Author Topic: Spookity Critters  (Read 17508 times)

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Spookity Critters
« on: November 11, 2011, 03:43:47 AM »
Monsters meant for darker campaigns

Aberrations
Astral Siren (Page 2)
Drei (Page 2)
Ouroboros (Page 3)
The Resurrection Women (Page 2)
Soulstealer (Page 3)
Spinal Parasite (Page 2)
Sting (Page 2)
Wormfish (Page 2)

Animals
Gibbering Viper (Page 3)

Constructs
Ubermenschen (Page 3)

Dragons
Grave Eel (Page 3)

Elementals
Minor Elemental (Page 3)

Fey
Bloody Handed Jack (Page 1)
Children of the Rose (Page 2)

Giants
Wyche (Page 3)

Humanoids
Them (Page 3)

Magical Beasts
Displacer Fish Swarm (Page 1)
Displacer Eel (Page 1)
Displacer Newt (Page 1)
Displacer Wyrm (Page 1)
Displacer Drake (Page 1)
Displacer Dragon (Page 1)
Fetid Abomination (Page 2)
Pale Horse (Page 2)

Monstrous Humanoids
The Lamprey Women (Page 3)

Oozes
Experiment 142 (Page 4)

Outsiders
The Angel of Death (Page 2)
Black Fly Swarm (Page 1)
Dinogloth (Page 2)
Ptera-Gloth (Page 2)
They Who Lie in Wait (Page 2)

Plants
Wounded Bird {Page 4}

Undead
The Black Mask (Page 2)
Briareus (Page 2)
Kiseichuu Yuurei (Page 2)
Pale Shark (Page 2)

Vermin
Black Roach (Page 3)

Templates
The Blighted (Page 1)
The Burning Dead (Page 2)
Cannibal (Page 1)
Child of Alchemy (Page 3)
Corporeal Spirit (Page 1)
Daourlind (Page 3)
Demoniac Spirit (Page 1)
Devil Beast (Page 1)
Dracul (Page 3)
Ghostly Concubine (Page 1)
Ghosts of the Deeps (Page 2)
Half-Ghost (Page 1)
Infected (Page 2)
Mangai (Page 1)
Reioi (Page 3 wip)
Rot Elemental (Page 1)
Soulless (Page 3)
Spectral Swarm (Page 1)
Spectral Vermin (Page 1)
Stolen Soul (Page 3)

Races
Pembunuh (Page 2)
« Last Edit: September 03, 2022, 10:46:46 PM by bhu »

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Re: Spookity Critters
« Reply #1 on: November 11, 2011, 03:44:38 AM »
SPECTRAL SWARM

Spectral Swarm is an Acquired Template that can be added to any Aberration, Animal, Magical Beast, or Vermin Swarm.  Spectral Swarms are free roaming magically created guardians. Most outlive their creators and become randomly traveling destroyers, eating all in their path afterwards.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's, and hit points are recalculated.

Speed: Spectral Swarms have a Fly Speed of 50, unless the base creature already has a better flight speed, with Perfect maneuverability,. 

Armor Class: Loses Natural Armor Bonus to AC (if any), except against Ethereal opponents.

Attacks: A Spectral Swarm retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.  BAB is unchanged.

Damage: Against ethereal creatures, the Spectral Swarm attacks normally. Against non ethereal targets the Spectral Swarm usually cant physically damage them but can use special attacks (see below). When using its Swarm attack it does negative energy damage instead of physical damage against non ethereal targets.

Special Attacks: A Spectral Swarm retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Spectral Swarm also gains the following:

Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5 feet.  Remember to increase Swarm Damage as it gains the appropriate amount of Hit Dice.

Special Qualities: A Spectral Swarm retains all Special Qualities of the Base Creature, plus all of the following:

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Turn Immunity (Ex): Spectral Swarms are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Dex, +4 Cha (minimum Charisma of 10. If it is below 10, raise it to 10). Spectral Swarms have no Strength or Constitution Score.

Skills: Spectral Swarms have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Spectral Swarms gain no Bonus Feats.

Environment: Any, often as Base Creature

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Depends on how many Swarms it can Consume (see above).

Level Adjustment: n/a

Example of creature using template here:

"Back in the old days we had locust problems every year. The famines they caused were horrible. Babies died in their cribs, while the cattle died in the fields. It was like the bugs were possessed.  Like they wouldn't stop until we all starved to death.

And one day a man named Alister came to town with his young apprentice. He claimed to be a Wizard, and said for a fee he could fix our problem. We paid him half and the locusts didn't appear the next day. When he came to collect the last half he said he wanted more, or the locusts would come back. We agreed. And then tried to kill him in his sleep. He escaped, his apprentice didn't. Or should I say, his son didn't.

The town was terrified when he told us who the boy really was. We waited weeks for his revenge. Then months. When it didn't come we hoped he'd moved on. And then the locusts came back. At least we thought they were locusts at first. But they didn't eat crops anymore..."

The Swarm (Advanced Locust Swarm/Spectral Swarm)
Diminutive Undead
Hit Dice: 27d12 (175 hp)
Initiative: +6
Speed: Fly 50 ft. (10 squares), perfect
Armor Class: 20 (+4 Size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +20/-
Attack: Swarm (5d6 negative energy damage)
Full Attack: Swarm (5d6 negative energy damage)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, Consume Swarm
Special Qualities: Dark Vision 60 ft., Immune to weapon damage, swarm traits, Dawn Flight, Turn Immunity, Lifesense, Unnatural Aura
Saves: Fort +15, Ref +16, Will +9
Abilities: Str -, Dex 25, Con -, Int -, Wis 10, Cha 10
Skills: Hide +27, Intimidate +8, Listen +8, Move Silently +8, Search +8, Spot +8
Feats: ---
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement: Varies
Level Adjustment: --


Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 23 Fortitude Save or be Nauseated 1 round.  Using skills that involve patience or concentration require a DC 20 Concentration check.  Casting or concentrating on spells requires a Concentration check (DC 20+spell level).

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Combat: The Swarm isn't subtle. It charges the nearest creature and attacks it until it dies. Rinse, Repeat. Given a chance it'll devour everything it can before the sun causes it to retreat.




« Last Edit: September 29, 2022, 12:40:15 AM by bhu »

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Re: Spookity Critters
« Reply #2 on: November 11, 2011, 03:45:07 AM »
Demoniac Spirit

Demonic Spirit is an Acquired Template that can be applied to any humanoid (or native Outsider) with a fiendish ancestry. It mush have Fiendish Heritage Feats, or the Half Fiend or Unholy Scion Templates, or be a Tiefling, or something similar acceptable to the DM.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Gains a Fly speed equal to it's land speed (maneuverability perfect), unless the Base Creature already has a higher Fly speed.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Demoniac Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Demoniac Spirit attacks normally. Against non ethereal targets the Demoniac Spirit usually cant physically damage them but can use special attacks when it Manifests (see below).

Special Attacks: A Demoniac Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Demoniac Spirit also gains the Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Hungry Touch (Su): This is a melee touch attack using the Demoniac Spirits Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for a number of rounds  equal to the Demoniac Spirits Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Demoniac Spirit  may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus a number of rounds equal to the Demoniac Spirits Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for a number of rounds equal to the Demoniac Spirits Charisma modifier instead (but is immune to further effects from this Demoniac Spirits Hellish Scream for 24 hours).

Mind Break (Su):Any living creature within 60 ft. of the Demoniac Spirit  that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.  While possessing a body you may use your Hungry Touch or Deadly Gaze abilities if you have them on the targets own body, and the victim gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily or permanently ending it's existence) a Demoniac Spirit is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day the ghost may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to the ghost on the Ethereal Plane. Assuming he defeats the ghost, he must find his own way back to his home plane.


Special Qualities: A Demoniac Spirit has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. It is much more difficult to release a Demoniac Spirit because their goals are far more epic in scope than a regular ghosts. Usually they will be tied to a specific place or object which must be destroyed to also destroy them. A common example is that the ghost can only be truly slain by a weapon it wielded in life, which must be used by a Good opponent. Optionally a Cleric can cast Miracle after destroying a Demoniac Spirit to get rid of it. Some can be banished to their Fiendish parents plane of existence, but they may come back.

Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 ft. of a Demoniac Spirit, and Panic if forced to do so (they remain Panicked so long as the Demoniac Spirit is within Range).

Lifesense (Su): Demoniac Spirits may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. They also can sense Good creatures within the same radius of effect.

Damage Reduction: The Demoniac Spirit has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all the ghost's special attacks are +1. If it has spells, spell-like abilities, or supernatural abilities from a class, you may optionally apply this to one set of them instead.

Spell Resistance (Ex): The Demoniac Spirit gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Demoniac Spirit gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Dex, +2 Int, +2 Wis, +8 Cha. Demoniac Spirits have no Constitution Score.

Skills: Demoniac Spirits have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Demoniac Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any.

Organization: Same as Base Creature.

Challenge Rating: +4

Treasure: As Base Creature.

Alignment: Unchanged, unless Base creature wasn't Evil, in which case it becomes Evil.

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"The DeLarosa's were always an evil family. Tyrants one and all, down to the very last of them. When Baron DeLarosa and his wife left on holiday we were so glad to be rid of them, even if only for a while.

It was worse when they came back. Much worse. There was an unspoken wall between the Baron and his wife. Nothing went well in the Barony after that. Wells dried. The fields caught fire and burned in the suns light. The country was dying. But the Barons wife Emilie was doing well. Pregnant with child, and growing angrier by the day. A child, rumor finally had it, that wasn't the Barons.

He murdered the gossipers in the public square many times, but it didn't stop them at all. It was said the baroness' child was cursed, a monster devouring the land to sustain its own hideous life. There were worse rumors. That the Baroness had taken to devouring children, and would no longer eat normal food. That she had gone mad. I lost track of the deeds laid at their feet.

Things continued to get worse until the child was born. The Baroness died giving birth, and in his 'grief' the Baron withdrew into himself. His underlings squabbled for power, further pressing the people down in their fighting and bloodshed. On his daughters 13th birthday we rose up and killed the Baron and all his court, down even to the children and the infirm.

Or so we thought. His daughter Elisha came back. At least we thought she was his daughter. Elisha was never truly human in life, and she's worse now in death."

Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
Medium Undead (Evil, Incorporeal
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
Base Attack/Grapple: +4/+4
Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60 ft., Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
Feats: Ability Focus (Hellish Scream)(B), Great Fortitude, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +13

Elisha appears as a dark haired, young girl soaked in blood from her wounds.  The expression on her face is not that of a human being, and the air seems to boil around her.

Spell-Like Abilities (Sp): Elisha may cast the following as spell like abilities: Charm Person (DC 19), Dominate Person (DC 23), Enervation, and Protection From Good 3/day.  Desecrate 1/day. Caster Level is 6.

Unholy Strike (Su): Elisha's natural and melee weapons are treated as evil for purposes of overcoming Damage Reduction, and do +2d6 damage against good opponents.

Hellish Scream (Su): Elisha may scream, causing all living opponents within 100 ft become Panicked for 16 rounds unless they make a DC 21 Will Save. If the opponent Saves successfully he is Shaken for 8 rounds  instead (but is immune to further effects from Elisha's Hellish Scream for 24 hours).

Terror (Su): Any living creature within 60 ft. of the Elisha that can see her must make a DC 21 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Hungry Touch (Su): This is a melee touch attack using the Elisha's Strength or Dexterity modifier, whichever is greater. If she successfully hits the opponent takes 1d6 negative energy damage for 8 rounds. The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To destroy Elisha it is necessary to kill the people responsible for her undeath, namely the peasants who revolted and murdered the Baron and his family.

Unnatural Aura (Su): Animals will not come within 100' of Elisha, and Panic if forced to do so (they remain Panicked so long as Elisha is within Range).

Lifesense (Su): Elisha may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch. She also can sense Good creatures within the same radius of effect.

Combat:  Elisha will usually try to corner and Charm or Dominate lone investigators to do her bidding or cause confusion.  Assuming her Terror ability doesn't render them senseless.  Then she brings the Touch into play.  If she faces a group she'll unleash the Hellish Scream, and then begin using her Touch.






« Last Edit: September 27, 2023, 12:31:00 AM by bhu »

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Re: Spookity Critters
« Reply #3 on: November 11, 2011, 03:45:35 AM »
Corporeal Spirits are beings who have refused to accept their death and continue on as undead. Trapped on the Ethereal Plane, they come to the Prime Material Plane when blood is spilled on their grave, or when certain events transpire related to their life. For example, if they were a famous fighter, they may return if someone attempts to tarnish their reputation.  Above all Corporeal Spirits are great liars. They even lie to themselves in an attempt to convince themselves they're still alive. Corporeal Spirits say they are just victims of a curse for example. This unshakable belief is thought by some to be the source of their power. That and the blood they feast on to maintain their semblance of life.  They don't need much blood to maintain themselves, and can gain what they need by simply ripping someone open and letting their victim spray them (it's absorbed through their skin).  Most Corporeal Spirits are greedy though, and will cause more damage than is necessary, as the act of feeding reveals that they are dead (driving them into a rage).

CORPOREAL SPIRIT

Corporeal Spirit is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Plant.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. Size is unchanged.

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

Speed: Speed and movement remains unchanged. The Corporeal Spirit gains a Flight Speed of 50 (Perfect) unless it already has better).

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Corporeal Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested). The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Corporeal Spirits size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Corporeal Spirit is maintaining it's Lifelike Appearance (see below).

Damage: Against ethereal creatures, the Corporeal Spirit attacks normally. Against non ethereal targets the Corporeal Spirit usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Corporeal Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Corporeal Spirit can emerge from the Ethereal Plane when blood is spilled on it's physical remains, or during certain circumstances related to it's life decided by the DM. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until it can find a way through again.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Corporeal Spirit is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Corporeal Spirit successfully Grapples a victim that victim must make a  Fortitude Save or become Paralyzed until the Corporeal Spirit releases it's hold.

Slay Memory (Su): The Corporeal Spirit may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Corporeal Spirit may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Corporeal Spirit, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30 feet seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the Terrifying Appearance of this Corporeal Spirit for 24 hours.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).


Special Qualities: A Corporeal Spirit has all the Special Qualities of the Base Creature plus Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Blood Drinking (Ex): A Corporeal Spirit must consume the blood of living creatures to maintain it's ties to the material plane. After 2 weeks without blood the Corporeal Spirit cannot maintain it's lifelike appearance. After that it must make a DC 15 Fortitude Save each day it goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until the Corporeal Spirit fails. The amount of blood consumed is immaterial so long as some is drank each day, however most Corporeal Spirits feel compelled to gorge, often revealing themselves in the process.  A successful Bite attack is usually sufficient to feed.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30 feet of a Corporeal Spirit, and Panic if forced to do so (they remain Panicked so long as the Corporeal Spirit is within Range).

Lifesense (Su): Corporeal Spirits may automatically sense Living creatures within 100 feet as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Iron Skin: The Corporeal Spirit has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Corporeal Spirit are at +2.

Spell Resistance (Ex): The Corporeal Spirit gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Corporeal Spirit may add its Charisma modifier to it's hit points instead of it's now nonexistent Constitution score.

Saves: Unchanged

Abilities: +8 Str, +4 Dex, +2 Wis, +4 Cha. Corporeal Spirits have no Constitution Score.

Skills: Corporeal Spirits have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Corporeal Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, usually same as Base Creature.

Organization: Same as Base Creature, usually Solitary now.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged, but many tend towards evil because of their feeding requirements.

Advancement: As Base Creature

Level Adjustment: +7

Example of creature using template here:

"No one has ever liked the house at the end of Salem Street. It's old, and run down, and even a little disturbing to look at. Strange cries have been heard from it at night, and many of the people in neighboring houses have long since left. In it lives the Old Man. No one remembers his name, and he was considered old during your fathers time. You recall the first time you saw him as a child. You knew something about him was wrong. Animals fled from him, and even the flies that swarmed in the summertime didn't bother him. His eyes were strange. Terrifying. Like the eyes of someone who has looked into Hell, and found it wanting. His smile made you want to vomit.

Recently the Guild that adopted you decided to raid his house. The supposition was that he must have had a great deal of money to survive without working all this time. You even sent a low level Mage in, just in case. Some of the more superstitious members thought he might be a Mage himself due to his longevity. It's been 3 weeks. They haven't come back. Other Guild members have been found daily, drained of blood with their backs broken, hanging from the towns lamp posts. You are one of the few left, and in desperation you have turned yourself in to the Order of Saint Cuthbert. In return for swearing off a life of crime, and devoting yourself to the Church, they will help you rid the world of what you believe is some sort of monster. You can only hope the priest they sent with you is able to help. He looks young. Too eager to prove himself.

And then the Old Man steps out into the street. Even the driving wind and rain from the summer storms don't seem to touch him. He smiles. A mouth full of razors. And you think for the second time today: I am going to die tonight."


The Old Man (Male Human, apparent age undeterminable (but very old), Hexblade 11/Corporeal Spirit)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 50 ft (good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Armor Class Raging : 13 (-2 Rage, +1 Dex, +4 Natural), touch 9, flat-footed 12
Base Attack/Grapple: +11/+15
Attack: Bite +15 melee (1d6+4) or Grapple +15 or weapon +15
Bite +17 melee (1d6+6) or Grapple +17 or weapon +17when raging
Full Attack: 1 Bite +15 melee (1d6+4) or Grapple +15 or weapon +15/+9
1 Bite +17 melee (1d6+4) and 2 Claws +12 melee (1d4+3) or Grapple +17 or weapon +17/+12 when Raging
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Ghosts Curse, Numbing Touch, Bestial Rage, Greater Hexblades Curse 3/day, Spells
Special Qualities: Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, DR 10/Magic, Mettle, Arcane Resistance
Saves: Fort +5, Ref +4, Will +11 (+13 Raging)
Abilities: Str 18 (22 Raging), Dex 12, Con -, Int 13, Wis 16, Cha 19
Skills: Bluff +19, Concentration +11, Diplomacy +19, Intimidate +19, Knowledge Arcana +8, Listen +11, Spellcraft +8, Spot +11
Feats: Combat Casting (B), Spell Focus (Necromancy) (B), Ability Focus (Hexblades Curse), Great Fortitude, Improved Initiative, Dodge, Empowered Ghosts Curse (B)
Challenge Rating: 13
Treasure: See below
Alignment: Chaotic Evil
Level Adjustment: +5

Spells Known: 1st (DC 15, 2/day): Charm Person, Disguise Self, Karmic Aura, Reaving Aura
2nd (DC 16, 2/day):Karmic Backlash, Blindness/Deafness
3rd (DC 17, 1/day): Hound of Doom, Vampiric Touch

Corporeal Manifestation (Su): The Old Man can emerge from the Ethereal Plane when blood is spilled on his physical remains, or if someone enters his house. He manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed he returns to the Ethereal Plane until he can find a way through again.

Ghost's Curse (Su): The Old Man may cast Bestow Curse (DC 19) at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending his existence without permanently getting rid of him)the Old Man is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): The Old Man's touch is cold and numbs the body of his victims. If he successfully Grapples a victim, that victim must make a DC 19 Fortitude Save or become Paralyzed until the Old Man releases ihis hold.

Bestial Rage (Su): If his Lifelike Appearance is lost the Old Man goes into a berserker frenzy attacking every living creature he can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except he also temporarily grows long claws which he can use as Secondary natural weapons. Damage is 1d4.

Blood Drinking (Ex): The Old Man must consume the blood of living creatures to maintain his ties to the material plane. After 2 weeks without blood he cannot maintain his lifelike appearance. After that he must make a DC 15 Fortitude Save each day he goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until he fails. The amount of blood consumed is immaterial so long as some is drank each day.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To permanently end the Old Man he must be shown proof of his demise, and be compelled to accept it.

Unnatural Aura (Su): Animals will not come within 30' of the Old Man , and Panic if forced to do so (they remain Panicked so long as the Old Man is within Range).

Lifesense (Su): The Old Man may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 19 for the Old Man) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Mettle: If the Old Man makes a successful Will or Fortitude Save against an attack that would normally have a lesser effect on a successful Save, he instead completely negates the effect.

Arcane Resistance: The Old Man gets a +4 bonus to saving throws against spells and spell like abilities.

Hexblades Curse: 3 times per day the Old Man may curse a visible target within 60'.  The target must make a DC 21 Willpower Save or take a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.

The Old Man died peacefully in his sleep, but his spirit refused to accept it. he still has all the appropriate equipment for an 11th level PC, and all the money he's stolen from his victims.

Combat: The Old Man usually uses his Hexblade's Curse, Ghost's Curse,  and spells to soften up opponents from afar, before Grappling them and strangling them to death. After that he rips them apart to get to their blood.



Berserkers were ill tempered men of a martial bent in life.  Their temper has only grown worse in death, particularly when they are confronted with the reality of their own demise.



Hexen were usually mildly talented casters, on the verge of finally gaining access to real power before coming to a brutal and premature end.  Now they seek a way to regain the path they lost when dying.
« Last Edit: October 03, 2023, 12:49:36 AM by bhu »

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Re: Spookity Critters
« Reply #4 on: November 11, 2011, 03:47:34 AM »
GHOSTLY PARAMOUR
Ghostly Paramour is an Acquired Template that can be added to any Humanoid or Monstrous Humanoid.  Ghostly Paramours are men or women who lived lustful lives and died regretting not finding actual love. They carry on as corporeal ghosts haunting the home they lived in, seducing anyone they find attractive that enter it, and destroying or driving off any others. They will slowly consume the life of their intended, hoping that he/she will be the true love they are looking for, so they can move on into the afterlife. They can even create half ghost children.


Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: The Ghostly Paramour has a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters (unless the Ghostly Paramour has manifested).

Attacks: A Ghostly Paramour retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested).

Damage: Against ethereal creatures, the Ghostly Paramour attacks normally. Against non ethereal targets the Ghostly Paramour usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Ghostly Paramour retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Ghostly Paramour also gains the Corporeal Manifestation Ability, Loving Touch, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Ghostly Paramour can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype.

Ghost's Curse (Su): The ghost may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending it's existence without permanently getting rid of it) a Ghostly Paramour is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): The ghosts touch is cold and numbs the body of their victims. If a Paramour successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Ghostly Paramour releases it's hold.

Slay Memory (Su): The Ghostly Paramour may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Ghostly Paramour may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Ghostly Paramour, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Charm (Su): The Ghostly Paramour may cast Charm Monster as a Supernatural ability at will.

Loving Touch (Su): Any creature the ghost makes a touch attack against must make a Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but it can only drain 2 levels per victim per day. the touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a Willpower Save to even realize it is an attack.  If the victim truly loves the Ghostly Paramour (and dies from this), he will become a Ghost himself the following night, and the Ghostly Paramour and he will go on to the afterlife.

Special Qualities: A Ghostly Paramour has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Paramour is for the object of their affection to truly fall in love with them and join them willingly in the afterlife.

Turn Immunity (Ex): The ghost is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30 ft. of a Ghostly Paramour, and Panic if forced to do so (they remain Panicked so long as the Ghostly Paramour is within Range).

Lifesense (Su): Ghostly Paramours may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested, Ghostly Paramours appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Ghostly Paramour as she was when she died. The Ghostly Paramour cannot maintain this facade on Hallowed ground. Ghostly Paramours are even capable of producing children (see the Half Ghost template) while their Appearance is maintained. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Paramour gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Paramour has lost it's Lifelike Appearance.

Spell Resistance (Ex): The Ghostly Paramour gains Spell Resistance equal to 11 plus half its hit Dice plus its Charisma modifier.

Unholy Grace (Su): The Ghostly Paramour adds a Profane Bonus to it's AC and Saving Throws equal to it's Charisma modifier.

Protective Charm (Su): The Ghostly Paramour can give their chosen one a charm to protect them. This can be virtually anything as long as the Ghostly Paramour has spent at least 24 hours with it. It must spend this time attuning itself to the object. As long as their chosen one carries it on their person (and the Ghostly Paramour still wants it to function), they gain a +2 Profane Bonus on all Saving throws.

Improved Lifelike Appearance (Su): Feats, skills, or abilities that would normally key off the ghosts Constitution modifier (for example Rage or Concentration checks), may now use their Charisma modifier instead.

Saves: Saves remain unchanged except changes due to new stats.

Abilities: +4 Dex, +2 Int, +4 Wis, +6 Cha. Ghostly Paramours have no Constitution Score.

Skills: Ghostly Paramours have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Ghostly Paramours get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any (usually same as Base Creature).

Organization: As Base Creature (usually Solitary).

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +8


"We camped in an abandoned town back in November. The war with the Flayers had gotten worse, and  there were few places they wouldn't chase us. We chose a crumbling brothel as our temporary shelter from the snows. It looked to be the sturdiest building still up. And surprisingly the cleanest. There was no dust inside, like it had been kept up. That should have warned us. Especially when we found food and water, but no one living.  Supplies were hard to come by due to the war.

Young James was the first to go. After the first heavy snows trapped us inside, he began to waste away. His health failed and his mind began to go. He couldn't remember things. Eventually he died, and we heard a woman wailing in the night.  We found no one.

Then others began to go one by one, the same way. The guards swore they caught glimpses of a 'white lady' at night. We could never find her. And we tried day after day. Eventually it came down to myself, the priest, and a grizzled old killer named Karl. I didn't relish being with him at all, let alone trapped here with the thought that if the snow melted tomorrow I'd have to make the long trek to civilization with him lying next to me at night with only the priest between us. Wondering when he'd murder me for fun, or maybe even food if the rations ran out. The Flayers had done things to him. He wasn't much human anymore.

She came for us eventually and made us a deal. Said if one of us would stay with her to keep her company, she'd let the others go. Karl jumped at the chance. I knew his intentions weren't exactly what most men would call good, but the woman was a monster of some kind herself.  Karl wanted the same power she had, hoping he could use it to go after the Flayers.  Poor bastard was too blind to realize he'd have to die to get that power.

The priest and I fled. We came back after the war was over during the spring. We found Karl's corpse laying on a bed, wasted away to a skeleton. We both ran when we heard a woman's voice say 'He just wasn't the right one you know. He couldn't love me.' No one has gone into that town anymore. They know it's cursed, and it'll never be rebuilt. You're young, and you have a long life ahead of you. Forget stories about ghost women hiding treasure boy. They're just stories. The only thing waiting for anyone in that place is death."

The Pale Woman (Human Female, Beguiler 11/Ghostly Paramour)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class: 23 (+3 Dex. +5 Natural, +5 Profane), touch 18, flat-footed 18
Base Attack/Grapple: +5/+5
Attack: Touch +8 melee touch (energy drain) or Grapple +5
Full Attack: Touch +8 melee touch (energy drain) or Grapple +5
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Surprise Casting, Cloaked Casting, Corporeal Manifestation, Loving Touch, Charm, Numbing Touch, Slay memory
Special Qualities: Armored Mage, Trapfinding, Rejuvenation, Turn Immunity, Unatural Aura, Lifesense, Lifelike Appearance, Unholy Grace, Advanced Learning (Serene Visage, Mesmerizing Glare, Illusory Feast)
Saves: Fort +8, Ref +11, Will +17
Abilities: Str 10, Dex 16, Con -, Int 19, Wis 17, Cha 20
Skills: Bluff +24, Concentration +16, Diplomacy +24, Disguise +15, Gather Information +16, Hide +14, Intimidate +13, Knowledge (Arcana, Local) +14, Listen +22, Move Silently +14, Sense Motive +14, Spellcraft +14, Spot +22
Feats: Silent Spell (B), Still Spell (B), Spell Focus (Illusion, Enchantment), Greater Spell Focus (Illusion, Enchantment), Ability Focus (Loving Touch)(B)
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Level Adjustment: +5

The Pale Woman has pale white skin and hair, with piercing blue eyes.  She is usually dressed in diaphanous robes, usually white as well.

Spells: 0: 6/day, DC 14 (18 if Illusion, Enchantment)
1st: 7/day, DC 15 (19 Illusion, Enchantment)
2nd: 7/day, DC 16 (20 Illusion, Enchantment)
3rd: 7/day, DC 17 (21 Illusion, Enchantment)
4th: 7/day, DC 18 (22 Illusion, Enchantment)
5th: 4/day, DC 19 (23 Illusion, Enchantment)

Surprise Casting (Ex): The Pale Woman may make a Bluff check to feint in combat as a move action.  If successful her target is Denied it's Dex Bonus to AC for the next melee attack or spell cast.  She must remain in melee with the target. 

Advanced Learning (Ex): The spells listed are added to the Pale Woman's spell list: Ventriloquism, Heroism, Dream.

Cloaked Casting (Ex): The Pale Woman's spells gain a +1 to their Save DC if your opponent is Denied his Dex Bonus to AC.  She also is +2 on rolls to overcome their Spell Resistance.

Corporeal Manifestation (Su): The Pale Woman can emerge from the Ethereal Plane at will. She manifests as a physical being temporarily losing her Incorporeal Subtype.

Charm (Su): The Pale Woman may cast Charm Monster as a Supernatural ability at will (DC 20).

Loving Touch (Su): Any creature she makes a touch attack against must make a DC 22 Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but she can only drain 2 levels per victim per day. The touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a DC 22 Willpower Save to even realize it is an attack. If the victim truly loves the Pale Woman (and dies from this), he will become a Ghost himself the following night, and the Pale Woman and he will go on to the afterlife.

Numbing Touch (Su): The Pale Woman's touch is cold and numbs the body of her victims. If a she successfully Grapples a victim that victim must make a DC 20 Fortitude Save or become Paralyzed until she releases the hold.

Slay Memory (Su): The Pale Woman may psychically assault victims to erase their memories. As a Full Round Action she may choose 1 opponent within 30 feet, and that victim must make a DC 20 Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The only way to truly rid the world of a Ghostly Paramour is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Unnatural Aura (Su): Animals will not come within 30' of The Pale Woman, and Panic if forced to do so (they remain Panicked so long as the Pale Woman is within Range).

Lifesense (Su): The Pale Woman may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically knows the strength of their life force as if she had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Paramours appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 20 for the Pale Woman) to see through it. In which case they see the Ghostly Paramour as she was when she died. The Ghostly Paramour cannot maintain this facade on Hallowed ground. Ghostly Paramour's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Paramour gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Paramour has lost it's Lifelike Appearance.

Unholy Grace (Su): The Pale Woman adds a +5 Profane Bonus to her AC and Saving Throws.

Armored Mage (Ex): The Pale Woman does not suffer Arcane Spell failure chance in Light Armor.

Trapfinding (Ex): Identical to the ability listed on page 50 of the PHB.

Combat: The Pale Woman usually uses her spells from a distance to sow discord and confusion or trap interlopers. When she has separated a man she desires, she will attempt to seduce him into undeath.



« Last Edit: October 15, 2023, 03:30:14 PM by bhu »

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Re: Spookity Critters
« Reply #5 on: November 11, 2011, 03:47:57 AM »


Half Ghost

Half Ghost is an Acquired Template that can be applied to any Humanoid that has the Tomb Tainted Soul Feat. Half Ghosts are the children of Corporeal Spirits or Ghostly Paramours and the living. Many devote their lives to destroying evil incorporeal undead due to the powers their half dead nature gives them. Unfortunately their lives usually end tragically. When a Half Ghost dies it is almost a given that the Half Ghost template will be replaced by one making them some sort of incorporeal undead, usually evil. At which points their comrades will have to destroy them.

Size and Type: Size and type remain unchanged. However spells or abilities that detect undead may detect the Half Ghost as such (see below).

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a Deflection Bonus to it's Armor Class equal to it's Natural Armor Bonus or it's Charisma modifier, whichever is higher. This Bonus ONLY applies to attacks made by incorporeal undead.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Half Ghost retains all the Special Attacks of the Base Creature, plus as follows:

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by the Half Ghost are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If a Half Ghost destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Special Qualities: The Half Ghost retains all the Special Qualities of the base Creature, plus as follows:

Ghost Touch (Su): The Half Ghosts armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): The Half Ghost can See Invisible as per the spell at will.

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their species. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead half the time. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Half Ghosts are immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): The Half Ghost automatically knows if an incorporeal Undead is within 50 feet. He does not know the exact location, only that it is nearby.

Saves: The Base Creature gains a +2 Profane Bonus on all Saves against Undead attacks or abilities.

Abilities: +2 Cha

Skills: Unchanged

Feats: Unchanged.

Environment: As Base Creature.

Organization: As Base Creature.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +4

"Your mother hasn't told you about your father has she? Years ago when she was young, a man came to the village. He said his name was Wotan, and the warriors of his tribe had outcast him after his father had broken an oath. Him and all his family were sent out into the snow. He was the last one left, he'd said the journey from the frozen wastelands had killed the others. We fed and cared for him, and your mother nursed him back to health. She even fell in love with him after a time.

And then the deaths started. People found drained of blood. We suspected a wampir but could find none. Ogres began swarming from the mountains, and for a time there was war, and the deaths were forgotten. Until we found Ogre corpses drained the same way. The Jarl called for a meeting with the Ogres. A temporary truce until we found out who or what our common enemy was. The Ogres had an old witch woman who said she would track it down. She was the most terrifying hag I'd ever seen.

But not half so terrifying as what she found. She called the dead up to speak to them and they led her to my door. She died fighting Wotan, as did many others. The wounds I have that made me unfit for fighting I gained that night. The Ogres left the next day, calling our village cursed. Your mother and I were nearly burned for housing Wotan. And then it got worse when it was known that she was with child. We were nearly killed many times, and moved often before you were born.

Your father was a monster. A dead thing that should have been in his grave. He is why you can see things no one else can. He is why you are cursed. He is why you will be the greatest help to the village when you learn to control what you can do. You are a ghost killer. Not human, but not yet a monster. I am sorry. But there is nothing else I can do for you. The shamans will take you today to train you for your destiny."

Example of creature using template here:

Slaine (Human, 24 years old, Fighter 12/Half Ghost)
Medium Humanoid (Human)
Hit Dice: 12d10+36 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +12/+17
Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +17
Full Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +17
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost Touch, Final Rest
Special Qualities: Ghost Touch, See Invisible, Partially Dead, Immunities, Detect Ghost, Save Bonus, AC Bonus
Saves: Fort +13, Ref +5, Will +7
Abilities: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Skills: Climb +9, Handle Animal +8, Intimidate +9, Jump +9, Ride +9, Swim +9
Feats: Earths Embrace,  Endurance, Great Fortitude, Iron Will, Superior Unarmed Strike, Tomb Tainted Soul  Blind-Fight (B), Greater Weapon Focus (Grapple, B), Improved Unarmed Strike (B), Improved Grapple (B), Improved Initiative (B), Power Attack (B), Weapon Focus (Grapple, B)
Challenge Rating: 16
Treasure: See below
Alignment: Neutral
Level Adjustment: +4

Slaine will have the money/equipment of a typical 12th level PC

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by Slaine are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If Slaine destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Ghost Touch (Su): Slaine's armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): Slaine can See Invisible as per the spell at will. 

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their species. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Slaine is immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): Slaine automatically knows if an incorporeal Undead is within 50 feet. He does not know the exact location, only that it is nearby.

Combat: Slaine has specialized in destroying ghosts by grappling with them. he finishes many mortal opponents the same way.

« Last Edit: October 15, 2023, 03:32:55 PM by bhu »

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Re: Spookity Critters
« Reply #6 on: November 11, 2011, 03:48:27 AM »
Spectral Vermin are monstrous vermin turned into undead monstrosities by powerful spellcasters through unholy rituals. They usually outlive their creators, killing and devouring anything that enters their territory. For each 10 Hit Dice of living creature they destroy they gain 1 Hit Die permanently. Theoretically there is no upper limit to the size (and number of hit dice) they can gain.

SPECTRAL VERMIN

Spectral Vermin is an Acquired Template that can be applied to any Vermin Size Class Medium or larger.

Size and Type: The base creatures type changes to undead. Do not recalculate the base creatures base attack bonus, saves, or skill points. It gains the Incorporeal Subtype. Size is unchanged.

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

Speed: Base movement speeds are lost and a Flight speed equal to (base land speed + 20 feet) is gained\, maneuverability is Perfect.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher).

Attacks: A Spectral Vermin retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: The damage of the Spectral Vermin's regular attacks is now negative energy damage instead of physical, and no longer adds it's Strength modifier for damage.

Special Attacks: Retains all of the Special Attacks of the Base Creature in a slightly different form (if they are mentioned below), and gains Energy Drain, and Terrifying Appearance. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Spectral Vermin's incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spectral Vermin gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60 ft. of the Spectral Vermin must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Spectral Vermin's Terrifying Appearance for 24 hours.

Energy Spray (Su): If the base creature has an acidic spray attack, it gains Energy Spray. The size and damage are the same, but damage is now negative energy damage instead of acid.

Death Attack (Su): If the Base Creature has a poisonous attack, it gains the Death Attack (so called because it appears to kill its opponent). If the Spectral Vermin successfully hits with the formerly poisonous attack the opponent must make a Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Please note I only looked at Vermin in the Monster Manual. Will add other Special Attacks as they become requested.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100 feet of a Spectral Vermin, and Panic if forced to do so (they remain Panicked so long as the Spectral Vermin is within Range).

Lifesense (Su): Spectral Vermin may automatically sense Living creatures within 100 feet as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Spectral Vermin are powerless in natural sunlight and cannot move or attack while in it. They will not willingly enter sunlight, and flee from it given the chance.

Saves: Spectral Vermin receive a +4 Racial Bonus on Willpower Saves

Abilities: +4 Dex, Int becomes 4 (Spectral Vermin is still immune to mind affecting effects), +4 Wis, +10 Cha. Spectral Vermin have no Strength or Constitution score.

Skills: Spectral Vermin gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +3

Treasure: Standard. More depending on age and power.

Alignment: Always Neutral Evil

Advancement: As Base Creature, but there is no maximum size or Hit Die limit (see above).

Level Adjustment: ---


"There used to be a Wizard up on Black Peak. Built his spire right out of the mountain. It had no doors, and the only openings were where, and when, he wanted one to appear. We always assumed there was a way in somewhere in the mountain caves, but he always got in by magic that we saw.

When he started calling things down from the sky, the towns mayor decided he needed to go. Not that we could really do anything, so we puttered around the mountains roots looking in the caves. And wouldn't you know we did find one that led into the mountain. As black a pit as I've ever seen. Crawling with spiders and vermin. We lost a lot of men just finding the cave, let alone cleaning it out.

He knew what we were up to of course. He had something waiting for us as we hacked and burned our way to his sanctuary. We lost everyone. Everyone but me, coward that I was. I had run screaming while they fought and died. It got the Wizard too in the end. It's up there now. Still. Waiting for anything that comes it's way. And if the Gods are with us it'll stay in that damned mountain, and never come out."

The Spider of Black Peak (Advanced Gargantuan Monstrous Spider/Spectral Vermin)
Gargantuan Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (-4 Size, +5 Dex, +10 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Full Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Energy Drain, Terrifying Appearance, Death Bite, Spectral Web
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Dark Vision 60 ft., Tremor Sense 60 ft.
Saves: Fort +12, Ref +11, Will +12
Abilities: Str -, Dex 21, Con -, Int 4, Wis 14, Cha 12
Skills: Hide +10 (+18 when using webs), Listen +10, Move Silently +20 (+28 when using webs), Search +6, Spot +15
Feats: Positive Energy Resistance (B)
Environment: The Black Peak
Challenge Rating: 12
Treasure: See below
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Spiders incorporeal touch attack it must make a DC 21 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spider gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spider must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Spiders Terrifying Appearance for 24 hours.

Death Attack (Su): If the Spider successfully hits with it's Bite attack the opponent must make a DC 21 Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a DC 21 Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Unnatural Aura (Su): Animals will not come within 100' of the Spider, and Panic if forced to do so (they remain Panicked so long as the Spider is within Range).

Lifesense (Su): The Spider may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Sunlight Powerlessness: The Spider is powerless in natural sunlight and cannot move or attack while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Spider of Black Peak usually softens up its enemies with it's Spectral Webs, and then moves into to finish them off with it's bite attack.












« Last Edit: October 16, 2022, 04:51:33 PM by bhu »

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Re: Spookity Critters
« Reply #7 on: November 11, 2011, 03:49:13 AM »
Black Fly Swarm
                      Fine Outsider (Extraplanar, Lawful, Evil)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6 plus disease)
Full Attack:          Swarm (3d6 plus disease
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Panic, Waken the Dead, Dark Magic
Special Qualities:    Damage Reduction 10/Magic, Darkvision 60 ft., Immune to Weapon Damage, Low Light Vision, Swarm Traits, Immunities (Fire, Poison, Disease)
Saves:                Fort +11, Ref +13, Will +11
Abilities:            Str 1, Dex 20, Con 12, Int 3, Wis 12, Cha 12
Skills:               Hide +28, Listen +8, Knowledge (Arcana, Religion, The Planes) +4, Intimidate +9, Search +3, Spot +8
Feats:                Ability Focus (Diseased Bite, Panic), Great Fortitude, Hover, Iron Will
Environment:          Any, usually the 9 Hells of Baator
Organization:         Solitary, Scourge (2-4), Blight (5-8)
Challenge Rating:     8
Treasure:             None
Alignment:            Always Lawful Evil
Advancement:          None
Level Adjustment:     ---

"Flies are more than just biting vermin Jericho.  Their origin is in a place darker than this world.  The day we found your mother dead in the field it was swarming with flies, but noticeably not one was touching her.  The day we were forced to put her in the ground a second time they were not so choosy."

Black Flies are the swarms that abide in the 9 Hells, and are rarely seen elsewhere unless summoned (via Summon Monster IX) or sent for a purpose.  They are often used to torment the opponents of Devilish cults.  The Flies are also an incredible nuisance, poisoning the land, waking the dead, and increasing evils power in general.  Sightings of swarms is often a sign that bad things are afoot, such as an open Gate or a possession.  They understand Common and Infernal, but cannot speak either.

Distraction (Ex): Any opponent that begins its turn within a swarm of Black Flies must make a DC 17 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution Based.

Diseased Bite (Ex): Any opponent damaged by the swarms Swarm attack must make a DC 19 Fortitude Save or contract Devil Chills (see DMG page 292, Save DC is Constitution based).

Panic (Su): Any opponent that begins it's turn within a swarm of Black Flies must make a DC 19 Willpower Save or be Panicked for 1 round.  Save DC is Charisma based, if the opponents Save is successful he is immune to this Black Fly Swarms Panic ability for 24 hours.

Waken the Dead (Su): Any corpse touched by the swarm or within it's area animates as per the Animate Dead spell.  However the undead aren't controlled by the Swarm (although they will not attack it), and there is no limit to how many Undead they can animate.  This ability is continuous and requires no action on the part of the swarm.

Dark Magic (Su): All spells or spell like abilities from the Necromancy school or that have the Evil descriptor have their Save DC increased +4 while cast within 30 ft. of a swarm of Black Flies (unless the spell is being cast on the swarm).

Combat: Black Flies pretty much attack the way all swarms do, by swarming.  Despite their slightly higher Intelligence they still aren't very tactical.

« Last Edit: October 16, 2022, 04:54:55 PM by bhu »

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Re: Spookity Critters
« Reply #8 on: November 11, 2011, 03:51:00 AM »
Mangai ("Mosquito Harlots") are vermin magically enhanced to be able to disguise themselves as humans well enough to infiltrate human society.  Most are ambush predators who pose as attractive women, or infirm/vulnerable people long enough to get someone to approach close enough to ambush.  They are often used by spellcasters who despise human society as minions.  It's rumored that the first Mangai (which is where the name came from) were servants of a sorceress known as the Mother of Mosquitos.  Whether minion or creation, it required several wars to exterminate the Mothers forces.


MANGAI

Template Type: Mangai is an Acquired Template that can be applied to any Vermin of Small to Large size.

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

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: Recalculate BAB due to Type change.

Damage: Unchanged.

Special Attacks: Retains all attacks of the Base Creature.

Special Qualities: Retains all Special Qualities (except Mindless) of the Base Creature, and gains the following:

Mimicry (Su): The Mangai may cast Alter Self at will.  Caster level is equal to Hit Dice or 5, whichever is greater.  Unlike normal, this can only be used to become Humanoids, not Magical Beasts.

Saves: Recalculate Saving Throws due to Type change.

Abilities: +2 Str, +4 Dex, +2 Wis.  Int and Cha become 2d6+6.

Skills: Recalculate skills due to Type change and loss of Mindless.  Class skills are Balance, Bluff, Climb, Disguise, Hide, Listen, Move Silently, Search, Spot, and Survival (along with any skills it has Racial bonuses in).  Retains any Racial Bonuses from the Base Creature.

Feats: Now that it is no longer mindless the Base Creature gains a number of Feats as normal per it's Hit Dice level.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +1

Treasure: Standard.

Alignment: Remains Neutral, but many eventually become either Neutral Evil, Lawful Neutral, or Chaotic Neutral.

Advancement: Unchanged or By Character Class.

Level Adjustment: ---


"I was patrolling the docks with my partner when we came across a woman in rags who looked like had been savagely attacked.  She was covered in blood and bruises.  Or at least that's what we thought until we got closer.  The blood she was covered in wasn't hers, and the bruises were some sort of skin disease or something.  Her arms and face split open, and she tore Paul into ribbons.  It was like she was a huge thing hiding in a human skin.  Some kind of insect..."

Despite the name, any giant arthropod (and most invertebrates really) can become a Mangai.  How isn't known.  They appear to be intelligent, and actively malicious.  Besides food and finding a mate they don't seem to have many concerns or goals.  Or at least none that anyone knows of.  The Mangai "spin" or create a fleshy disguise meant to make them look human at a distance.  Once they're close the disguise is shed, and they attack.


                      The Mantis Woman
                      Large Magical Beast (Mantis with Mangai Template)
Hit Dice:             4d8+12 (30 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Fly 40 ft. (poor)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +4/+13
Attack:               Claw +8 melee (1d8+5)
Full Attack:          2 Claws +8 melee (1d8+5) and 1 Bite +3 melee (1d6+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Mimicry
Saves:                Fort +6, Ref +5, Will +4
Abilities:            Str 21, Dex 12, Con 14, Int 12, Wis 16, Cha 12
Skills:               Bluff +5, Climb +5, Disguise +5, Hide +8, Listen +6, Move Silently +5, Spot +8, Survival +6
Feats:                Improved Initiative, Improved Toughness
Environment:          Temperate Forests
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

Improved Grab (Ex): If the Mantis Woman hits with her Claw attack she can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she does her Bite damage each round the Grapple is maintained.

Mimcry (Su): The Mantis Woman may cast Alter Self at will.  Caster level is 5.

Skills: The Mantis Woman has a +4 Racial Bonus has a +4 Racial Bonus to Hide and Spot checks.

Combat: The Mantis Woman tries to appear as a diseased beggar, or helpless woman who has been attacked to lure victims close.  Then she grapples and tries to finish them off as quickly as possible, fleeing if the battle attracts attention.



Xie Mangai are fairly greedy and lustful, and often forget they were crabs.  They often appear as loud, drunken women of wealth.



Wu Mangai are said to be powerful medicine after they have been killed, and ground into powder.  They most often pretend to be children, or very small people to lure targets.  It is said that adults killing them for their venom has led them to sympathize with human children, sometimes to the point of protecting them.



Xie Mangai are eagerly sought for their venom, and this has made them brutal killers.  If one even thinks it has been identified, it has no qualms about manifesting it's true form and murdering all present. 



Huangfeng Mangai are renowned for their cruelty, and even other Mangai do not care for them.  They often appear to be women with an aggressive expression.



Lang Zhu Mangai are opportunists who will gleefully hunt down other Mangai.  If you can find them, make peaceful contact, and give them whatever unthinkable reward they require.



Zhizhu Mangai are obsessed with eternal youth, beauty and wealth.  They often target the rich.  Some have lived long lives as a nobleman's wife.



Tanglang Mangai are often serial killers who prey on men.  Unlike other Mangai, they rarely pretend to be human and live with them.   They are predators who disguise themselves as their prey until they get a meal.  They usually appear as vulnerable women in order to attract their preferred food.



Chan Mangai are sought out for their knowledge (and their rumored secret of immortality).
« Last Edit: October 25, 2022, 11:08:06 PM by bhu »

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Re: Spookity Critters
« Reply #9 on: November 11, 2011, 03:51:29 AM »
Cannibal

Cannibal is an Inherited or Acquired Template that can be applied to any Giant or Humanoid.

Size and Type: Unchanged. 

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Increase Natural Armor Bonus by +2.

Attacks: Cannibals without bite attacks gain a Bite as a Secondary weapon.  Damage depends on Size Class: Fine=1 point, Diminutive=1d2, Tiny=1d3, Small=1d4, Medium=1d6, Large=1d8, Huge=2d6, Gargantuan=3d6, Colossal=4d6.  Add half Strength modifier to damage. 

Damage: Unchanged.

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

Devour (Su): By devouring the raw flesh of an opponent killed in battle the Cannibal can gain knowledge and power, if that opponent is the same species.  What exactly he can gain depends on what he can eat.  He must have killed an opponent in battle himself, or helped with it's defeat.  He must then eat the necessary portions of his opponent within 1 hour.  The Bonus gained by Devour lasts for a number of hours equal to the Cannibal's Hit Dice divided by 4.

Brain: The Cannibal gains all of the opponents memories for 24 hours.  This is often used to gain information about the tribes enemies, or the plans of potential meals.  During this time the Cannibal may make a Skill Check in any skill the victim possessed, even if he has no ranks in it himself, and can speak any language the victim spoke. 

Eyes: The Cannibal gains an Enhancement Bonus to Spot and Search Checks equal to the victims Hit Dice for 24 hours.

Heart: The Cannibal gains an Enhancement Bonus to Willpower Saves equal to half the victims Hit Dice for 24 hours.

Lungs: The Cannibal gains an Enhancement Bonus to Constitution equal to half the victims Hit Dice for 24 hours.

Liver: The Cannibal gains an Enhancement Bonus to Fortitude Saves equal to half the victims Hit Dice for 24 hours.

Muscle: The Cannibal gains an Enhancement Bonus to Strength equal to half the victims Hit Dice for 24 hours.

Bone Marrow: The Cannibal gains an Enhancement Bonus to his Armor Class equal to the victims Hit Dice for 24 hours.


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

Low Light Vision

Scent

Saves: Unchanged

Abilities: +2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis, -4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Spot, and Survival checks.

Feats: Unchanged

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Alignment becomes Evil.

Advancement: Unchanged

Level Adjustment: +2


"The Southern Tribes don't keep prisoners long boy.  Unless you want to end up being eaten alive, make sure they have to kill you in combat.  If they take you alive, your dying will take a very long time."

Some primitive tribes have learned to gain power by eating their own species.  Many worship Demons or evil gods.  Their secrets of power were handed down to them by these patrons long ago, and hte tribes continue to flourish despite living in some of the harshest, most remote territories in the world.


                      Bok
                      Human, 5th level Scout, Cannibal template
                      Medium Human, Humanoid
Hit Dice:             5d8+15 (37 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +3/+6
Attack:               By weapon +6 or Bite +6 melee (1d6+1)
Full Attack:          By weapon +6 or Bite +6 melee (1d6+1)
Space/Reach:          5 ft./ ft.
Special Attacks:      Skirmish (+2d6, +1 AC), Devour
Special Qualities:    Battle Fortitude +1, Evasion, Fast Movement, Trackless Step, Trapfinding, Uncanny Dodge, Low Light Vision, Scent
Saves:                Fort +5, Ref +7, Will +1
Abilities:            Str 16, Dex 16, Con 17, Int 8, Wis 10, Cha 4
Skills:               Balance +8, Climb +8, Hide +13, Intimidate +1, Jump +9, Knowledge (Nature) +4, Listen +10, Move Silently +13, Spot +10, Survival +10, Swim +8
Feats:                Blind-Fight, Improved Initiative, Hear the Unseen (B)
Environment:          Warm Forest
Challenge Rating:     6
Treasure:             See below
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +2

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Re: Spookity Critters
« Reply #10 on: November 11, 2011, 03:51:54 AM »
Displacer Fish Swarm
Size/Type: Tiny Magical Beast (Aquatic, Swarm)
Hit Dice: 8d10+11 (66 hp)
Initiative: +6
Speed: Swim 20 ft. (4 squares)
Armor Class: 17 (+4 size, +2 Dex, +1 Natural), touch 16, flat-footed 15
Base Attack/Grapple: +8/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities:Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Swarm Traits, Half Damage from Slashing and Piercing weapons
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 5, Wis 12, Cha 6
Skills: Hide +18, Listen +9, Spot +8, Swim +5
Feats:  Alertness, Improved Initiative, Lightning Reflexes
Environment: Warm Aquatic
Organization: Solitary or school (2-4 Swarms)
Challenge Rating: 5
Treasure: None
Alignment: Usually Lawful Evil
Advancement: None
Level Adjustment: --

"The jungles rivers had always had an evil reputation.  Many times natives entered them and never came back.  And some of the fish were strange things without scales, and random numbers of eyes..."

Displacer fish are slimy, vaguely fishlike creatures that share the Displacer Beasts ability to deflect light.  They are also incredibly voracious carnivores.  There are a great many rumors regarding them, as no spawning behavior has ever been observed, and they don't seem to migrate like many fish do.  In fact their behavior is disturbingly un-fishlike and suggests higher intelligence.  Rarely are they caught in fishing nets, and they seem to be able to remember people, even going so far as to stalk fishermen who have caught one of their own...

Displacer Fish understand Common but cannot currently speak.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Fish has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Fish have a +2 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Fish get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat: Displacer Fish use pretty much the same tactics as any Piranha swarm.  Their enhanced intelligence means they aren't dumb brutes though.  They know when they're outmatched. and when fleeing is a good idea.
« Last Edit: October 12, 2014, 03:18:11 AM by bhu »

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Re: Spookity Critters
« Reply #11 on: November 11, 2011, 03:52:23 AM »
Displacer Eel
                      Large Magical Beast (Aquatic)
Hit Dice:             6d10+12 (45 hp)
Initiative:           +5
Speed:                Swim 50 ft. (10 squares)
Armor Class:          15 (-1 Large, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +6/+9
Attack:               Bite +8 melee (1d8+3)
Full Attack:          Bite +8 melee (1d8+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent
Saves:                Fort +7, Ref +6, Will +3
Abilities:            Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8
Skills:               Hide +8, Listen +6, Spot +6, Swim +11
Feats:                Alertness, Improved Initiative, Swim-By Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:          7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment:     --

"Worse than the fish in the local rivers are the eels.  Some of them have heads as big as those of horses..."

Displacer Fish are, it turns out, merely the larval form of a much nastier brute.  When the swarm begins to get to the appropriate age the fish turn on each other, mindlessly killing and devouring one another until only one is left, ignoring everything else until this is accomplished.  At least it's assumed to be age.  No one knows how old Displacer Fish get, or how to tell what age they are.  It could simply be a chemical stimuli.  It finds a hiding place and enters a state of suspended animation while it metamorphoses into it's adult form.  The time for metamorphosis is up to a few weeks.  Scholars aren't certain because of the difficulty in watching a Displacer Eel in the wild.  Displacer Eels get up to 12 feet long and can weigh several hundred pounds.  They still do not have the ability to speak yet.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Eel has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Eels have a +2 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Eels get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat:  Displacer Eels tend to rely on Swim-By attacks, snipping at opponents bit by bit.  Or luring them into traps, or against deadlier opponents that will allow the Displacer Eel to scavenge remains.
« Last Edit: October 12, 2014, 03:18:28 AM by bhu »

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Re: Spookity Critters
« Reply #12 on: November 11, 2011, 03:52:52 AM »
Displacer Newt
                      Huge Magical Beast (Aquatic)
Hit Dice:             18d10+90 (189 hp)
Initiative:           +4
Speed:               30 ft. (6 squares), Swim 30 ft.
Armor Class:          21 (-2 Size, +11 Natural, +2 Deflection), touch 10, flat-footed 21
Base Attack/Grapple:  +18/+36
Attack:               Bite +26 melee (2d6+15/19-20)
Full Attack:          Bite +26 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious
Saves:                Fort +16, Ref +11, Will +10
Abilities:            Str 30, Dex 11, Con 20, Int 10, Wis 14, Cha 10
Skills:               Balance +7, Climb +15, Hide +5, Listen +9, Move Silently +5, Search +5, Spot +9, Swim +18, Survival +7
Feats:                Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:         19-27 HD (Huge), 28-36 HD (Gargantuan)
Level Adjustment:     --

"Watch out for some of the older Eels.  Not all of them are restricted to the water.  Some of them have learned to crawl.  And they aren't picky about what they eat..."

After several decades in Eel form, a Displacer Eel once again goes into suspended animation for a few weeks, and emerges as a Displacer Newt.  Much bulkier, and with stubby legs, it now begins to hunt on land as well as the rivers.  It reminds many of a pudgy mockery of a salamander the size of a dinosaur. Most are now capable of broken speech and speak Sylvan or Common, depending on which language they have encountered first.

Displacement (Su): Any melee or ranged attack targeting the Displacer Newt has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Newts have a +2 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Newts get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatend or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Newts usually Charge directly into melee and bite away until their opponent falls, or they take more than half their hit points in damage.  If hurt they will retreat, and track the opponent until it goes to sleep, when the Displacer Newt will ambush.  They haven't lost their intelligence, it's just at this size they don't often meet anything that can stand up to them.
« Last Edit: October 12, 2014, 03:18:46 AM by bhu »

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Re: Spookity Critters
« Reply #13 on: November 11, 2011, 03:53:26 AM »
Displacer Wyrm
                      Gargantuan Magical Beast
Hit Dice:             36d10+288 (486 hp)
Initiative:           +4
Speed:               40 ft. (8 squares)
Armor Class:          31 (-4 Size, +21 Natural, +4 Deflection), touch 10, flat-footed 31
Base Attack/Grapple:  +36/+61
Attack:               Bite +45 melee (4d6+13)
Full Attack:         1 Bite +45 melee (4d6+13) and 2 Claws +45 melee (2d6+6) and 1 Tail Lash +46 melee (2d8+6/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Frightful Presence, Spell-Like Abilities
Special Qualities:    Darkvision 120 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 15/Cold Iron, SR 26, Immunities
Saves:                Fort +28, Ref +22, Will +17
Abilities:            Str 37, Dex 10, Con 27, Int 14, Wis 20, Cha 18
Skills:               Climb +35, Hide +10, Intimidate +18, Knowledge (Local, Nature) +17, Listen +19, Move Silently +14, Search +16, Spot +19, Swim +35, Survival +19
Feats:                Cleave, Great Cleave, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Rend, Snatch, Weapon Focus (Tail)*
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     18
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         37-54 HD (Gargantuan)
Level Adjustment:     --

* Feats not found in the PHB may be found in the Draconomicon.

"There are also many great Wyrms sleeping in the depths of the jungle.  If you come across one do not awaken it for they are ravenous, and not easily dealt with."

After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer Fish).  The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail.  It's elongated form is roughly the same size and shape as a Purple Worm.  By now they usually speak Common, Sylvan, and at least one other language.

Frightful Presence (Su): Whenever the Displacer Wyrm attacks or charges anything within 240' has to make a DC 32 Willpower Save (Save DC is Charisma Based) if it has fewer Hit Dice than the Wyrm. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Wyrm's Frightful Presence for 24 hours.

Spell-Like Abilities (Sp): Nondetection 1/day, Scintillating Scales 7/day (Deflection Bonuses to AC gained by this spell stack with the one the monster already has).  Caster Level 13th.

Displacement (Su): Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Wyrms have a +4 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Immunities: Displacer Wyrms are immune to Sleep effects and Paralysis

Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Wyrms are more intelligent but have changed little.  They still prefer to close and begin ripping away like animals of some sort.  The difference is they now usually have several forms of tactics to fall back on if brute force isn't enough to win the day.   With age comes experience.
« Last Edit: October 12, 2014, 03:31:29 AM by bhu »

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Re: Spookity Critters
« Reply #14 on: November 11, 2011, 03:55:55 AM »
Displacer Drake
                      Colossal Magical Beast
Hit Dice:             55d10+605 (907 hp)
Initiative:           +6
Speed:               Fly 80 ft. (16 squares), Perfect
Armor Class:          69 (-8 Size, +2 Dex, +49 Natural, +16 Deflection), touch 20, flat-footed 67
Base Attack/Grapple:  +55/+88
Attack:               Bite +64 melee (4d8+17)
Full Attack:         1 Bite +64 melee (4d8+17) and 2 Claws +64 melee (2d8+8) and 1 Tail Lash +65 melee (4d6+8/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath, Spell-Like Abilities
Special Qualities:    Darkvision 120 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 20/Cold Iron, Wide Angle Vision, SR 42, Immunities
Saves:                Fort +40, Ref +33, Will +24
Abilities:            Str 45, Dex 15, Con 32, Int 18, Wis 22, Cha 25
Skills:               Climb +46, Hide +23, Intimidate +36, Knowledge (Local, Nature) +33, Listen +35, Move Silently +31, Search +37, Spot +39, Swim +54, Survival +35
Feats:                Cleave, Devastating Critical (Tail), Flyby Attack, Great Cleave, Hover, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Dive, Rend, Snatch, Weapon Focus (Tail) *
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     33
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         55-110 HD (Colossal)
Level Adjustment:     --

* Feats not found in the PHB are in the Draconomicon.

"There are worse things in the jungle if you look for them hard enough.  Likely they'll find you first..."

After several centuries a Displacer Wyrm begins to take to the skies as a Displacer Drake.  Incredibly large and sinuous they are a more frightening version of their Wyrm incarnation with multiple eyes, a spinier back, and an ability to fly without wings or visible locomotion.  They have picked up an additional language by now as well.  At this point they likely have only the dominant species on the planet and their own kind to feed upon.  Many feel an odd urge to place limits upon their own species.  Some think this is to prevent rivals, but cannier sages point out they may be guaranteeing themselves a food supply by ensuring against over-population.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Drake can breathe a 70' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Before this they simply vomit them up on a regular basis, but now their bodies have mutated to allow them to spray them in the form of an aerosol mist.  Any creature in the Cone must make a DC 48 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 48 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Drake is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Su): Whenever the Displacer Drake attacks, charges, or flies overhead anything within 360' has to make a DC 44 Willpower Save (Save DC is Charisma Based) if it has fewer Hit Dice than the Drake. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Drake's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Drake is surrounded by an Anti-Magic Field that only works against Illusion spells, or effects simulating them.  They cannot be cast within 10' of a Displacer Drake.

Spell-Like Abilities (Sp): Land Womb, Scry Trap 3/day.  Caster Level 21st.

Displacement (Su): Any melee or ranged attack targeting the Displacer Drake has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Drakes have a +6 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Drake cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Drakes levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
 
Immunities: Displacer Drakes are immune to Sleep effects and Paralysis

Skills: Displacer Drakes get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Drake's love using their Snatch Feat in conjunction with Flyby attacks, or their devastating spined tail.  Most don't stand and fight, they'll make multiple passes slowly chipping away at opponents, using their breath weapon to soften them up a little first.  Most are intelligent enough now to set up their own personal fiefdom if they wish, and they often have, if not allies, then underlings at least.

Life Cycle:  Displacer Drake eggs take 4-6 weeks to hatch, giving birth to swarms of voracious Displacer Fish.  The Fish add to their weight with every meal (roughly half an ounce per meal at the start, but rapidly gaining stride as they get bigger).  The metabolic side effects from their rapid growth drive them blood-mad, and by the time they are up to 50 pounds they begin slaughtering one another.  The last surviving member of the swarm is roughly 400+pounds.  They will then pupate for 1-3 weeks depending on how much they've eaten.  A Displacer Fish swarm that eats well will turn on itself within a few weeks.  But they are otherwise nearly immortal, and poorly fed swarms can live for hundreds of years.  They will then spend 10-40 years as a Displacer Eel before pupating again, to rise as a Displacer Newt and move onto land.  Their metabolism will have stabilized by now and growth is fairly regular as long as they can eat.  After another 10-40 years the Newt will become a Wyrm.  Most never make it beyond this state, and spend their lives eating and rutting.  If they aren't killed after a few hundred years they become a Drake and begin a true reign of terror, possibly leaving the jungle behind.
« Last Edit: October 12, 2014, 04:11:19 AM by bhu »

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Re: Spookity Critters
« Reply #15 on: November 11, 2011, 03:56:24 AM »
Displacer Dragon
                      Colossal+ Magical Beast
Hit Dice:             110d10+1430 (2035 hp)
Initiative:           +8
Speed:               Fly 150 ft. (30 squares), Perfect
Armor Class:          91 (-16 Size, +4 Dex, +69 Natural, +24 Deflection), touch 22, flat-footed 87
Base Attack/Grapple:  +110/+162
Attack:               Bite +114 melee (8d6+20/19-20)
Full Attack:         1 Bite +114 melee (8d6+20/19-20) and 4 Claws +114 melee (4d6+10/19-20) and 1 Tail Lash +115 melee (4d8+10/18-20)
Space/Reach:          100 ft./50 ft. (75 ft. with claws)
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath, Spiny, Unnatural Sharpness, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 25/Cold Iron, Wide Angle Vision, Energy Resistance 20 (Acid, Electricity, Fire, Sonic), Warp Field, SR 54, Immortal
Saves:                Fort +70, Ref +67, Will +47
Abilities:            Str 50, Dex 18, Con 36, Int 24, Wis 32, Cha 35
Skills:               Bluff +69, Climb +75, Concentration +68, Decipher Script +62, Hide +51, Intimidate +72, Knowledge (Arcane, Geography, History, Local, Nature) +67, Listen +66, Move Silently +59, Search +66, Sense Motive +66, Spot +61, Swim +73, Survival +66
Feats:                Adroit Flyby Attack, Awesome Blow, Cleave, Clinging Breath, Devastating Critical (Tail), Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tail), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Lingering Breath, Maximize Breath, Mobility, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Climb, Power Critical (Tail), Power Dive, Quicken Breath, Recover Breath, Rend, Shape Breath, Snatch, Tempest Breath, Weapon Focus (Tail), Wingover
Environment:          Any
Organization:         Solitary
Challenge Rating:     50
Treasure:             Triple Standard
Alignment:            Usually Lawful Evil
Advancement:        111-220 HD (Colossal+)
Level Adjustment:     --

"It is done with our world at last.  All that remains for us are ashes, but from ashes perhaps a new world can emerge.  And may the Gods have mercy upon whatever place the thing finally decides to land upon."

After a millennium a Displacer Drake begins to become it's final form, the Displacer Dragon.  Ribbons of spiny flesh hundreds of feet long, they're claws are now at the end of 4 long tentacle like appendages. They leave worlds after scavenging them of life, and fly to others to spread their kind. Displacer Dragons usually speak Common, Sylvan, Draconic, and at least 4 other languages. They are rare in the extreme, and only 3 such beings are currently known.  What isn't known are their goals, though some say they effectively wish to travel to the Far Realm and set themselves up as deities of a sort.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Dragon can breathe a 300' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Any creature in the Cone must make a DC 78 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 78 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Dragon is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Su): Whenever the Displacer Dragon attacks, charges, or flies overhead anything within 700' has to make a DC 77 Willpower Save (Save DC is Charisma Based) if it has fewer Hit Dice than the Dragon.  If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Dragon's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Dragon is surrounded by an Anti-Magic Field that only works against Illusion spells or effects.  They cannot be cast within 30' of a Displacer Drake. At will it may drop this Field to become Invisible  instead (as per the spell) until it attacks or restores the Distortion Field.

Spiny (Ex): The Displacer Dragon is now covered in many small sharp barbs hidden in it's hide (much like a shark).  Anything attempting to grapple the Dragon takes it's own Strength modifier in damage each round it maintains the grapple.  If the Displacer Dragon grapples something it does +1d6 damage with a successful grapple.

Unnatural Sharpness (Ex): The critical threat range of all the Displacer Dragons natural weapons is increased by 1.

Spell-Like Abilities (Sp): Dimensional Lock, Greater Teleport, Land Womb, Scry Trap 3/day.  Caster Level 33rd.

Warp Field (Su): Displacer Dragons may warp time and space around them, effectively traveling through space as quickly as any ship (we'll assume this means roughly light speed).  Exact effects are up to the DM depending on how he handles space travel in his campaign (which is a nice way of saying I don't know of any official space travel rules, and I don't have the time to make any).

Displacement (Su): Any melee or ranged attack targeting the Displacer Dragon has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Dragons have a +8 Resistance Bonus on Saves against ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Dragon cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Dragons levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
 
Skills: Displacer Dragons get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Life Cycle:  After a 1000 years or so of life a Displacer Drake will pupate for 4 months, after which it will emerge as a Displacer Dragon, and leave for the stars to spread its species to other worlds.

Colossal+: The Displacer Dragon has double the usual Size Bonuses/Penalties due to size.

Immortal (Ex): The Displacer Fish that lives to see Dragon status effectively becomes Immortal.  It is immune to aging, even by magic.  It is also immune to poison, paralysis, polymorph, sleep effects, fear or morale effects, fatigue/exhaustion, cold damage and disease.  They are immune to extremes of temperature that occur naturally, but are still capable of being effected by magical attacks such as fire if they are powerful enough.  Likewise it is immune to vacuum, or the extreme pressures of the ocean depths. It does not sleep or breathe anymore, but must still eat.

Combat: Displacer Dragons will usually lurk invisibly until a sizable prey appears, then decloak and move in for the kill, blasting away with their Fetid Breath.  The Tail Lash is usually reserved for the most troublesome opponents.
« Last Edit: October 12, 2014, 04:30:45 AM by bhu »

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Re: Spookity Critters
« Reply #16 on: November 11, 2011, 03:57:13 AM »
Rot Elemental

Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Water Subtype that doesn't also have the Fire Subtype.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Rot Elemental gains a Profane Bonus to Armor Class equal to it's Charisma Bonus (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

Rotting Touch (Su): Anything the Rot Elemental touches rots, falls apart, and dies.  Any plant it touches dies as per the Blight spell.  Other corporeal opponents who aren't undead must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or take 1d6 temporary Constitution damage.  If the opponent has no Con score (i.e. most Constructs) it damages Charisma instead, and the Construct is destroyed when it reaches Cha 0. 

The Rot Elemental also gains one of the following attacks depending on what Subtype it has:

Rotting Mist (Su): Once per week a Rot Elemental with the Air Subtype can create a 100' cloud of poisonous mist.  Anything traveling through the mist must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Wisdom).  Any plants the mist passes over will die, and the cloud lasts for 1 day.

Dead Soil (Su): Once per week a Rot Elemental with the Earth Subtype can 'blight' the soil around it in a 100' radius.  Any plants in the soil will begin to die, and once they are gone nothing will grow there again.  Anything burrowing in the soil must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Strength).

Tainted Water (Su): Once per week a Rot Elemental with the Water Subtype can 'blight' the water around it in a 100' radius.  This water is permanently spoiled, and anything drinking it or swimming through it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Dexterity).  If the water is part of a lake or other body of water too big to completely effect it will dissipate within 1 day.

Special Qualities: The Base Creature retains it's Special Qualities, and gains the following:

Detect Living (Su): The Rot Elemental effectively has 120' Blindsight, but it only detects living beings.

Immunities: Immune to disease, death effects, nonlethal damage, ability damage or drain, energy drain, and Fatigue and Exhaustion effects.

Necrotic (Ex): The Rot Elemental is healed by Negative energy instead of Positive energy as though it were undead.

Saves: The Rot Elemental gains a Profane Bonus to Saving Throws equal to it's Charisma Bonus (minimum +1).

Abilities: +2 Int, +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Forest

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Do not call up that which you can't put down again."

Rot Elementals are elemental beings personifying the decay of all things found within nature.  Plants blight and die at their touch, animals become ill and their wounds fester into gangrene.  Entire forest wither and die if their presence is maintained long enough in this world.  Their origin is unknown, but it is suspected to be unnatural, and other elementals do not like to speak of Rot Elementals, and will try to destroy them on sight if possible.

Example of creature using template here:

                      Large Earth Elemental w/Rot Elemental Template
                      Large Elemental (Earth, Extraplanar)
Hit Dice:             8d8+32 (68 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          19 (-1 Size, -1 Dex, +10 Natural, +1 profane), touch 9, flat-footed 19
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (2d8+7 plus Rotting Touch)
Full Attack:          Slam +12 melee (2d8+7 plus Rotting Touch)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Earth Mastery, Push, Rotting Touch (DC 18), Dead Soil (DC 18)
Special Qualities:    Damage Reduction 5/-, Earth Glide, Dark Vision 60', Elemental traits, Immunities, Detect Living, Necrotic
Saves:                Fort +11, Ref +2, Will +4
Abilities:            Str 25, Dex 8, Con 19, Int 8, Wis 13, Cha 13
Skills:               Listen +6, Spot +5
Feats:                Cleave, Great Cleave, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          9-15 HD (Large)
Level Adjustment:     ---

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Re: Spookity Critters
« Reply #17 on: November 11, 2011, 03:57:44 AM »
The Blighted

The Blighted is an Acquired Template that can be applied to any Plant.

Size and Type: Type changes to Undead.

Hit Dice: All current and future Hit Dice become d12's.  Bonus hit points are now based off Charisma Modifier instead of Constitution modifier.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).  It's Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

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

Spore Cloud (Ex): The Blighted are surrounded by clouds of spores, extending out 10 feet from the squares they occupy.  Anything encountering the spores has difficulty breathing, and effectively must hold it's breath while inside the spores area.  If it remains there long enough it will suffocate.  Anything breathing in the spores must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier.  Each round spent in the spore cloud increases the Save DC by +1) each round inside the cloud.  If it fails it is infected, and begins to suffer symptoms similar to disease (Incubation 1 day, Damage 1d6 Constitution, successful Saves do not allow recovery, only magical healing will help).  If the victim is a plant, it rises in 1d6 days as a Blighted.

Special Qualities: Retains all Special Qualities of the Base Creature (except any vulnerability to fire), plus gains the following:

Dual Nature (Ex): The Blighted are considered to have both the Undead and Plant types for spells that are beneficial/harmful to them. 

Immunities: Immune to polymorph and all attacks specifically involving fungus, such as Myconid Spores. 

Blindsight 120'

Blind (Ex): The Blighted are Blind, relying on their Blindsight to find food or foes.  They are immune to an attack/effect requiring them to have sight.

Saves: The Base Creature gains a Profane Bonus to all Saving Throws equal to it's Charisma Modifier (minimum +1).

Abilities: +4 Str, +4 Cha. The Base creature no longer has a Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but usually Warm Forest

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Some things are better off left alone where they are."

In the hidden corners of truly gigantic rain forests there are often pockets of fungus.  But some have a rare white fungus, a blight of fine white strands that chokes the life from vegetation, and even other fungi like some sort of parasite.  it's discoverers find out all too well that it devours animal life as well.  But at least it devours animals whole.  Plants are reanimated to carry the fungus, and spread it across the world like a living cancer.  Particularly problematic are large, powerful Plants like Treants.  Communication with the hulking remains of these beings hints that the fungus may have an intelligence and purpose.  And that purpose seems to be eliminating all life in the world save itself...

Example of creature using template here:



                      Treant w/Blighted Template
                      Huge Undead
Hit Dice:             7d8+21 (52 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          26 (-2 Size, -1 Dex, +16 natural, +3 Profane), touch 10, flat-footed 23
Base Attack/Grapple:  +5/+24
Attack:               Slam +14 melee (2d6+11)
Full Attack:          2 Slams +14 melee (2d6+11)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Animate trees, double damage against objects, trample 2d6+16), SPore Cloud (DC 16)
Special Qualities:    Damage Reduction 10/Slashing, Low Light Vision, Immunities, Dual Nature, Blindsight 120', Blind
Saves:                Fort +8, Ref +4, Will +13
Abilities:            Str 33, Dex 8, Con -, Int 12, Wis 16, Cha 16
Skills:               Diplomacy +3, Hide -9, Intimidate +6, Knowledge (Nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 below ground)
Feats:                Improved Sunder, Iron Will, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          8-16 HD (Huge), 17-21 HD (Gargantuan)
Level Adjustment:     +10

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Re: Spookity Critters
« Reply #18 on: November 11, 2011, 04:21:32 AM »
Bloody Handed Jack
Medium Fey (Chaos, Evil)
Hit Dice: 20d6+140 (210 hp)
Initiative: +7
Speed: 50 ft (10 squares), Climb 50 ft.
Armor Class: 30 (+7 Dex, +5 Deflection, +8 natural), touch 22, flat-footed 23
Base Attack/Grapple: +10/+17
Attack: Claw +17 melee (1d6+7) or Knife +22 melee (3d6+12/19-20, Vorpal)
Full Attack: 2 Claws +17 melee (1d6+7) or Knife +22/+17 melee (3d6+12/19-20, Vorpal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jack’s Knife, Frightening Presence, Control City, +5d6 Sneak Attack
Special Qualities: Low Light Vision, Traveler, Immunities, Forbidden Knowledge, Unearthly Grace, Immortal, Enhanced Senses, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Regeneration 5, Spell Resistance 25
Saves: Fort +13, Ref +19, Will +17
Abilities: Str 25, Dex 25, Con 25, Int 18, Wis 20, Cha 20
Skills: Balance +20, Bluff +21, Climb +20, Concentration +120, Hide +20, Intimidate +21, Jump +20, Knowledge (Local) +17, Listen +18, Move Silently +20, Search +17, Sense Motive +21, Sleight of Hand +20, Spot +18, Survival +18, Swim +20, and Tumble +20
Feats: Blind-Fight, Combat Reflexes, Eyes in the Back of Your Head, Flick of the Wrist, Improved Feint, Improved Initiative, Quick Draw
Environment: Any City
Organization: Unique
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”I saw him last night in the rain.  Everyone else was inside because of the storm.  I was out walking my beat like usual.  Staying out of the squall as much as I could.  While I was hiding under a patio roof at the Rumhouse, I saw a woman running down the street.  She fell, and  I started to go help her, when something just sort of glided down from the rooftops to stand next to her.  Something dark.  I’d heard the stories about Jack.  And they’re all true.  I can still hear her screaming.  I made a bargain with him to escape my fate. He…he’ll be coming for you soon son.  And he’ll ask you to go with him.  Do what he says, and try to be strong.”

“Because we’re all dead or worse if you don’t…”


Not all Fey are put off by construction.  There are those who help with household chores, or with mining or other industries. But even these fairies are found in rural communities.  Even they avoid the larger cities, the sprawling, stinking metropolis’ that humans seem to create in their wake.

It’s always been thought that they simply prefer the natural world.  But one at least, does not.  He is called by many names, in many places.  He can be found in every large city in the world.  The origin of Bloody Handed Jack is unknown, and he first appeared after cities large enough to be lost in were made.  Cities so large people only knew the residents of their own neighborhood and workplace, and the rest of the city was no man's land to them.   To some he is considered the patron saint of slaughter.  Others say he appears to personify the random acts of violence and crime that occur in urban areas.  He certainly commits enough of them himself.

Jack appears to be a male humanoid of undetermined race.  He is tall, thin, and very pale.  He has long sharp nails and teeth, and his eyes are like a sharks, blank and reflecting.  Jacks clothing is always of a style unacceptable to the higher class, and always torn and stained with blood.  His hands are also permanently stained with dried blood.  Jack is never seen without his knife, a large fairly ordinary looking blade meant for butchering meat that nevertheless makes people who look at it uneasy.

Roofwalker (Ex): Jack permanently seems to have a Spider Climb spell in effect on his person, but only so long as he is in a manmade village or city.

Traveler (Su): As a Standard Action Jack may travel from one village/town/city to another, regardless of the amount of distance between them.  It makes him very hard to track, and keeps people from figuring out who’s really behind the murders he commits.   He can move through any difficult terrain that would slow movement as if it didn’t exist, so long as it’s inside a city (stairs, piles of garbage, crowds, etc).  This also means he can effectively teleport anywhere within a city as a Standard Action.

Jack’s Knife (Su): Jack's Knife is a large butcher's knife, doing 3d6 damage.  It is a +5 Unholy Vorpal weapon, threatens a critical on a 19-20, and if it is taken from Jack he can teleport it back into his hand as a move equivalent action regardless of the distance it is from him, or even across other Planes of existence.  His Knife may inflict damage from critical hits on targets that are normally immune to them, such as undead or Oozes.  On occasion he will let someone steal his knife and pretend to be chasing them in order to get it back, but in reality the knife is cursed.  Anyone who actually uses it in combat must make a DC 25 Willpower Save (Save DC is 10 plus half Jack's Hit Dice plus Jack's Charisma Modifier unlike most items), or permanently become a Chaotic Evil Psychopath as if they had accepted Jack's Bargain (see below).  If they commit an act of murder or torture with it, they receive no save and are cursed immediately.  As with accepting the Bargain, they do not realize anymore that they are different, and have no sense of right or wrong.  Nor do they wish to be cured.  Jack's Knife is considered a Major Artifact.

Frightening Presence (Ex): Any living creature who sees Jack must make a DC 25 Willpower Check or be Frightened for 2d6 rounds.  If the Save is successful they are immune to Jack’s Frightening Presence for 24 hours.

Sneak Attack (Ex) Identical to the class ability listed on page 50 of the PHB.

Immunities (Ex): Jack is immune to poison, paralysis, polymorph, disease, sleep effects, and mind-affecting effects.

Bargain (Su): Jack is occasionally willing to let an opponent go when he wants some amusement.  He tells them that he will let them live as long as they (or optionally whoever is closest to them) returns to the point he met them at within 7 days.  If the victim agrees, he knows their location (or the location of whoever is supposed to meet him) at all times until the 7 days is over.  During the 7 days Jack will secretly be keeping watch on his victim, and he will murder everyone close to them if he fails to keep the Bargain.  Should his victim show up, Jack will tell them that he will let them go so long as they perform a task for him.  Sometimes the victim gets "lucky", and he is made to perform something that Jack needs done, but doesn't wish to do (or cant do) himself (an example would be "go into the forest, and bring back this person", or "remove this protective talisman from the door of this person").  At other times, he is doomed.  Jack rarely lets anyone go unscathed.  he will give them his Knife and ask them to perform some horrifying task they might not normally do in exchange for their life and the lives of everyone they know.  This act is always extremely horrifying, and it often is enough to drive the victim mad or cause an alignment change under normal circumstances.  An example would be "Take your neighbors infant son, carve all the flesh from it's skull, and eat it raw".  If the unfortunate victim can't do this, Jack will murder him immediately, and his loved ones will follow. If he can perform the act, he is cursed until a Miracle or Wish spell is cast.  If he cannot get a cure he will live his life as a broken shell of a man, driven permanently insane. His alignment changes to Chaotic Evil, and he effectively becomes a psychopath (see here http://en.wikipedia.org/wiki/Psychopathy ), with an especial hatred for his former friends and family.  He no longer remembers what it is like to be anything other than what he is (an insane killer), nor does he wish to be cured, and will actively fight anyone attempting to do so.  Some are smart enough to hide their condition for a time, but all of them eventually lose patience and kill someone they shouldn't.  Jack considers it a great joke to permanently corrupt others into beings like himself.

Forbidden Knowledge (Su): This is in all ways identical to the Bardic Knowledge Ability, except that Jack uses his Hit Dice instead of his Bard level.

Control City (Su): Jack can control the city he is in to some extent.  As a Swift Action he can silently open, close, or lock any portal (windows,doors, etc).  If locked they remain closed as if by an Arcane Lock spell.  If he is in a modern city he can turn any utility (gas, electricity, water, etc) on or off as a Swift Action.  If the city is modern enough to have computers he can learn anything in the cities records as a Standard Action (which basically means he can learn anyone's personal information as a standard action).  He can also cause short circuits, or redirect water or power in such a way as to cause electrical panels to catch fire or pipes burst as a Standard Action.  Range is 120'.

Unearthly Grace (Su): Jack gains a Deflection Bonus to his Saving Throws and Armor Class equal to his Charisma Modifier.

Immortal (Ex):: Jack does not appear to age or be affected by aging effects.  So long as he is not killed he appears to be effectively immortal.

Enhanced Senses (Ex): Jack knows the location of all living creatures within 60’ as if he had Blindsight.  He also knows the location of all man made traps within 120’.  He can see in normal and magical darkness as if it were daylight, and fog or smoke does not provide concealment from him.  He may also Detect Good by sight as per the spell.

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

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

Evasion: Identical to the class ability listed on page 50 of the PHB.

Regeneration (Ex): Jack regenerates 5 points of damage per round, unless that damage comes from natural sources.  For example a man made trap would not kill him, but he could not regenerate damage from an avalanche, or if hit by lightning in a storm.  Likewise he cannot regenerate damage from weapons made without manufacturing (i.e. using a tree branch as a club).  Natural weapons and unarmed strikes bypass his regeneration if they are not enhanced by spells or supernatural effects.  If in doubt, assume any spell, spell like ability, or supernatural ability is affected by his regeneration, and extraordinary abilities are not.  Druid spells are a manipulation of nature, but are still an unnatural enough creation that they cannot bypass Jack's regeneration.

Skills (Su): Jack has a +6 Racial Bonus to all skills he has at least one rank in while within the limits of a village, town, or city.  He also appears capable of speaking almost any language flawlessly and with a native accent.

Combat: Combat generally depends on Jack's mood.  If he wants to go slow, he'll merely chip away at his opponent and use fear to drive them to flee for their lives, slowly torturing them to death once he has waited long enough.  He seems to crave acts of cruelty almost like a drug, so whatever would be worst for his victims mental state is usually the path he pursues.  On the odd chance he's simply irritable and impatient he just walks up to someone random and slaughters them on the spot.  Usually he's scouted a target days in advance, so he knows what they're capable of.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Local) or the Bardic Knowledge ability may have heard the stories about Bloody Handed Jack. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
30| Bloody Handed Jack is a legendary murderer that people claim haunts every city in the known world.  A personification of humanities greed, violence, and sadistic desires made manifest.
35| Jack is actually one of the Faerie, and can be bargained with to escape death at his hands.  But if you doublecross him, or don’t come through on your end of the deal, he’ll slaughter everyone you know.   
40| Jack is actually vulnerable to forces that are natural such as storms, drowning in water (as long as it isn’t summoned by magic), or using dead tree limbs as clubs.  The Bargain he offers is a lie in an effort to cause more misery and anguish than simply killing his victim would.
45| Jack's Knife is a cursed artifact and may be the cause of him being what he is.  It cannot be taken from him, and it is unknown if it can be destroyed.  it is certainly older than he is.
50| Jack's origin is tied to Asmodeus in an unknown way.  The Lord of Hell refuses to discuss him, and speculation is rife among the few beings with any knowledge of this.

Plot Hook
  • One of the PC's has spent years trying to find a murderer in her home city, only to find that while traveling that similar murders seem to have occurred in many places around the world, most of them heavily populated.  Then she begins to hear stories about a knife wielding madman who seems unkillable, and is somehow able to appear just about anywhere he wants to.  While meeting with a group of fellow travelers (i.e. the party) at a local Inn they find the owners and their son murdered.  Standing over them is a tall man in a black coat who smiles at them, and promises to see them soon before fading away.
  • The PC's city is being assaulted by an army of Hobgoblins.  The walls have fallen and there is now fighting in the streets.  During the melee the PC's see a strange black figure killing the invaders, and stringing their bodies up from the lap posts.  At first they take no notice, but as the night wears on, they notice not all the bodies are hobgoblins, and some of them very obviously weren't killed by the Hobgoblins longswords.
  • The PC's are recalled home when the local Kings daughter has suddenly become a brutal, murdering psychotic.  Endlessly raving about "the dark man", she is confined to a cell while the group is charged with finding out what exactly happened.
  • The PC's have been tasked with finding out the origin of Bloody Handed Jack with an eye towards destroying him, or, as is rumored, changing him back to 'normal'.  Casting a Commune or Miracle the party Cleric asks his deity for Jack's origin, and what can be done about him.  After a very long pause his God responds by saying "He was Asmodeus' mistake, not ours.  If you must know the truth, seek out the Lord of the Nine and ask him, if he will admit what he has done.  Please do not press me further on this."

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Re: Spookity Critters
« Reply #19 on: November 11, 2011, 04:27:17 AM »
Devil Beast

Devil beast is an Inherited Template that can be applied to any Animal that is herbivorous and Medium or larger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: Unchanged

Armor Class: Natural AC Bonus increases by +1.

Attacks: The Base Creature gets a bite attack as a Primary Attack (Secondary if it already has a weapon other than a Slam that it uses already such as the Stegosaurs tail attack). Damage depends on Size. Medium=1d6, Large= 1d8, Huge= 2d6, Gargantuan=3d6, Collosal=3d6 (plus one and a half times Str Modifier).

Damage: Unchanged

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

Special Qualities: Retains all Special Qualities of the Base Creature and gains Scent.

Saves: Unchanged

Abilities: +4 Str, +4 Con

Skills: Unchanged

Feats: Doesn't gain new Feats, but may swap out Feats from the Base Creature's entry for more appropriate ones.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Always Neutral Evil.

Advancement: Unchanged

Level Adjustment: ---


Devil Beasts are strange offshoots of normal animals that dwell in dark places.  In some dark corner of the world death is so common that the ground is cursed, and all the animals there are bloodthirsty carnivores.  This seems particularly common in primitive worlds (remember those old dinosaur comics where they were all meat eaters).  While no more intelligent than the average animal they are quite crafty.

Example of creature using template here:


                      Triceratops
                      Huge Animal
Hit Dice:             16d8+144 (216 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
Base Attack/Grapple:  +12/+32
Attack:               Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Full Attack:          Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Trample (2d12+18)
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +21, Ref +9, Will +6
Abilities:            Str 34, Dex 9, Con 29, Int 1, Wis 12, Cha 7
Skills:               Listen +13, Spot +12
Feats:                Alertness, Great Fortitude, Toughness x4
Environment:         Temperate Plains
Organization:         Solitary, Pair, or Herd (5-8)
Challenge Rating:     10
Treasure:             None
Alignment:            Neutral Evil
Advancement:      17-32 HD (Huge), 33-48 HD (Gargantuan)   
Level Adjustment:     ---

Powerful Charge (Ex): On a successful charge the Triceratops does 4d8+24 damage.

Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).