Author Topic: General Weirdness  (Read 52666 times)

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Re: General Weirdness
« Reply #20 on: November 11, 2011, 10:03:17 PM »
Blunderbore
                      Large Giant
Hit Dice:             15d8+75 (142 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +11/+25
Attack:               Headbutt +20 melee (2d6+10)
Full Attack:          Headbutt +20 melee (2d6+10)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Powerful Charge
Special Qualities:    Low Light Vision, Weather Beaten
Saves:                Fort +14, Ref +4, Will +5
Abilities:            Str 30, Dex 8, Con 20, Int 6, Wis 10, Cha 7
Skills:               Intimidate +4, Listen +6, Spot +6
Feats:                Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Rapid Assault, Reckless Charge*
Environment:          Warm Plains
Organization:         Solitary, Pair or Group (4-8)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Neutral (with some Evil tendencies)
Advancement:          16-22 HD (Large) and 23-30 HD (Huge)
Level Adjustment:     +4


* Feats not in PHB are in Tome of Battle and the Miniature's Handbook.

"Abner...we've done some damn fool things for money...but this has to top them all..."

The Blunderbore appears to be a 7' tall humanoid man with a massive head almost twice the size of it's body composed of eyes, teeth, and knobs of bone.  Their origin is unknown and hotly debated, with rumors of incest among the Hill Giants blamed by the less intelligent amongst us.  Obviously it takes powerful magic to keep such an unlikely being going, so the smart money is that another Wizard made a new species of guard critters, and promptly died, thus allowing them to roam free and breed.

Civilization appears to be severely under developed among them, and how they have survived (let alone reproduce giving their bodies) is a puzzlement to monsterologists everywhere.  They have no form of shelter (many are found standing perfectly still in the driving wind and rain as if they don't notice it), and indeed they may not have the means of constructing it anyway.  Even the lowly Hill Giants have more ability than they do.  The only reason there is any form of treasure available in thir entry is their habit of throwing indigestible adventurer bits on the communal trash pile.

They understand Common and Giant, but do not truly seem interested in communicating (or perhaps they are incapable).

Powerful Charge (Ex): The Blunderbores headbutt does 4d8+20 damage with a successful Charge attack (plus it's bonuses from Feats).

Weather Beaten (Ex): Blunderbores are used to exposure to the outside weather, and permanently have the benefits of an Endure Elements spell on their person.

Combat: Blunderbores tend to charge immediately upon seeing anything not of their own kind.  Hence why they live on plains as large open areas are best for their preferred form of fighting.  They also really don't have a backup plan if this tactic fails...



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Re: General Weirdness
« Reply #21 on: November 11, 2011, 10:10:33 PM »
Giant Tarantula
                      Large Vermin
Hit Dice:             6d8+18 (45 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +4/+12
Attack:               Bite +7 melee (2d4+6 plus poison)
Full Attack:          Bite +7 melee (2d4+6 plus poison)
Space/Reach:         10 ft./5 ft.
Special Attacks:      Poison, Urticating Hairs
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft., Scent
Saves:                Fort +8, Ref +4, Will +4
Abilities:            Str 18, Dex 15, Con 16, Int -, Wis 14, Cha 2
Skills:               Climb +12, Hide +2, Move Silently +6, Spot +12
Feats:                Ability Focus (Urticating Hairs)
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Spiders freak me out man."

"I uh...I'd avoid turning around..."

Giant Tarantulas are feared jungle predators, vulnerable to only magical beings or the largest predators.

Poison: Injury, DC 16 Fortitude Save negates, Initial damage is 1d6 Dexterity, Secondary damage is Paralysis for 2d6 rounds.

Urticating Hairs: As a Standard Action the Tarantula can turn it's back to the enemy and rub its legs on its abdomen to loosen it's barbed urticating hairs in a 15'x15'x15' cloud towards it's opponents.  Anything in the Area of Effect must make a DC 18 Fortitude Save (Save DC is COnstitution based) or suffer a -2 Circumstance Penalty to all rolls for 1d6 days.  If they fail the Save by 5 or more they are also Blinded for 1d6 minutes.  Urticating hairs stay in the air for 2d4 rounds, and are still active if a wind or some other activity stirs them up off the ground.

Run (Ex): During a Charge, or when fleeing in a straight line, the Tarantula can move up to twice it's normal speed.

Skills: Giant Tarantulas have a +8 Racial Bonus to Climb, and Spot Checks, and may always Take 10 on a Climb Check.  They also have a +4 Racial Bonus on Hide and Move Silently Checks.

Combat:  Tarantulas are ambush predators, preferring to strike from hiding and letting their venom do the bulk of the work.



Giant Tarantula
"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...Good Gawds, doon't we have enough giant spiders?

If They Turn Their Back, Run
"What are all those  frogs for?  Food?"

"No sir.  Those are pets."

"Your spider has pet frogs?"

"Indeed.  It trains them to guard the nest, and warn it if anything is coming."

When Your Guard Predator Has It's Own Minions
"Is it petting that frog?"

"Bessie loves her little froggies."

Froggie Minion
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 10 ft., Swim 20 ft.
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 12
Base Attack/Grapple:  +0/-6
Attack:               Bite +2 melee (1d3-2)
Full Attack:          Bite +2 melee (1d3-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Amphibious, Lowlight vision
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 7, Dex 14, Con 12, Int 2, Wis 14, Cha 6
Skills:               Climb +10, Hide +6, Jump +10, Listen +3, Move Silently +3, Search +1, Spot +3, Swim +10
Feats:                Weapon Finesse
Environment:          Warm Forest or Marsh
Organization:         Solitary or Pack (2-8)
Challenge Rating:     1/6
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Medium)
Level Adjustment:     ---

Some Tarantulas have a symbiotic relationships with microhylid frogs.  They protect the frogs from predators, and the frogs guard it's nest from egg stealing insects.

Skills: Frogs have a +8 Racial bonus on Climb, Jump and Swim checks. Frogs can always choose to take 10 on a Climb, Jump, or Swim check, even if rushed or threatened.  They may choose to use their Dexterity or Strength Bonus for Climb, Jump and Swim Checks.  They also have a +4 Racial Bonus on Search Checks.

Combat:  Froggies generally rely on their massive neighbor, but they will fight if cornered.

« Last Edit: September 05, 2022, 05:52:39 PM by bhu »

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Re: General Weirdness
« Reply #22 on: November 11, 2011, 10:41:32 PM »
http://i9.photobucket.com/albums/a78/Cyanide_Soul/wtf.jpg

                      Psychic Parasite
                      Tiny Aberration (Psionic)
Hit Dice:             1d8+2 (6 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Climb 15 ft.Swim 15 ft.
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-12
Attack:               Feed +4 melee touch (Feed)
Full Attack:          Feed +4 melee touch (Feed)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Feed, Psi-like Abilities
Special Qualities:    Dark Vision 60'
Saves:                Fort +2, Ref +2, Will +6
Abilities:            Str 3, Dex 14, Con 14, Int 2, Wis 18, Cha 2
Skills:               Climb +10, Concentration +4, Hide +10, Listen +4, Move Silently +4, Spot +4, Swim +10
Feats:               Weapon Finesse
Environment:          The Far Realms
Organization:         Solitary or Swarm (10-20)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:    ---


"Bert...wake up Bert..."

Sighs "Whut Abner?"

"What the hell is that on Bob's head?"

"HOLY (beeeeep)! BOB! WAKE UP BOB!  YOU GOT A BRAIN SQUID!"

Psychic Parasites are pests of the Far Realms who feed on the energy of psionically aware individuals (and sometimes on the mental energy of not so aware individuals).  Even worse the more they feed the smarter they get temporarily, so they can be quite annoying to get rid of once they've infested an area.  Fortunately they rarely escape the Far Realms, but they're a major pain if they do.

Feed (Su): With a successful melee touch attack a Psychic Parasite can feed on it's victims mental energy.  If it's opponent is Psionic and fails a DC 14 Willpower Save (Save DC is Wisdom based) he loses 1d6 power points, and the Save DC of the feed ability increases by 1 for the next hour (multiple successful Feed attempts result in cumulative bonuses to the Save DC.  For every 5 power points the Parasite drains it gains 1 Int or 1 Wisdom (it's choice) for 1 hour.  If the opponent is not Psionic, 2 successful Feed attempts drain 1 point of Intelligence, and the Parasite gains that point for 1 hour.

Psi-Like Abilities (Ps): The Psychic Parasite may use the following powers as Psilike abilities (Manifester Level is 3rd):

At will: Detect Psionics, Psionic Daze
3/day: Energy Emanation

Skills: Psychic Parasites get a +8 to Climb and Swim Checks, and may Always Take 10 on Climb or Swim Checks.  They may also use their Dex Modifier instead of their Str Modifier for these skills.

Combat: Psychic Parasites initially target Psionic individuals.  If there are none they prefer easy prey (i.e. no magical abilities or tough defenses), and they take a quick snack before fleeing.  Against Psionics they tend to wait for them to sleep before sneaking in to feed.

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Re: General Weirdness
« Reply #23 on: November 11, 2011, 10:43:15 PM »
Muck Whale
                      Gargantuan Magical Beast
Hit Dice:             25d10+150 (287 hp)
Initiative:           +1
Speed:                Swim 60 ft. (12 squares)
Armor Class:          30 (-4 Size, +1 Dex, +23 Natural), touch 7, flat-footed 29
Base Attack/Grapple:  +25/+50
Attack:               Slam +34 melee (2d6+19)
Full Attack:          Slam +34 melee (2d6+19)
Space/Reach:          20 ft./15 ft.
Special Attacks:     Terrifying Appearance
Special Qualities:    Dark Vision 60 ft., Hold Breath, DR 5/-, Fast Healing 10, Blindsight 120 ft., False Undeath
Saves:                Fort +20, Ref +15, Will +10
Abilities:            Str 36, Dex 13, Con 22, Int 3, Wis 11, Cha 16
Skills:               Listen +20, Spot +20, Swim +21
Feats:                Ability Focus (Terrifying Appearance), Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Swim-By Attack
Environment:          Cold or Temperate Aquatic
Organization:         Solitary, Pair, or Pod (6-12)
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          26-38 HD (Gargantuan), 39-50 HD (Colossal)
Level Adjustment:     ---

It is said that long ago one of the Gods of Darkness was saved, when the untimely arrival of a pod of whales saved him from ambush by distracting one of his fellows.  Unusually happy after butchering his would be assassin, the God set out to find a way to protect the whales from hunters, who were rabidly overfishing them.  His blessing was unique to say the least, and it is said he killed the whales and then raised them from death in an unholy parody of life.

The truth as always is just a little bit different than the stories say.  The God altered the whales, and their descendants have all inherited these changes.  The Muck Whales are hideous rotting parodies of their former selves, but in truth they are not dead.  It is a form of camouflage meant to deter hunters, since they look like floating corpses, and if not then the whales obvious unlife usually terrifies them into fleeing.  Worse their wounds seem to never heal, but they cause them no discomfort either.  Most who have encountered them are thought mad, as Muck Whales are rare, and even undead can be destroyed eventually.  The problem is that everyone assumes Clerics can turn them because of their appearance, or that items effective against the Undead are necessary for dealing with them.  This is a major reason why the few parties that spot and chase after Muck Whales fail.  They are called Muck Whales because of the trail of rotting organic debris they leave in their wake.

Terrifying Appearance (Su): Any living creature within 100 ft. of the Muck Whale must make a DC 27 Willpower Save or be Frightened for 2d6 rounds (SSave DC is Cha based).  Opponents who succeed in making the Save are immune to this Muck Whales Terrifying Appearance for 24 hours.

Hold Breath (Ex): Muck Whales can hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

False Undeath (Su): The Muck Whale appears to be dead, and nothing, not even spells, produces any evidence to the contrary.  The Muck Whale detects as undead for all spells and abilities that detect for such.

Skills: Muck Whales receive a +4 Racial Bonus to Listen and Spot Checks, and a +8 Bonus to Swim Checks.  They may always Take 10 on a Swim Check, and may use the Run Action while swimming in a straight line.

Combat: Muck Whales have a (very) rudimentary sense of tactics.  They will rely on their appearance and hit and run tactics despite their size.  Some even play dead to avoid the combat entirely. 



Muck Whale
"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 coming to you live from the Dark Sea!"

Blessed?

"Today we're looking for a pod of whales the local pirates claim are both undead and invincible."

"And with us to test that theory is a local Cleric of Berg."

"Howdy.  My name is Dead Bob."

"Well there's a pod of whales off the port side now."

"Not dead whales unfortunately."

Not Quite Undead

"Where are they suddenly running off to?"

"Look!  Look there Jim!"

"Sweet Jebus.  Okay Bob, you're up."
« Last Edit: November 10, 2022, 12:36:32 AM by bhu »

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Re: General Weirdness
« Reply #24 on: November 11, 2011, 10:43:41 PM »
Leech, Biggie Sized
                      Tiny Vermin (Aquatic)
Hit Dice:             1d8+1 (5 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Climb 10 ft., Swim 15 ft.
Armor Class:          12 (+2 Size, -1 Dex, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +0/-10 (+2 when Attached)
Attack:               Attach -1 melee (Attach)
Full Attack:          Attach -1 melee (Attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Anesthetic Bite, Blood Drain, Disease
Special Qualities:    Blind, Amphibious, Tremorsense 30'
Saves:                Fort +3, Ref -1, Will +1
Abilities:            Str 6, Dex 8, Con 12, Int -, Wis 12, Cha 1
Skills:               Hide +15, Swim +6
Feats:                Weapon Finesse (B)
Environment:          Warm Aquatic, Marsh, or Forest
Organization:         Solitary
Challenge Rating:   1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Bert...this job sucked before the Leeches...now Ah just have a powerful need to do bad things..."

Giant Leeches are the best for ruining an adventurers day.  Especially if they're sleeping.  Hehehehehehe...

Attach (Ex): A Leech can Attach itself with a successful Melee Touch Attack, effectively Grappling it's opponent.  While Attached it loses it's Dexterity Bonus to AC (not that it has one), but gains a +12 Racial Bonus to Grappling Checks.  It can be attacked with a weapon, or removed if it's opponent can successfully Pin it in a Grapple.

Anesthetic Bite (Ex): If potential victims do not make a successful Spot vs Hide Check, they do not notice the Leech make an Attach attempt.  They may make another Spot vs Hide Check each round with a cumulative +2 Bonus to notice the Leech has attached itself.

Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage each round they remain attached, falling off when they've eaten at least 4 Con.

Disease (Ex): Any opponent the Leech successfully Attaches itself to must make a DC 13 (Save DC is Con based with a +2 Racial Bonus) or be infected with Red Ache (see page 292 of the DMG).

Blind (Ex): Leeches are Blind, and therefore immune to any attack or effect relying on sight.

Skills: Leeches get a +8 Racial Bonus on Hide and Swim Checks, and may always Take 10 on a Swim Check.

Combat: Leeches hide in ambush, and make an Attach attempt whether their opponent notices them or not. 



Giant Leech
"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 violating another rule: Never use leeches as minions."

Their Bite Has A Numbing Agent
"Weren't the piranha and shrews bad enough?"

"Relax, they're tame.  They realize humanoids give them food."

"I think you're vastly overestimating the intellectual capacity of invertebrates."

"Surely recognizing the people who feed you doesn't require much."

A Sleeping Murderhobo's Worst Nightmare
"Wait, what do you feed them?"

"Er...that's classified."
« Last Edit: September 05, 2022, 06:00:19 PM by bhu »

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Re: General Weirdness
« Reply #25 on: November 11, 2011, 10:45:02 PM »
Giant Pistol Shrimp
                      Huge Vermin (Aquatic)
Hit Dice:             8d8+24 (60 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Swim 30 ft., Burrow 5 ft.
Armor Class:          20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +6/+20
Attack:               Claw +10 melee (1d8+6)
Full Attack:          Claw +10 melee (1d8+6) or Pistol +6 Ranged Touch (3d6 Sonic)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Pistol Claw
Special Qualities:    Dark Vision 60 ft., Vermin traits, Limb Regeneration
Saves:                Fort +9, Ref +4, Will +3
Abilities:            Str 22, Dex 14, Con 16, Int -, Wis 12, Cha 2
Skills:               Hide -2, Spot +5, Swim +14
Feats:                ---
Environment:          Any Aquatic
Organization:         Solitary or Colony (6-30)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-13 HD (Huge), 14-16 HD (Gargantuan)
Level Adjustment:     ---

"Were goin' fishin' Abner!"

"Awright!  It's about time Bert!"

"Here's your ring of water breathing."

"What the hell are these for?"

"We're goin' fishin' underwater."

"For what?"

"Shrimp..."

Giant Pistol Shrimp are truck sized crustaceans with an odd claw that allows them to shoot a sonic blast in t he form of a stream of bubbles.  It is capable of killing small prey and stunning larger opponents.  There are several kinds of Pistol Shrimp.  Some live in large colonies, and some live in a symbiotic relationship in a burrow with Giant Goby fish.

Pistol Claw (Ex): When making a Full Attack the Pistol Shrimp can use it's special claw.  When it snaps together it creates a bubble which momentarily reaches temperatures similar to the sun causing a shockwave.  It makes a Ranged Touch Attack on any square within 60'.  Anything within the square takes 3d6 Sonic damage and make a DC 17 Fortitude Save or be both Stunned and Deafened for 1d3 rounds.

Limb Regeneration (Ex): If a Pistol Shrimp loses a limb it regenerates within 1d4 weeks.

Skills: Giant Pistol Shrimp get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check.  They also have a +4 Racial Bonus on Hide and Spot Checks.

Combat: Giant Pistol Shrimp generally fire off their pistol attack to stun or kill prey before finishing it off with their claw.



Giant Pistol Shrimp
"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 witness an ill fated idea."

A Miracle of Nature
"Is it wise ti give giant form to a creature with a ranged weapon?"

"They only use it in the water, we just have to stay on land."

"You should have learned from bitter experience that's not the way it works by now."


Symbiotic Relationship

"What's that fish in it's burrow?"

"Why, that's it's minion of course."


« Last Edit: August 14, 2022, 08:01:50 PM by bhu »

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Re: General Weirdness
« Reply #26 on: November 11, 2011, 10:46:14 PM »
Earth Mole
                      Huge Magical Beast
Hit Dice:             12d10+72 (138 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Burrow 40 ft.
Armor Class:          16 (-2 Size, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +12/+30
Attack:               Bite +20 melee (2d6+15)
Full Attack:          Bite +20 melee (2d6+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Tremors, Surface Ambush
Special Qualities:    Blind, Tremorsense 60', Scent, Weakness
Saves:                Fort +13, Ref +8, Will +5
Abilities:            Str 30, Dex 10, Con 20, Int 3, Wis 13, Cha 14
Skills:               Listen +16
Feats:              Cold Endurance, Endurance, Improved Cold Endurance, Improved Toughness, Snatch
Environment:          Cold Hills and Mountains
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-16 HD (Huge), 17-20 HD (Gargantuan)
Level Adjustment:     ---

"Bert...I have been asked to hunt some odd critters in mah time...but this is just damn foolish..."

Earth Moles are giant hairy creatures, vaguely piglike with digging tusks.  Dissections have revealed many similarities to Mammoths, which puzzles Wizards greatly.  No one is certain why they have adapted this way, and they show none of the usual signs of magical tampering.

Tremors: When the Earth Mole uses it's Burrow speed 10' or less below ground, anything standing on the ground above it as it passes must make a DC 26 Reflex Save (Save DC is Strength Based). 

Surface Ambush: The Earth Mole can position itself below it's opponent, and perform a Charge Attack by suddenly surfacing.  If it's opponent is Flat-footed, the Earth Mole gets a +6 Circumstance Bonus on the Grapple Check when using it's Snatch Feat.

Blind (Ex): Earth Moles are completely Blind and immune to any Attack that requires them to be able to see.

Weakness (Ex): Earth Moles are vulnerable to Sunlight, and can only take a single Move or Attack Action.  If it cannot escape by the next round it is destroyed.

Combat:  Earth Moles will generally make a few passes to shake things up, and then suddenly ambush one party member.  Seeing as they are vulnerable to sunlight they tend to not get many chances if it's daylight, but at night they can be terrors.


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Re: General Weirdness
« Reply #27 on: November 11, 2011, 10:51:03 PM »
Goby Minion
                      Huge Animal (Aquatic)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +3
Speed:                Swim 50 ft. (10 squares)
Armor Class:          16 (-2 Size, +3 Dex, +5 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +6/+15
Attack:               Bite +9 melee (1d8+5)
Full Attack:          Bite +9 melee (1d8+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Blindsense 60 ft., Enhanced Sight
Saves:                Fort +8, Ref +9, Will +4
Abilities:            Str 20, Dex 16, Con 14, Int 2, Wis 14, Cha 6
Skills:               Hide -2, Listen +9, Spot +10
Feats:                Alertness, Endurance, Skill Focus: Hide
Environment:          Any Aquatic
Organization:         Solitary (usually shares cave burrow with Giant Pistol Shrimp)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-16 HD (Huge)
Level Adjustment:     ---

"Bert is that giant shrimp petting that giant fish?"

"I'll be damn glad when we retire Abner.  Things just ain't the same anymore as when we started."

Goby Minions are an odd species of fish living in a symbiotic relationship with Giant Pistol Shrimp.   The Shrimp builds and excavates a burrow, and  the Goby (which has much better vision) maintains guard and warns it of danger so they can both hide.  Although good lord knows what the combo has to hide from.  Krakens maybe.  Goby Minions are oddly somewhat trainable, and many would be evil madmen keep them as warning systems.

Enhanced Sight (Ex): Goby Minions can see normally in clear water, and 2d8x10 ft. in murky water.

Combat: Gobies hate fighting and prefer to hide in their shared burrows.  If necessary they will bite and usually flee unless their benefactor shrimp is threatened.



Giant Goby
"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 witness a clear violation of union rules."

Loyal For A Fish
"You are aware Statute 12 of the Guild of Evil Minions states that Minions are not allowed Minions of their own?"

"That only applies to intelligent Minions."

"I'd double check that with an attorney if I were you."


Easily Trained

"What does ti do anyway?"

"Lookout and early warning system mostly.  Occasionally a tag team partner."


« Last Edit: August 14, 2022, 08:09:24 PM by bhu »

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Re: General Weirdness
« Reply #28 on: November 11, 2011, 10:54:29 PM »
Acrosapien
                      Medium Aberration
Hit Dice:             15d8+105 (172 hp)
Initiative:           +10
Speed:                50 ft. (10 squares), Climb 50 ft.
Armor Class:          35 (+10 Dex, +15 Natural), touch 20, flat-footed 25
Base Attack/Grapple:  +11/+23
Attack:               Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee
Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18 melee
Full Attack:          1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee
Full Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18/+14/+9 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Web, Assimilate Weapon
Special Qualities:    Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Web Tripline, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25
Saves:                Fort +13, Ref +15, Will +16
Abilities:            Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14
Skills:               Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17
Feats:                Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting *
Environment:         Warm Forest or Underground
Organization:         Solitary or Colony (5-10)
Challenge Rating:     15
Treasure:             Standard
Alignment:            Usually Neutral Evil (with a Lawful Evil minority)
Advancement:          16-22 HD (Medium), 23-30 HD (Large)
Level Adjustment:     ---

* See Savage Species for Feats.

"The jungles are forbidden for good reason.  We will not escort you there, and if you mention going again you will not leave this village."

Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes.  Common colorations are black with red patterns, but this differs from region to region.  Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory.  This is backed up by their being fairly rare and quite powerful for their size.  Acrosapiens speak Common, Infernal, and their own language.  Their speaking Infernal puts them at odds with the idea that they were made by Lolth, and the Drow refuse to speak about them.  Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.

Poison (Ex): The Acrosapien's bite is poisonous.  Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.

Web (Ex): This is identical to the Huge Giant Spider ability on page 288 of the Monster Manual with a few exceptions. The Acrosapien can use it at will (Escape Artist DC 24, Strength Check DC 28).

Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body.  The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time.  Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.

Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard.  Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).

Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.

Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.

Devour Enemies (Ex):   By devouring the corpse of another formerly living being the Acrosapien learns to take it's form.  It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift  (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time.  It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead). 

Web Tripline (Ex): An Acrosapien can detect any creature in contact with it's webs, and any up to 60' away due to triplines.

Uncanny Dodge (Ex): See PHB page 50.

Improved Uncanny Dodge (Ex): See PHB page 50.

Evasion (Ex): See PHB page 50.

Improved Evasion (Ex): See PHB page 50.

Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks.  They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.

Combat: Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.

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Re: General Weirdness
« Reply #29 on: November 12, 2011, 03:46:19 AM »


Suncatcher
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: -5
Speed: 5 ft. flight, poor(1 square)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +2/+2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Solar Ray
Special Qualities: Solar Charge, Blindsight 60 ft, ooze traits, Solar Flight, Solar Defense, Flight
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 5, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Upper Atmosphere
Organization: Solitary or Swarm (10 to 1000)
Challenge Rating:
2??
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (medium), 7- 10 HD (Large), 11-15 HD (Huge)
Level Adjustment: ----

Like most Floaters the Suncatcher is a jellyfish like creature that spends it's time floating through the skies catching food in one of several unique ways. In the Suncatchers case it feeds directly on solar energy. The cells making up it's body absorb sunlight converting it into food and defensive abilities. Unfortuneately this built up charge of energy doesn't last forever, and at night the Suncatchers are quite vulnerable. For this reason they stay as high in the atmosphere as they can. Even moonlight provides them enough to feed on, but it wont recharge their defensive batteries. And during breeding season they congregate by the thousands like all Floaters providing a massive hazard to the shipping lanes of the sky.

Solar Charge (Su): The Suncatcher accumulates one Power Point every 15 minutes it spends in strong sunlight, and 1 point every 30 minutes in moderate or weak sunlight. It can store a total number of Power Points equal to it's Constitution plus its Hit Dice (in the case of the base example 23). These Power Points fade at the rate of 1 every 15 minutes in darkness. The Suncatcher may use them to power it's Solar Ray, or enhance it's Speed, Saves, or AC. While it is in direct powerful sunlight it gets 1 free Power Point a turn it may use (these points are not cumulative).

Solar Defense (Su):
The Suncatcher may expend Power Points to defend itself in a variety of ways. As an immediate action it can reduce damage it has taken by 2 points for every power point spent. As an immediate action it can gain a +4 racial bonus on all Saves for 1 round (costs 1 Power Point). As a standard acion it can gain a +4 Deflection Bonus to AC for 1 hour by spending 1 Power point (every 2 additional points spent increases the AC bonus by +1).

Solar Flight (Su): By expending Power Points the Sucatcher can increase its Flight Speed. Flight speed increases by +10 feet per point spent for 1 round. For each additional point spent it lasts another round. The Suncatcher may use this ability as an immediate action.

Solar Ray (Su): As a Standard action the Suncatcher may fire a ray of highly focused sunlight with a range of 60 feet. It does 1d6 fire damage per point spent. Creatures vulnerable to Sunlight (such as vampires) take double damage.

Flight (Ex): A Floaters body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat Tactics: usually a Suncatcher will flee anything large or that it recognizes as a dangerous predator. Otherwise it fires its Ray at anything that gets in range.
« Last Edit: March 03, 2022, 12:13:00 AM by bhu »

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Re: General Weirdness
« Reply #30 on: November 12, 2011, 03:48:46 AM »


Sky Trap
Medium Ooze
Hit Dice: 5d10+25 (52 hp)
Initiative: -5
Speed: 5 ft. (1 square)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +3/+3
Attack: Touch +3 melee touch (poison)
Full Attack: Touch +3 melee touch (poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Ooze Traits, Partial Invisibility, Blindsight 60'
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 21, Int -, Wis 1, Cha 1
Skills: -
Feats: Deadly Posion, Virulent Poison (see Savage Species)
Environment: Warm Skies
Organization: Solitary or Swarm (100 -1000)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: ----

Sky Traps are nearly invisible transparent Floaters that sting small birds and other flying creatures for prey. They have few Predators do to their incredible natural defenses. Many ships hire Wizards of some sort to simply detect them and other similar hazards.

Poison (Ex): The Sky Trap is covered in posionous stinging cells all over it's body. Simply brushing by it is enough to receive horrible burning welts, sometimes which scar for life. Fortitude Save DC is 19 (save is Constitution based). Initial Damage is 1d3 Con, Secondary is 2d3 Con. Any opponent touching the Sky Trap with bare skin or attacking it with Natural weapons must also make a Fortitude Save or be affected by the Sky Traps poison.

Partial Invisibility (Ex): The Sky Trap is almost completely transparent. If it is remaining still and the opponent is more than 10' away it is effectively invisible. If it is moving and the opponent is more than 10' away the opponent may make a Spot check (DC 30) to notice it. If it is still and within 10' an opponent may make a Spot check (DC 20) to notice it. The Spot check DC is only 15 if it is moving. Creatures with an Int of 2 or less do not receive a spot check, for them the Sky Trap is effectively permanently invisible.

Combat: The Sky Trap never initiates combat unless it's opponent is at least 2 size classes smaller than it (it mostly feeds on birds and small flying animals). It relies on it's poisonous nature to defend itself against anything else.
« Last Edit: March 03, 2022, 12:13:54 AM by bhu »

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Re: General Weirdness
« Reply #31 on: November 12, 2011, 03:49:16 AM »
Cloud Kraken
Gargantuan Magical Beast (Air)
Hit Dice: 20d10+180 (290 hp)
Initiative: +4
Speed: Fly 20 ft., Poor (4 squares)
Armor Class: 20 (-4 Size, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple: +20/+44
Attack: Tentacle +26 melee (2d8+10)
Full Attack: 2 Tentacles +26 melee (2d8+10), 6 Arms +21 melee (1d6+5), and 1 Bite +21 melee (4d6+5)
Space/Reach: 20ft./ 15ft. (30 ft with arms, 60 ft with tentacles)
Special Attacks: Improved Grab, Constrict 2d8+10 or 1d6+5
Special Qualities: Dark Vision 60', Cloud Screen, low-light vision, spell like abilities, Flight, Energy Resistance 50 (Electricity)
Saves: Fort +21, Ref +12, Will +11
Abilities: Str 30, Dex 10, Con 29, Int 24, Wis 20, Cha 15
Skills: Concentration +24, Hide +15, Intimidate +17, Knowledge (Geography) +22, Knowledge (Nature) +22, Knowledge (Arcana) +22, Knowledge (DM's choice) +22, Listen +28, Search +22, Sense Motive +17, Spot +28, Survival +20, Use Magic Device +17
Feats: Alertness, Blindfight, Improved Initiative, Iron Will, Multigrab, Greater Multigrab, Rending Constriction
Environment: Cloudy Layer
Organization: Solitary
Challenge Rating: 13??
Treasure: Triple Standard
Alignment: usually Neutral Evil
Advancement: 21-32 HD (Gargantuan), 33-60 HD (Collosal)
Level Adjustment: ----

"I remember back in aught four when I was on the Skyship Trieste. We'd flown down towards the Cloudy Layer in hopes of escaping a fleet of cannibal men. Most dangerous thing in the world to do, but we thought it would scare them off. It didn't. Worse yet a storm started brewin', and both them an us were caught in it. Thats when I saw the cloud off the port bow. Black and weird looking, and moving all wrong. Liek it was coming towards us. And then in a moment it was on us and all these arms erupted out of it and began picking men off the ships. Whatever it was smashed the fleet behind us, and you could hear the men screaming even over the winds. We seemed to barely escape with out lives. When I asked the Cap'n bout it later he said he'd accepted a bloody bargain once, and it was best I never spoke of it again."

Cloud Krakens are floating monstrosities that hide in the cloudy layers. Cousins to the marine monsters they are somewhat more intelligent, but less powerful of limb. They hide in the Cloudy Layer and prey on anything that gets close, unless that ship chooses to bargain with them (and they had best be damn quick about doing so).

Improved Grab (Ex): If the Cloud Kraken hits with an arm or tentacle attack it can attempt a Grapple as a free opportunity without provoking an attack of opportunity. If the grapple is successful it may constrict.

Constrict (Ex):
A Cloud Kraken deals automatic arm or tentacle damage with a successful grapple check.

Flight (Ex): The Cloud Kraken is naturally buoyant, and effectively has a permanent Feather Fall spell in effect on itself.

Spell Like Abilites (Sp): Once per day the Kraken may cast Control Weather, Control Winds, Fog Cloud, and Sleet Storm as a 9th level Caster.

Cloud Screen (Ex): The Cloud Kraken may 'sweat' a sort of fog from it's pores once per day. This creates a cloud of fog about the Cloud Kraken that looks like a cloud effectively giving it total concealment to those outside the cloud, and partial concealment to those inside the cloud. It lasts up to 2 hours or until the Kraken dispels it. A moderate wind (11+mph) dispels the fog in 4 rounds while a strong wind (21+mph) dispels it immediately. usually this spell is used by a Cloud kraken not hiding in wait in the Cloudy Layer.

Combat Tactics: Cloud Krakens are ambush predators. They lie in wait in the Cloudy Layer or in their Cloud Screen for prey to come close to them. Against intelligent opponents it will hide and use it's Spell Like abilities to soften them up before going in for the kill, grabbing and constricting as many opponents as possible before disappearing into the clouds again. Once it has eaten them it will make another attack run unless the ship has surrendered and offered to make a deal. Details about Cloud kraken deals are sketchy but they seem to be offering safe passage for occasionally luring a meal into their clutches. The Cloud Krakens tentacles have 20 hp, and its arms 10 hp against sunder attempts. If it has a free arm it ill use it to make the attack of opportunity against the Sunder attempt. A Kraken will flee if it loses half its arms or both its tentacles. A Kraken regrows its limbs in 1d10+10 days. Cloud Krakens speak Common and Auran.
« Last Edit: November 16, 2011, 05:47:05 AM by bhu »

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Re: General Weirdness
« Reply #32 on: November 12, 2011, 03:50:00 AM »


Floater Ghost
Medium Ooze (Incorporeal)
Hit Dice: 4d10+24 (46 hp)
Initiative: +1
Speed: Fly 15 ft. , Good ( 3 squares)
Armor Class: 12 (+1 Dex, +1 Deflection), touch 12, flat-footed 11
Base Attack/Grapple: +3/+3 (+4 for Soul Grapple)
Attack: Touch +4 melee touch (Soul Grapple)
Full Attack: Touch +4 melee touch(Soul Grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Soul Grapple
Special Qualities: Ooze Traits, Incorporeal, Blindsight 60'
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills: -
Feats: Weapon Finesse (Touch)
Environment: Any
Organization: Solitary
Challenge Rating: 5????
Treasure: None
Alignment: Always Neutral
Advancement: 5-12 HD (Large)
Level Adjustment: ----

So called Floater Ghosts are evolutionary oddities like the Phase Spider. Not entirely in our universe and not entirely somewhere else, they feast on the life essence of the living and the undead. They will try to pull the souls of the living from their bodies to consume them, or simply attack incorporeal undead and try eating them on the fly. Due to their glowing bodies they find stealth impossible and usually prefer the direct approach.

Improved Grab (Ex): If the Floater Ghost hits with its Touch Attack it may initiate a Soul Grapple as a free action without provoking an attack of opportunity.

Soul Grapple (Su): The Floater Ghost tries to pull a living beings soul from it's body. This can only be done to living creatures who are not Outsiders or Elementals. This works like a normal Grapple except the Floater Ghost and its opponent use their Charisma modifiers instead of Strength or Dexterity modifiers. Feats or abilities that would normally effect grappling do not effect this. Any round in which the Floater Ghost achieves a Pin Result it does 1d3 Wisdom damage. When its opponents Wisdom reaches 0 it has pulled it's soul from his body and the energy released feeds it. The soul is free to go to it's respective afterlife. but many end up becoming incorporeal undead like ghosts or spectres. If the Floater Ghost attacks an Incorporeal Undead with it's Soul Grapple, proceed as if it has attacked a living creature. If it brings the Undeads Wisdom to 0 it is destroyed permanently.

Combat: Like most Floaters the Floater Ghost shows no signs of subtlety. Anything coming within range of its senses is immediately attacked if possible. It will retreat if it takes more than half its hit points in damage, especially from Force effects.
« Last Edit: March 03, 2022, 12:15:03 AM by bhu »

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Re: General Weirdness
« Reply #33 on: November 12, 2011, 03:51:05 AM »
Floating Reef
Colossal + Ooze
Hit Dice: 100d10+1200 (1750 hp)
Initiative: -5
Speed: Fly 20 ft., poor (4 squares)
Armor Class: 27 (-8 Size, -5 Dex, +30 Natural), touch -3, flat-footed 27
Base Attack/Grapple: +75/+106
Attack: Sting +82 melee (1d3+15 plus poison)
Full Attack: 100 Stings +82 melee (1d3+15 plus poison)
Space/Reach: 100 ft. x 100 ft./100 ft.
Special Attacks: Poison, Engulf, Improved Grab
Special Qualities: Blindsight 360', ooze traits, Flight, Fast Healing 10, Immunities, Imposing, Energy Resistance (Acid, Cold, Electricity, Fire) 30
Saves: Fort +45, Ref +28, Will +34
Abilities: Str 40, Dex 1, Con 35, Int -, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Any sky
Organization: Solitary
Challenge Rating: 27??????
Treasure: None
Alignment: Always Neutral
Advancement: 100 +HD (Colossal)
Level Adjustment: ----

Floating Reefs are collections of individual creatures similar to jellyfish (all Floaters are). In the case of Floating Reefs though they have grown beyond all proportion. The one shown here is a typical member roughly a 100' around, with tentacles over 100' trailing beneath it similar to many jellyfish in a venomous dragnet. Unlike most other jellyfish though it has many, many tentacles capable of independent movement that it uses to defend itself or deal with large or troublesome prey. Many of these creatures have grown bigger and a legendary one called Paradise Lost is over a mile in diameter.

Engulf (Ex): A Floating Reef may wrap its opponent with dozens of small tendrils with a grapple check. As long as a Floating Reef maintains a Grapple the opponent takes 3d6 acid damage as the Reef devours it alive.

Improved Grab (Ex): If a Floating Reef makes a successful Sting attack it may attempt a Grapple as a free action without provoking an attack of opportunity. If successful it may use its Engulf attack.

Poison (Ex): Anyone touching the Floating Reef with their bare skin (i.e. grappling or making an attack with a natural weapon or unarmed strike) or hit by its Sting Attack must make a DC 72 Fortitude Save (Save is Constitution based), or be poisoned. Initial effect is Paralysis for 2d6 rounds, no secondary effect.

Flight (Ex): A Floaters body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Immunities (Ex):
A Floating Reef is immune to Sleep effects, disease, death effects, ability drain and damage, mind affecting effects, critical hits, non lethal damage, petrification, polymorph, poison, Stunning, fatigue and exhaustion. it is also immune to any spells or spell like abilities that allow Spell Resistance.

Imposing (Ex): Any living creature within 1 mile of a Floating Reef must make a DC 56 Willpower Save (Save DC is Charisma Based). If they make the save they are Shaken until the Floating Reef is out of sight. If they fail by 20 points or less they are Frightened. If they fail by 21-40 points they are Panicked. If they fail by 41 points or more they are Cowering.

Combat: A Floating Reef is usually content to simply drift and allow its dragnet of stinging tentacles to feed it. But if it sense large prey (or something big enough to be a nuisance it will head toward it, sting, and immediately try to Engulf it's paralyzed victim. A Reef can only bring one Sting attack to bear per square. So surrounding it is ironically a bad idea. Reefs are too stupid to understand the concept of retreat, and are better left alone.
« Last Edit: November 26, 2011, 04:07:24 AM by bhu »

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Re: General Weirdness
« Reply #34 on: November 12, 2011, 03:54:11 AM »


Black Floater
Medium Ooze
Hit Dice: 6d10+42 (75 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), good
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Tentacle +7 melee (1d4+3)
Full Attack: 6 Tentacles +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Blood Drain
Special Qualities: Ooze traits, Blindsight 60'
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 16, Dex 12, Con 25, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 6??
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: ---


Black Floaters are an odd evolutionary offshoot. Instead of nematocysts stinging cells their tentacles are covered in small piercing mouths that drain blood from it's victims.

Improved Grab (Ex): If a Black Floater hits with a tentacle attack successfully it may attempt a grapple check as a free action without provoking an attack of opportunity. If successful it may use its Blood Drain.

Blood Drain (ex):
If a Black Floater makes a successful grapple check it does 1 point of Constitution Damage.

Skills: When floating between observers and dark clouds (or at night) Black Floaters have a +8 Racial bonus to Hide checks. It loses this bonus if it has fed within the last 8 hours.

Combat: Black Floaters use their speed to run into the middle of foes, and then just begin lashing with tentacles until they get ahold of one. They flee after having drained a total of 8 points of Constitution or being reduced to half hit points.
« Last Edit: March 03, 2022, 12:16:01 AM by bhu »

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Re: General Weirdness
« Reply #35 on: November 12, 2011, 03:55:06 AM »


Violet Floater
Medium Ooze
Hit Dice: 6d10+42 (75 hp)
Initiative: -4
Speed: Fly 15 ft. (3 squares), poor
Armor Class: 6 (-4 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +4/+4
Attack: Tendril +4 melee touch attack (1d6 electricity)
Full Attack: 3 Tendrils +4 melee touch attack (1d6 electricity
Space/Reach: 5 ft./5 ft.
Special Attacks: Charged body, Discharge
Special Qualities: Ooze traits, Blindsight 60', Immune to Electricity, Absorption
Saves: Fort +9, Ref -2, Will +2
Abilities: Str 10, Dex 3, Con 25, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, Group (3-5)
Challenge Rating: 5??
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: ---

Violet Floaters have adapted to feed off the electrical discharges of the storms in the many cloudier regions, and are among the rarer Floaters. For the most part hey are harmless unless they are attacked.

Charged Body (Su): Anyone touching, grappling with, or attacking the Violet Floater with a natural or metallic weapon takes 1d6 electricity damage.

Discharge (Su): The Violet Floater discharges all the stored electricity it has in a 15' radius centered on itself. It may do this as a standard action. Damage done is equal to the damage it has absorbed.

Absorption (Su):
The Violet Floater can absorb up to 10 points of electricity damage per hit die it has. It can store this charge for up to 24 hours.

Combat: Violet Floaters will ignore most beings unless they move toward it (it feeds on electricity after all). Some can be bribed to go away by blasting them with electricity spells (i.e. feeding them). Otherwise the Violet Floater will spend several rounds lashing anything that attacks it with tentacles before using its Discharge Attack (if it has stored energy) and running away.
« Last Edit: March 03, 2022, 12:17:20 AM by bhu »

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Re: General Weirdness
« Reply #36 on: November 18, 2011, 03:06:52 AM »
Red Panda
                      Tiny Animal
Hit Dice:             1/2d8 (2 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          14 (+2 Size, +2 Dex), touch 12, flat-footed 12
Base Attack/Grapple:  +0/-11
Attack:               Claw +4 melee (1d2-3)
Full Attack:          2 Claws +4 melee (1d2-3) and 1 Bite -1 melee (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:     -
Special Qualities:    Low Light Vision
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 4, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills:               Balance +10, Climb +10, Hide +14, Listen +2, Move Silently +3, Spot +2
Feats:                Weapon Finesse, Cold Endurance (B)
Environment:          Temperate Mountains and Forests
Organization:         Solitary or Pair
Challenge Rating:    1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Skills: Red Pandas gt a +8 Racial Bonus on Balance and Climb Checks, and may always Take 10 on a Climb Check.  They may use their Dex modifier instead of their Str modifier for Climb Checks. and gain a +4 Racial Bonus to Hide Checks.
 
Combat: Red Pandas generally flee, or rear up and claw if cornered.


any guesses as to whether or not these things have scent?
« Last Edit: November 19, 2011, 03:11:51 AM by bhu »

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Re: General Weirdness
« Reply #37 on: November 20, 2011, 05:25:28 AM »
(click to show/hide)

Imaginary Friend
                      Tiny Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice:             10d8+40 (85 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 90 ft. (Good)
Armor Class:          27 (+2 Size, +5 Dex, +10 Profane), touch 27, flat-footed 22
Armor Class when Grappled:          23 (-2 Size, +5 Dex, +10 Profane), touch 23, flat-footed 18
Base Attack/Grapple:  +10/+2 (+28 when being Grappled)
Attack:               - (Bite +18 melee 2d6+10 in true form)
Full Attack:          - (Bite +18 melee 2d6+10 in true form)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Don't Squeeze the Charlotte, Seduce the Innocent, Spell-Like Abilities, Frightful Presence
Special Qualities:    DR 10/Good, Dark Vision 60', Immunities (Poison and Electricity), Energy Resistance 10 (Acid, Cold, Fire, Sonic), Spell Resistance 19, Telepathy 100 ft., Regeneration 5, Indestructible
Saves:                Fort +11, Ref +12, Will +9
Abilities:            Str 10 (30 when Grappled), Dex 21, Con 18, Int 14, Wis 14, Cha 29
Skills:               Bluff +19, Concentration +14, Diplomacy +19, Gather Information +19, Hide +23 (+7 Huge), Intimidate +19, Knowledge (any3) +12, Listen +12, Move Silently +15, Search +12, Sense Motive +12, and Spot +12
Feats:                Boost Spell-Like Ability (any 3)
Environment:          Any
Organization:         Solitary
Challenge Rating:    11
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          11-30 HD (Tiny)
Level Adjustment:     ---

Imaginary Friends are huge, segmented worm-like Demons who can appear as tiny animals, fairies or stuffed toys.  Cute things that appeal to the children that are their prey.  Their goal is to corrupt them into becoming Chaotic Evil, hopefully ensuring they go to the Abyss after death.

Don't Squeeze the Charlotte (Ex): It is particularly dangerous to Grapple with an Imaginary Friend as the outer appearance is merely a cute shell hiding the gigantic wormlike monstrosity within.  If it is grappled by an opponent the IF reveals it's true self changing it's Size Class to Huge, and it's Strength Score to 30.  It may also reveal itself at will as a Swift Action, and all stat block entries that say 'only when grappled' or the bite attack listed in parentheses can be used at this time.

Seduce the Innocent (Su): Imaginary Friends are well versed in lying to children and the guile-less.  Any time they successfully use Bluff or Diplomacy to get a child to commit an Evil act, that child's Alignment shifts one step towards Chaotic Evil. Spells like Remove Curse will return the child to normal, otherwise this effect is permanent.

Spell-Like Abilities (Sp): At will: Phantasmal Assailants, Reflective Disguise, Serene Visage

3/day: Illusory Feast, Illusory Pit, Mirage Arcana, Phantasmal Killer, True Seeing

1/day: Weird

Frightful Presence (Ex): When the Imaginary Friend reveals it's true self, any living creature with less Hit Dice than it, that's within 30 Ft., must make a DC 24 Willpower Save.  If the opponent fails it is Frightened fr 2d6 rounds.  If t succeeds, it is immune to this Imaginary Friends Frightful Presence for 24 hours,  Save DC is Charisma based.

Indestructible (Ex): No matter how much damage is done to an Imaginary Friend they will not go away.  They simply reform 24 hours later.  To permanently be rid of one, they must be brought to -10 hp, and a Miracle or Wish spell cast.

Combat: Imaginary Friends try to avoid combat, using their spells to provide cover for an escape.
« Last Edit: February 12, 2021, 12:54:18 AM by bhu »

Offline Monotremeancer

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Re: General Weirdness
« Reply #38 on: November 20, 2011, 05:27:43 AM »
Don't think the read pandas have scent. They have scent glands, so obviously they have a somewhat decent sense of smell, but I've never stumbled across a source saying that it's good enough to track with.
I'm what's staring back from the abyss.
How come you guys never wave?

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Offline radmelon

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Re: General Weirdness
« Reply #39 on: November 27, 2011, 02:17:58 AM »
Why are you statting something as mundane as a red panda anyways? I am interested as to how the imaginary friend will turn out, however.