflies that prey on Giants will deposit their eggs on Giant Mosquitoes and other pests that feed on Giants.  The Botfly makes a flying Charge Attack against a Small or Smaller opponent.  This works like a Bull Rush, but if the Botfly succeeds it temporarily Dazes it's prey for 1 round, depositing 1d6 eggs on it.  It has up to 30 eggs with it at any one time.

Infest (Ex): If the Botfly succeeds in a melee touch attack on it's prey species it deposits 1d6 eggs.  The larvae immediately detect the prey species by scent and body warmth, and hatch burrowing into it's skin.  Initially this does no damage.  But soon the larvae begin to feed and grow.  After 3 days the victim must make a Fortitude Save or take 1 point of temporary Constitution damage.  The Save DC is 10 plus double the number of eggs laid on the prey (for example 3 eggs is DC 16).  If the prey rolls a natural 1 on the Fortitude Save it loses 2 points of Constitution.  It also takes 1d3 points of damage per day (this ignores DR).  After a month the Larvae "hatch" and do 1d6 damage escaping their host as adults.  If a Botfly has infested a non-prey species that also preys on their typical victims (such as the aforementioned mosquitoes), that creature infests prey as well when it lands upon them.

Wide Angle Vision (Ex): Botflies have a +4 Racial Bonus to Spot Checks, and cannot be flanked.

Spiderclimb (Ex): The Botfly has the permanent non-magical use of the Spiderclimb spell, but is limited to a movement of 10 ft.

Improved Uncanny Dodge (Ex): Botflies have both Uncanny Dodge and Improved Uncanny Dodge.  These abilities are identical to the Rogue abilities listed in the PHB.

Combat: Their Infest and Tackle attacks are used solely on appropriate targets.  Otherwise the Botfly defends itself with it's bite.
« Last Edit: August 22, 2016, 07:00:31 PM by bhu »

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Re: Monster Revisions
« Reply #69 on: October 25, 2015, 09:43:13 PM »
Ceratogaulus
                      Diminutive Animal
Hit Dice:             1/4d8 (1 hp)
Initiative:           +1
Speed:                15 ft. (3 squares), Burrow 15 ft.
Armor Class:          16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +0/-16
Attack:               Bite +5 melee (1 point)
Full Attack:          Bite +5 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Brace
Special Qualities:    Low-Light Vision, Scent, Tremorsense 30 ft.
Saves:                Fort +2, Ref +3, Will +1
Abilities:            Str 2, Dex 12, Con 10, Int 2, Wis 12, Cha 6
Skills:               Hide +17, Listen +5, Search +4, Spot +1
Feats:                Weapon Finesse
Environment:          Warm or Temperate Plains, Underground
Organization:         Solitary
Challenge Rating:    1/10
Treasure:             None
Alignment:            Neutral
Advancement:          --
Level Adjustment:     ---

"You must be joking."

"Naw sir!"

"But these are just gophers."

"Scaaary horned gophers."

"Scary to whom??"

AKA the Giant Prehistoric Horned Gopher.  Granted they're only "giant" compared to modern gophers, who aren't much smaller.

Brace (Ex): Beasts that prey upon the Ceratogaulus typically dig for them through the ground.  The Ceratogaulus know this, and position themselves horns first, as they are sneaky little gits.  Opponents who try to burrow down towards the Ceratogaulus take 1d3 damage upon reaching them.

Skills: Ceratogaulus have a +4 Racial Bonus to Hide, Listen and Search Checks.

Combat: Ceratogaulus pretty much only fight when cornered. 
« Last Edit: August 22, 2016, 07:01:35 PM by bhu »

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Re: Monster Revisions
« Reply #70 on: October 25, 2015, 09:44:17 PM »
Fiendish Orange Wombat
                      Huge Magical Beast
Hit Dice:             11d10+55 (115 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Climb 40 ft.
Armor Class:          17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +11/+29
Attack:               Claw +19 melee (2d6+10)
Full Attack:          2 Claws +19 melee (2d6+10), and 1 Bite (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Trample (2d8+15)
Special Qualities:    Darkvision 60 ft., Low-Light Vision, DR 5/-, Speed Burst
Saves:                Fort +12, Ref +9, Will +4
Abilities:            Str 30, Dex 14, Con 20, Int 4, Wis 13, Cha 14
Skills:               Climb +18, Listen +6, Spot +6, Survival +5, Swim +10
Feats:                Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack
Environment:          Temperate or Warm Forests
Organization:         Solitary or colony (6-30)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          12-16 HD (Huge), 17-33 HD (Gargantuan)
Level Adjustment:     ---

"My that's a big one."

"Awww he's a cutie.  What's he do?"

"Strips forests bare, and then doubles down on the annoyance factor by poopin' fat blue cubes everywhere."

"Thats ... not the traditional definition of Fiendish..."

"You hain't seen them sumbitches go fer Halfin's.  Lawd they hates dem Halflins'."

Despite their name, these huge orange-furred balls of cuteness are quite docile.  Farmers despise them for their habit of devouring tree roots and crops.  They are also especially fond of wood, which is bad news if that's the prime building material of your village.

Trample (Ex): DC 25 Reflex Save for half damage, Save DC is Str based.

Speed Burst (Ex): If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Skills: The Fiendish Orange Wombat gains a +8 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Checks.

Combat: Wombats spook easily despite their size.  If approached they generally stomp on opponents a few times before fleeing.  If pressed to do so they will fight quite savagely, however.
« Last Edit: November 14, 2015, 07:31:02 PM by bhu »

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Re: Monster Revisions
« Reply #71 on: October 25, 2015, 10:02:32 PM »
Amphibious Jumping Tiger Shark
                      Medium Magical Beast (Aquatic)
Hit Dice:             3d10+6 (22 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 60 ft.
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +2/+4
Attack:               Bite +4 melee (1d6+2)
Full Attack:          Bite +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tackle
Special Qualities:    Darkvision 60 ft. Low-Light Vision, Keen Scent, Blindsense 30 ft., Amphibious, Leap
Saves:                Fort +5, Ref +5, Will +2
Abilities:            Str 15, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills:               Balance +6, Hide +6, Jump +10, Listen +6, Move Silently +6, Spot +6, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm Forest, Plains or Aquatic
Organization:         Solitary, school (2-5), or pack (6-11)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment:     ---

"Dare I ask the name of this creature?"

"Go head, ain't no one stopping you."

Normally a five foot long shark with striped tiger fur would be considered weird enough.  This particular model has retractable legs that allow it to move about on land, and make it a pretty good leaper.

Tackle (Ex): As a Full Round Action the Shark may launch itself though the air, landing upon it's victim with claws and teeth expanded.  It makes a Jump Check instead of a normal attack roll, and if the Check equals or exceeds the opponents AC it does 3d6+2 damage.  It also gets an opposed Str Check as a Free Action to knock it's opponent prone.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Leap (Ex): The maximum vertical height the Shark can Jump is not limited due to it's Size Class, nor does it take penalties for not having a running start to the Check DC. 

Skills: Amphibious Jumping Tiger Sharks have a +4 racial bonus on Balance, Hide, and Move Silently checks.  Additionally they have a +8 Racial Bonus on Jump and Swim Checks, and may always Take 10 on a Jump or Swim Check.

Combat: Pretty similar to your average shark.
« Last Edit: November 14, 2015, 07:38:43 PM by bhu »

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Re: Monster Revisions
« Reply #72 on: October 25, 2015, 10:03:26 PM »
Barrel Beast
                      Medium Magical Beast (Aquatic)
Hit Dice:             3d10+3 (19 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          7 (-4 Dex, +1 Natural), touch 6, flat-footed 7
Base Attack/Grapple:  +3/+5
Attack:               Foot +5 melee (1d6+2)
Full Attack:          Foot +5 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Barrel Slam, Spit Acid
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Shell, Mindless, Amphibious
Saves:                Fort +4, Ref -1, Will +2
Abilities:            Str 15, Dex 3, Con 13, Int -, Wis 12, Cha 1
Skills:               Spot +5
Feats:                Improved Initiative (B)
Environment:          Any warm, but always near water
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment:     --

"BEHOLD!"

"Behold what?  It's a barrel."

"Aaah, but you have not seen what hides in yonder barrel.  Take a peek at that!"

"We try not to make a habit of looking in strange men's barrel holes."

Barrel Beasts are a species of amphibious mollusk similar to a clam.  They get their name from hiding in barrels, though they will use kegs and smaller containers as young.  Some are rumored to be big enough to hide in Tuns.  They use the barrel as both a protective shell, and camouflage while waiting for prey to near.

Barrel Slam (Ex): If the Barrel Beast hits with it's Foot attack, it can make a Trip attack as a Free Action without provoking an Attack of Opportunity.  If it does not succeed, it's opponent does not get a Trip attack in response.

Spit Acid (Ex): Once every 1d4 rounds a Barrel Beast may spit acid in a 10 ft. Line doing 1d6 acid damage.

Shell (Ex): Barrel Beasts hide inside everyday objects the way Hermit Crabs do in their shells.   While in the protective item they gain an Armor Bonus equal to it's Hardness, and DR x/-, where x is equal to the items Hardness.  All damage done comes off the items hit points first before damaging the Beast.  Typically this is a Barrel, hence the name.  A Barrel gives the Beast gives it +5 Armor Bonus to AC, DR 5/-, and 30 hit points.  Usually if it's shell is broken the Beast will flee.  As long as it's foot and eyes remain retracted within it's shell, the barrel gives it Total Concealment.

Skills: Barrel Beasts have a +4 Racial Bonus to Spot Checks.

Combat: Barrel Beasts usually slam into opponents to knock them down, and then quickly try to crush them with their foot.  As a last ditch effort they spit acid as well.
« Last Edit: November 14, 2015, 07:46:52 PM by bhu »

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Re: Monster Revisions
« Reply #73 on: November 05, 2015, 10:45:37 PM »
Giant Space Hamster (Moderate Mutations)
                      Large Magical Beast
Hit Dice:             6d10+24 (57 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Burrow 10 ft.
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +6/+15
Attack:               Nibble +10 melee (2d6+7)
Full Attack:          Nibble +10 melee (2d6+7)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease
Saves:                Fort +9, Ref +6, Will +5
Abilities:            Str 20, Dex 12, Con 18, Int 3, Wis 12, Cha 14
Skills:              Climb +9, Listen +6, Search +5, Spot +4
Feats:                Improved Initiative, Iron Will, Run, Improved Grapple (B)
Environment:          Temperate Plains and Hills (domestication has spread them further)
Organization:         Solitary, Pair, Family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or Colony (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating:     3
Treasure:             None
Alignment:            Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

"You must be cousin Jebediah."

"WHOSE ASKIN? ARE YOU THE SPACE MAFIA?  DID MY EX-WIFE SEND YOU?  TELL BOSS DINKUM AH NEED MORE TIME TA PAY!"

"We're interviewing vendors at the gathering."

"Oh.  Can I interest you in a Hamster?"

"Not even if you paid us..."

Though the Gnomes claim breeding for mutation has been outlawed (particularly the more dangerous varieties), encounters with them are still far too often for anyone's comfort.  Less likely to breed true, there is no such thing as a normal mutant.  Their coloring, personality and powers vary a great deal.

Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may Swallow it's opponent.  Hamsters are fond of stuffing things in their mouths as it is.  Optionally it may just store the offender in it's cheek pouch.  If it does this all that is required to escape is a Grapple Check.

Swallow Whole (Ex):   A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the Hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Hamsters gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.

Skills: Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Variations: Moderate  Mutations are more powerful Giant Space Hamsters, who have developed cunning and powers beyond those of their usual kind.

Battery: "You'd be amazed how many of the Hamster variations come from trying to make a better power source."  Built as a primitive attempt to create an electrically powered motor, thes frizzy hamsters generate electricity.  Anything toughing them or touched by them takes 1d6 electricity damage.  On any round in which they move this increases to 2d6 due to the static generated.  On any round they move 20 ft. or more it increases to 3d6.

Shrieker: "YOU'LL HAVE TO SPEAK UP AH'M DEEF!" When approached by anything not a Hamster the Shrieker lets out an ear piercing scream that can be heard for 10 miles.  Anything within 120 ft. of the Hamster is automatically Deafened for 1d6 Minutes (if they fail a DC 17 Fortitude Save the Deafness is permanent, Save DC is Con based) and Stunned for 1 round.  Shriekers are both Deaf and Blind and see via Blindsight with a range of 80 ft.  +1 CR

Nommer: "Never take yer eyes of these ones!"Nommer seem to be able to eat virtually anything they can put in their mouths, and can eat a virtually infinite amount of it.  The truth is when they swallow something whole, they can decide to pass it through a dimensional portal in their cheek pouches.  They can send 'nommed' items to a number of locations equal to their Con Modifier.  The destination must be somewhere the Hamster has been, and once chosen takes 24 hours to reset.  One location is usually the Hamsters lair, the other is a monsters lair, and the other two vary.  Destinations must be within 1 mile of the Hamsters nest, and they cannot be anywhere that would be deadly to life such as underwater or over a cliff in mid-air.

Yellow Musk:  "The real bitch of it is, no one can hear my sales pitch cause of the gas masks we're all wearing." These horrifying yellow Hamsters radiate a poisonous gas (treat this as a 30 ft. Fog Cloud spell permanently centered on the Hamster).  Opponents who enter this cloud must make a Fortitude Save (Save DC is Con based) or become both Blinded and Nauseated while inside the cloud and for 1d4 rounds after they leave.  Additionally they take 1d4 temporary Str damage.  Creatures that successfully save cannot be affected by the same Hamsters stench for 24 hours. A delay poison or neutralize poison spell removes the effects from the victim. Creatures with immunity to poison are unaffected (as are creatures who don't breathe), and creatures resistant to poison receive their normal bonus on their saving throws.  +1 CR

Carnivorous Flying  "What's with you guys constantly looking at the sky?" Loses it's Burrow speed, but gains a Flight speed of 50 ft. (Good).  It also has a Secondary Claw attack doing 2d4 plus half Str damage (it gets 1 Bite and 2 Claws on a Full Attack).  It loses Swallow Whole, but gains 2 additional Rake attacks when Grappling (BAB and damage are same as Claw attacks).

Two Headed Lernaean Bombardier:  "Dude, it's tame I swear." These Hamsters have two heads, giving them a +2 Racial Bonus on Listen, Spot, and Search Checks, and 2 Nibble attacks with a Full Attack.  It also gains Regeneration 3 (Fire and Acid do normal damage). 1/day it can belch loudly, and all living creatures within 30 ft. must make a Fortitude Save (Save DC is Con based) or be Stunned for 1d4+1 rounds.  Currently banned in Gnomish colonies, it seems to make the occasional appearance anyway as some breeder inevitably claims to have learned from the last guys mistakes.

Fire Breathing Phase Doppleganger:  "Just pure evil in a jar.  Milked one for two days before I realized it wasn't a cow.  Damn thing ate all the cows.  Was prolly after me next..." This Hamsters Int score increases to 6, and it may use Alter Self at will (but only to take the form or Large Animals) as a Supernatural Ability.  It has Fire Resistance 15, and can spite fire in a 30 ft. cone doing 3d8 damage a total of 3/day.  It may also cast Ethereal Jaunt 6/day as a Supernatural Ability. +1 CR

Terribly Dire:  "The rumors of us raising vampiric hamsters are absurd." "Yeah these here is wight hamsters." "Goddamit Bob, will you please stop speaking." This Hamsters Type changes to Undead (BAB and Saves do not change).  All current and future Hit Dice become d12's and must be recalculated.  The Hamster's Nibble attack bestows 2 Negative Levels, and the Fortitude Save required to get rid of them is Charisma Based.  Terribly Dire Hamsters Have +2 Turn Resistance, and appear as normal, healthy jet-black hamsters with glowing red eyes.  Detect Undead spells do not reveal their condition.  Other Giant Space Hamsters killed by a Terribly Dire Giant Space Hamster arise as one within 1d4 hours. +1 CR

Steel:  "Honestly we have no idea how the hell this happened."  This Hamsters Type changes to Construct with the Living Construct Subtype (BAB, hit points and Saves do not change).  It gains DR 15/ Adamantine, and +6 Str, -2 Dex.  They appear as metallic Hamsters.  Many have compared them to organic robots.  Just not in front of actual robots, who would likely be offended enough to start the coming revolution early... +1 CR

Burning Vorpal:  "It turns everything it eats into ash.  Great for fertilizer.  Really, we swear." If the Burning Vorpal Hamster successfully confirms a Critical hit with it's Bite attack, it's opponent must make a Fortitude Save (Save DC is Str based) or die.  If it succeeds it takes the maximum nibble damage instead.  Additionally it's Nibble attack does an additional +2d6 Fire damage, and threatens a Critical on an 18-20.  Can easily be told apart from other Hamsters due to the smoke curling from it's nostrils, and the open flames jutting from it's mouth.  Swallowed opponents take an additional 2d6 Fire damage per round.  +1 CR

Hamstornado  "Okay, I'll admit we were damn stupid for this one..."  Giant Space Hamstornadoes travel in their own personalized high speed vortex.  They permanently have the benefits of the Eye of the Hurricane spell.  Not domestic-able, they are the result of experiments by the Gnome armed forces.  Or at least so it's claimed by everyone BUT the Gnome armed forces.  +1 CR

Giant Space Hamster of Fear and Flame:  "It just sits there...staring..." This Hamster can cast Fear and Fireball 3/day as Spell-Like Abilities.  Often comes in dark colors with dead, soulless eyes.

Two Faced Lagan:  "10,000 Gold Pieces to the first Gnome who brings me the head of Mr. Fluffybottoms." Lagan is a term used for goods or ships on the bottom of the sea that are reclaimable, usually marked by a buoy.  In wildspace, these Hamsters are the buoys.  They are all terrain vehicles, having Flight (Good), Swim and Climb speeds equal to their base land speed.  Raise Int to 6.  They have a +8 Racial Bonus to Climb (this does not stack with the usual +4 all hammies get) and Swim Checks, and may always Take 10 on a Climb or Swim Check.  They do not require air, food, or water.  They may cast Telepathic Bond at will as a Spell-Like Ability.  Two faced is less a description of physical deformity (they look like any other hammie), and more their backstabbing nature (most of them are Neutral Evil).

Warhamster: "Madame Peta, I can assure you our military does not exploit animals." Warhamsters are trained pilots of Hamster Balls.  They can power a spelljamming helm as a Wizard whose caster Level is equal to their Hit Dice.  They also gain +9 Int and have Drive, Knowledge (Wildspace), Pilot and Wildspace Survival as Class Skills ( see http://www.spelljammer.org/ and D20 Modern for skills) and Pilot Spelljammer as a Bonus Feat.

Combat: Exact tactics vary wildy, depending on what exact powers the Hamster possesses.  Most of these do not shy from combat though.

Warhamster Ball
Size: Huge
Skill: Pilot +2
Speed: Fly 40 ft. (Good)
Overall AC:
Section HP:
Section AC:
Ram:
Face:
Height:
SA:
SQ:
Crew:
Weight:
Cost:


Warhamster Main Battle Tank
Size: Huge
Skill: Drive -2
Speed: 50 ft. (Poor)
Overall AC:
Section HP:
Section AC:
Ram:
Face:
Height:
SA:
SQ:
Crew:
Weight:
Cost:


Warhamster Skiff
Size: Huge
Skill: Drive +0
Speed: Swim 40 ft (nautical average)
Overall AC:
Section HP:
Section AC:
Ram:
Face:
Height:
SA:
SQ:
Crew:
Weight:
Cost:
« Last Edit: December 23, 2015, 11:31:38 PM by bhu »

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Re: Monster Revisions
« Reply #74 on: November 05, 2015, 10:47:12 PM »
Tyrannohamsterus Rex
                      Huge Magical Beast
Hit Dice:             16d10+80 (169 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Burrow 10 ft.
Armor Class:          17 (-2 Size, +1 Dex, +8 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +16/+33
Attack:               Nibble +24 melee (3d4+9)
Full Attack:          Nibble +24 melee (3d4+9) and 2 Paws +19 melee (2d4+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, YAAAAAAAAH!, Don't Corner It
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease, Fraidy Hamster, SR 20
Saves:                Fort +15, Ref +11, Will +3
Abilities:            Str 28, Dex 12, Con 21, Int 2, Wis 6, Cha 18
Skills:              Climb +17, Listen +7, Search +6, Spot +4, Survival +4
Feats:                Alertness, Improved Bull Rush, Improved Initiative, Power Attack, Run, Track, Improved Grapple (B)
Environment:          Temperate Plains and Hills
Organization:         Solitary, Pair, Family (2 Adults and 1-4 Medium 8 HD Juveniles, along with 2-8 Small 4 Hit Die Babies), or Colony (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          17-24 HD (Large), 25-48 HD (Huge)
Level Adjustment:     ---

"More Hamsters?  What the.."

"We're here to raise awareness of the effort to preserve the endangered Tyrannohamsterus species.  Would you like to donate?"

"We're interviewers, not Hamster enthusiasts.  We don't participate in any way except talking to people."

"You cough up some money or we'll let these sonsabitches loose."

Despite their quite massive size, these Hamsters are skittish and easily panicked.  If they are confronted by something scary (fire, bright light, loud noise, Humanoids, magic monsters etc) they freak out and begin running about in a panic.  And may the Gods help you if you accidentally corner one in the process.

Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles an opponent at least 1 Size Category smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may Swallow it's opponent or continue doing bite damage.  Hamsters are fond of stuffing things in their mouths as it is.  Optionally it may just store the offender in it's cheek pouch.  If it does this all that is required to escape is a Grapple Check.

Swallow Whole (Ex):   A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 2d8+9 points of bludgeoning damage plus 9 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Hamster’s digestive tract (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Hamsters gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

YAAAAAAAAH! (Ex): The Tyrannohamsterus gains a +8 Morale Bonus on Bull Rush and Overrun Checks while cornered (see below) or it fails a Save against a Fear effect or the Intimidation skill.  Additionally, opponents it makes a successful Bull Rush or Overrun attack on take 2d12+13 points of damage (DC 27 Reflex Save for half damage, Save DC is Str based).

Don't Corner It (Ex): If the Tyrannohamsterus is attempting to flee due to a Fear effect (or just because it wants to), but is unable to, it turns on it's pursuer with a vengeance.  It immediately goes into Mighty Rage as a Free Action as per the Barbarian Ability.  Unlike normal, duration lasts until all non-hamster entities have been destroyed.  It is immune to Fear effects during this time, and any it is currently under the influence of see their duration ended. 

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.

Fraidy Hamster (Ex): Despite their size the Tyrannohamsterus are easily spooked.  They take a -2 Penalty on Willpower Saves against Fear effects, and opponents have a +2 Bonus on Intimidate Checks made against them.  Their fear is stronger as well.  When a Tyrannohamsterus would be Shaken, it is instead Frightened, and if it would be Frightened it is Panicked instead.  If it would normally be Cowering, it goes into rage instead (see above).  When confronted by anything scary (non-hamsters, spells, bright lights, fire, loud noises, etc) it must make a DC 20 Willpower Save or be Panicked for 2d4 rounds, running in a random direction until this effect ends.  They also tend to run randomly when under the influence of other Fear effects as well.

Skills: Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Combat: Tyrannohamsterus are more of a hazard than an opponent, as their terrified scampering can cause untold damage.  Corner one, however, and you will suddenly need to be far away.
« Last Edit: May 05, 2022, 02:17:14 AM by bhu »

Offline Braininthejar

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Re: Monster Revisions
« Reply #75 on: November 06, 2015, 12:42:18 PM »
why is a coffer corpse called so?

Offline bhu

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Re: Monster Revisions
« Reply #76 on: November 06, 2015, 03:47:09 PM »
why is a coffer corpse called so?

No idea.  t was from the original FIend FOlio, which didn't give out much info.

Offline bhu

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Re: Monster Revisions
« Reply #77 on: November 14, 2015, 08:09:44 PM »
"You're selling small forest creatures."

"They hain't no forrest critters, they just want you to think thet.  Theys spies fer the gummint."

"The gummint..."

"Lady can you ignore the paranoid Gnome and save us?  He feeds us hog jowls."

"You hush up spy! Them jowls is more'n you deserve!"

Trickster Beast

Trickster Beast is an Inherited Template that can be applied to any Small or smaller Animal.  Trickster beasts are tiny woodland creatures who have somehow been transformed due to exposure to Fey magic.  At least that's the leading theory.  After all shapechanging and minor illusionry are part of the Fey wheelhouse. 

Size and Type: Size is unchanged, Type becomes Magical Beast.

Hit Dice: If the base creature has a partial Hit Die, it increased to one Hit Die.  All current and future Hit Dice become d10's.

Speed: Unchanged.

Armor Class: Trickster Beasts gain a +2 Luck Bonus to AC.

Attacks: Unchanged, but BAB becomes equal to Hit Dice.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Spell-Like Abilities (Sp): At will: Dancing Lights, Ghost Sound.  3/Day: Silent Image.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Alternate Form (Su): Trickster Beasts can appear as any Humanoid of the same Size.  They can combine to appear as larger Humanoids up to Medium Size.  2 Small, 4 Tiny, 8 Diminutive or 16 Fine creatures can combine to form one Medium creature.  The creature with the highest Wis is in control (randomly determine who is in control if there is a tie), and all physical ability scores of the merged body gain a +2 Bonus.  The merged body has Hit Dice/Hit Points equal to the total of merged creatures (so BAB and Saves will need to be recalculated).  If the merged creature is reduced to 50% or less of it's total hit points, it separates into it's component critters (each of them at half hit points). 

Darkvision 60 ft.

Saves: Trickster Beasts gain a +2 Luck Bonus to all Saving Throws.

Abilities:
+2 Dex, +12 Int, +2 Wis, +4, +8 Cha.

Skills: The Base Creature gains the following as Class skills if it doesn't already have them: Bluff, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Move Silently, and Sense Motive.  It also gains a +2 Bonus to all these skills.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Standard.

Alignment: Usually Chaotic Neutral.

Advancement: Unchanged.

Level Adjustment: +5
« Last Edit: December 12, 2015, 02:49:02 AM by bhu »

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Re: Monster Revisions
« Reply #78 on: November 14, 2015, 08:37:51 PM »
Cloud Dragon (Greyhawk)

Type: Dragon (Air)
Environment: Warm or Temperate Mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple Standard
Alignment: Always Neutral
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +3; others —

Cloud Dragons are mysterious and reclusive, rarely bothering to communicate (and even then just the bare minimums).  All that is known about them is their disdain for creatures without natural flight.  At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the mature adult stage and above, the red-orange color deepens to red gold and almost entirely replaces the silver.


                                                
Age
Size
Hit Dice
STR
DEX
CON
INT
WIS
CHA
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence
1M6d12+6 (39 hp)171013141110+6/+9+8+6+5+52d6(14)-
2L9d12+18 (76 hp)211015161110+9/+18+13+8+6+63d6(16)-
3L12d12+24 (102 hp)251015161312+12/+23+18+10+8+94d6(18)-
4L15d12+45 (142 hp)291017181514+15/+23+23+12+9+115d6(20)-
5H18d12+72 (189 hp)311019181514+18/+36+26+15+11+136d6(23)DC 21
6H21d12+105 (241 hp)331021201716+21/+40+30+17+12+157d6(25)DC 23
7H24d12+120 (276 hp)351021201716+24/+44+34+19+14+178d6(27)DC 25
8G27d12+162 (337 hp)391023241918+27/+50+37+21+15+199d6(29)DC 27
9G30d12+180 (375 hp)411023261918+30/+53+41+23+17+2110d6(31)DC 29
10G33d12+231 (445 hp)431025282120+33/+57+45+25+18+2311d6(33)DC 31
11C36d12+288 (522 hp)451027302120+36/+69+45+28+20+2512d6(35)DC 33
12C39d12+312 (565 hp)471027322322+19/+73+49+29+21+2713d6(37)DC 35

                  
Age
Speed
Init
AC
Special Abilities
SR
130 ft., Fly 150 ft. (Average)+013 (+3 Natural), touch 10, flat-footed 13Gaseous Form, Immune to Cold-
230 ft., Fly 150 ft. (Average)+014 (-1 Size, +5 Natural), touch 9, flat-footed 14-
330 ft., Fly 150 ft. (Average)+018 (-1 Size, +9 Natural), touch 9, flat-footed 18-
430 ft., Fly 200 ft. (Poor)+021 (-1 Size, +12 Natural), touch 9, flat-footed 21Stinking Cloud-
530 ft., Fly 200 ft. (Poor)+022 (-2 Size, +14 Natural), touch 8, flat-footed 22DR 5/Magic22
630 ft., Fly 200 ft. (Poor)+026 (-2 Size, +18 Natural), touch 8, flat-footed 26 Solid Fog 25
730 ft., Fly 200 ft. (Poor)+029 (-2 Size, +21 Natural), touch 8, flat-footed 29DR 10/Magic26
830 ft., Fly 200 ft. (Poor)+030 (-4 Size, +24 Natural), touch 6, flat-footed 30Call Lightning29
930 ft., Fly 200 ft. (Poor)+033 (-4 Size, +27 Natural), touch 6, flat-footed 33DR 15/Magic31
1030 ft., Fly 200 ft. (Poor)+036 (-4 Size, +30 Natural), touch 6, flat-footed 36Control Weather34
1130 ft., Fly 250 ft. (Clumsy)+035 (-8 Size, +33 Natural), touch 2, flat-footed 35DR 20/Magic36
1230 ft., Fly 250 ft. (Clumsy)+038 (-8 Size, +36 Natural), touch 2, flat-footed 38Control Winds39


Combat: Unless it's opponents are truly persistent, Cloud Dragons simply fly away beyond reach.  If unfortunate PC's should then pursue, they are then considered fair game to be knocked out of the sky via the dragons breath or spell-like abilities.  Some CLoud Dragons use Gaseous form to hide among clouds to get the drop on pursuers.

Breath Weapon (Su): Cloud Dragons only have one Breath Weapon, a Line of freezing wind that does cold damage.  Creatures caught in it's Area of Effect must also make a Fortitude Save (same DC) or suffer as if they were caught in a Gust of Wind spell.

Spell-Like Abilities (Sp): At Will: Gaseous Form, 3/Day: Stinking Cloud (juvenile or older), 1/Day: Call Lightning (adult or older), Solid Fog (old or older), Control Winds (ancient or older), Control Weather (Great Wyrm).

Spellcasting: Young 1st, Juvenile 3rd, Young Adult 5th, Adult 7th, Mature Adult 9th, Old 11th, Very Old 13th, Ancient 15th, Wyrm 17th, Great Wyrm 19th.

Skills: Jump, Move Silently, Survival are Class Skills for Cloud Dragons.



DRAGON SHAMAN SUBSTITUTIONS

Acceptable Alignment: LN, N, CN

Class Skills: You have the following additional Class Skills: Jump, Move Silently, Survival

Draconic Adaptation (Sp): At 3rd Level you gain Fog Sight, and can see through fogs or mists that otherwise offer Concealment (for example Obscuring Mist, Stinking Cloud, Solid Fog, etc.).

Breath Weapon (Su): Your Breath Weapon is a Line of Cold.

Energy Immunity (Ex): At 9th Level you become immune to Cold damage.


HALF-DRAGON SUBSTITUTIONS

Breath Weapon (Su): Your Breath Weapon is a 60 ft. Line of Cold.

Immunities (Ex): You are immune to Cold damage.
« Last Edit: February 21, 2021, 12:49:30 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #79 on: November 14, 2015, 08:38:02 PM »
Electrum Dragon

Type: Dragon (Earth)
Environment: Any Mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always Neutral Good
Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
Level Adjustment:  Wyrmling +2; very young +3; young +4; juvenile +4; others —

Electrum Dragons are peaceful philosophers, but are just as deadly as any Dragon when angered.  They are often a pale metallic yellow, or yellow-white.  Implying that they are the love-child of a Gold and Silver Dragon is usually the easiest way to irk them.

                                                
Age
Size
Hit Dice
STR
DEX
CON
INT
WIS
CHA
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence
1S3d12+3 (22 hp)111013141510+3/-1+4+4+3+5DC 12-
2M6d12+6 (45 hp)131013141710+6/+7+7+6+5+8DC 14-
3M9d12+18 (76 hp)151015161712+9/+11+11+8+6+9DC 16-
4L12d12+24 (102 hp)171015181912+12/+19+14+10+8+12DC 18-
5L15d12+45 (142 hp)191017181914+15/+23+18+12+9+13DC 20DC 19
6H18d12+72 (189 hp)231019202114+18/+31+21+15+11+16DC 23DC 21
7H21d12+105 (241 hp)271021202116+21/+36+26+17+12+17DC 25DC 23
8H24d12+120 (276 hp)291021222516+24/+41+31+19+14+21DC 27DC 25
9H27d12+162 (337 hp)311023242718+27/+45+35+21+15+23DC 29DC 27
10G30d12+180 (375 hp)331023262918+30/+56+37+23+17+26DC 31DC 29
11G33d12+231 (445 hp)351025283120+33/+60+41+25+18+28DC 33DC 31
12G36d12+288 (522 hp)371027303320+36/+64+45+28+20+31DC 35DC 35

                  
Age
Speed
Init
AC
Special Abilities
SR
160 ft., Fly 100 ft. (Average)+014 (+1 Size, +3 Natural), touch 11, flat-footed 14Detect Magic, Read Magic, Identify, Magic Resistant-
260 ft., Fly 100 ft. (Average)+015 (+5 Natural), touch 10, flat-footed 15-
360 ft., Fly 150 ft. (Poor)+019 (+9 Natural), touch 10, flat-footed 19-
460 ft., Fly 150 ft. (Poor)]+021 (-1 Size, +12 Natural), touch 9, flat-footed 21Locate Object-
560 ft., Fly 150 ft. (Poor)+024 (-1 Size, +15 Natural), touch 9, flat-footed 24DR 5/Magic18
660 ft., Fly 150 ft. (Poor)+026 (-2 Size, +18 Natural), touch 8, flat-footed 26Dispel Magic24
760 ft., Fly 150 ft. (Poor)+029 (-2 Size, +21 Natural), touch 8, flat-footed 29DR 10/Magic26
860 ft., Fly 150 ft. (Poor)]+032 (-2 Size, +24 Natural), touch 8, flat-footed 32Telekinesis29
960 ft., Fly 150 ft. (Poor)+035 (-2 Size, +27 Natural), touch 8, flat-footed 35DR 15/Magic32
1060 ft., Fly 150 ft. (Poor)+036 (-4 Size, +30 Natural), touch 6, flat-footed 36Project Image34
1160 ft., Fly 200 ft. (Clumsy)+039 (-4 Size, +33 Natural), touch 6, flat-footed 39DR 20/Magic37
1260 ft., Fly 200 ft. (Clumsy)+042 (-4 Size, +36 Natural), touch 6, flat-footed 42Heal39


Combat: Electrum Dragons are far more welcoming than many of their brethren, always eager to trade for expensive works of art or magical items (which comprise their treasure hoard).  That being said, rude guests can easily find themselves confused and enfeebled via the Dragons breath before being dropped from the sky.

Breath Weapon (Su): An Electrum Dragon has one type of breath weapon, a cone of unique gas. Creatures within a cone of their gas must succeed on Reflex save or become Confused (as per the spell). Additionally, creatures caught in the cone take a penalty to Strength equal to 1d6 + the Dragon's Age Category (Reflex half). Both effects have a duration equal to the dragon's age category.

Magic Resistant: Electrum Dragons gain a +1 Racial Bonus on Saves against Spells and Spell-Like Abilities.

Spell-Like Abilities (Sp): At Will: Detect Magic, Identify, Read Magic, 3/Day: Locate Object (juvenile or older), 1/Day: Dispel Magic (adult or older), Telekinesis (old or older), Project Image (ancient or older), Heal (Great Wyrm).

Spellcasting: Young 1st, Juvenile 3rd, Young Adult 5th, Adult 7th, Mature Adult 9th, Old 11th, Very Old 13th, Ancient 15th, Wyrm 17th, Great Wyrm 19th.

Skills: Appraise, Jump, Spellcraft


DRAGON SHAMAN SUBSTITUTIONS

Acceptable Alignment: N, NG, CG

Class Skills: You have the following additional Class Skills: Appraise, Jump, Spellcraft.

Draconic Adaptation (Sp): At 3rd Level you may cast Detect Magic and Identify at will as Spell-Like Abilities.

Breath Weapon (Su): Your breath weapon is a Cone of gas.  Instead of damage, opponents who fail their Saving throw are Confused and take temporary Str damage equal to your Hit Dice for a number of rounds equal to half your Dragon Shaman Level (multiple hits extend duration only).

Immunities (Ex): At 9th Level you become immune to Confusion and temporary Str damage.


HALF-DRAGON SUBSTITUTIONS

Breath Weapon (Su): Your breath weapon is a Cone of gas.  Instead of damage, opponents who fail their Saving throw are Confused and take temporary Str damage equal to your Hit Dice for 6 rounds (multiple hits extend duration only).

Immunities (Ex): You are immune to Confusion and temporary Str damage.
« Last Edit: February 21, 2021, 12:49:11 AM by bhu »