Author Topic: Jesters Realm Critters  (Read 65447 times)

Offline bhu

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Re: Jesters Realm Critters
« Reply #120 on: November 11, 2011, 10:49:13 PM »
Hummingator Swarm
                      Fine Aberration
Hit Dice:             10d8 (45 hp)
Initiative:           +6
Speed:                5 ft. (1 squares), Fly 25 ft. (Perfect)
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +7/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Grip
Special Qualities:    Dark Vision 60 ft., Immune to Weapon Damage, swarm traits
Saves:                Fort +3, Ref +5, Will +9
Abilities:            Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 1
Skills:               Hide +18, Listen +7, Spot +7, Survival +5
Feats:                Flyby Attack, Hover, Improved Initiative, Mobility
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:   6   
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

'Whats that noi...AAAAAAHHHH!"

Dorf the Wildly Incompetent needed some guardians, but he had such a bad rep no one wanted to work for him.  So he made some, by using the spells originally used to create Owlbears, to make the first Hummingators.  He judged them a failure due to their size.  They ate him in his sleep.  Subsequently they've infested the marshes.

Distraction (Ex): Any living creature vulnerable to a swarms damage that begins it's turn with a swarm in it's square is Nauseated for 1 round unless it makes a DC 15 Fortitude Save.  Spellcasting or concentrating on spells within the area of a swarm requires a Concentration Check (DC is 20 for skills, 20 + Spell Level for spellcasting).
 
Grip (Ex): Leaving the area of a Hummingator swarm requires a DC 15 Strength Check (Save DC is Constitution based).

Combat: Hummingator swarms tend to fly in, grab hold, and munch away crazily.  They aren't tactical.




Hummingator Swarm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be taking a look at the handiwork of Florida's resident fool."

Unexpectedly devastating

"You have a professional relationship Harlan?"

"I knew him from school.  His lack of patience did him no good."

"That's a given, considering what his pets have left of him."


Heightened Metabolism Equals Always Hungry

"He probably should have guessed that a Hummingbird's metabolism combined with the Alligator's carnivorous tendencies we're a bad combo."

"Thank Jebus for this Cube of Force.  They stripped my horse clean in moments."


Hummingator
                       Medium Aberration
Hit Dice:             4d8+8 (26 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 60 ft. (Good)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +3/+6
Attack:               Bite +7 melee (1d6+6)
Full Attack:          Bite +7 melee (1d6+6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +3, Ref +3, Will +6
Abilities:            Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Skills:               Hide +5, Listen +4, Spot +4
Feats:                Fly-by Attack, Hover
Environment:          Warm Marsh
Organization:         Solitary or Flock (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Swamp assignments always suck.  Always.  Oh look, it's a flying reptile.  How unlikely."

Simon the Moderately incompetent inherited his Uncle Dorf's notes, and realized his relative had forgotten to carry the 2 in his math.  He made more respectable sized Hummingators, which promptly devoured him in his sleep.  The current holders of the notes used them to start a cooking fire, so perhaps the world need not worry about relatives making Humingdragons.

Improved Grab (Ex): If a Hummingator successfully attacks with it's Bite, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage with a successful Grapple Check. 

Combat: Hummingators tend to nest in trees hiding till likely prey comes by, at which point they make a few fly-by's to soften it up before grabbing and mauling it.




Hummingator
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are back in Florida covering the aftermath of another local fool."

Bzzzzzzzzzzzzzzzzzzzzzzzzz

"Apparently Dorf has a slightly more patient cousin.  Just patient enough to make new mistakes instead of repeating old ones.."

"What's the new mistake?"

"He went to sleep.  Oh, and he didn't have a Cube of Force."


Keep It In The Family

"That's one of the better investments the show has made.  So are these any less rabid or hateful than their smaller kin?"

"AHAHAHAHAHAHAHAHA! No."
« Last Edit: June 06, 2022, 08:37:47 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #121 on: November 11, 2011, 10:49:32 PM »
http://fc05.deviantart.net/fs9/i/2006/069/0/c/zebrocerous_by_imamon.jpg

Zebrocerous
                      Huge Magical Beast
Hit Dice:             13d10+104 (175 hp)
Initiative:           +4
Speed:                60 ft. (12 squares)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +13/+33
Attack:               Gore +23 melee (2d8+18)
Full Attack:          Gore +23 melee (2d8+18)
Space/Reach:          15 ft./10 ft.
Special Attacks:      RAAAAAHHH!
Special Qualities:    Dark Vision 60 ft., Unusually Good at Hiding
Saves:                Fort +16, Ref +8, Will +6
Abilities:            Str 34, Dex 10, Con 26, Int 4, Wis 14, Cha 14
Skills:               Hide +6, Listen +10, Spot +10
Feats:                Alertness, Endurance, Improved Initiative, Run, Skill Focus: Hide
Environment:         Warm Plains
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Chaotic Neutral
Advancement:          14-26 HD (Huge)
Level Adjustment:     ---


"Bert?"

"Yeah Abner?"

"I quit.  Screw this."

"Just exhale slowly Abner."

Unlike many magical follow ups to abominations like the Owlbear, the Zebrocerous actually worked.  It's tough, it's quick, and it's mean.  It was also manageable enough to keep as a guard beast.  They're quite popular with warm weather dwelling Warlords, madmen, and freaks of all kinds.

RAAAAAHHH! (Su): When making a Charge Attack the Zebrocerous does 4d8+24.  All attacks made against it that round have a 50% miss chance due to it's outline breaking up.

Unusually Good at Hiding (Su): Even at rest Zebrocerous are hard to hit from range.  They have a +2 Deflection Bonus to AC against ranged attacks, and get a +2 Racial Bonus on Saving Throws if the ranged attack is magical.  They also get a +10 Racial Bonus to Hide Checks.  Which is creepy because they aren't very quiet...

Combat: Zebrocerous tend to do the usual Rhino thing: charge, repeatedly gore, if maybe opponent falls down step on him a lot. 




Zebrocerous
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be interviewing Prak the Mad."

Big Stank!

"So what is this bush chewimg monstrosity Prak?"

"I call him Big Stank!"

"And what, pray tell, is Big Stank?"

"Well sir he's a bit of Wooly Rhinoceros, a bit of Zebra, and a dash of Displacer Beast just for giggles."

"And what purpose was he made for?"


Popular Proof of Concept

"Well, initially he was just a 'look this can actually be done' concept, but he's proven tremendously popular.  Probably due to the distortion effect when they charge."

"Any downsides so far?"

"He eats a lot.  Like, a lot.  And lordy be, when he defecates, the world takes notice."

"I'm sure there's someone who can find a use for that as fuel or fertilizer."
« Last Edit: June 06, 2022, 08:44:27 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #122 on: November 11, 2011, 10:50:04 PM »
http://fc03.deviantart.net/fs13/f/2007/042/5/5/crocerocerous_by_imamon.jpg

Crocerocerous
                      Huge Magical Beast
Hit Dice:             13d8+117 (188 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple:  +13/+33
Attack:               Bite +23 melee (2d8+18)
Full Attack:          Bite +23 melee (2d8+18)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Shred
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +16, Ref +8, Will +5
Abilities:            Str 34, Dex 10, Con 26, Int 3, Wis 12, Cha 12
Skills:               Listen +11, Spot +11
Feats:                Alertness, Cleave, Endurance, Improved Toughness, Power Attack
Environment:          Warm Plains or Marsh
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          14-26 HD (Huge)
Level Adjustment:     ---


"Bert...didn't we just do this?"

After his success with the Zebrocerous, a certain nameless mage wanted something a little more traveling.  Something not limited to the Plains.  Mostly because he was fleeing the local grasslands for a swamp because it was a hell of a lot more defensible.  You can only be surprised by adventurers so many times before you think "Maybe my current location isn't ideal". 

Improved Grab (Ex): If the Crocerocerous successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful, it may do bite damage.  If it Pins the opponent it can use it's Shred ability.

Shred (Ex): Each round that it successfully maintains a pin, the Croconocerous deals 4d8+36 damage to its victim

Combat: The Crocerocerous usually charges, goes for the bite, and begins ripping it's opponent a new one.





Crocerocerous
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be interviewing Prak the Mad again, this time after his exile from the North."

An Appetite With Legs

"Sweet Jebus, you've been experimenting with Rhinos again..."

"I must protest Harlan, I wasn't exiled, I merely made a tactical retreat."

"So is this Big Stank's brother?"

"Tell me his name isn't Big Stank 2..."


If Only It Could Swim

"Have I become predictable?"

"Only a little.  I see you went for a crocodile mix this time.  Presumably to take advantage of the boggy nature of you're new home?"

"That was the thought, but unfortunately Big Stank 2 can't swim so well.  Thankfully, he's big enough to simply walk across the bog."

"Could you maybe convince him to stop chewing on the forcewall surrounding us?"

"Ah, I cannot, no..."
« Last Edit: June 06, 2022, 09:17:43 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #123 on: November 11, 2011, 10:50:21 PM »
http://imamon.deviantart.com/art/llamabird-45974096?q=gallery%3Aimamon%2F21380653&qo=62

Llamabird
                      Large Magical Beast
Hit Dice:             6d10+12 (44 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +6/+14
Attack:               Bite +9 melee (1d8+4/19-20)
Full Attack:          1 Bite +9 melee (1d8+4/19-20) and 2 Hooves +4 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      PTOOEY!
Special Qualities:    Low Light Vision
Saves:                Fort +7, Ref +8, Will +4
Abilities:            Str 18, Dex 16, Con 14, Int 2, Wis 14, Cha 10
Skills:              Listen +6, Spot +7
Feats:                Cold Endurance, Endurance, Run, Improved Critical (Beak)(B)
Environment:          Cold or Temperate Mountains
Organization:         Solitary, Pair, or Herd (10-100)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Bert...I do not like how that thing is looking at us..."

In one of the most bizarre incidents of magical hybridization on record, the great wizard Sandaman decided that he needed some magical guardians, but all he had to work with were the massive Llama herds surrounding his mountains, and the occasional flock of birds.  So he said to hell with it and went for broke.  And thus  the Llamabirds were born.  He still had huge herds for feeding staff, and fur to make money while he was involved with higher pursuits.  It worked too.  Would be opponents are genuinely reticent to wade through the Llamabirds.

PTOOEY! (ex): A Llamabird has can blind an opponent with it's spittle for 1d4 rounds if they fail a DC 15 Reflex Save (Save DC is Constitution Based).  This has a range of 30', is a Standard Action, and can be done a number of times per day equal to their Constitution Modifier.

Combat: Llamabirds will tend to watch potential enemies closely while making no move against them, and then hock a loogie into their eyes to blind them before charging.  Birds are mean, deceptive critters.




Llamabird
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be touring Sandaman Ranches, located on the Great Dividing Mountains."

BAs Close As You Can Get To Being Actively Malevolent Without Being Evil

"And, shockingly, it hasn't been overrun by the Spider Clan."

"We credit the Llamabirds for that.  No one likes taking a hot loogy in the eye, 'specially if you got eight or more of 'em."

"So the experiment has been a success then?"

"What bird did he use in the mix?  Jebus that's vicious looking."


Duck If They Clear Their Throat

"They're amazingly popular as farm animals, and as badges of high weirdness.  All the craziest of mages are getting some."

"What colors do they come in?"

"Harlan, I am not taking care of these..."
« Last Edit: June 06, 2022, 09:18:45 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #124 on: November 11, 2011, 10:56:23 PM »
Little Veekie's Big Beehouse of Horror

"Hi.  My name is Veekie.  Many of you at the auction are meeting me for the first time.  This is because it has taken long for my plans to come to fruition."

"When I was but a small child I had a beehive.  It wasn't anything fancy.  It was a small hive, but it was mine.  I loved tending the lil' bees (sniff).  But that came to an end one day when the local hilljacks knocked the hive over, and the Queen died from exposure.  Without the Queen the rest of the hive slowly perished, and I had to watch them go one by one.  Revenge was easy.  After all my opponents were quite stupid.  But then I figured, what's the point?  The environment that created them will simply create more fools like them."

"So I've devoted my life to allowing beekind to protect themselves and their caretakers.  And this is why you are here today.  To bid on the results of my efforts.  If you are worthy.  The unworthy SHALL BE FED TO THE BEES!  YOU HEAR THAT PRINCESS FUZZY!?  DADDY'S FINALLY GETTING REVENGE FOR YOU!! AHAHAHAHAHAHAHAHA!"

"Refreshments are to your left.  Now first up we have Blackie, a lovely sentient Bumblebee assassin..."


https://www.newscientist.com/article/dn19709-zoologger-the-solar-powered-electric-hornet/

Sun Bee
                      Small Vermin
Hit Dice:             1d8+1 (5 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Fly 60 ft. (Good)
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Sting +4 melee (1d4-1 plus poison)
Full Attack:          Sting +4 melee (1d4-1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision 60 ft., Vermin traits, Solar Endurance
Saves:                Fort +3, Ref +3, Will +1
Abilities:            Str 8, Dex 16, Con 12, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1 (+5 for Orientation)
Feats:                Weapon Finesse (B)
Environment:          Warm Plains
Organization:         Solitary, Patrol (2-5), Hive (11-20)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Sun Bees have a band on their abdomen that absorbs the suns rays and converts it to energy.  Sluggish at night, they are terrors during the day."

Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial and Secondary damage is 1d6 Dexterity.

Solar Endurance (Ex): At high noon or in open well lit areas such as the desert or a Daylight spell the Sun Bee gets a +4 on all rolls.  During regular light it gets +2 on all rolls, at twilight it's at normal as it's reserves wear off, and at night it lowers to a -2 on all rolls.

Skills: Sun Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Tactically, Sun Bees are pretty much like any other bee.  Stinging is the norm.



Sun Bees

"So what are the specialty bees?."

"Please tell us you haven't hired Prak..."

"Those are Bees created by insane mages that we gives a forever home to."

"What are those over there?"

"We calls 'em Sun Bees.  Madman what hates people made 'em."

"Does the name imply that hey are tied ot the Sun, or are they just diurnal?"

Solar Powered Balls of Hate

"Theys turns sunlight inta energy.  Ah don't recommend goin' near them by day.  Right fussy critters."

"Was that a purposeful mutation?"

"Yup.  He wanted to wipe out us farmers.  Ironic ain't it."

"But...why?."

"One of the local idiots knocked over his beehive to which he was...emoshunally attached as it were..."

"So someone created a new species to get revenge over one hive?."


Darn Touchy Them Wizards

"Yup."

"I've seen worse Jim."

"I'm betting you've done worse Harlan..."



http://www.youtube.com/watch?v=Sp8tLPDMUyg

Pattern Bee Swarm
                      Diminutive Magical Beast (Swarm)
Hit Dice:             6d10 (33 hp)
Initiative:           +5
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Pattern
Special Qualities:    Dark Vision 60 ft.,  swarm traits, Immune to weapon damage
Saves:                Fort +5, Ref +10, Will +3
Abilities:            Str 1, Dex 20, Con 11, Int 3, Wis 12, Cha 14
Skills:              Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats:               Ability Focus (Distraction, Pattern), Alertness
Environment:         Temperate Forests
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Pattern Bees hang off their nests side by side in a carpet of bees.  To dissuade attacks by predators they twitch their wings and abdomens in unison, effectively hypnotizing or mentally disabling their foes."

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution based.

Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice).  Save DC is Charisma based.

Skills: Pattern Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Pattern Bees prefer to use their patterns to confuse and dissuade foes.  If this doesn't work they resort to swarming.



Pattern Bee Swarm

"What is that odd swarm over there on the tree, slowly making odd patterns?"

"And why does that dog look hypnotized?"

"Them's Pattern Bees.  Them patterns they make can affect minds."

"Same creator?."

"Yup.  He has a whole slew of new species."

"So how bad are the effects?"

ALL HAIL THE HYPNOBEES!

"They mostly hypnatize or scare people.  Mostly."

"Mostly?"

"There's been...incidents here and there."

"Mutations most likely."

"We're hopin' not."

"There's a lot of those here..."


Protecting the Hives

"They keep bears and badgers and such away from the hives."

"All the hives? Fascinating."

"Rare to see interspecies cooperation like that."


http://notexactlyrocketscience.wordpress.com/2007/09/17/mobs-of-honeybees-suffocate-hornets-to-death/

Sauna Bees
                      Tiny Magical Beast (Swarm)
Hit Dice:             6d10 (33 hp)
Initiative:           +7
Speed:                10 ft. (2 squares), Fly 40' Good)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6 plus 2d6 fire)
Full Attack:          Swarm (2d6 plus 2d6 fire)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Burninate
Special Qualities:    Dark Vision 60 ft., swarm traits, Half damage from Slashing and Piercing weapons
Saves:                Fort +5, Ref +8, Will +3
Abilities:            Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2
Skills:               Listen +8, Spot +11, Survival +1 (+5 for Orientation)
Feats:               Ability Focus (Distraction), Alertness, Improved Initiative
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Sauna Bees are called this because of their ability to literally heat foes up.  They latch onto their victims and begin vibrating, causing intense heat through friction, and burning their grappled foes to death."

Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution based.

Burninate (Ex): The Sauna Bees Swarm attack does an additional 2d6 Fire damage.

Skills: Sauna Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.

Combat: Much like any swarm the Sauna Bees latch on and begin biting away.




Sauna Bees

"You've got hornets attacking that nest over there."

"How did they get on property?"

"They feeds on tha bees.  No worries.  That hive is special."

"Special how?"

"Theys huggin' bees."

"I don't think the hornets are looking for cuddles?"

Burn the Intruders!

"Theys not, but theys gettin' them just the same."

"Is that the bees main defense? Grappling?"

"Yup.  They start shakin' after they hug.  Heats up the hugged hornets.  They burn to death."

"What the hell..."

"Ah did mention they was made by a crazy wizard?"

"True enough."


Not As Friendly As They Seem

"They tend to take care of hornet invasions for us.  We just gotta be careful around 'em."

"I'd say so.  That's a terrifying way to die."

"I cant wait to see the others..."
« Last Edit: January 28, 2023, 08:38:48 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #125 on: November 11, 2011, 10:56:49 PM »
Neo-Animal

This is an Inherited Template that can be applied to any Animal (or possibly any Vermin of you allow Awakened Vermin in your campaign)..  Some Awakened Animals breed true somehow, and eventually generate a race of intelligent critters.  These are often referred to as Neo-Animals, and they are infamous for being political activists for animal welfare and the defense of nature.  Their innate huggableness (well usually) often makes them both famous and seemingly approachable, which can make them political powerhouses.  It's caused some governments to ban the Awaken spell as it raises too many moral questions for them to feel comfortable.

Size and Type: Type changes to Magical Beast

Hit Dice: Hit Dice become d10's. If the creature has less than 1 Hit Die, it now increases to one full Hit Die.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Base Attack Bonus becomes equal to Hit Dice.

Damage: Unchanged

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Skill Limitations (Ex): Because animals have no hands they cannot make Skill Checks in the following skills:

Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope.

Primates with clumsy hands take a -4 Racial Penalty on these Skills instead.  Certain other animals may be able to use these skills in some instances at the DM's discretion.

Most will not be able to take ranks in Handle Animal or Ride as well. Most Aquatic animals will not be able to get ranks in Balance or Climb. Most Str or Dex based skills may be limited because of body type.

Natural Mage (Ex): Since Neo-Animals can speak they can cast spells with Verbal Components, and they can adjust spells to use Somatic Components usable by their non humanoid form. Material Components and Focuses may still give them a bit of a problem sometimes.

Dark Vision 60 ft.

Non-humanoid Form: Not having hands, the Neo-Animals cannot usually wield weapons (except primates), but they can wear armor if there is someone to assist them in and out of it (however the cost and weight will be determined according to the rules for armor for unusual creatures (see equipment section of PHB).  If this results in the creature having no weapon proficiencies, it gains Weapon Focus with it's Primary Natural Weapon as a Bonus Feat.

Saves: Unchanged (may need to be recalculated due to Stat changes).

Abilities: Roll 3d6 for stats like any other race.  As usual for any race, to figure out Stat Bonus/Penalty for each Attribute, take the Attribute and subtract 10 (if even) or 11 (if odd) to get the Bonus/Penalty. Int is always a +0.

Skills: Recalculate Skills due to new Stats.  It chooses skills if it were formerly Mindless.  Class Skills are any listed in it's statblock as being given a Racial Bonus, Listen, Spot and Survival.

Feats: Unchanged.  It chooses Feats if it were formerly Mindless.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0. If original CR is less than 1, it becomes 1.

Treasure: Unchanged initially, but eventually becomes standard if the creature decides to accumulate wealth.

Alignment: Unchanged initially, but will tend to drift towards Chaos for solitary animals, or Lawful for pack or herd animals.

Advancement: By Character Class, Favored Class can be any at the DM's option.

Level Adjustment: There will be a level adjustment due to the Animal/Vermin's racial stats abilities which will be worked out below.  Note that I used Savage Species as a Guide to work these out years ago, and they probably badly need an updating.

Monster Manual
Deinonychus: +6
Elasmosaurus: +5
Megaraptor: +7
Triceratops: +8
Tyrranosaurus: +8
Dire Ape: +8
Dire Badger: +6
Dire Bat: +6
Dire Bear: +7
Dire Boar: +4
Dire Lion: +8
Dire Rat: +5
Dire Shark: +8
Dire Tiger: +6
Dire Weasel: +6
Dire Wolf: +5
Dire Wolverine: +6
Ape: +6
Baboon: +3
Badger: +5
Bat: +2
Bear (Black): +5
Bear (Brown): +6
Bear (Polar): +6
Bison: +4
Boar: +4
Camel: +4
Cat: +3
Cheetah: +4
Crocodile: +4
Crocodile, Giant: +4
Dog: +4
Dog, Riding: +4
Donkey: +3
Eagle: +2
Elephant: +7
Hawk: +2
Horse, Heavy: +5
Horse, Light: +5
Warhorse, Heavy: +5
Warhorse, Light: +5
Hyena: +3
Leopard: +6
Lion: +6
Lizard: +0
Lizard, Monitor: +2
Manta Ray: +2
Monkey: +0
Mule: +4
Octopus: +3
Octopus, Giant: +8
Owl: +2
Pony: +4
Pony, War: +4
Porpoise: +4
Rat: +2
Raven: +0
Rhinoceros: +3
Shark, Medium: +5
Shark, Large: +5
Shark, Huge: +6
Constrictor Snake: +8
Constrictor Snake, Giant: +9
Viper, Tiny: +4
Viper, Small: +4
Viper, Medium: +6
Viper, Large: +6
Viper, Huge: +8
Squid: +3
Squid, Giant: +11
Tiger: +6
Toad: +0
Weasel: +3
Whale, Baleen: +7
Whale, Cachalot: +7
Whale, Orca: +5
Wolf: +3
Wolverine: +7
Giant Ant, Soldier: +6
Giant Ant, Worker: +4
Giant Ant, Queen: +4
Giant Bee: +5
Giant Bombardier Beetle: +3
Giant Fire Beetle: +0
Giant Stag Beetle: +6
Giant Praying Mantis: +5
Giant Wasp: +6
Centipede: Tiny: +1
Small: +2
Medium: +4
Large: +4
Huge: +6
Gargantuan: +7
Colossal: +8
Scorpion: Tiny: +6
Small: +6
Medium: +8
Large: +9
Huge: +10
Gargantuan: +12
Colossal: +14
Spider: Tiny: +5
Small: +6
Medium: +8
Large: +9
Huge: +11
Gargantuan: +13
Colossal: +16

Monster Manual 2
Desmodu Guard Bat: +6
Desmodu Hunting Bat: +6
Desmodu War Bat: +7
Crytpoclidus: +8
Allosaurus: +12
Ankylosaurus: +10
Quetzalcoatlus: +8
Seismosaurus: +13
Spinosaurus: +14
Dire Horse: +5
Dire Elk: +7
Dire Elephant: +9
Dire Toad: +8
Dire Hawk: +5
Dire Snake: +12
Forest Sloth: +10
Grizzly Mastodon: +8
Leechwalker: +5
Legendary Eagle: +5
Legendary Ape: +6
Legendary Wolf: +6
Legendary Snake: +12
Legendary Horse: +4
Legendary Bear: +7
Legendary Tiger: +7
Legendary Shark: +9
Megalodon: +10
Megapede: +13


Monster Manual 3
Battletitan: +13
Bloodstriker: +7
Chelicera: +9
Fleshraker: +7
Mastodon: +9
Sea Tiger: +7
Swindlespitter: +7




Monster Manual 5
Siege Beetle: +23



Fiend Folio
Bonespear: +11
Century Worm: +18
Dire Rhinoceros: +10
Fhorge: +7
Indricothere: +10
Megatherium: +12
Terror Bird: +5



Frostburn
Dire Polar bear: +9
Glyptodon: +8
Megaloceros: +5
Smilodon: +6
Wooly Mammoth: +10
Zeuglodon: +9
Snow Spider (Small): +4
(Medium): +5
(Large): +5
Caribou: +3
Arctic Fox: +2
Sea Otter: +2
Penguin: +0
Seal: +2
Walrus: +3


Stormwrack
Crab: Small: +4
Medium: +6
Large: +8
Huge: +10
Gargantuan: +13
Colossal: +17
Archelon: +7
Ichthyosaur: +5
Mosasaur: +9
Plesiosaur: +9
Dire Barracuda: +5
Dire Eel: +5
Giant Leech: +3
Albatross: +2
Barracuda: +3
Eel: +3
Otter: +0
Sea Lion: +4
Seal: +3
Snapping Turtle: +2
Stingray: +1


Sandstorm
Protoceratops: +3
Diprotodon: +7
Dire Hippopotamus: +8
Dire Jackal: +4
Dire Puma: +7
Dire Tortoise: +8
Dire Vulture: +5
Giant Banded Lizard: +7
Camel: Dromedary: +4
Two Humped: +4
War: +4
Hippopotamus: +4
Horned Lizard: +0
Serval: +4
Vulture: +4
Brine Swimmer: +4
Giant Ant Lion: +8
Worker Termite: +2
Soldier Termite: +6
Queen Termite: +2


Oriental Adventures
Giant Toad: +4
Poisonous Toad: +6


Arms and Equipment Guide
Climbdog: +4
Thudhunter: +6
Axebeak: +4
Giant Dragonfly: +4
Giant Firefly: +3


Serpent Kingdoms
Ceratosaurus: +7
Pteranodon: +4
Stegosaurus: +12
Nifern: +5
Dung Snake: +6
Glacier Snake: +5
Reed Snake: +6
Sewerm: +8
Tree Python: +6
Whip Snake: +7


Miniatures Handbook
Cave Ankylosaurs: +8
Cave Triceratops: +8
Cave Tyrannosaurus: +8



Eberron Campaign Setting
Clawfoot: +5
Fastieth: +3
Glidewing: +4
Valenar Riding Horse: +3



NEO-ANIMAL
Any Beast that is huge or smaller can be a Neo-Animal.

Challenge. Recalculate the Challenge Rating after you apply the template.

Attributes. Raise Intelligence, Wisdom or Charisma to 8 if they are lower.  The base creature then gains a +1 to three ability scores, or a +2 to one ability score, and a +1 to another.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Languages. The base creature speaks Common, plus one other if it has an Int of 12 or more.




Neo-Animal
"We appear to be lost."

"You aren't lost, the local town is a few miles downstream thataway."

The Cause of Awkward Feelings
"Did that shark in the river just talk?"

"It did.."

"I'm no shark.  I'm Nibbles."

"How did you learn Common Nibbles?"

"I was born this way.  Most of the critters round these parts are."

"I think I've heard of this.  Sometimes Awakened Animals breed true and create a divergent species.  There must be a Druid Circle here."

"I dunno bout Druids, but the Raccoon Federation is in the direction yer walking.  I'd go back to town if I were you."

"Racoon Federation?"


Trouble Makers By Nature

"You haven't heard of the raccoons?  Big trouble there.  Robber barons.  Mhm."

"They rob Wizards?"

"Oh crap, you're Wizards?  ABORT! ABORT!"

"Well...whatever was all that?"
« Last Edit: November 23, 2023, 04:43:41 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #126 on: November 11, 2011, 10:58:49 PM »
Fish Bastards
                      Medium Monstrous Humanoid (Aquatic, Amphibious)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          28 (+10 Natural, +8 Armor), touch 10, flat-footed 28
Base Attack/Grapple:  +10/+19
Attack:               Claw +15 melee (1d6+5)
Full Attack:          2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d8+2) or by Longsword +15/+10 melee (2d6+5/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, +5d6 Sneak Attack, Improved Water Combat, Dabbler
Special Qualities:    Dark Vision 60', Immortality, Spell Resistance 20, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion
Saves:                Fort +10, Ref +7, Will +9
Abilities:            Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15
Skills:               Concentrate, Hide, Intimidate, Listen, Move Silently,  Search, Spot, Survival, Swim, Use Magic Device
Feats:                Combat Expertise, Deft Strike (Complete Scoundrel), Improved Feint, Telling Blow (PHB 2)
Environment:          Any Aquatic
Organization:         Solitary, Group (3-8), or City (potentially hundreds)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:    ---

"Fish Basterds.  Well there goes the neighborhood.  Git me mah fishin' pole son."


Fish Bastards are so called because nobody really knows their actual name as they refuse to communicate with other races whom they consider slaves, food, or breeding stock.  Fish Bastards have somehow perfected a magical curse that allows them to interbreed with virtually any species, after which the victims only produce Fish Bastards at any point they become pregnant (which quite frankly also influences their nickname, they really aren't nice guys).  They truly believe the easiest way to take over the world is to simply breed everyone else out of existence.  You can pretty much see how they got the name...

Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter.  Any opponents rolling a Natural 1 on their Willpower Save must

Sneak Attack (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Water Combat (Ex): Fish Bastards are used to fighting underwater, and when doing so get a +2 Circumstance Bonus to all Attack and Damage rolls and all Opposed Checks.  They also gain one additional die of Sneak Attack if their opponent has no Swim Speed.

Dabbler (Sp): Fish Bastards frequently dabble in magic whether or not they actually have levels in a casting class.  They may choose any three Level 1 spells from the Wizard list to cast 3/day, any 3 spells form the Level 2 Wizard list 2/day, and any one spell from the Level 3 list 1/day as Spell-Like abilities.

Immortality (Ex):  Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease.  They do not die unless purposefully killed.  Or unless big things fall on them.

Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Combat: Generally FB's tend to swarm boats to bring them down, so they can fight in the water, or they sneak into towns at night to kidnap women or kill and steal.  Raids are quick hits to get back in the water as they really prefer to fight in the water.

Offline bhu

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Re: Jesters Realm Critters
« Reply #127 on: November 11, 2011, 11:00:51 PM »
Crowolf
                      Medium Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Bite +5 melee (1d6+1)
Full Attack:          Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Eye Peck
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +6, Ref +5, Will +1
Abilities:            Str 12, Dex 16, Con 15, Int 3, Wis 12, Cha 8
Skills:               Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +6
Feats:                Alertness, Track (B), Weapon Finesse (B)
Environment:          Temperate Forest
Organization:         Solitary or Flock (8-16)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium) or by Character Class
Level Adjustment:     ---

"CAW!"

"Abner from now, I think I need to sit in on the contract negotiations."

Crowolves are the usual magically created guardians gotten loose in the wilds.  Again.  You'd think mages would learn from past mistakes like the Owlbear, but each one seems to believe they can succeed where others have failed.  Which is why we also have the Dire Crowolf...

Eye Peck (Ex): If the Crowolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a DC 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them.  This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point the target is Blind.

Skills: Crowolves get a +2 Racial Bonus on Survival Checks.

Combat: Crowolves aren't much different from other wolves, except that with an Int of 3 they sometimes gain a level or two in Rogue or Scout, making them quite a bit more dangerous.




Dire Crowolf
                      Large Magical Beast
Hit Dice:             6d10+18 (46 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +6/+17
Attack:               Bite +12 melee (1d8+10)
Full Attack:          Bite +12 melee (1d8+10)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Eye Peck
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +8, Ref +8, Will +4
Abilities:            Str 24, Dex 16, Con 16, Int 3, Wis 14, Cha 10
Skills:               Hide +5, Listen +4, Move Silently +5, Spot +4, Survival +7
Feats:               Alertness, Combat Reflexes, Run, Track (B)
Environment:        Temperate Forest
Organization:         Solitary or Flock (5-8)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         7-12 HD (Large) or by Character Chass
Level Adjustment:     ---

Eye Peck (Ex): If the Crowolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a DC 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them.  This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point the target is Blind.

Skills: Crowolves get a +2 Racial Bonus on Survival Checks.

Combat: The Dire Crowolf usually gains a level or so in a more martial class like Barbarian given it's size (assuming it's intelligent enough).







Crowolf
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be on hand as Prak the Mad unveils his newest competitorr for the Owlbear."

A Little Too Smart For Their Own Good

"So.  Feathery black wolves with beaks.  I'm guessing a mix of crows and wolves?"

"Right you are, young Jim.  They're also the smartest hybrid critters I've made."

"So they're easy to train?"

"I wouldn't say easy, but once trained they are quite versatile.  You have to be careful or they get into things though."


They Come In Biggie Sized Too

"I'm surprised you didn't make giant ones too."

"Er...yes...well, about that..."
« Last Edit: June 12, 2022, 06:27:00 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #128 on: November 11, 2011, 11:01:12 PM »
Dire Owlbear
                      Huge Magical Beast
Hit Dice:             15d10+105 (160 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          19 (-2 Size, +1 Dex, +10 Natural), touch 9, flat-footed 18
Base Attack/Grapple:  +15/+33
Attack:               Claw +23 melee (2d6+10)
Full Attack:          2 Claws +23 melee (2d6+10) and 1 Bite +21 melee (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 120 ft., Scent
Saves:                Fort +16, Ref +10, Will +6
Abilities:            Str 30, Dex 12, Con 25, Int 2, Wis 12, Cha 12
Skills:               Listen +12, Spot +12
Feats:                Alertness, Diehard, Endurance, Multiattack, Run, Track
Environment:          Temperate Forests
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-30 HD (Huge), 31-45 HD (Gargantuan)
Level Adjustment:     ---

"HOO!"

"My name is Abner."

As if Owlbears weren't bad enough a group of drunken mages decided one evening "Hey let's screw with the local Druids and make giant ones, and release a horde of them to wipe things out so we can move in and take over to mine the ruins for artifacts without interference".  Then they sobered up.  Unfortunately, the prototypes were not only successful, the mages were also arrogant enough to dismiss them as no more harmful than regular Owlbears, so they turned them loose anyway.  They had approximately 1400 children within 5 years, and they're meaner and more disagreeable than ever.

Improved Grab (Ex): If the Dire Owlbear successfully hits with it's Claw attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Combat: Die Owlbears attack on sight.  Tactics are pretty much *RAWR* grab, bash, bash, bash.  You get the idea.





Giant Owlbear
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be talking to Brob, a chief riival of Prak, and a successor to the Wizard Gargantua."

Holy  Crap This Was Unnecessary

"We understand iinstead of hybrids, you specialize in making giant versions of regular fauna?"

"And anything else that can't get away, yes.""

"So what's on today's menu?"

"And do I need the forcewall up before you unveil it?"."


Yeah, You'll Need The Forcewall

"Behold!  The Giant Owlbear!"

"SHREEEEE!"

"Who requested this?"

"You know...people..."

"You can teleport me out any time now Harlan."
« Last Edit: June 12, 2022, 06:38:31 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #129 on: November 11, 2011, 11:01:35 PM »
Bearmaid
                      Large Magical Beast (Aquatic)
Hit Dice:             4d10+12 (34 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple:  +4/+13
Attack:               Claw +8 melee (1d4+5)
Full Attack:          2 Claws +8 melee (1d4+5) and 1 Bite +3 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Scent, Amphibious
Saves:                Fort +7, Ref +5, Will +2
Abilities:            Str 20, Dex 13, Con 16, Int 2, Wis 12, Cha 10
Skills:               Hide +1, Listen +4, Spot +4, Swim +14
Feats:                Alertness, Endurance
Environment:          Cold or Temperate Aquatic
Organization:         Solitary or Pair
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-10 HD (Large), 11-20 HD (Gargantuan)
Level Adjustment:     ---

"Bert, I'm not happy bout this.  I was hopin' to go fishin' today."

Bearmaids were an attempt at creating aquatic bears.  The Gods alone know what for, as regular bears are pretty decent swimmers already.  Apparently their creator thought quite highly of bears, and assumed they would be the perfect godless killing machines if only they were amphibious.  Bearmaids do not quite fit that description, as they are not inhuman avatars of destruction.  They have, however, wreaked havoc sometimes on etiologies they were introduced too.  Bearmaids appear to be large black bears with blue-grey scaly hides and fins, and a long fishlike tail.

Improved Grab (Ex): If the Bearmaid successfully hits with it's Claw attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Skills: Bearmaids get a +8 Racial Bonus on Swim Checks, and can always Take 10 on a Swim Check.

Combat: Bearmaids tend to be primarily ambush predators waiting in the water, then opportunistic scavengers, and only occasionally hunters.  They are curious by nature, and it is possible to escape encounters with them without violence if they aren't hungry and you don't provoke them.





Bearmaid
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be on hand as Prak the Mad unveils his newest counter to the Giant Owlbears."

Perfect Godless Killing Machines

"I'm just gonna prep the forcewall now..."

"No need young Jim.  My newest creation is under my total control."

"Is that what I think it is?"

"Indeed!  This is the Bearmaid! Half Bear! Half Mermaid!  It is an all-purpose avatar of destruction!"


Prak...Buddy, We Need To Talk

"I'm not sure this makes any more sense than the Giant Owlbear."

"Don't be silly, they're much more cost effective."
« Last Edit: June 12, 2022, 06:46:41 PM by bhu »

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Re: Jesters Realm Critters
« Reply #130 on: November 11, 2011, 11:01:54 PM »
Hamstower
                      Diminutive Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +6
Speed:                10 ft. (2 squares), Climb 5 ft., Burrow 5 ft.
Armor Class:          16 (+4 Size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +1/+13
Attack:               Nibble +5 melee touch (Attach)
Full Attack:          Nibble +5 melee touch (Attach)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Nibble, OW!
Special Qualities:    Low Light Vision, Darkvision 60 ft.
Saves:                Fort +2, Ref +4, Will +2
Abilities:            Str 1, Dex 14, Con 11, Int 5, Wis 14, Cha 14
Skills:               Balance +10, Climb +10, Hide +18, Listen +4, Move Silently +6, Spot +4, Swim +10
Feats:                Improved Initiative
Environment:          Any
Organization:         Solitary, Pair, or Colony (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


"Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."

"FOOM!"

"AAAIIIGH!"

As a side effect of one of Prak's many legendary oddball experiments, a group of his pet hamsters became materially unstable.  Despite this, they have beaten the odds, escaped captivity, and managed to breed a small populace of potential unwelcome dangers.  In celebration  (he is called 'the Mad' after all), Prak gave them one of the most tortured puns around as a name.

Nibble (Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it.  The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks).  It can be struck with a weapon, or removed by pinning it in a Grapple.

OW! (Su): Hamstowers are notoriously unstable.  If they take enough damage to reduce them to negative hit points they explode doing 1d6 force damage in a 5 ft. square.

Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks.  They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks.  They may use their Dex instead of Str modifier for Climb and Swim Checks.  They can always choose to take 10 on Climb or Swim Checks. 

Combat: A few Hamstowers go straight for the grapple, while the rest of their colony flees.  They're darn loyal critters.





Hamstower
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be interviewing Prak the Mad, who has somehow made a new species of hamster."

That's The Worst Pun I've Ever Heard

"Good evening sir.  I understand these are called Hamstowers.  Can you explain why?"

"Because if you squish one, they explode.  It's sort of a portmanteau of 'hamster' and 'ow'."

"Wouldn't it make more sense if it were a portmanteau of 'hamster' and 'tower'?  But then I suppose they'd have to do something different.  Maybe form a furry pyramid and charge as a single unit."

"Holy crap, I need to make that."


Fiercely Loyal

"Can we see them?"

"Oh, no sir.  They'd swarm you to prevent damage to the rest of their family.  They're fabulously loyal.  They're so loyal, I'm inexplicably working on a cure."

"How goes that?"

"I'm becoming allergic to force damage."
« Last Edit: May 15, 2022, 05:54:52 PM by bhu »

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Re: Jesters Realm Critters
« Reply #131 on: November 11, 2011, 11:02:08 PM »
Lollipop Guardian
                      Colossal Construct
Hit Dice:             14d10+80 (157 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20
Base Attack/Grapple:  +10/+38
Attack:               Hammer +14 melee (6d6+24/18-20, x3)
Full Attack:          Hammer +14 melee (6d6+24/18-20, x3)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Hammer
Special Qualities:    Dark Vision 60', Construct traits, Blindsight 240', DR 10/Magic
Saves:                Fort +4, Ref +5, Will +5
Abilities:            Str 35, Dex 12, Con -, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Neutral
Advancement:         15-28 Hit Dice (Colossal)
Level Adjustment:     ---

"Abner...I have seen some damn fool things in my time...but I can't believe we signed on for this.."

This is pretty much exactly what it sounds like.   A malicious lollipop animated in a manner similar to Golems.  A lollipop the size of a T-Rex.  Maybe bigger.  A lollipop able to defy gravity by standing upwards on what would the stick you would hold it by, that can flip itself in mid air, crushing smaller man sized targets on the ground.  A fairly rare creature as the methods known to make it are known only to a small guild of candy obsessed mages who aren't speaking.

Hammer (Ex): The Guardians Hammer attack threatens a critical on an 18-20 and does x3 damage.

Combat: Hammer till foes be squished.  Their programming is not subtle.
« Last Edit: November 27, 2011, 02:44:44 AM by bhu »

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Re: Jesters Realm Critters
« Reply #132 on: November 11, 2011, 11:02:23 PM »
Lollipop, Possessed
                      Fine Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice:             10d8+30 (75 hp)
Initiative:           +4
Speed:                0 ft. (0 squares)
Armor Class:          23 (+8 Size, +5 Profane), touch 23, flat-footed 23
Base Attack/Grapple:  +10/-
Attack:               -
Full Attack:          -
Space/Reach:          0 ft./0 ft.
Special Attacks:      Eat Me, Poison Soul, Spellcasting
Special Qualities:    Blindsight 120', Immunities, Energy Resistance 10 (Acid and Cold), Telepathy 100', Damage Reduction 10/-, Spell Resistance 23, Blindsight 120'
Saves:                Fort +10, Ref +7, Will +14
Abilities:            Str -, Dex -, Con 16, Int 20, Wis 20, Cha 20
Skills:               Bluff +22, Concentration +19, Diplomacy +22, Gather Information +22, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +22, Spot +24
Feats:                Ability Focus (Poison Soul), Alertness, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Lawful Evil
Advancement:          11-20 HD (Fine)
Level Adjustment:     ---

"The sugar commands me to eat you..."

"Seriously?  This is what Devils have come to these days?"

In their efforts to seduce the mortal races into pacts the Devil's have hit upon a new idea: Possessed candy.  Instead of signing lengthy contracts in blood mortals are compelled to lick the possessed lollipop and take the power it offers in exchange for their soul.  Unfortunately it hasn't gotten them many powerful souls.  Mostly children and teenage girls with daddy issues.  But you gotta give 'em credit for trying.

Eat Me (Su): Anyone seeing an unattended Lollipop must make a DC 20 Willpower Save or feel compelled to lick it.  The Lollipop never shrinks, and all attempts to eat it are futile.  Save DC is Charisma based.

Poison Soul (Su): When the victim licks the Lollipop they must make a DC 22 Willpower Save (Save DC is Charisma based) or have their alignment change one step closer to Lawful Evil.  Once they become Lawful Evil they are a willing servant of the Baatezu.

Spellcasting: Lollipops may cast spells as a Beguiler whose Level is half their Hit Dice.

Immunities: Lollipops are immune to Fire, Poison, Petrification, Polymorph, sleep effects, Paralysis, death effects, stunning, critical hits, non lethal damage, and fatigue/exhaustion.

Combat: Lollipops don't fight, they let their victims do that (though they will cast spells to back them up).
« Last Edit: November 27, 2011, 02:49:43 AM by bhu »

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Re: Jesters Realm Critters
« Reply #133 on: November 11, 2011, 11:07:39 PM »
THE BEAVER FOLK


   
"One more beaver fever joke, and I (beep) swear to Gawd..."

 Small anthropoid Beavers.  With Cajun accents.  Just because.

BEAVER SPECIES TRAITS
·   +2 Con, -2 Wis
·       Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
·   Monstrous Humanoid, giving you Darkvision 60 ft..
·   Base Land speed 20 ft.
·   Base Swim speed 20 ft.
·   +1 Natural AC Bonus
·   Hold Breath (Ex):  Beavers can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
·   Beavers have a Primary Bite Attack doing 1d4 plus Strength Modifier.
·   Beavers have a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  They also gain a +4 Racial Bonus on Craft (woodworking) and Survival Checks.
·   Automatic Languages: Common and Furry.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Scout

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

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

HEIGHT AND WEIGHT
 Base Height: Male: 3'0" Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs. Female: 35 lbs.
 Weight Modifier: x1 lb.

BEAVER CHARACTERS
 If you want to play a small, hardy semi aquatic race the Beaver is a go.  The extra Con makes them decent tanks even if they will need some help with their Will Saves. 
 Adventuring Race: Usually you only adventure to right some perceived wrong against you or your loved ones, or because you reeeeally need money.  You don't like leaving the community unless need or danger makes it necessary. 
 Character Development: You're a common, hard working folk.  You keep your nose out of other peoples business, and they do the same for you.  Or they get whooped.  You may not much care for outsiders or people different from yourself, but you believe in hospitality and are willing to accept anyone who doesn't cause trouble.
 Character Names: Males: Albert, Andre, Etienne, Henri, Jacques, Jean, Justin, Louis, Maurice, Papite, Paul, Raoul, Remy, Sebastion, Theophile, Zachary.  Female: Ada, Adele, Adrienne, Anne, Betty, Claire, Claudine, Clemntine, Clothilde, Deborah, Dee, Enola, Francine, Georgette, Laurie, Madeline, Marie, Mattie, Odette, Olive, Sarah, Sharon, Sherri, Tami, Therese.  Surnames: Allain, Arcenaux, Aucoin, Babin, Babineaux, Bellefontaine, Benoit, Bergeron, Bernard, Blanchard, Boudreaux, Bourque, Bourgeois, Boutin, Brasseaux, Braud, Breaux, Broussard, Brun, Bujeau, Castille, Chiasson, Comeaux, Cormier, Cyr, Daigle, Derouen, David, Doucet, Dugas, Dupuis, Foret, Gaudet, Gautreaux, Giroir, Godin, Granger, Gravois, Guidry, Guilbeau, Hebert, Jeansonne, La Bauve, Landry, Langlinais, LeBlanc, Leger, LeJeune, Guidry, Martin, Melancon, Mire, Mouton, Naquin, Orillon, Part, Pellerin, Pitre, Poirier, Prejean, Richard, Rivet, Robichaud, Rodrigue, Roger, Roy, Savoie, Sonnier, Thériot, Thibodeaux, Trahan, Vincent.

ROLEPLAYING A BEAVER
 There are a fair amount of misconceptions about your race and it's culture, and it can be tedious to deal with them.  Then there are the jerks who make fun of your teeth or your tail.  The teeth won't be so damn funny when they're being used to bite your opponent in the behind.
 Personality: Beavers are fairly laid back and patient.  It takes a bit to tick them off usually, other than violating their privacy.  Beavers are a very private folk and don't tolerate invasions of such well.  Even then, they prefer a good old fashioned fistfight to actual lethal combat.
 Behaviors: Your fairly calm for the most part, unless someone butts in on your business.  Then you politely tell them to sod off or fight.  Other than that you enjoy the simple pleasures of life such as food and drink.  Fishing is also quite the common past time as are building competitions.
 Language: Beavers speak their own dialect of Furry, much like the other Furry races.

BEAVER SOCIETY
 Beavers are well known for their native cuisine, music, and religious beliefs.  Since their tightly knit communities don't interact much with others beyond holidays and trade, many nearby cultures find them fascinating.
 Alignment : Beavers are generally Neutral with the more fun loving sort drifting towards Chaotic or Good tendencies.
 Lands : Beavers live near lakes and rivers, usually in cold or temperate areas.
 Settlements : Beavers rarely settle, and usually only in places with access to water.
 Beliefs : Beavers usually worship the Furry Pantheon or the Nature Pantheon, and are fairly devout.
 Relations: Given their reputation as fun loving craftsmen, the Beavers get along well with others.  And if they don't, they dam up your river and dry up your water supply!  But seriously, as long as you aren't foolish they're kinda hard to offend in the long term.

BEAVER ADVENTURES
·   A passing Balor called your mama names, and that just ain't right. 
·   Local humanoids are damming the river upstream.  That's your job.  Time they were reminded of that.
·   Your uncle Louie's moonshine could put down a Frost Giant.  But it's all gone missing.  Time to find out how before Louie has a stroke, cause he ain't passed on the recipe!



BEAVER SPECIES SUBSTITUTION LEVELS


BARBARIAN
 Level 1: Replace Rage with Whirling Frenzy from Unearthed Arcana.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
  Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

SCOUT
 Levels 3 and 11: When you get Fast Movement you can choose to apply it to your land speed or your swim speed.





BEAVER FEATS


Craft Moonshine
You can brew the potent restorative known as moonshine.
 Prerequisites: Beaver, Brew Potion, Must be able to cast Cure Light Wounds, Delay Disease, Delay Poison, and Lesser Restoration.
 Benefits: A shot of Moonshine automatically wakes up sleeping or unconscious creatures, and stabilizes them if they are dying.  It also conveys the benefits of Delay Disease and Delay Poison, and heals 1d4 ht points in damage.  Unfortunately it is also a potent DC 15 alcohol (see Arms and Equipment Guide).  It is brewed in batches of 10 potions at a time.  A batch cost 75 GP and 3 xp to make.  It takes 10 days to brew in the still.

Dam-Builder
Items you build are durable.
 Prerequisites: Beaver, Craft 4 ranks
 Benefits: Items you craft have their hit points increased by 60%.

Master Craftsman
You're the best there is at what you do.
 Prerequisites: Beaver, Craft 4 ranks
 Benefits: You gain a +2 Bonus on Craft Checks, and the Craft DC for making Masterwork items is the same as it is for crafting the item.  For example a crossbow is normally a DC 15 Craft Check with the Masterwork portion being DC 20.  With this Feat, both are DC 15.

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Mouse, Gopher, Packrat or Rat, Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

River Shaman
You have a talent for water magic.
 Prerequisites: Beaver
 Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Create Water, Know Direction, Wave Blessing (Stormwrack).

Wood Shaman
You have a talent for nature magic
 Prerequisites: Beaver
 Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Shillelagh, Mending, Naturewatch (see Spell Compendium).
« Last Edit: Yesterday at 10:24:48 PM by bhu »

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Re: Jesters Realm Critters
« Reply #134 on: November 12, 2011, 03:58:18 AM »
Cyclopean DreadGuard
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Claw +8 Melee (1d6+4)or Heavy Mace +8/+8 melee (1d8+4)
Full Attack: 2 Claws +8 Melee (1d6+4) or Heavy Mace +8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Superior Two Weapon Fighting
Special Qualities: Dark Vision 60 ft., Construct Traits, DR 10/Magic
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 18, Dex 10, Con -, Int 6, Wis 11, Cha 6
Skills: Search +2, Spot +4
Feats: Adaptable Flanker, Combat Reflexes, Vexing Flanker (see PHBII)
Environment: Any city or urban
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: ---

"WELCOME TO DALLAS!"

"Uh...thanks. Do you know where I ..."

"YOU WILL LAY DOWN YOUR WEAPONS!"

I, uh.. I don't have any weapons..."

"OBEY!"

"Look we just need to know where the local bar is..."

"WOULD YOU LIKE A DELICIOUS TWINKIE?!"

"Abner, why did we come here?"

"TWINKIES! THE WORLD'S FAVORITE SNACK CAKE!"

"Abner, what the hell is a Twinkie?"

"OBEY!"

Cyclopean DreadGuards were commissioned made by the city of Dallas as guards. Their regular humanoid guards kept getting killed. They appear as tall slender armored forms with a strange conical head with one eye. They can understand simple conversation, and have several preprogrammed responses which they quite unintentionally end up using in inappropriate ways. Potential victims should be aware they will attack quite swiftly if they do not get the response they want.

Spell Like Abilities (Sp): Cyclopean Dreadguards can cast the following spells 3/day as spell-like abilities: Feather Fall, Jump, Knock, See Invisibility and Tongues. They can use the following 1/day: Hold Person.  Save DC's are Wisdom based.

Superior Two Weapon Fighting (Ex): When fighting with paired Heavy Maces, the Cyclopean DreadGuard does not take a penalty on attack or damage rolls for attacking with two weapons.

Combat: Cyclopean DreadGuards will cast Hold Person to immobilize opponents long enough to get help, surround them, and then begin beating the hell out of them with their maces (wealthier patrons will arm them with masterwork or enchanted Maces).

Construction: A Cyclopean Dreadguard is made from 500 pounds of steel treated with rare alchemical compounds costing at least 1000 GP.  Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Feather Fall, Hold Person, Jump, Knock, See Invisibility, Tongues. Caster must be 11th Level.  Price 19000 GP; Cost 10500 GP + 420 XP



Cyclopean DreadGuard

"Welcome to the Dallas Corporation table!"

"LAY DOWN YOUR WEAPONS!

"Does that have an inside voice?"

Dallas City Guards

"Down fluffy!  Sorry about that sir, the guards can be excitable."

"And we have o weapons.  You have to turn them in to enter the convention."

"THE LITTLE ONE HAS A HIDDEN WAND!"

"Is that true sir?"

"Even Harlan isn't that crazy."

Incoherency Personified

"And your guards can't see through clothing."

"AHA!  Arrest him fluffy!."

"TWINKIE CONSUMPTION IS MANDATORY!"

"NO! No advertising!  Arrest him!"

"Look, it's an empty wand, I brought it to be recharged."

"INITIATING BURNT TERROR MODE!
« Last Edit: December 02, 2022, 11:40:36 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #135 on: November 13, 2011, 03:13:56 AM »
You guys think the Beaver FOlk should be +0 or +1 LA?

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Re: Jesters Realm Critters
« Reply #136 on: November 13, 2011, 03:17:11 AM »
An easy +0, even if you slapped on a natural weapon(whats beaver folk doing without teeth that can process wood?!)
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Jesters Realm Critters
« Reply #137 on: November 13, 2011, 03:35:37 AM »
Thats what da bonus for craft is for

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Re: Jesters Realm Critters
« Reply #138 on: November 13, 2011, 06:29:00 AM »
I second LA +0.

Also, you might want to look at these guys.
I'm what's staring back from the abyss.
How come you guys never wave?

Please send me a PM if you give me kudos. I'm interested in what I'm doing right.

Offline bhu

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Re: Jesters Realm Critters
« Reply #139 on: November 13, 2011, 04:19:55 PM »
I second LA +0.

Also, you might want to look at these guys.

what the?