Author Topic: General Weirdness  (Read 52663 times)

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General Weirdness
« on: November 06, 2011, 09:32:48 PM »
Monsters for PrC's, and various Feats and such for pimping your encounters.

Aberrations
Acrosapien (Page 2)
Concubine Mimic (Page 1)
The Flock (Page 6)
Larval Otyugh (Page 1)
Psychic Parasite (Page 2)
Wooly Ettercap (Page 1)

Animals
Blanket Octopus (Page 7)
Dunkleosteus (Page 8)
Froggie Minion (Page 2)
Goby Minion (Page 2)
Red Panda (Page 2)

Constructs
The Book of Kkair (Page 9)
Living Spellbook (Page 9)

Dragons

Elementals

Fey
Pua Leona (Page 9)

Giants
Blunderbore (Page 2)

Humanoids
Spider Man (Page 3)

Magical Beasts
Ammonoid Kraken (Page 1)
Black Render (Page 1)
Cirrate Kraken (Page 1)
Cloud Kraken (Page 2)
Devilfish (Page 1)
Earth Mole (Page 2)
Ghost Kraken (Page 1)
Muck Whale (Page 2)
Spirit Bird (Page 1)
Sun Lizard (Page 7)

Monstrous Humanoids
Dire Furries (Page 3)
Furries (Page 3)
Leechmen (Page 1)
The Walrus (Page 4)

Oozes
Black Floater (Page 2)
Floater Ghost (Page 2)
Floating Reef (Page 2)
Sky Trap (Page 2)
Suncatcher (Page 2)
Violet Floater (Page 2)

Outsiders
Black Fig (Page 8)
Faux Dryad (Page 9)
Imaginary Friend (Page 2)
Yggdrasil (Page 1)

Plants
Blood Daisy (Page 1)

Undead
Bookworm (Page 9)
Cyber Dead (Page 9)

Vermin
Biggie Sized Leech (Page 2)
Dragon Millipede (Page 1)
Exploding Ant (Page 7)
Giant Banana Slug (Page 1)
Giant Man o' War (Page 7)
Giant Pistol Shrimp (Page 2)
Giant Polychaete Worm (Page 1)
Giant Tarantula (Page 2)
Giant Urchin (Page 1)

Templates
Absolute (Page 4)
Abyssal Elemental (Page 8)
Anthropomorphic Vermin (Page 6)
Avatar of Disease (Page 7)
Beast Folk (Page 7)
Brood of Orcus (Page 8)
Derivative (Page 5)
Exponential (Page 5)
Faux Tiefling (Page 8)
Fractional (Page 4)
Freed Outsider (Page 1)
Imaginary (Page 4)
Living Hologram (Page 9)
Tainted Nature (Page 8)
Teenage Mutant Ninja (Page 7)
Traveler (Page 9)

Monster Feats
Ghost Feats (Page 1)

Races
Advena (Page 9)
Chry'dea (Page 9)
Cucurbitian (Page 9)
Dralycan (Page 9)
Ethereal (Page 9)
Gentesgorpion (Page 8)
Humanoid Metroid (Page 9)
Kamefoku (Page 8))
Magearna (Page 9)
Nachttier (Page 8)
Navast (Page 8)
Roobats (Page 7)
Root (Page 9)
Thamnad (Page 9)
Velocifelid (Page 9)
Venandi (Page 8)
Vulpwing (Page 8)
Warforged Variants (Page 9)

5E Monster Classes
Lich (Page 9)
« Last Edit: August 28, 2022, 10:38:42 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #1 on: November 06, 2011, 10:51:59 PM »
GHOST FEATS

Devouring Touch
Your touch attack is contagious.
 Prerequisites: Must have the Hungry Touch Special Attack, Cha 15+
 Benefits: If you successfully attack someone with your Hungry Touch, any creature touching them must make a Willpower Save (Save DC is Cha based) or take the same damage the original target does each turn.  If a creature saves successfully, it is immune to your Devouring Touch for 24 hours.

Empowered Ghost's Curse
Your curse is powerful.
 Prerequisites: Must have the Ghost's Curse Special Attack, 15+ HD.
 Benefits: You may cast Greater Bestow Curse as a Supernatural Ability 1/day.  You also cast it on anyone 'slaying' you as a final act, and they receive no Saving Throw.

Empowered Necromantic Weapon
You have more skill with your weapon
 Prerequisites: Must have the Necromantic Weapon Special Attack, HD 13+.
 Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon, and you may take them for your Necromantic Weapon even if you do not have Fighter Levels.

Extra Special Attack
You have a more potent offense than usual.
 Prerequisites: Any Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
 Benefits: You may choose one additional Special Attack from the list on the Template.  If the list has a Attack with limited daily uses, you may choose it instead and gain one more use per day.

Extra Special Quality
You are a more versatile Undead.
 Prerequisites: Any Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
 Benefits: You may choose one additional Special Quality from the list on the Template.  If the list has a Quality with limited daily uses, you may choose it instead and gain one more use per day.

Greater Bestial Rage
Your Rage is improved.
 Prerequisites: Bestial Rage, 11+ HD
 Benefits: This is identical to the Barbarian Greater Rage ability, plus your claws do damage as if you were one Size Category bigger (4d6 for Colossal).

Improved Flight
You can Fly faster.
 Prerequisites: Undead or Deathless with a Flight speed
 Benefits: Your Flight speed improves by +10 feet.

Improved Lifebond
You gain bonuses when defending your bonded.
 Prerequisites: Lifebond, Divine Protection or Protective Charm ability
 Benefits: When fighting within 60 feet of the creature you share a Lifebond with, you get a +2 Sacred Bonus on attack and damage rolls if you are a Deathless (or Profane Bonus if you're undead).

Improved Malevolence
You can use your abilities while possessing a body.
 Prerequisites: Malevolence or Possession or Inhabit Shell Special attack, Cha 15+
 Benefits: When you possess a body, you gain the use of the Special Attacks and Qualities gained via the template that made you Incorporeal Undead.  If you have the Malevolence speial attack, you may use your Special attacks on the body while possessing it, and it gains no save. You may also possess any dead body at will and it gets no save.  It re-animates as a skeleton or zombie for the duration of the possession.

Invisibility
You can choose to remain unseen when Manifested.
 Prerequisites: Undead or Deathless, 10+ HD
 Benefits: You remain invisible even when you attack. This ability is constant, but you can suppress or resume it as a free action.

Living Disguise
You may appear as living mortal.
 Prerequisites: Undead or Deathless, 6+ HD
 Benefits: When you manifest you can appear as a living being, and can change your appearance as per the Alter Self spell at will.

Memory Manipulator
Your Slay Memory attack is more versatile.
 Prerequisites:  Slay Memory special attack, 12+ HD, Cha 15+
 Benefits: You may cast Modify Memory 3/day as a Spell-Like Ability.

Mighty Bestial Rage
Your Rage is improved.
 Prerequisites: Greater Bestial Rage, 20 + HD
 Benefits: This is identical to the Barbarian Mighty Rage ability, plus your claws do damage as if you were two Size Categories bigger (4d6 for Gargantuan, 6d6 For Colossal).

Versatile Manifestation
You can Manifest as a physical or incorporeal being.
 Prerequisites:  Undead or Deathless, Manifestation or Corproreal Manifestation Ability, Cha 15+
 Benefits: When you Manifest, you can choose to be corporeal or incorporeal.  If you choose to manifest physically you regains your Strength score and corporeal attacks.  You also regain any natural armor bonus you may have to AC.  If you have the Necromantic Armor ability, the Deflection Bonus you get from it becomes an Armor  Bonus instead, and is considered to have the Ghost Touch property.

Epic Deep Magic  (Epic)
You can a single Epic Spell.
 Prerequisites:  Deep Magic, Cha 25+, Knowledge (Arcana) 15 ranks, Spellcraft 15 ranks
 Benefits: You learn one of the following spells:  Call Forth the Master, Epic Maelstrom, Epic Storm, or Epic Tsunami.

Epic Iron Skin (Epic)
You become tougher.
 Prerequisites: Iron Skin
 Benefits: Your DR becomes DR 10/-.

Epic Protective Charm (Epic)
You become tougher.
 Prerequisites: Protective Charm, Cha 20+
 Benefits: The Bonus to Saves from your Protective Charm increases to +4 or equal to your Charisma Modifier, whichever is higher.

The following Feats are for Deathless:

Deathsense
You can sense Undead.
 Prerequisites: Deathless, Cha 13+
 Benefits: Undead creatures you can see appear as roving shadows with glowing eyes to you.

Hallowed Aura
Undead are less effective near you.
 Prerequisites: Hallowed Presence
 Benefits: Undead within 60 feet of you gain a -2 Penalty to their attack rolls and saving throws.

Hallowed Presence
Undead are easier to turn near you.
 Prerequisites: Deathless, Cha 15+
 Benefits: Undead within 60 feet of you have their Turn Resistance lowered by -4.

Negative Energy Resistance
Can resist negative energy.
 Prerequisites: Deathless type
 Benefits: You gain resistance 10 against negative energy effects, such as Inflict spells.

The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Bolster Resistance, Contagious Paralysis, Corpsecrafter, Corrupted Wild Shape, Daunting Presence, Deadly Chill, Death Master (change Type Prerequisite to Deathless or Undead), Destruction Retribution, Empowered Ability Damage (change Type Prerequisite to Deathless or Undead), Endure Sunlight, Energize Spell (Deathless only), Enervate Spell, Eviscerator (change Type Prerequisite to Deathless or Undead), Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Ghost Scarred, Hardened Flesh, Improved Energy Drain, Improved Paralysis (change Type Prerequisite to Deathless or Undead), Improved Turn Resistance (change Type Prerequisite to Deathless or Undead), Life Drain, Lifebond (change Type Prerequisite to Deathless or Undead), Lifesense, Necromantic Might, Necromantic Presence, Necropotent, Necrotic Reserve, Nimble Bones, Positive Energy Resistance, Profane Lifeleech, Profane Vigor, Quicken Manifestation, Requiem, Spell Drain, Undead Leadership, Unquenchable Flame of Life.

The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Improved Flyby Attack, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze.

The following Feats from Ghostwalk may be taken as Ghost Feats: Ectoplasm, Ethereal Sidestep, Ghost Healing, Ghost-Touch Spell, Greater Witchlight, Incorporeal Spell Targeting, Incorporeal Target Fighting, Witchlight.

The following Feats from the Monster Manual may be taken as Ghost Feats: Flyby Attack.

The following Feats from Magic of Incarnum may be taken as Ghost Feats: Undead Meldshaper.


The following are updated Feats from Ghostwalk:

Enervating Touch
Your Corrupting Touch has a new effect.
 Prerequisites: Corrupting Touch special attack, Non-Good Alignment, Cha 15+
 Benefits: Instead of the usual effect, when you successfully attack a living creature with your Corrupting Touch, it gains one negative level. The save DC to remove the level is Charisma-based. For each such negative level bestowed, the ghost gains 5 temporary hit points.

Ethereal Sidestep
You have a limited teleport ability.
 Prerequisites: Incorporeal Undead or Deathless, Wis 13+
 Benefits: As a standard action, you can transfer yourself up to 30 feet from your current position, as the spell dimension door.

Freezing Touch
Your Corrupting Touch has a new effect.
 Prerequisites: Corrupting Touch special attack
 Benefits: When you attack a creature with your Corrupting Touch, you may choose to do cold damage instead of negative energy damage.

Grand Malevolence  (Epic)
You can possess multiple creatures.
 Prerequisites: Iron Will, Improved Malevolence, Cha 17+
 Benefits:  As the Improved Malevolence feat, except that you can possess a number of creatures equal to your Charisma bonus. Each possession attempt takes a standard action, requires you to move into the target’s square (drawing an attack of opportunity), and affects one creature.  After the first possession you must make a touch  attack on each creature after the first.  You may divide your actions among your hosts in any way you see fit. Distance is not a factor. For example, if you are possessing a dwarf, an elf, and a human, you could have the dwarf reload his crossbow
(a move-equivalent action), have the elf attack (a standard action), and have the human take a 5-foot step. Alternatively, you could have the dwarf take a 5-foot step and the elf do a full attack (a full
round action), leaving the human with no actions for the round. Since relaxing control on a host is a free action, you can allow any or all of your hosts to act normally in the same round without penalty.  When you leave your last possessed host, your ghost touch equipment reappears with your reformed ghost body.

Improved Deflection
Your Deflection Bonus to AC from your Ghost Template improves.
 Prerequisites: Deflection Bonus to Armor Class.
 Benefits: Your Deflection Bonus to Armor Class improves by +1.  This Feat may be taken multiple times, and it's effects stack.  If you manifest physically, this improves your Natural Armor Bonus to AC by +1.

Nauseating Touch
Your Corrupting Touch has a new effect.
 Prerequisites: Corrupting Touch Special attack, Cha 13+
 Benefits: When you attack a creature with your Corrupting Touch, instead of damage you may Nauseate them for (1d4 plus Charisma modifier) rounds if they fail a Fortitude Save (Save DC is Cha based).


Call Forth the Master
Conjuration (Summon)
Spellcraft DC: 70
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 rounds (D)
Saving Throw: Willpower negates (see text)
Spell Resistance: Yes (see text)
To Develop: 630,000 GP, 13 days, 25,200 XP, Seeds: Summon (DC 14), summon CR 30 Undead (+66 DC), summoner has no control over the summoned (-10)
Upon casting this spell you summon a CR 30 Elder Evil that happens to be a nearly god tier, undead, alien monstrosity that is responsible for creating Ghosts of the Deeps in your campaign.  Examples of which I will make at some point depending on how many requests I get.

Epic Maelstrom
Conjuration (Creation)
Spellcraft DC: 90
Components: V, S
Casting Time: 1 Minute
Range: 1500 ft.
Effect: Whirlpool 120 ft. wide and 60 ft. deep
Duration: 32 rounds
Saving Throw: Reflex Half
Spell Resistance: No
To Develop:  810,000 GP, 16 days, 32,400 XP, Seeds: Conjure (DC 21) and Energy (DC 19),  increased area (+18 DC), increased range (+8 DC), increased duration (+12 DC), no Spell Resistance allowed (+10 DC), +1 Save DC (+2 DC)
This spell causes a deadly vortex to form in water.  A body of water at least 120 feet wide and 60 feet deep must be present, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in.  These creatures take 2d6+20 points of damage upon being sucked in.  Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus.  Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw.  Once inside, creatures and objects take 2d6+20 points of battering damage each round.  They remain trapped for 2d4 rounds.  Subjects of Large or smaller size are ejected from the bottom of the vortex.  Huge, Gargantuan, or Colossal subjects are ejected from the top.

Epic Storm
Transmutation
Spellcraft DC: 88
Components: V, S
Casting Time: 1 Minute
Range: 9600 ft. (10, 240 ft. radius centered on caster)
Effect: 1 storm
Duration: 20 Hours
Saving Throw: Reflex Half
Spell Resistance: No
To Develop:  79,200 GP, 16 days, 31,680 XP, Seeds: Transform (DC 21) and Energy (DC 25), +9 minutes casting time (-18 spell DC), 10240 ft. radius (+38 DC), increased range (+10 DC), no Spell Resistance allowed (+10 DC)
For the duration of the spell rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

Anything within the spells area of effect has a 50% chance per round of taking 2d6+20 bludgeoning, cold, electricity or sonic damage.

Epic Tsunami
Conjuration (Creation)
Spellcraft DC: 100
Components: V, S
Casting Time: 1 Minute
Range: 600 ft.
Effect: wave 400 ft. wide by 10 feet long by 60 feet high
Duration: 128 Rounds
Saving Throw: Reflex Half
Spell Resistance: No
To Develop:  900,000 GP, 18 days, 36,000 XP, Seeds: Afflict (DC 14), Conjure (DC 21) and Energy (DC 19), increased range (+2 DC), no spell resistance allowed (+10 DC), +10d6 damage (+20 DC),  increased duration (+16 DC)
This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 20d6 points of bludgeoning damage to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Colossal or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC is the same as the spell Save DC +10) to cast a spell. Creatures caught in a tsunami take a -4 penalty to Dexterity and a -2 penalty on attack rolls. They can escape the wave by making successful Swim checks (DC is same as Spell Save DC), as long as they end their movement outside the effect of the tsunami.

Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami's movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim. Extracting a victim in this manner requires a Strength check (DC is same as Spell Save DC).

A tsunami's progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.

Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a -4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell's initial range.
« Last Edit: October 18, 2023, 09:02:01 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #2 on: November 07, 2011, 01:44:44 AM »
http://www.sapphire-steele.com/tim/06_05.jpg


                      Cirrate Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d10+180 (290 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
Base Attack/Grapple:  +20/+42
Attack:               Engulf +26 melee touch (grapple)
Full Attack:          Engulf +26 melee touch (grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Constrict (8d6+10)
Special Qualities:    Blindness, 360 ft. Blindsight, Psi-Like Abilities
Saves:                Fort +21, Ref +13, Will +13
Abilities:            Str 30, Dex 12, Con 29, Int 24, Wis 20, Cha 20
Skills:               Autohypnosis +20, Concentration +29, Hide +12, Intimidate +20, Knowledge (Psionics) +22, Knowledge (Nature) +22, Listen +22, Search +22, Sense Motive +20, Spot +22, Survival +20, Swim +33, Use Psionic Device +22
Feats:                Alertness, Blind-Fight, Combat Manifestation, Improved Initiative, Iron Will, Skill Focus: Hide, Power Penetration
Environment:          Cold Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We are NOT steering this ship into deeper waters.  I've seen whats down there, and I barely escaped the last time..."

Cirrate Kraken live 7000 meters or more below the surface.  Due to being nearly blind, and having no ink or jets, many believe them to be among the most primitive of Krakens.  This is untrue, they are merely better adapted to their lightless environment.  Cirrate Krakens speak Aquan and Sahuagin (maybe Common as well).

Blindsight (Ex): The Cirrate Kraken has Blindsight with a range of 360 feet.

Improved Grab (Ex): Cirrate Kraken can make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Ex): The Cirrate Kraken does 8d6+10 with a successful Grapple check.

Blindness (Ex): The Cirrate Kraken is blind despite having eyes, and relies on it's Blindsight to "see".  It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Psi-Like Abilities (Ps): The Kraken may manifest the following powers as Psi Like abilities once per day: Chameleon, False Sensory Input, Insanity, Psychotic Break (Complete Psionic).  Manifester Level is 13.

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: While the webbing between their tentacles discourages grappling multiple foes, one on one fights are deadly as it can bring all it's mucous lined tentacles to bear against one opponent.  Cirrates tend to hide, and ambush opponents one by one.



Cirrate Kraken

"Bob!  Jolly good to see you again old fellow!"

"My goodness Harlan, what are you doing this far down?  Don't you know how scary the Superdeep is?  There are things down here!"

"What sort of things?"

"Titans, Dead Gawds, that sort of thing.  Spooky stuff, even for me."

The Rarest of Krakens

"I'm looking for that ghost you mentioned Bob.

"He pops in and out of the Ethereal, usually out in the open sea.  Good luck finding it, even I've only 'seen' it a few times."


Psychic Krakens...As If The Regular Ones Weren't Bad Enough

"Sigh...we're still doing this aren't we?"

"Indeed."

"Good luck Haarlan! Pop back in for tea before you leave."

"Tea?"

"Old Bob has quite the sense of humor."

« Last Edit: November 26, 2022, 06:20:59 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #3 on: November 07, 2011, 01:45:26 AM »
http://www.youtube.com/watch?v=O5hEmZCuX0Y

                      Ghost Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d10+180 (290 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Deflection), touch 21, flat-footed 20
Base Attack/Grapple:  +20/+42
Attack:               Tentacle +26 melee (1d6+10)
Full Attack:          10 Tentacles +26 melee (1d6+10) and 1 Bite +21 melee (3d6+5)
Space/Reach:          20 ft./15 ft. (60 ft. with Tentacles)
Special Attacks:      Improved Grab, Constrict (1d6+10)
Special Qualities:    Dark Vision 120 ft., Low Light Vision, Spell-Like Abilities, Ethereal Jaunt
Saves:                Fort +21, Ref +15, Will +13
Abilities:            Str 30, Dex 12, Con 28, Int 20, Wis 20, Cha 24
Skills:               Concentration +22, Hide +4, Intimidate +20, Knowledge (Geography, Nature, Arcane) +17, Listen +19, Search +17, Sense Motive +17, Spot +20, Survival +17, Swim +29, Use Magic Device +20
Feats:              Alertness, Blind-fight, Combat Expertise, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any Aquatic
Organization:         Solitary (possibly unique)
Challenge Rating:     13
Treasure:             Triple Standard
Alignment:            Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We find new things in the sea all the time.  Considering some of them, it might be preferable if we simply left it alone..."

The Ghost Kraken is a nearly legendary Kraken that seems to shift between the Material and Ethereal Planes.  Few people have ever seen it, or perhaps simply few living people have seen it.  It's unknown if it's a single mutated individual, or a new species. 

Improved Grab (Ex): If the Ghost Kraken hits with a Tentacle attack it may perform a Grapple check as a Free Action without provoking an attack of opportunity.  If it is successful it may Constrict.

Constrict (Ex): A Ghost Kraken does 1d6+10 damage with a successful Grapple check.

Spell-Like Abilities (Sp): A Ghost Kraken may cast Blackwater Tentacle, Dark Tide, Evard's Black Tentacles, and Pressure Sphere 1/day.  Caster Level is 9th, Save DC's are Charisma Based.  See Stormwrack for spells.

Ethereal Jaunt (Su): A Ghost Kraken can shift from the Ethereal Plane to the Material as a Free Action, and move back again as a Move Action (or during a Move Action). The ability is otherwise identical to the spell of the same name (Caster Level is equal to Hit Dice).

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: Ghost Krakens tend to phase into the Material Plane, unleash a spell or two to wreak havoc, and then shift back.  Or they'll shift in and out making tentacle attacks.  An opponent can make sunder attempts against a kraken’s tentacles as if they were weapons. A kraken’s tentacles have 10 hit points. If a kraken is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle deals damage to the kraken equal to 5 hit points. A kraken usually withdraws from combat if it loses three of it's tentacles. A kraken regrows severed limbs in 1d10+10 days.



Ghost Kraken
"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 coming to you live from the Dark Sea!"

Okay, NOW It's The Rarest Of Krakens
"We're now transmitting footage of the legendary Ghost Kraken, live on palantir!."

"What's that in front of it Jim?"

Even Scares The Dead

"It would appear a swarm of ghosts followed it over from the Ethereal."

"Look at them go!

Several Hours Later

"Harlan, I want a vacation."

"But Jim, we're doing so well right now!"

"Harlan, most of our cryptid segments have been frauds, caster creations, or world altering eldritch horrors.  I need a break."

"Well...the Gnomish Military is hosting their annual review for arms and armor dealers.  We could go shopping for backup's to the cube of force."

"That'll work."
« Last Edit: November 26, 2022, 06:22:55 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #4 on: November 07, 2011, 01:45:43 AM »
                      Kraken, Ammonoid
                     Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d10+220 (330 hp)
Initiative:           +3
Speed:                Swim 15 ft. (3 squares)
Armor Class:          30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 30
Base Attack/Grapple:  +20/+45
Attack:               Tentacle +29 melee (1d8+13)
Full Attack:          6 Tentacles +29 melee (1d8+13) and 1 Bite +24 melee (4d6+6)
Space/Reach:          20 ft./15 ft. (30 ft. with tentacles)
Special Attacks:      Improved Grab, Constrict (1d8+13)
Special Qualities:    Dark Vision 60 ft., Ink Cloud, Low Light Vision, Spell Like Abilities, Hard Shelled
Saves:                Fort +22, Ref +11, Will +10
Abilities:            Str 36, Dex 9, Con 30, Int 18, Wis 18, Cha 18
Skills:               Concentration +20, Diplomacy +14, Hide +1, Intimidate +18, Knowledge (Geography, Nature) +14, Listen +16, Search +14, Sense Motive +14, Spot +16, Survival +14, Swim +31, Use Magic Device +14
Feats:                Alertness, Blind-Fight, Defensive Sweep (PHB2), Improved Initiative, Improved Toughness, Multiattack, Multigrab (Savage Species)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---


"If you see any large shells on the sea floor during the dive, get out of there immediately".

There are reports of odd Krakens with spiraled shells protecting their bodies.  If possible they may even be more surly and aggressive than their counterparts, but do not display as much intellectual prowess (which is not to say that they are dumb, they still tend to make plans for ambushes).  Ammonoid Krakens tend to live in comparatively shallow waters, and are therefore a bit more of a threat than usual.

Improved Grab (Ex): If the Kraken successfully hits with a tentacle attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): A Kraken does 1d8+13 damage with a Grapple check.

Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Spell Like Abilities (Sp): 1/day: Control Winds, Forestfold, Turbidity, Waterspout.  Caster Level 9, Save DC's are Charisma Based. See Stormwrack and Spell Compendium for some spells.

Skills: Krakens have a +8 Racial Bonus to Swim checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Hard Shelled (Ex): The Krakens hard shell give it a 75% chance of ignoring a Critical Hit.

Combat: Ammonoid Krakens like to use their spells to sink ships, and then pick the crew off one by one.  An opponent can make sunder attempts against a kraken’s tentacles as if they were weapons. A kraken’s tentacles have 10 hit points. If a kraken is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle deals damage to the kraken equal to 5 hit points. A kraken usually withdraws from combat if it loses three of it's tentacles. A kraken regrows severed limbs in 1d10+10 days.



Ammonoid Kraken

"What the hell are we doing in a submersible in the middle of the Dark Sea?"

"We're looking for an old friend Jim.  He told me he knows of a Ghost that used to be a Kraken."

The Eldest of Krakens

"We're looking for a giant ghost..."

"In theory, yes."


Sinking Ships For The Funsies

"Um...there's a Kraken off the port side..."

"Can't be, it has a shell."

"I beg your pardon, I am so a Kraken!"

"My apologies good sir.  We're looking for the whereabouts of a fellow named 'Old Bob', might you know of his whereabouts?."

"Turn left at the Archipelago, and go 5 miles straight down.  Can't miss him.

"Is the sub rated for that depth?"
« Last Edit: November 26, 2022, 06:17:17 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #5 on: November 07, 2011, 01:47:25 AM »
Black Render
                      Huge Magical Beast
Hit Dice:             16d10+144 (232 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +16/+34
Attack:               Bite+24 melee (3d6+10)
Full Attack:          1 Bite +24 melee (3d6+10) and 2 Claws +19 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Rend (2d8+15)
Special Qualities:    Darkvision 60 feet, Low Light Vision, Scent, Determined Fury
Saves:                Fort +19, Ref +9, Will +6
Abilities:            Str 31, Dex 8, Con 28, Int 5, Wis 12, Cha 10
Skills:               Hide +3, Spot +10, Survival +5
Feats:                Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Bull Rush, Track
Environment:          Warm Marshes
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Usually Neutral
Advancement:          17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"Looks like Harvey made it into the swamps.  Poor bastard.  He might've preferred the gallows to what's waiting for him out there."

Black Renders are much much taller than the typical Gray Render, and inhabit warmer feeding areas as well.  Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention.  Rarely spotted, it is currently unknown if this is a separate species or simply an occasional mutation as no specimen has ever been brought in for study, dead or otherwise.

Improved Grab (Ex): If the Black Render successfully attacks with its Bite it may immediately attempt a Grapple Check as a Free Action without provoking an attack of opportunity.

Rend (Ex): If the Render succeeds in grappling after a bite it automatically does 2d8+15 damage with its claws each round until the grapple is escaped by it's opponent.

Determined Fury (Ex): 3 times per day, whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round.  It may fight normally even at 0 or negative hit points.

Skills: Black Renders gain a +6 Racial Bonus to Spot checks.

Combat: Black Renders are unsurprisingly not so different from Gray Renders when it comes down to the point of fighting and killing.



Black Render
"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 looking for the fabled Black Render!"

Twice As Tall, And A Hundred  Times Meaner
"With me is local man Mash 'gator bait' Johnson.  You say the Black render is much bigger than the usual Gray Render?"

"Darn tootin'.  I've seen smaller Giants."

"Did you try to bond with it?"
[img]
"Yes sir.  Then it threw me into a mountain side."


They Tend To Wipe Out All Other Life

"There aren't any mountains near here..."

"Yeah.  He flung me a long ways."


« Last Edit: September 27, 2022, 12:05:50 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #6 on: November 07, 2011, 02:34:59 AM »
http://en.wikipedia.org/wiki/Bobbit_worm

this one seems suitably horrifying:

                      Giant Polychaete Worm (Aquatic)
                      Large Vermin
Hit Dice:             4d8+8 (26 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Burrow 20 ft., Swim 10 ft.
Armor Class:          13 (-1 Dex, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +3/+9
Attack:               Bite +4 melee (1d10+4, 19-20, x4)
Full Attack:          Bite +4 melee (1d10+4, 19-20, x4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Bristles, Ambush, Deadly Jaws, Photoreceptive Reflexes
Special Qualities:    Blind, Vermin traits, Mindless, Amphibious, Tremor Sense 60 ft., Blindsense 20 ft.
Saves:                Fort +6, Ref +1, Will +2
Abilities:            Str 14, Dex 10, Con 14, Int -, Wis 12, Cha 1
Skills:               Hide +4 (+12 buried)
Feats:                -
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Large), 9-16 HD (Huge)
Level Adjustment:     ---

"Okay we won't have many chances to get these things.  Bob will detonate the flash grenades when we're at a safe distance. Have your spearguns ready before he sets them off, we won't get a second chance.  Once you fire, get the hell out of there whether you hit or not.  We'll finish off the rest tomorrow"

Polychaete worms (or at least this giant version) are ambush predators armed with poison bristles along their body that can cause permanent numbness.  Some cryptids are suspected to be enormous Polychaetes.

Bristles (Ex): Contact, DC 14 Fortitude Save, Initial and Secondary Damage is 1d8 Dex.  If the victim rolls a natural 1 on the Saving Throw, the Dexterity loss is permanent instead of temporary (though it can still be healed by any spell curing ability damage).  Any being attacking the Polychaete Worm with an Unarmed Strike, Grapple, or natural weapon must make a Save.  Attacking with a melee weapon that doesn't have Reach gives the opponent a 20% chance each round he attacks of having to make a Save.

Ambush (Ex): The Polychaete Worm can burrow in the bottom until virtually none of it is exposed, gaining Total Concealment.  It waits until prey moves overhead and lunges, potentially doing mass damage.  The Worm gains +3d6 Sneak Attack for that round, and if it successfully critically hits it automatically does maximum damage.

Deadly Jaws (Ex): The Polychaete Worms bite attack does x4 damage on a successful critical hit.  It threatens a critical hit on a Natural 19-20

Photoreceptive Reflexes (Ex): The Polychaete Worm is attracted to light moving past it, which is it's signal to attack.  Due to reflexive action the Worm gains an Attack of Opportunity against anything passing within 5 ft. of it with a light source. 

Blind (Ex): The Polychaete Worm is technically blind, and therefore immune to attacks/abilities that require sight to work.

Skills: Polychaete Worms have a +8 Racial Bonus to Hide Checks.  When fully buried within the bottom this increases to +16.

Combat: Polychaete Worms are ambush predators that burrow in the ocean bed, and ambush prey traveling above them.  They rarely stand and fight unless the initial strike was successful, retreating into the burrow.



Giant Polychaete Worm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom the abominations just keep coming!"

Attracted By Light
"And I thought the last one was terrifying."

"Yes, these are definitely one of our more  terrifying choices."

"That's rather frightening coming from you, sir."


Assassins of the Sea

"Yes, you're usually more nonchalant about this sort of thing."

"True, but these things keep getting loose unexpectedly."


« Last Edit: August 14, 2022, 07:33:56 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #7 on: November 07, 2011, 02:41:38 AM »
http://fc08.deviantart.com/fs12/i/2006/284/2/6/monster_bird_by_plutonia.jpg

Spirit Bird
                      Small Magical Beast
Hit Dice:             3d10+9 (25 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Fly 80 ft. (Good)
Armor Class:          19 (+1 Size, +5 Dex, +3 Deflection), touch 19, flat-footed 14
Base Attack/Grapple:  +3/+0
Attack:               Claw +9 melee touch (1d6+1)
Full Attack:          2 Claws +9 melee touch (1d6+1) and 1 Bite +4 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dual Nature
Special Qualities:    Dark Vision 60 ft., Low Light Vision, Confound Senses
Saves:                Fort +6, Ref +8, Will +4
Abilities:            Str 12, Dex 20, Con 16, Int 16, Wis 16, Cha 16
Skills:               Hide +9, Knowledge (Arcane, Nature) +9, Listen +9, Move Silently +11, Spot +9
Feats:                Flyby Attack, Weapon Finesse
Environment:          Any Temperate except Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:         4-6 HD (Medium)
Level Adjustment:     ---

“All that spirits desire, spirits attain.”

Spirit Birds are bizarre predatory birds that straddle two realities.  They prey on both the dead and the living, and many bizarre beliefs are attributed to them.  They appear to have a language, and to date it is unknown if they have taught it to anyone.  They  prefer to keep to themselves, and often give no clue of how intelligent they truly are.

Dual Nature (Ex): Spirit birds are present in both the spirit and physical realm (or in D&D terms, they are simultaneously present on the Prime material and Ethereal Planes).  For this reasons their Natural Weapons are touch attacks and affect Incorporeal beings.  They may also Grapple Incorporeal beings, and see un-manifested Incorporeal Undead (ghosts) as they are also present in the Ethereal.  Damage done by the Spirit Birds natural weapons is untyped and therefore ignores DR.

Confound Senses (Su):  Spirit Birds are difficult to really see well, and it effectively benefits from having a Blur spell permanently in effect on it's person..  Any opponent attacked successfully by it must make a DC 14 Willpower Save (Save DC is Charisma based) or be Confused (as per the spell) for 1 round as per the spell, as the conflicting images tear at it's mind.

Combat: Spirit Birds usually dive out of the sky, claw, and keep going.  After a few successful passes they will try to really tear into an opponent (or just leave if it's too powerful).



Spirit Bird
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim will be standing by, while I broadcast from the Ethereal Plane!"

Present In Two Worlds

"Today's target is the Spirit Bird, said to be present on both the Prime and Ethereal simultaneously."

"Did you know mice have ghosts Jim?"

"What?"

"There are mice here everywhere."

Ghost Eaters

"Did a large, blurry bird just pick one of them off?"

"How did you know?"

"I think we've found our bird."
« Last Edit: November 10, 2022, 12:33:19 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #8 on: November 07, 2011, 02:50:48 AM »
Wooly Ettercap
                      Medium Aberration
Hit Dice:             6d8+12 (39 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+7
Attack:               Bite +7 melee (1d8+3 plus poison)
Full Attack:          1 Bite +7 melee (1d8+3 plus poison), and 2 Claws +5 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Improved Grab
Special Qualities:    Low Light Vision
Saves:                Fort +6, Ref +3, Will +7
Abilities:            Str 17, Dex 13, Con 14, Int 6, Wis 15, Cha 8
Skills:               Climb +11, Hide +8, Listen +4, Spot +8, Survival +4
Feats:               Cold Endurance, Great Fortitude. Multiattack, Improved Cold Endurance (B)
Environment:          Cold Forest
Organization:         Solitary or Pair
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          7-8 HD (Medium), 9-16 HD (Large)
Level Adjustment:     ---

"Burt, for the last time the rumors 'bout giant spider people in the woods are just stories.  It's too cold here."

The Wooly Ettercaps are a bizarre offshoot of regular Ettercaps that have adapted to life in arctic forests.  Their origin is unknown as the species is rare, and no one has as yet found a nest of them (or for that matter seen more than two at the same time).   Woolies are still fond of spiders, but unless there are Snow Spiders in the area they have little in the way of luck finding any as companions.   They appear much like regular Ettercaps except they are covered in thick hairs that are colored to blend in with the snowy forests.
 
Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Strength.

Improved Grab (Ex): If the Wooly Ettercap 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 successful it does it's bite damage each turn.

Skills: Wooly Ettercaps get a +4 Racial Bonus on Hide and Spot Checks, and a +8 Racial Bonus to Climb Checks.  They may always take 10 on a Climb Check.

Combat: Wooly Ettercaps tend to just hide until suitable prey comes by before ambushing it.  They usually bite and grapple, letting their poison do the work.  If there are multiple foes, they bite one to poison him, and follow the group to attack again later, slowly trying to weaken them.



Wooly Ettercap
"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 looking for the Great Northern Dire Ape!"

Your Friendly Neighborhood Spider People
"Harlan, spells are the only thing keeping me from freezing.  There can't be any apes up here."

"I agree.  If there were we'd have seen them."

""HOLY (beeep)!

"Howdy.  Names Fizzy."


What The Hell Do They Eat?

"Sorry, you scared the life out of me."

"Sorry bout that.  By any chance might you have some coffee we can trade for?"


« Last Edit: September 27, 2022, 12:08:17 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #9 on: November 07, 2011, 02:51:35 AM »
Devilfish
                      Large Magical Beast (Aquatic)
Hit Dice:             8d10+24 (68 hp)
Initiative:           +5
Speed:                Swim 30 ft. (6 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+17
Attack:               Envelop +12 Melee Touch (Grapple)
Full Attack:          Envelop +12 Melee Touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Envelop
Special Qualities:    Low Light Vision, Blindsight 60 ft.
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 12
Skills:               Hide +0 (+8 in dimly lit waters), Listen +7, Spot +7, Swim +13
Feats:                Ability Focus (Envelop), Improved Initiative, Skill Focus (Hide)
Environment:          Warm Aquatic
Organization:         Solitary or Horde (12-60)
Challenge Rating:    6
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment:     ---

"We cannot dive in these waters.  They are haunted by Devilfish."

The harmless Manta Ray has long been the subject of myths, supposedly in league with Hell and drowning or suffocating divers.  These folk tales have been proven wrong, but there are some truths to them.  There is another species of giant ray in warm waters.  It is a huge, black, rubbery thing and explanations for it's origin vary heavily (and none of them have any backing evidence).  Unlike regular Rays it  feeds on large prey.  Devilfish appear to be able to somewhat alter the consistency of their flesh, being as malleable as some octopi.  They silently stalk prey before pouncing, rapidly unfolding heir body like a large net and enveloping their prey.  Unable to eat prey due to only having vestigial teeth they simply drain he life from them.  This ability leads scholars to believe they may have been magically influenced instead of having evolved the trait naturally, but there are no records of them being uses as any sort of guard creature or Mages claiming responsibility for them.

Envelop (Su): The Devilfish does not provoke an Attack of Opportunity when making a Grapple attempt.  If it's opponent fails a DC 17 Willpower Save (Save DC is Charisma based), he gains 1 Negative Level in addition to regular Grapple Effects.

Skills: Devilfish get a +8 Racial Bonus to Swim Checks, and can always Take 10 n a Swim Check,  They can use the Rn Action while swimming in a straight line.  They get a +8 Racial Bonus to Hide Checks in dimly lit areas.

Combat: Devilfish typically hunt at dusk or night when their Blindsight lets them see victims who cannot see them.  They tend to go directly for the Grapple, but will leave if an opponent can consistently break it's grip.



Devilfish
"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 begin a new mini series on Cryptozoology!"

Not Actually A Denizen of Hell
"Harlan, no.  This is bull, and you know it."

"But Jim, it's for the cause of knowledge."

"You know as well as I do this is a spurious ploy for ratings.  These cryptids never pan out.  THey're never a heretofore undiscovered species.  It's always a Gawd, or a spell caster, or magic gone bad.  Hell, sometimes it's just plain old fraud."

"Look it'll be an easy job, and we need a vacation after that farm.  Looking for monsters that may or may not exist is better than dealing with madmen who create them."

Still Not Advisable To Hug Them Though

"Fair enough.  What's up first?"

"A shapeshifting fish from Hell that drains the life from people."

"Lovely..."
« Last Edit: September 17, 2022, 09:48:47 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #10 on: November 07, 2011, 02:55:49 AM »
(click to show/hide)


Mimic, Concubine
                      Medium Aberration (Shapechanger)
Hit Dice:             10d8+40 (85 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:  +7/+11
Attack:               Slam or Bite +11 melee (1d8+4) or by weapon +11/+6
Full Attack:          4 Slams or Bites +11 melee (1d8+4) or by weapon +11/+6
Space/Reach:          5 ft./5 ft.
Special Attacks:      Adhesive, Devour
Special Qualities:    Shapeshift, Malleable, Immunity to Acid
Saves:                Fort +7, Ref +5, Will +9
Abilities:            Str 18, Dex 14, Con 18, Int 14, Wis 14, Cha 14
Skills:               Bluff +7, Climb +12, Diplomacy +7, Disguise +15, Escape Artist +10, Gather Information +7, Hide +7, Knowledge (Local) +6, Listen +6, Move Silently +7, Sense Motive +7, Spot +6, Tumble +7
Feats:                Improved Initiative, Improved Multiattack, Multiattack, Multiweapon Fighting
Environment:          Any
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Neutral or Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

"I think the maid may be some sort of unholy shapeshifting abomination."

"You sure you aren't just drunk?"

"Oh no, I'm drunk.  I'm drunk as hell.  But her petticoat just ate Mr. Johnson's brain."

As if Mimics weren't bad enough, Mages later decided to tinker with them.  It's not as if their original design wasn't bad enough.  No, these assholes decided they had to go a step further and make seductive ones who could mingle socially and assassinate important people.  There are even rumors some of the Mages were devoured by them so the Mimics could gain their freedom.  So now they're pretty much the perfect urban predator, and have even picked up fighting skills so they can get into combat without revealing themselves.  They are proficient with all Simple weapons and Light Armor (though they usually don't wear it), and speak Common plus two other languages. As with other Mimics they appear to have no true natural forms, and are mostly inert blobs of matter.  But their bodies have a sort of memory, and they remain in whatever shape they have taken if they are somehow rendered unconscious.

Adhesive (Ex): Due to the Mimics sticky skin surface, it is considered to be Grappling anything successfully attacked by it's Slam/Bite attack.  An opponent so Grappled cannot escape until 5 rounds after the Mimic dies, it willingly lets go, or the adhesive is dissolved by applying strong alcohol.  Even without the adhesive the Mimic can Grapple normally.  Weapons striking the Mimic stick to it unless the wielder makes a DC 16 Reflex Save (or a DC 16 Strength Check once it has become stuck).

Devour (Ex): The Mimic does 2d6+4 bludgeoning, slashing or piercing damage with a successful Grapple Check.

Shapeshift (Ex): The Mimic Concubine can imitate virtually any being of the same size as itself with a DC 25 Disguise Check.  If it is familiar with that person the Check DC is -5, and if it knows them really well -10.  It can even imitate their voice.  Effectively you can cast Alter Self at Will, with a few differences.  Equipment does not meld with your body, the new form must be the same Size Class as yourself, you do not lose the Extraordinary Abilities of your normal form, and you can mimic things like armor/clothing.  Caster Level is effectively equal to Hit Dice.  Since this ability allows the Mimic to manifest multiple limbs the Mimic qualifies for the Improved Multiattack, Multiattack, and Multiweapon Fighting Feats (just not all of the time, when it has two limbs treat this as Two Weapon Fighting).

Malleable (Ex): Concubine Mimics are extremely malleable able to change their form, color, and texture at will.  They are immune to poison, sleep, paralysis, polymorph, stunning, and critical hits.  It also cannot be flanked.  It may squeeze through any door or fence which has at least a one inch gap between the floor/fence bars. 

Skills: Concubine Mimics get a +8 Racial Bonus to Disguise and Escape Artist Checks.  They also have a +8 racial bonus on Climb checks. A Mimic can always choose to take 10 on Climb checks, even if rushed or threatened.

Combat: Concubine Mimics prefer to use their disguises to infiltrate balls and parties.  Once they find sufficiently inebriated prey they try to seduce it away someplace quiet where they can't be interrupted and waits for it's prey to 'place itself in a vulnerable position'.  Once the prey is sufficiently unarmored and weaponless, the Mimic shifts form, sticks to the target, and munches away.  They are usually quite wealthy if they hire themselves out as assassins.  If found out as a killer (but not a Mimic) they usually have a few weapons on their person to fight while hiding their true nature until escape is possible. 




Mimic, Concubine
"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 interviewing a very rare sort of Mimic!"

The Anti Bard Mimic
"So the runors about you being created by mad Wizards are true?"

"Aren't most Wizards mad?"

"Fair enough."

"Hey now!"

"Thankfully we were smart enough to eat them.  Buncha perverts."


Mercenary Mimics

"So what do you do now?"

"Most of us are killers for hire.  Hot dresses are expensive dresses.  Except my cousin Bedelia.  She settled down, had 14 half mimic kids.  Her husband is still clueless."


« Last Edit: September 27, 2022, 12:13:05 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #11 on: November 07, 2011, 02:57:12 AM »
Blood Daisy
                      Small Plant (Chaos, Evil, Extraplanar, Tanar'ri)
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                5 ft. (1 square)
Armor Class:          16 (+1 Size, +2 Dex, +1 Natural, +2 Profane), touch 15, flat-footed 14
Base Attack/Grapple:  +1/-6
Attack:               Leaf of Fury +4 melee (1d3-3)
Full Attack:          Leaf of Fury +4 melee (1d3-3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Summon, Warp Soul, A Moment of Fury
Special Qualities:    Low Light Vision, Plant traits, Energy Resistance 10 (Acid, Cold, Fire), Immunities (Electricity, Poison). Telepathy 100 ft., Profane Beauty, Tanar'ri Blood, Slight Build
Saves:                Fort +6, Ref +4, Will +4
Abilities:            Str 4, Dex 15, Con 12, Int 8, Wis 14, Cha 14
Skills:               Bluff +6, Disguise +3 (+11 to appear to be a flower), Hide +6, Listen +6, Move Silently +6, Spot +6
Feats:               Ability Focus (Warp Soul), Weapon Finesse (B)
Environment:          Any
Organization:         Solitary, Group (3-6), or Colony (10-100)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          3-4 HD (Small)
Level Adjustment:     ---

"La La La La La La La..."

Blood Daisies are vile plants infused with demonic essence and returned to the Material Plane.  There they corrupt and destroy all in their path while smiling mindlessly.  They appear to be bright red glowing sunflower like plants.  Everything in the square they encounter is bathed in red light (this doesn't affect vision really, it's just the whole world appears red).

Summon (Su): Once per day a Blood Daisy can summon another Blood Daisy with a 35% chance of success.  This is the equivalent of a 1st level spell.

Warp Soul (Su): Blood Daisies bathe the square they are in with a blood red light.  Anyone sharing this area (which is possible due to their Slight Build, but only if the Blood Daisy allows it) sees everything in a rose colored light and feels peaceful and happy.  They must make a DC 15 Willpower Save (Save DC is Wisdom Based) each round they remain in this area or take 1 point of Temporary Wisdom damage.  If their Wisdom falls to 0, they permanently switch Alignment to Chaotic Evil and become loyal to the Tanar'ri cause.

A Moment of Fury (Su): The Blood Daisy can use this ability as a Standard Action on any opponent within 60 ft. who is either Chaotic or Evil.  That victim must make a DC 13 Willpower Check or immediately go into Frenzy (see Complete Warrior page 34), with the exception that the victim will attack it's former Allies first, and never attacks the Blood Daisies.  This is a Mind-Affecting Effect.

Profane Beauty (Su): The Blood Daisy gets a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Tanar'ri Blood (Ex): Blood Daisies have Tanar'ri blood (or whatever) running through their veins (or whatever).  As such despite being a plant they are Tanar'ri for purposes of spells, Feats, Abilities, etc.

Slight Build (Ex): Whenever a Blood Daisy is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Daisy is treated as one size smaller if doing so is advantageous to the monster. A Daisy is also considered to be one size smaller when "squeezing" through a restrictive space. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Skills: Daisies get a +4 Racial Bonus on Bluff, Listen, and Spot Checks.  They  also have a +8 Racial Bonus on Disguise checks to appear to be a flower.

Combat: Daisies don't fight.  They passively allow opponents to hang around long enough for their Warp Soul ability to take effect.  Then they inspire their victims to frenzy and set back to watch the fun.



Blood Daisy
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! I'm your host Harlan Jergens, and this is my assistant Jim!  Today on Wild Kingdom we'll continue talking to 'Titan' Jethica, about her research on Bellis sanguinea, better known as the Blood Daisy. Jim?"

Yet Again, A Product of the Blood War
"So, you were saying these plants are kept from the public for the better good."

"Are they dangerous?"

"They aren't predators.  'Mischievous' is more how I'd describe them."

DON'T GET TOO CLOSE

"Define mischievous."

"They're flowers, how bad can it be?"

"RAGE!"

"Uh...ma'am?"

"I thought we'd patched things up?"

"RAGE!"

"I think it's the flowers Harlan.  They are clearly giggling."

"And now a word from our sponsors!"
« Last Edit: July 16, 2023, 05:59:43 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #12 on: November 07, 2011, 02:59:31 AM »
(click to show/hide)

Yggdrasil
                      Huge Outsider (Chaotic, Extraplanar)
Hit Dice:             30d8+300 (435 hp)
Initiative:           +10
Speed:                Teleport 240 ft. (48 squares)
Armor Class:          48 (-2 Size, +10 Dex, +10 Deflection, +10 Luck, +10 Natural), touch 38, flat-footed 38
Base Attack/Grapple:  +30/+48
Attack:               Touch +40 melee touch (1d4 Wisdom Drain)
Full Attack:          2d6 Touches +40 melee touch (1d4 Wisdom Drain)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spellcasting, Teleport, Hallucinatory Touch
Special Qualities:    See in Darkness, Regeneration 25, Energy Resistance 30 (Acid, Cold, Fire, Sonic), DR 30/Epic, DR 10/-, SR 40, Immunities, Telepathy 1 mile
Saves:                Fort +27, Ref +27, Will +27
Abilities:            Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills:               Bluff +43, Concentration +43, Diplomacy +43, Gather Information +43, Intimidate +43, Knowledge (Arcana, Geography, History, Local, Nature, Religion, The Planes) +43, Listen +43, Search +43, Sense Motive +43, Sleight of Hand +43, Spellcraft +43, Spot +43
Feats:                Combat Casting, Epic Spell Focus (Illusion), Epic Spell Penetration, Greater Spell Focus (Illusion), Greater Spell Penetration, Heighten Spell, Silent Spell, Spell Focus (Illusion), Spell Penetration, Still Spell, Transdimensional Spell
Environment:          The Outer Planes
Organization:         Unique
Challenge Rating:     24
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          31+ HD (Huge)
Level Adjustment:     ---

"Some things are left well enough alone..."

The origins and goals of the entity known as Yggdrasil are unknown.  It is unknown if that is even her real name (and indeed her gender is not exactly verified either).  It is known that she is a truly powerful entity and may be on the verge of attaining power on par with the Gods (i.e. Divine Rank 0).  Why she wants this (and she appears to want it) no one is certain of.  While Yggdrasil appears able to understand virtually all forms of communication, rarely does she respond in an intelligible manner that makes sense or that isn't cloaked in symbolism and metaphor.  Most have given up trying to understand and simply get out of the way if she appears, abandoning their homes and fleeing.

Spellcasting: Yggdrasil can cast spells as a Druid whose Caster Level is equal to her Hit Dice.  Unlike normal her spell list contains all spells on the Wizard list from the Enchantment and Illusion schools as well.

Teleport(Su): At will as a Swift Action Yggdrasil may teleport up to 240 ft.  A number of times per day equal to her Hit Dice she may use the spells Plane Shift OR Greater Teleport as a Supernatural Ability.

Hallucinatory Touch (Su):  Opponents touched by Yggdrasil take 1d4 Wisdom Drain (no Save), and then make a DC 35 Willpower Save or be affected by Mirage Arcana OR Persistent Image (choose before attacking).  Yggdrasil's Caster Level is equal to her HD.  Once  the victim's Wisdom is at 0 they must make a DC 35 Willpower Save (Save DC is Charisma based) or die.  If the Save is successful they lose 3d6 hit points instead.

Regeneration (Ex): Yggdrasil's regeneration does not work against cold iron.

Immunities (Ex): Yggdrasil is immune to the following: Mind-Affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, nonlethal damage, ability damage or Drain, energy drain, fatigue/exhaustion, petrification, polymorph, and electricity.  Yggdrasil does not require food, water, sleep, or air, and does not age.  She cannot be flanked, and cannot lose her Dexterity Bonus to AC.

Combat: Yggdrasil generally teleports in, disorients one opponent with a touch, teleports back out and launches spells from a distance.  She repeats until confusion destroys her opponents or they force her to try something different. 
« Last Edit: February 13, 2021, 12:05:27 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #13 on: November 08, 2011, 04:51:42 AM »
Let me get the rest of my threads/pbp ported over and ill fix the front page list and fire this sucker back up!

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Re: General Weirdness
« Reply #14 on: November 11, 2011, 08:54:01 PM »
Every so often the link tieing an Outsider to a specific Plane or Alignment is severed for unknown reasons.  Maybe they asked for it, perhaps they've been punished by a superior, or maybe it's a quirk of Fate.  Most leave their Home Plane and travel to find themselves.  Now that they aren't compulsively a specific alignment, many change entirely due to the shock of their situation.  Many become depressed or succumb to some form of extreme behavior.  Some just settle down and raise kids.


Freed Outsider

Freed Outsider is an Acquired Template that can be applies to any Outsider whose Alignment text mention "always" as in "always Chaotic Evil" or "Always Neutral Good" etc.

Size and Type: Size is unchanged, Type is unchanged.  The Chaotic, Evil, Extraplanar, Good, and Lawful subtypes are lost.  They also lose all Angel, Archon, Baatezu, Tanar'ri and similar subtypes that link them to a specific Plane. The Native subtype is gained. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increses by +2.

Attacks: Unchanged.

Damage: Your natural attacks are no longer considered Good/Evil/Chaotic/Lawful for purposes of overcoming Damage Reduction, but they are considered magic.

Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

Any spells, spell like abilities, or supernatural abilities that have an alignment descriptor are replaced with a similar spell from the same school, same level, same spell list if possible.

Any Sacred or Profane Bonuses become Enhancement Bonuses instead.

Any summoning abilities are lost.  Instead the Base Creature gains any Conjuration spell whose level is equal to the equivalent spell level their summoning ability was castable 3 times per day as a Spell Like Ability.  Caster Level is equal to their Hit Dice. If they already have spell like abilities Caster level is the same as it is for those abilities.


Special Qualities: Retains all Special Qualities of the Base Creature except as follows:

If the Base Creature had Damage Reduction that includes an alignment component (such as Dr 5/Good and Silver or DR 5/ Good or Silver) the alignment component is removed (i.e. it would become DR 5/Silver.  If the DR only has an alignment component (i.e. DR 5/Good) it becomes DR/Magic instead.

Despite losing the Angel, Archon, Baatezu, Tanar'ri and any similar subtypes that link them to a specific Plane the Base Creature retains their abilities (i.e. reisitances, immunities, about anything that isn't alignment related or that summons something).

Angels keep their Protective Aura, but it no longer acts as a Magic Circle Against Evil.

Archons lose their Magic Cirlce Against Evil, but instead gain any 3rd level Abjuration spell castable 3 times per day as a Spell Like ability.  Caster Level is equal to their hit Dice or 7th level whichever is higher.

Saves: Unchanged.

Abilities: If any of the Base Creature's mental stats are below 10 they are raised to 10.  It also gains +4 to 1 stat of your choice.

Skills:  Unchanged.  If Int increased recalculate ranks in skills.

Feats: Unchanged

Environment: Unchanged, or Any if it mentions a specific Plane

Organization: Solitary, possibly even Unique in many cases.

Challenge Rating: +0 (-1 for Angels and Archons)

Treasure: Unchanged

Alignment: Change "Always" to "Usually".  Most Freed Outsiders find their freedom such a shock that they quickly drift towards a new alignment (usually Neutrality).

Advancement: By character level now.  Favored Class is the one they have the most levels in.

Level Adjustment: +1 (+0 for Angels and Archons)

Example of creature using template here:


                      Dill-Bob  (former Dretch)
                      Small Outsider (Native)
Hit Dice:             2d8+8 (17 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +2/-1
Attack:               Claw +4 melee (1d6+1)
Full Attack:         2 Claws +4 melee (1d6+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell Like Abilities
Special Qualities:    Damage Reduction 5/Cold Iron, Dark Vision 60', Immune to Electricity and Poison, Energy Resistance 10 (Acid, Cold, Fire), Telepathy 100'
Saves:                Fort +7, Ref +3, Will +3
Abilities:            Str 12, Dex 10, Con 18, Int 10, Wis 11, Cha 11
Skills:               Hide +9, Listen +5, Move Silently +5, Profession (Batender) +5,Search +5, Spot +5, Survival +5 (+7 Tracking)
Feats:                Multiattack
Environment:          Any
Organization:         Solitary (possibly Unique)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Spell Like Abilities (Sp): Scare (DC 12) and Stinking Cloud (DC 13) 1/day.  Wall of Smoke (DC 11) 3/day.  Caster Level 2nd.

Dill-Bob was your average Dretch, quietly being used as a pawn by his superiors.  Until one day when he stood up, looked around, and loudly said: "OMGWTF AM I DOING HERE???"

He left his home plane and hasn't been back since.  He has no idea how he got his freedom or what to do with it.   Currently Dill-Bob is a bartender at a small rural bar somewhere on Greyhawk.





5E FREED OUTSIDER

Any Celestial or Fiend can become a Freed Outsider.

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

Alignment. The creatures Alignment tends to drift over time, and it can be just about anything.

Armor Class. The Base Creatures gains a +1 to AC.

Attributes. Base Creature gains +2 to any one ability score.  If it's Int, Wis and Cha scores are less than 10, they are raised to 10.

Altered Ability: Innate Spellcasting. If the base creature has Innate spellcasting, it may switch out any number of spells for a spell from the same school and level.


Freed Outsider
"Fianlly!  Back to the real world!

Good Fiends and Bad Angels

"So when we're you going to tell me about the Sphere??"

"Why never Jim.  It wouldn't be a surprise trap if anyone knew about it but me.

"You have disarmed that thing right?"

"What would I do that for?"

"You want to live??"


Finally Their Own Person
"Give it a minute, a local is wondering our way.  Hello sir!  Is this the country of Redgarden?"

"It is indeed stranger.  Yer more than welcome to come inta town and have a beer if'n you don't belong to that bee cult."

"We're actually on a mission to stop the cult."
« Last Edit: May 28, 2023, 10:15:39 PM by bhu »

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Re: General Weirdness
« Reply #15 on: November 11, 2011, 09:10:07 PM »
Dragon Millipede
                      Gargantuan Vermin
Hit Dice:             15d8+45 (112 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 40 ft., Burrow 20 ft.
Armor Class:          20 (-4 Size, +2 Dex, +12 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +11/+31
Attack:               Bite +15 melee (2d8+8)
Full Attack:          Bite +15 melee (2d8+8)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Spit Cyanide
Special Qualities:    Darkvision 60 ft., Vermin traits
Saves:                Fort +12, Ref +7, Will +6
Abilities:            Str 26, Dex 15, Con 16, Int -, Wis 12, Cha 2
Skills:               Climb +16, Spot +5
Feats:                -
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-32 HD (Gargantuan)
Level Adjustment:     ---


"Yo Mike, there's a huge pink bug critter outside."

"Whut's it a'doin'?"

"Meltin' the goats faces with it's spit."

"I quit."

Dragon Millipedes are bright pink, spiny millipedes almost 60 ft. long that can spit hydrogen cyanide.  Theoretically it's a form of defense against predators according to Sages (Defense? From what, one asks?), but it's also pretty good for bringing down munchable prey.

Spit Cyanide (Ex):  The Dragon Millipede can spit Cyanide once every 1d4 rounds in a 120 ft. Line.  Anything in the area of effect has to make a DC 20 Fortitude Save or be poisoned (Contact, Initial and Secondary damage 2d6 Constitution).

Skills: Dragon Millipedes have a +4 Racial Bonus to Spot checks, and a +8 Racial Bonus to Climb Checks.  They may always take 10 on a Climb Check.

Combat: Dragon Millipedes open up with spitting cyanide, then move in to bite.  Should this somehow fail they will blast their opponents with cyanide again and flee.



Dragon Millipede
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, we continue our tour of...you know I just can't bring myself to say it."

Pink Is How Nature Says Do Not Touch
"That is shockingly pink...I'm guessing it's quite toxic?"

"Oh my yes.  There's a reason we keep it well fed and make no sudden moves towards it."

"What does it eat?"

"Anything we've given it really."

Very Little Lore On This Critter
"So how toxic is the bite?"

"Not at all.  It expectorates it's venom out to a range of over a hundred feet."

« Last Edit: September 05, 2022, 05:36:16 PM by bhu »

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Re: General Weirdness
« Reply #16 on: November 11, 2011, 09:16:27 PM »
Giant Urchin
                      Medium Vermin (Aquatic)
Hit Dice:             3d8+9 (22 hp)
Initiative:           -2
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          16 (-2 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +2/+4
Attack:               Spine Jab +4 melee (1d6+2 plus poison)
Full Attack:          Spine Jab +4 melee (1d6+2 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spiny Defense, Poison
Special Qualities:    Vermin traits, 360 degree sight, Immunities, Mindless, Recuperate
Saves:                Fort +5, Ref -1, Will +0
Abilities:            Str 14, Dex 6, Con 16, Int -, Wis 10, Cha 2
Skills:               -
Feats:                -
Environment:          Any Aquatic
Organization:         Solitary or Colony (5-10)
Challenge Rating:    4
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---


"Bert?  Let me make sure Ah got this straight.  We're diving into the water nekkid, attacking a poisonous spiny ball, and if we survive we have to haul the damn thing up to the surface and repeat.  All while avoidin' bein' eaten by sharks."

"Yup."

"Howcum we never get normal assignments like killing a buncha Kobolds?"

"Have you forgotten the M.A.D.D. lawsuit?"

Apparently even Sea Urchins have Dire forms.  Often harvested as food and for other purposes, divers who confront them have definite problems killing them and bringing them to the surface.  After all they're basically a 200 pound ball of poison spikes.  And when cut up they become new Sea Urchins eventually, making them a plague on some communities.  Even worse Sea Urchins appear to be effectively immune to disease, and don't really age.  So they're effectively immortal unless killed. Unfortunately they are also quite hyperactive compared to their smaller cousins.

Spiny Defense (Ex): Being covered in spikes, Sea Urchins are difficult to attack.  Anything attacking the Urchin in melee without using a Reach weapon takes 1d6 plus it's own Strength Modifier in piercing damage, and is possibly poisoned.

Poison (Ex): Injury or Ingestion, Fort Save DC 14, Initial and Secondary damage is 1d6 Dexterity. 

360 Degree Sight (Ex): Sea Urchins can only really detect variations in light and dark as opposed to actual images.  Nevertheless they can see in pretty much all directions and thus cannot be flanked.  Due to their poor vision they are invulnerable to all attacks/effects requiring them to be able to see.

Immunities (Ex): Sea Urchins are immune to aging effects, disease, flanking, and critical hits.

Recuperate (Ex): A Sea Urchin Regenerates 1 hit point per hour, and can regenerate any significant amount of lost bodily material.  If a significant chunk of it's body is cut away (at least 20%), the piece will heal 1 hit point per hour until it becomes an entirely new Sea Urchin.

Combat: Sea Urchins generally jab opponents and let their venom do the rest of the work.  Once they finally succumb to it the Urchin brings it's grinding mouthplates to bear and devours them.



Giant Sea Urchins
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Farmer Brown is showing us his latest: an animal that can be raised  as food or to sabotage your enemies!"

As Close To Immortal As It Gets
"These seem fairly innoffensive."

"They are voracious bottom feeders.  We use them for invertebrate farms, and even in the fisheries many of their attackers sometimes die from their venom."

"Hardly seems worth the effort.  Which I imagine is why you also eat them"


You Eat What?

"Who would want to eat a giant, spiny ball?"

"The truly wealthy.  They'll eat anything if you refer to it as a delicacy."


« Last Edit: August 14, 2022, 07:53:18 PM by bhu »

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Re: General Weirdness
« Reply #17 on: November 11, 2011, 09:22:09 PM »
Giant Banana Slug
                      Small Vermin
Hit Dice:             2d8+2 (11 hp)
Initiative:           -2
Speed:                15 ft. (3 squares)
Armor Class:          11 (+1 Size, -2 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple:  +1/-3
Attack:               Wrap +1 melee touch (grapple)
Full Attack:          Wrap +1 melee touch (grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Radula, Slime, Wrap
Special Qualities:    Dark Vision 60 ft., Estivation, Weaknesses, Scent
Saves:                Fort +4, Ref -2, Will +1
Abilities:            Str 10, Dex 7, Con 12, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:         Warm or Temperate Forest or Mountains
Organization:         Solitary or Pair
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"So let me get this straight.  We're climbin' 50 feet up thet tree, grabbin' slime critters hangin' from the thing, and wrasslin' them into a bag."

"Ayuh,"

"Screw that.  JOE BOB! Joe Bob, burn thet tree down.  We'll bag them critters when they fall off."

"FIRE!! HAHAHAHAHAHAHA!!!"

Yeeeaaah...yeah I'm gonna go on record again and say there's soemthin' wrong with thet boy..."

These larger versions of the bright yellow molluscs will scavenge and eat just about anything.  Usually little danger to adventurers, they're are most dangerous when they creep up on people in their sleep or drop on them from the tree they were setting in.  And they just skeeve people out really.

Wrap (Ex): If the Banana Slug successfully makes a touch attack it is considered to be grappling it's victim.

Slime (Ex):  Banana Slugs are covered in slime whose consistency they can alter to make sticky or slippery.  While sticky the Slug gains a +8 Racial Bonus to Climb and Grapple Checks.  While slippery it gains a +8 Racial Bonus to Escape Artist and a +2 Deflection Bonus to Armor Class.  Switching between the two states is a Swift Action.

Radula (Ex): When grappling a slug brings it's boring radula to bear, doing 1d6 slashing damage per round.  If it's opponent rolls a natural one on the opposed Grapple Check it also does 1 point of temporary Constitution damage.

Estivation (Ex): During the dry seasons the Banana Slug can hibernate, entering a stat of suspended animation.  It takes a Full Round Action to enter or leave estivation.  While the Slug is in estivation it does not require food or water for at least 5 months, and gains a +2 Racial Bonus on all Fortitude Saves against Starvation or Dehydration afterwards.

Weaknesses (Ex): Slugs are exceptionally vulnerable to dehydration.  They take a -4 Racial Penalty on any spell or effect that causes deydration or water loss.  Throwing a 1/2 pound vial of salt on them does 1d6 damage per round until they wash it off.

Combat: Slugs tend to grab hold and proceed to nibblin'.  Lets face it they're slugs, they aren't tactical geniuses. 



Giant Banana Slug
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, we get to see Farmer John's...giant banana trees?

Not Normally Mistaken For Bananas
"Those aren't bananas Harlan."

"They're fairly interesting critters.  We're very interested in possible industrial uses for it's slime."

"Nature is a strange thing indeed."

"Come now Harlan, surely you've seen worse."

Would You Believe People Eat These?
"So are them omnivorous?"

"Quite.  They're extreme detritivores, and we often use them to vacuum up 'accidents'."
« Last Edit: September 05, 2022, 05:44:59 PM by bhu »

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Re: General Weirdness
« Reply #18 on: November 11, 2011, 09:57:18 PM »
Larval Otyugh
                      Tiny Aberration
Hit Dice:             1d8 (4 hp)
Initiative:           +1
Speed:                5 ft. (1 square)
Armor Class:          18 (+2 Size, +1 Dex, +5 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +0/-12
Attack:               Tentacle +1 melee (1d3-4)
Full Attack:          2 Tentacles +1 melee (1d3-4) and 1 Bite -4 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.(5 ft. with tentacles)
Special Attacks:      Constrict, Disease, Improved Grab, Stench of the Unholay!
Special Qualities:    Dark Vision 60', Scent
Saves:                Fort +0, Ref +1, Will +4
Abilities:            Str 3, Dex 12, Con 10, Int 2, Wis 12, Cha 3
Skills:               Hide +9 (+17 in Lair), Listen +3, Spot +3
Feats:               Weapon Finesse
Environment:          Underground
Organization:         Solitary or Swarm (3-4)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2-3 HD (Small), 4-5 HD (Medium)
Level Adjustment:     ---


"Oh mah gawd, I think they stink even worse when they're babies!"

Otyugh apparently develop from little stinky larva.  Good news for adventurers everywhere...

Constrict (Ex): A Larval Otyugh automatically does its tentacle damage with a successful Grapple Check.

Disease (Ex): Filth Fever-Bite, Fortitude DC 10, incubation period 1d3 days, damage 1d3 Dex and Con.  Save DC is Constitution based.

Improved Grab (Ex): Larval Otyughs do not provoke an Attack of Opportunity when attempting a Grapple.

Stench of the Unholay! (Ex): Any living corporeal creature within 10' of the Larval Otyugh must make a DC 10 (Save DC is Constitution based) or be Nauseated so long as they remain within range of the Otyugh, and 1 round after.  Opponents who save successfully are immune to this Larval Otyughs stench for 24 hours.

Skills: Larval Otyughs have a +8 Racial Bonus to Hide Checks in their lair.

Combat: Larval Otyughs ambush prey smaller than themselves, but hide otherwise.  Unfortunately they seem to be of value to Alchemists so adventurers are often sent to fetch them.

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Re: General Weirdness
« Reply #19 on: November 11, 2011, 10:00:35 PM »
BEHOLD THE FURY OF THE LEECHMEN!
                      Medium Monstrous Humanoid
Hit Dice:             2d8+2 (11 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 45 ft.
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +2/+6
Attack:               Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Full Attack:          Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spit, Blood Drain, Disease
Special Qualities:    Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves:                Fort +1, Ref +3, Will +4
Abilities:            Str 10, Dex 10, Con 12, Int 8, Wis 12, Cha 8
Skills:               Climb +8, Escape Artist +4, Hide +2 (+6 Swamps), Survival +3, Swim +8
Feats:                Ability Focus (Spit)
Environment:          Warm Marshes
Organization:         Solitary, Pair, or Group (4-12)
Challenge Rating:    1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment:     +3



LEECHMAN GUARD
                      Medium Monstrous Humanoid
Hit Dice:             3d8+3 (16 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 45 ft.
Armor Class:          15 (+2 Natural, +3 Armor), touch 10, flat-footed 15
Base Attack/Grapple:  +3/+8
Attack:               Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +0 Ranged (1d6)
Full Attack:          Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +3 Ranged (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spit, Blood Drain, Disease
Special Qualities:    Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves:                Fort +2, Ref +3, Will +3
Abilities:            Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 6
Skills:               Climb +10, Escape Artist +8, Hide +4 (+8 Swamps), Survival +4, Swim +10
Feats:                Ability Focus (Spit),
Environment:          Warm Marshes
Organization:         Solitary, Pair, or Group (4-12)
Challenge Rating:    2
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment:     +4

"Abner...Abner there's something in mah sleepin' bag.  It's cold, and it's wet, and I think it has a mouth fastened to one of my buttocks...I'd really like it if you could wake up and kill it now..."

The Leechmen are slimy bipedal creatures vaguely resembling humanoid leeches with long boneless arms.  Almost all of them are armed with either Short Bows or Spears (though where they gained the ability to create Short Bows is unknown as otherwise they are quite primitive).  They use selective breeding to create variants of their species, the most common of which are the guards (which in addition to being about a foot taller than regular Leechmen, are also slightly more intelligent), and some have domesticated Giant Leeches and similar swamp invertebrates as companions.  Usually only the guards wear armor, which is usually some sort of Hide.  Tribes are led by a Shaman, and usually not aggressive unless threatened or starving.  While they need blood, the Leechmen try not to kill victims, as this ensures a future food supply (though they can survive on fish and vegetables for brief periods of time).

Spit (Ex): The Leechmen can spit a viscous glob of mucousy substance up to 10' once every 1d3 rounds as a Standard Action.  This is a Ranged Touch Attack, and opponents successfully hit by it must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Stunned for 1d3 rounds.

Blood Drain (Ex): If the Leechman pins an opponent in a Grapple it does 1d3 temporary Constitution Damage, and has a small chance of infecting it's opponent (see below).

Disease (Ex): Whenever an opponent is successfully bitten by the Leechmen (or they can use their Blood Drain ability), he must make a DC 12 Fortitude Save (Save DC is Constitution based) or contract the red Ache disease (see DMG page 292).

Slime (Ex): The Slime covering Leechmen can be manipulated somewhat, giving them a +4 Racial Bonus to Grapple and Escape Artist Checks.

Salt Vulnerability (Ex): Leechmen take 1d4 damage per round per pound of salt they come in contact with.  They also have a -1 Morale Penalty on all rolls so long as they are in the presence of salt.

Skills: Leechmen get a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim check.  They also get a +4 Racial Bonus to Hide Checks in their native terrain.

Combat:  Leechmen tend to spit, grapple stunned opponents, and drain their blood if hungry.  Otherwise they spit, and then skewer them with spears/bows.