Author Topic: Spookity Critters  (Read 17507 times)

Offline veekie

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Re: Spookity Critters
« Reply #40 on: December 30, 2011, 01:26:49 AM »
D: How does it have twelve heads and one bite aaaaahhhhhhh!
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

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

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Re: Spookity Critters
« Reply #41 on: December 30, 2011, 01:28:02 AM »
darn typos  :tongue

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Re: Spookity Critters
« Reply #42 on: January 25, 2012, 02:31:39 AM »
briareus is done

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Re: Spookity Critters
« Reply #43 on: August 20, 2012, 11:01:34 PM »
Ouroboros
                      Colossal Aberration
Hit Dice:             40d8+440 (620 hp)
Initiative:           +16
Speed:                40 ft. (8 squares), Swim 30 ft., Burrow 30 ft.
Armor Class:          40 (-8 Size, +8 Dex, +30 Deflection), touch 40, flat-footed 32
Base Attack/Grapple:  +30/+60
Attack:               Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Full Attack:          Bite +37 melee (4d6+14/19-20 plus 2d6 Charisma Drain)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Soul Bite, Aberrant Power, Ghost Touch
Special Qualities:    Dark Vision 60', SR 39, DR 10/Epic, Immunities, Soul Vision, Fast Healing 20, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic)
Saves:                Fort +24, Ref +25, Will +29
Abilities:            Str 38, Dex 27, Con 32, Int 4, Wis 24, Cha 30
Skills:               Balance +14, Climb +20, Hide +0, Listen +13, Move Silently +14, Spot +13, Swim +20
Feats:                Blinding Speed, Cleave, Devastating Critical (Bite), Epic Reflexes, Great Cleave, Improved Critical (Bite), Improved initiative, Improved Snatch, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Superior Initiative, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     20
Treasure:             None
Alignment:            Always Neutral
Advancement:          41+ HD (Colossal)
Level Adjustment: ---

The Ouroboros, as it is called, is one of the most rare and unusual sights upon the Material Plane. There have only been two sightings in history, during each of which this beast had slaughtered thousands.

It appears as a colossal serpent with glistening metallic green flesh. It is believed amongst the learned arcanists that the Ouroboros have some connection to essence as they are eternally linked to the soul of a single mortal. 

How is unknown except by two mortals. This bond is formed because of a shattering of a beings soul into tiny shards. This disconnection to the other souls causes the shard to try to regain connection, through violet means and the death of its "host".  Why the other shards do not gain this same power is not well understood, and powerful, perhaps even divine, magic is assumed responsible.

Soul Bite (Su): The bite of an Ouroboros does 2d6 Charisma Drain. 

Aberrant Power (Sp): The Ouroboros may use the following spells as Spell-Like Abilities:

3/day: Aura of Terror, Mass Inflict Moderate Wounds, Spiritwall

1/Day: Greater Consumptive Field, Mass Inflict Critical Wounds, Retributive Enervation


Ghost Touch (Ex):
The Ouroboros can affect Incorporeal beings as though they were solid.

Immunities (Ex): Ouroboros are immune to death effects, energy drain and other negative energy effects, effects that trap the soul (Binding, Magic Jar, Trap the Soul, etc), poison, sleep effects, paralysis, stunning, disease, ability damage or drain, non lethal damage, fatigue and exhaustion effects, and may not be Raised or Resurrected.

Soul Vision (Su): The Ourorboros permanently has the benefits of a Death Watch spell on it's person.  It may sense Living beings or incorporeal Undead with an Intelligence Score, and they gain no benefit from Concealment.  It automatically knows the mortal it is bound too if it sees him/her.

Combat: Ouroboros are beasts in mindset and as such don't use tactics. They destroy without thought, seeking their target.

Though they will stop this rampage if their goal is realized, and they slay the mortal they are bound to.
« Last Edit: October 14, 2012, 08:06:39 PM by bhu »

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Re: Spookity Critters
« Reply #44 on: September 29, 2013, 10:07:03 PM »
Child of Alchemy

Child of Alchemy is an Inherited Template that can be applied to any Animal, Giant, Humanoid, Monstrous Humanoid or Vermin at infancy.  It is an unfortunate happenstance that adventurers and men who are professional 'problem solvers' often require the aid of magics to help them in their quests.  The drink potion after potion and have spell after spell cast upon them without any thought to how this may affect their future, or that of their offspring.  Nor do they think of the alchemical waste that is the by-product of their seeming good fortune, nor how it may affect the future of the innocent beings who may be nearby.

While these men may ultimately pay a price it is as nothing compared to their children, whose lives will be warped by the fell energies their parent(s) has been exposed to.  They are born intelligent and self-aware, with prodigal mental and physical faculties.  They are also monstrously deformed, and like all infants have no exposure to teaching or morality.  Most births end in the death of the midwife, and anyone other than the parents who approach nearby.  Unless the infant is taught to be something other than a feral beast it may decide to consider other beings than it's parents food, and if they reject the child it will attack them as well.  Sadly there appears to be no cure for their condition but death or imprisonment.  While the Children bond with one another upon meeting, they hate and fear all other forms of life, and while an individual Child may recognize it's parents, it's fellows do not.  Separation or death is inevitable.  Even if the Child remains with it's parents, it is extremely reactionary and often murders anything that so much as disturbs it or enters it's territory.  They often have difficulty with emotional control, and are subject to wild rages murdering in sprees.

Children tend to be premature, large babies, and are often bigger than their parents, though not usually enough to increase in Size Category.  Most have thick hides and large eyes set within bulbous heads, and rapidly grow to adult size (human Children for example are mature adults at age 4-6).  They are all carnivorous (or omnivores at the very least), and most will have some sort of natural weapon as a result.

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

Hit Dice: Unchanged.

Speed: Base land speed increases by +10 ft., gains a climb speed equal to half it's base land speed.

Armor Class: Natural Armor Bonus to AC increases by an amount that depends on the base creatures size.  Tiny or Smaller: +0, Small: +1, Medium: +2, Large: +3, Huge: +4, Gargantuan: +7, Colossal: +11.

Attacks: The base creatures gains a Primary Claw attack and a Secondary Bite attack if it doesn't already have any.  It performs 2 Claws and a Bite with a Full Attack.

Damage: Damage for Claw and Bite Attacks depends on size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

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

Rage (Ex): A Child that enters combat (or gets hurt, or is even confronted by a member of another species) flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Only it's own parents (if they accept him) and others of it's own kind do not provoke this rage.

Psi-like Abilities (Ps): At will: Read Thoughts, Sense Link (Sense Link can only be used with other Children of Alchemy). 

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

Racial Telepathy (Su): Children of Alchemy can communicate telepathically with one another. 

Mental Tracking (Su): Children of Alchemy always know what direction others of their kind and their own parents are in.  When within 60 ft. they know their exact location as well.

Saves: Gains a +2 Racial Bonus to Fort and Ref Saves.

Abilities: +6 Str, +6 Dex, +8 Con, +2 Wis, -4 Cha.

Skills: Unchanged, but loses the ability to speak and comprehend non-telepathic speech.  It can only understand it's parents and others of it's own kind..

Feats: Gains  Diehard and Improved Initiative as Bonus Feats.

Environment: Any, usually unchanged.

Organization: Usually unchanged.

Challenge Rating:
+2

Treasure: None

Alignment: Usually Neutral, but with strong tendencies towards Neutral Evil.

Advancement: Unchanged.

Level Adjustment: N/A, not intended as PC's.




« Last Edit: April 30, 2018, 02:48:05 AM by bhu »

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Re: Spookity Critters
« Reply #45 on: February 06, 2015, 04:16:59 AM »


Soulless

Soulless is an Inherited Template that can be applied to any Humanoid while in the womb.  It is the result of a botched attempt using Necrocarnum to shield a towns children from the ravages of a local Souleater that became too powerful for anyone to put down.  They have become a double edged sword.  The children all universally have the same hair, eyes, and skin.  They are pale with steely eyes, and whitish hair.  Their 'soul' is protected from the ravages of the Undead because they are not truly alive themselves.  They show little to nothing in the way of emotion, remorse, or empathy.  They do not understand others pain or emotions because they have never experienced it themselves.  Worse yet, what one knows all of them know, so they learn quickly to hide their true nature, and can pool their accumulated skills amongst each other.  The Souleater has long been slain by them, and now several mountain villages are populated entirely by the Soulless.

Size and Type: Size is Unchanged.  Type becomes Undead with the Evil and Incarnum Subtypes.  It loses all other Alignment based Subtypes.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

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

Essentia Drain (Ex): The Soulless may make a melee touch attack to drain 1d4 essentia from any meldshaper.  If the opponent does not have Essentia it drains 1d4 Con instead.  The victim can make a Fortitude Save (Save DC is Charisma based) to avoid this effect.  It heals 5 hit points on a successful drain, and gains Essentia equal to the Essentia or Con lost by it's victim.  If it's Drain is successful, the Essentia/Con is regained 1 hour later by the victim.

Essentia Pool: A Soulless has an Essentia Pool equal to it's Hit Dice, but starts with nothing in it.  In order to gain Essentia to use it must use its Essentia Drain attack.  Whenever it gains Essentia it may invest it in the following abilities, but can only invest in each ability once per 24 hours (each ability lasts 24 hours):

Gain a +1 Insight Bonus to a specific Saving Throw per 1 Essentia invested.

Gain a +1 Insight Bonus to AC per 1 Essentia invested.

Gain a +1 Insight Bonus to the Save DC of your Energy Drain ability per 1 Essentia invested.

Gain a +1 Enhancement Bonus on Attack rolls per 2 Essentia invested.

Gain a +1 Enhancement Bonus on Damage rolls per 2 Essentia invested.

Spend 1 Essentia to avoid the need to breathe, eat, sleep or drink for 24 hours.

Increase your Turn Resistance by +1 per Essentia invested.  If this option is chosen they lose their immunity to methaods to detect the Undead for 24 hours

Increase your base land speed by +5 ft per Essentia invested

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

Incarnum Sense (Ex): The Soulless effectively have Blindsight with a 60 ft. range, but only to detect Meldshapers, creatures with the Incarnum Subtype, or objects invested with Essentia.

False Life (Ex): While Soulless are Undead they do not appear to be so.  They appear to need to eat, drink, sleep and breathe the same as any other member of their parent race.  They have a pulse, they appear to have all normal bodily functions (including temperature), and can even sire/bear children.  They do not register as Undead against spells or abilities that would detect such, and have +4 Turn Resistance. 

Hive Mind (Ex): All Soulless within 50 miles of each other are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Soulless in a group is considered flanked unless all of them are.  Due to this they rarely speak to one another as they have no need to.

Saves: Unchanged

Abilities: All mental scores are set at 18 plus Racial modifier.  Con becomes -.

Skills: Unlike most Undead, the Soulless gain (8+Int Modifier) skill points per level, so long as they grew up in a community of their own.  Even loners gain (4+Int Modifier) due to being able to pick up things through osmosis.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but generally fewer in number than the parent species.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Always Neutral Evil

Advancement: Unchanged, usually by Class (but cannot take any class that gives them an Essentia Pool).

Level Adjustment: N/A, Soulless are not meant to be PC's.


« Last Edit: March 02, 2022, 11:50:14 PM by bhu »

Offline Psysama

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Re: Spookity Critters
« Reply #46 on: February 06, 2015, 09:50:52 PM »
Haha, that's awesome.  Before I asked a stupid question I looked up incarnum subtype (I'm cool now).  I like that you used that picture  :D  I look forward to seeing it complete.
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Re: Spookity Critters
« Reply #47 on: February 06, 2015, 10:31:36 PM »
I'll be using several of the pics :D

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Re: Spookity Critters
« Reply #48 on: February 22, 2015, 09:23:34 PM »




Daourkind

Daourkind is an acquired Template that can be applied to any Humanoid.  A Daourkind is not a normal ocurrence, but the result of a hideous necromantic curse.  Once a Necromancer has successfully cursed an enemy that person slowly begins dying, and eventually a Daoukind erupts from their body.  Effectively the curse provides the Necromancer with a hideous undead minion.  The owner must be careful however.  To keep the Daourkind under control it must be fed blood once a month, but it must also be prevented from eating raw meat.  Once it tastes raw flesh, a Daourkind will find it irresistible, and seek it out, becoming more uncontrollable the more it eats.  They are also insanely jealous, and anyone that their master pays attention to (such as friends, spouses, lovers) will inevitably be murdered by the Daourkind the moment the master is absent and unable to order them not to.

Size and Type: The base Creature loses two Size Categories (i.e. a Medium Humanoid would become a Tiny Daourkind), and Type changes to Undead with the Chaos, Evil and Shapeshifter Subtypes.

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

Speed: Gains a Climb speed equal to half it's Land speed.

Armor Class: The Base Creature's Natural AC Bonus (if any) increases by +4 (and it gains this Bonus if it does not have a Natural AC Bonus).  This Bonus increases by +2 for each 5 Hit Dice the Daourkind possesses (i.e. +6 at 5 HD, +8 at 10 HD, +10 at 15 HD, etc).

Attacks: The Daourkind gains Claw and Bite attacks if it does not already possess them.  It gains 2 Claws and a Bite with a Full attack.

Damage: The Daoukinds Claws do 1d4 plus Str Modifier if the Base Creature is Medium, and 1d3 plus Str Modifier if the Base Creature is Small.  Bite is 1d4/1d3 plus half Str Modifier.

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

Spell Like Abilities (Sp): At Will: Augury, Bane, Bless, Comprehend Languages.  1/Day: Bestow Curse, Contagion, Speak With Dead.  Caster Level is equal to Hit Dice. 

At 5 Hit Dice its powers increase.  3/day: Bestow Curse, Contagion, Speak With Dead.  1/day: Dispel Good, Divination, Unhallow.

They increase again at 10 HD: 3/day: Dispel Good, Divination, Unhallow.  1/day: Harm, Legend Lore.

They increase again at 15 HD: 3/day: Harm, Legend Lore. 1/day: Blasphemy, Greater Scrying.

They increase again at 20 HD: 1/day: Discern Location, Unholy Aura.

Shapeshifter (Su): The Daourkind may cast Polymorph at will as a Supernatural Ability (Caster Level is equal to it's Hit Dice)  It has some limits, however.  It may only cast it upon itself, and is limited to Animals, Humanoids, Plants and Vermin.  At 5 Hit Dice it may also become Fey or Giants.  At 10 HD it can also become Magical Beasts or Monstrous Humanoids.  At 15 HD it can become Aberrations or Oozes.  At 20 HD it gains the ability to Shapeshift as per the spell instead.

Growth (Su): Daourkind have a compulsion to eat raw meat, for reasons they will not initially understand,  Initially this is a DC 10 Willpower Save, easily enough met.  And so long as it is fed blood it doesn't need to make the Save.  But if it is ever not fed or it's Master harms it (or forms a relationship with another being) it must begin making the Saves each day with a cumulative +1 to the Save DC until it fails or is fed.  Once it fails the Check it will seek out and devour raw meat.  Each time it consumes at least a pound of raw meat it gains 1 Hit Die, increasing both it's power and the likelihood it will break free of it's master.  Once it gains a Hit Die it must make a Save DC daily, with the Save DC becoming +1 higher each day until it eats again.  It will not tel it's Master it has eaten raw meat unless asked, and many a Master has been undone in this manner.  At 5 Hit Dice the Daourkind becomes one Size Category larger, gaining +4 Str, +2 Cha.  At 10 Hit Dice it becomes 2 Size Categories larger, gaining another +4 Str, +2 Cha.  At 15 Hit Dice it becomes 3 Sizes larger, gaining another +8 Str, +2 Cha.  It continues to gain 1 Size Category at 20 HD and every 5 Hit Dice thereafter until it maxes out at Colossal (gaining another +8 Str, +2 Cha for each Size increase.

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

Familiar (Su): If the Daourkind's owner has a Familiar, the Daourkind kills and replaces that Familiar (the owner does not lose hit points for it's Familiar dying in this way).  While the Daourkind gains (or bestows) none of the usual benefits a Familiar has, it is linked to it's master.  As long as it is within one mile it knows it's Masters exact location at all times, knows his condition as if it permanently had the effects of a Status spell in it's Masters person, and can communicate with him telepathically.  The master can transfer ownership of the Daourkind if he wishes, but will generally only do this when he is ready, or expected to, pass on.  If he does not pass it on the Daourkind is freed upon his death and being uncontrolled will begin eating raw meat to gain power.  So long as the Daourkind has less Hit Dice than it's Master it must obey him within limits.  The Master cannot order the Daourkind to perform self-destructive acts, and must give it special treats if he asks the Daourkind to perform dangerous tasks (though the Daourkind will willingly defend the Master from assault if someone attacks him).  Once the Daourkind has Hit Dice equal to or exceeding the Masters Hit Dice, it starts becoming more and more uncontrollable.  At equal Hit Dice the Master must succeed at an opposed Level Check to order the Daourkind, but gains a +6 Circumstance Bonus on the check.  For each Hit Die the Daourkind exceeds his, the Bonus lowers by 2, until it becomes a -2 Penalty when it has 4 Hit Dice more than the Master.  If the Master fails a Level Check the Daourkind refuses to obey, and the Master cannot try again for 24 hours.  If he fails 3 Level Checks, the Daourkind is freed, and will likely murder him before moving on to killing every other living thing in the area.  If the Daourkind is not fed it's monthly ration of blood, or its Master flaunts a relationship with another (or harms it or asks it to harm itself), then the Daourkind may make an Opposed Level Check with a cumulative +1 for each day it is not fed or it's Master deliberately angers it.  Each time it succeeds in a Check it may disobey it's Master for 24 hours, and if it ever makes three successful Checks it is freed.

Damage Reduction (Ex): At 5 Hit Dice the Daourkind gains DR x/Cold Iron (X is equal to it's Hit Dice).

Turn Resistance (Ex): At 5 Hit Dice the Daourkind gains Turn Resistance equal to half it's Hit Dice rounded down (i.e. a 5 Hit Dice Daourkind has +2 Turn Resistance).  At 15 Hit Dice it gains immunity to Turn Undead instead.

Fast Healing (Ex): At 5 Hit Dice the Daourkind gains Fast Healing X, where X is equal to it's Hit Dice.

Dark Power (Su): At 5 HD the Daourkind gains an Enhancement Bonus to Saving Throws and a Deflection Bonus to AC.  The Bonus is equal to it's Hit Dice divided by 5, rounded down.

Saves: Unchanged.

Abilities: +2 Str, +2 Dex, +2 Wis, +4 Cha. -4 Int.  As an Undead it has no Con score.

Skills: Unchanged.  May need to be recalculated due to growth or Int changes.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary.

Challenge Rating: CR becomes equal to Hit Dice.

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: See the Growth Ability listed above.

Level Adjustment: N/A, Daourkind are not intended to be PC's.
« Last Edit: March 02, 2022, 11:51:03 PM by bhu »

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Re: Spookity Critters
« Reply #49 on: March 23, 2015, 02:45:42 AM »
and one for Amechra



Soulstealer
                      Large Aberration (Incorporeal, Psionic)
Hit Dice:             9d8+18 (58 hp)
Initiative:           +2
Speed:                Fly 40 ft. (8 squares), Good
Armor Class:          17 (-1 Size, +2 Dex, +3 Deflection, +3 Insight), touch 17, flat-footed 15
Base Attack/Grapple:  +6/+15
Attack:            Tentacles +10 melee touch (grapple)
Full Attack:          Tentacles +10 melee touch (grapple)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Mirror Swap, Psi-Like Abilities, Improved Grab, Devour Soul
Special Qualities:    Darkvision 60 ft., Mirror Senses, Telepathy 60 ft., Power Resistance 20, Fast Healing 5, Selective Invisibility
Saves:                Fort +4, Ref +4, Will +8
Abilities:            Str 20, Dex 15, Con 14, Int 16, Wis 16, Cha 17
Skills:               Concentration +12, Hide +10, Knowledge (Psionics, The Planes) +13, Listen+8, Move Silently +10, Psicraft +7, Spot +8
Feats:                Burrowing Power, Combat Manifestation, Power Penetration, Transdimensional Power
Environment:         Plane of Mirrors
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral
Advancement:          10-18 HD (Medium), 19-27 HD (Large)
Level Adjustment:     ---

Soulstealers are entities of pure mental energy that reside on the Plane of Mirrors, reaching out of it to grab prey.  Their appearance varies depending on the fears of the victim seeing it when it manifests, but almost always involving tentacles.

Mirror Swap (Su): The Soulstealers reach can extend through reflective surfaces, allowing it to reach from the Plane of Mirrors into connecting Planes of existence.  It can also reach though other reflective surfaces such as water.  If it makes a successful Grapple Check against an opponent on an alternate Plane of existence, that opponent must make a DC 17 Willpower Save (Save DC is Charisma based) or have their soul pulled out and into the Plane of Mirrors.  It is replaced by the doppleganger generated when any creature enters the Plane of Mirrors, allowing the Soulstealer to freely feed on it's prey without anyone realizing what has happened.  If the victim somehow escapes (temporarily give it the Stolen Soul template), and can get back to it's plane of existence, AND can find it's body it can return, banishing it's doppleganger back to the Plane of Mirrors.  This ability only works when the Soulstealer is on the Plane of Mirrors and the victim is elsewhere.

Psi-Like Abilities (Ps): At Will: Chameleon, Cloud Mind, Id Insinuation, Defensive Precognition, Psionic Freedom of Movement.  3/Day: False Sensory Input.

Improved Grab (Ex): If a Soulstealer successfully attacks an opponent with it's tentacle, it can start a Grapple as a Free Action without provoking an Attack of Opportunity.  If successful it can try to use it's Mirror Swap ability.

Devour Soul (Su): Once a Soulstealer has successfully used it's Mirror Swap ability, it must hold on to it's victims soul for 5 rounds.  Each round it must make an opposed check (both the Soulstealer and it's victim roll 1d20 plus 1/2 Hit Dice plus Cha Modifier).  If the Soulstealer wins for 5 consecutive rounds, it devours it's victims soul.  If it's victim escapes before then, it gains the Stolen Soul Template.  If the soul escapes and the Soulstealer can catch it again, it can make a similar check to "grab" the soul once it occupies the same square, at which point it must hold it for 5 more consecutive rounds to devour it.  Victims who have their soul eaten may not be Raised or Resurrected.

Mirror Senses (Su): All of the Soulstealers senses extend out from the Plane of Mirrors, but only in front of reflective surfaces.  If anything gives it a sensory ability it doesn't normally have it extends out of mirrors into other Planes as well.

Selective Invisibility (Su): The Soulstealer is only visible in the Plane of Mirrors, and elsewhere is invisible as per the Greater Invisibility spell.  Meaning that when it reaches through a mirror to attack, no one sees it coming, including the victim before he makes his first Willpower Save.

Combat:  Soulstealers wait in front of reflective surfaces for weak looking prey that is alone, or that isn't being paid attention to by others.  They then reach through the planar divide in an attempt to grab the soul of the prey.  If they succeed they pull it into the Plane of Mirrors and pursue devouring it.  If they fail they wait for new prey as they desperately wish to avoid notice.


Stolen Soul
Stolen Soul is an Acquired Template that can be applied to any living creature that has escaped predation by a Soulstealer (granted it probably hasn't escaped for long).

Size and Type: Size is Unchanged, Type becomes Undead with the Incorporeal Subtype.

Hit Dice: Unchanged.

Speed: Gains a Fly speed equal to it's land speed with Perfect Maneuverability (or it's Fly speed if it already has flight).  Loses all other movement speeds.

Armor Class: The Base creature loses any Natural Armor bonuses to AC but gains a Deflection Bonus equal to it's Cha modifier (minimum +1).

Attacks: A Stolen Soul retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: A Stolen Soul generally can't damage non-ethereal creatures, other than by spells or spell-like/supernatural abilities.

Special Attacks: Retains all the special attacks of the Base Creature, although those relying on physical contact do not affect nonethereal creatures. The Stolen Soul also gains the following:

Manifestation (Su): This is identical to the Ghost ability listed in the MM.

Cold Touch (Su):  A Stolen Soul that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Rejoin (Su): A Stolen Soul that finds the body currently occupied by it's evil doppleganger from the Mirror Realm can attempt to regain control of it's body and force teh twin out.  To do this it makes a melee touch attack, and both it and the doppleganger make an opposed Check (1d20 plus 1/2 Hit Dice plus Cha Modifier).  If the Stolen Soul wins, it rejoins with it's body, and the doppleganger is cast back into the Mirror Realm.  If it loses the doppleganger retains control and it must try again.

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

+4 Turn Resistance

Ghostly Transformation (Su): A Stolen Soul whose body is destroyed before it can rejoin with it, or that is killed in any manner other than being eaten by a Soulstealer loses the Stolen Soul Template and gains the Ghost Template.

Saves: Unchanged.

Abilities: Same as the base creature, except that the Stolen Soul has no Constitution score, and its Charisma score increases by +4.

Skills: Stolen Souls have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: None.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +4
« Last Edit: March 02, 2022, 11:57:05 PM by bhu »

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Re: Spookity Critters
« Reply #50 on: July 22, 2017, 06:10:59 AM »
           Ubermenschen
                      Medium Construct (Living)
Hit Dice:             4d10+20 (42 hp)
Initiative:           +8
Speed:                50 ft. (10 squares), Climb 25 ft., Swim 25 ft.
Armor Class:          18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+7
Attack:               Slam +8 melee (1d4+4) or by Weapon +8 melee or +7 ranged
Full Attack:          2 Slams +8 melee (1d4+4) or by Weapon +8 or +7 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Berserk
Special Qualities:    Living Construct traits, Low-light Vision, Darkvision 60 ft., Machine Mind, Healing, Immunities, Dr 5/-
Saves:                Fort +6, Ref +5, Will +4
Abilities:            Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 14
Skills:               Bluff +7, Disguise +7, Intimidate +7, Knowledge (Arcana, Local) +8, Sense Motive +8, Use Magic Device +7
Feats:                Improved Initiative, Power Attack
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral (with strong tendencies towards Evil)
Advancement:          By Character Class
Level Adjustment:     ---

“Disease, pain, sorrow, love, grief – all are nought to us.”

The creator of the first Ubermenschen is unknown, but unfortunately his creations have kept his secrets.  Initially they were an attempt at artificial life, created with the purpose of being an immortal body elderly nobles could have their minds installed in before they died.  To everyone's surprise they were self aware, and educable.  Attempts to do so were successful, but came with a revelation: the new beings were utter psychopaths.  Some were able to evolve past that, but most were little more than monsters.  Many fled when they realized their creator intended to destroy them, but they took his notes.  Ubermenschen are difficult, costly and time-consuming to make, but if they wish more of their species to exist they have no option.  They refine the process more with each generation, hoping to achieve the ability to reproduce like the more fragile races do.  Thus far they have been barren, or they have miscarried.  Initial creations were little more than rubbery, jointed, man-sized dolls.  Newer versions appear as nigh well perfectly built humans, with some minor cosmetic difference.  Perhaps their teeth were sharp, or their eyes/hair/skin are an unusual color.  Besides their behavior (which tends to be either manic or emotionless) their weight can give them away, as they weigh up to twice as much as a regular human.  They generally speak at least 3 languages, and are proficient with Simple and Martial weapons.

Berserk (Ex): Ubermenschen are unstable at the best of times.  At any time they lose their temper they Frenzy, as per the ability listed in the Complete Warrior.  They may Frenzy as many times per day as something  angers them (but only once per encounter), and always recognize that other Ubermenschen aren't targets.

Machine Mind (Ex): Ubermenschen have a +4 Racial Bonus on Willpower Saving Throws against Charm, Compulsion or Fear Effects.  They continue to fight without penalty even while disabled or dying.  Casters who try to enter your mind via Divination (or Manifesters using Telepathy) must make a DC 15 Willpower Save (Save DC is Int based) or be Dazed 1 round.

Healing (Ex): Unlike other Living Constructs, Ubermenschen  can heal naturally.

Immunities: Unlike other Living Constructs, Ubermenschen are immune to non-lethal damage and stunning.

Combat: Ubermenschen are overconfident when fighting humans because of mankinds comparative fragility.  Normally they'd be right. but this has led to their downfall before.
« Last Edit: February 16, 2021, 07:25:58 PM by bhu »

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Re: Spookity Critters
« Reply #51 on: April 30, 2018, 06:15:51 PM »
 Minor Elemental
                      Small Elemental (Incorporeal, plus one of the following Air, Earth, Fire, Water)
Hit Dice:             2d8 (9 hp)
Initiative:           +7
Speed:                20 ft. (4 squares), Fly 60 ft. (Perfect)
Armor Class:          15 (+1 Size, +3 Dex, +1 Deflection), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-
Attack:               see below
Full Attack:          see below
Space/Reach:          5 ft./5 ft.
Special Attacks:      Elemental Manipulation, Naturally Invisible, Manifestation
Special Qualities:    Darkvision 60 ft., Elemental traits, Elemental Grace, Plane Shift, Summoning Resistance
Saves:                Fort +2 (+4 for Earth and Water), Ref +5 (+7 for Air and Fire), Will +2
Abilities:            Str 0, Dex 17, Con 10, Int 11, Wis 12, Cha 12
Skills:               Bluff +2, Concentration +1, Hide +7, Knowledge (Arcana, Nature) +1, Listen +2, Move Silently +3, Sense Motive +2, Spot +2
Feats:                Improved Initiative
Environment:          Any (see below)
Organization:         Solitary, Pair or Family (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          3 HD (Small)
Level Adjustment:     ---

“There are horrors beyond life's edge that we do not suspect, and once in a while man's evil prying calls them just within our range.”

Elementals are invisible and intangible spirits who can manipulate small amounts of the element they are drawn to.  Minor Elementals are small both in body and mystical power, but are still dangerous.  After all if you destroy the element they are animating as a weapon, they can just get more.  No one knows what they look like or what their purposes are, though many summon them for various reasons.  They do so at their peril, because some times the Elemental decides to stay for it's own reasons.  They are highly capricious, and can live among mortals peacefully for decades, before being offended somehow.  An offended Elemental is a very bad thing indeed.  It is unknown if they understand human languages exactly, as the orders given them by summoners tend to be misinterpreted.  Perhaps willingly.  And they make an effort to communicate only rarely, and must do so in a way we understand as they have no voice.  While they can be found anywhere, their true homes are another dimension somewhere far beyond the ability of men to travel to.  At least, that's the assumption.  After all, if they have a way to come to our world, there must be a way to theirs.

Elemental Manipulation (Su): Elementals can control the Element they are associated with to some extent as a Standard Action.  An Air Elemental can increase or decrease the wind speed in one 5 foot square by up to 5 feet per round to a maximum of + or - 15 feet.  Earth Elementals can shape up to 60 pounds of dirt, mud, lava, sand or stone in a manner similar to the Stone Shape spell.  Fire Elementals can spread or shrink an existing fire by one square per round.  Water Elementals can shape up to 60 pounds of ice or water.

Naturally Invisible (Su):  An Elemental is Invisible as per the Superior Invisibility spell, even while unconscious.  It loses this ability when it Manifests.

Manifestation (Su): To manifest a Air Elemental needs an atmosphere or wind of any kind.  An Earth Elemental needs from 8 to 60 pounds of dirt, mud, sand, or Stone in it's natural,  unworked state.  A Fire Elemental needs 3 cubic feet of fire.  A Water Elemental needs 8 to 60 pounds of water or ice, or 3 cubic feet of Steam. An Elemental Manifests itself as a Move Action, losing it's Invisibility, but merging with and animating the element that allowed it to Manifest.  It is no longer Incorporeal, and gains temporary hit points equal to it's normal hit points (i.e. 9 hp).  Damage done to it comes off these hit points, and once they are gone the Elemental is Dazed for 1 round, ceasing it's Manifestation.  Once it's no longer dazed it can try to Manifest again if the proper material is available.  incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities bypass these temporary hp, and do damage directly to the Elementals actual hp.  Spells, spell-like abilities, or supernatural abilities that destroy an Element of the same Tye the Elemental uses to Manifest cause it to become un-Manifested, and Stun it for 1d4 rounds.  When Manifested, the Minor Elemental gains a ranged attack, with a range of 10 feet.  It is +5 to hit, and damage varies by elemental type.  Air Elementals steal all the air from the subject's lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition.  Earth Elementals can do 1d6 bludgeoning, Piercing or slashing damage depending in what kind of earth and stone it has access to.  Fire Elementals do 1d6 Fire damage, and creatures or objects struck must make a DC 12 Reflex Save (Save DC is Cha based) or catch Fire.  Water Elementals do Bludgeoning (water), Cold (ice) or Fire (steam) damage. 

Elemental Grace (Su): The Elemental gains a Deflection Bonus to AC and an Enhancement Bonus to Saving Throws equal to it's Cha Modifier.

Plane Shift (Sp): An Elemental can Plane Shift, as per the spell, at will.  It cannot take other creatures with you.

Summoning Resistance (Ex): Is summoned via a Summon or Call spell, the Elemental can make a Willpower Save (Save DC is 10 plus spell level plus casters casting ability modifier).  If it succeeds, it does not need to obey it's summoner, nor does it go away when the spell ends (though it will pretend to do both).

Combat: Elementals lash out invisibly with their powers.  They generally aren't tactical geniuses, because for the most part they don't have to be.
« Last Edit: February 17, 2021, 07:01:27 PM by bhu »

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Re: Spookity Critters
« Reply #52 on: May 06, 2018, 03:32:42 PM »
Dracul

“I have looked upon all the universe has to hold of horror, and even the skies of spring and flowers of summer must ever afterward be poison to me.”

Dracul is an Inherited Template that can be applied to any living Animal, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant or Vermin.  The Dracul are the spirits of Dragons, which have long since departed from the world of men.  But cults have kept alive the Necromantic rituals that allow them to be pulled from the afterlife and housed in the sacrificial body of a mortal being.  As time progresses the Dracul mystically alters it's new host with ever increasing powers.  A Dracul inhabiting a man may eventually grow reptilian features, or exhibit abilities beyond those of normal men.  The Dragons have gone insane from their experiences in the afterlife.  Initially the possessed host shows little sign, but as the Dracul's personality begins to take over their behavior (and Alignment) changes.  Eventually the host soul passes on entirely, replaced by the Dracul.  This template is a relatively new possessee.  Further Templates will represent more advanced Dracul.

Size and Type: Size remains the same (at least initially), Type becomes Dragon.  Subtypes are kept for now. 

Hit Dice:
Racial Hit Dice become d12's, and hit points are recalculated if necessary.

Speed: All movement speeds increase +10 ft.

Armor Class: The base creature's Natural Armor Bonus increases by an amount equal to it's new Constitution modifier.

Attacks:
If the base creature has no natural weapons, it gains a Slam attack (2 Slams with a Full Attack).  Base Attack Bonus becomes equal to Hit Dice.

Damage: Slam Damage is equal to the base creatures unarmed strike damage.

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

Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Darkvision 60 ft.

Low-light Vision

Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.

Immunity to magic Sleep effects and Paralysis.

DR 5/Magic

Spell Resistance equal to 10 plus it's new CR.

Saves:
All Saves are now Good saves and must be recalculated..

Abilities: +6 Str, +4 Con.

Skills:
Unchanged for now.

Feats: Unchanged for now.

Environment: Any

Organization: Usually Solitary.

Challenge Rating: +2

Treasure:
Becomes Standard unless it's already higher.

Alignment: Lawful Evil, Lawful Neutral and Neutral creatures become Neutral Evil.  Chaotic Good becomes Chaotic Neutral, and Lawful Good becomes Neutral.  Neutral Evil and Chaotic Neutral creatures become Chaotic Evil.  Neutral Good becomes Chaotic Neutral, and Chaotic Evil remains unchanged.

Unchanged for now.By Character Class (and Template).

Level Adjustment: ---

Example of creature using template here:


Aleksander Drago, 4th Level Fighter
                      Medium Dragon
Hit Dice:             4d12+16 (42 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), 30 ft. in armor
Armor Class:          22 (+1 Dex, +4 Natural, +6 Banded Mail, +1 Light Steel Shield), touch 11, flat-footed 21
Base Attack/Grapple:  +4/+9
Attack:               Slam +9 melee (1d3+5) or Longsword +10 melee (1d8+7/19-20)
Full Attack:          2 Slams +9 melee (1d3+5) or Longsword +10 melee (1d8+7/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence DC 11
Special Qualities:    Darkvision 60 ft., Low-light Vision, Keen Senses, Immunities, DR 5/Magic, SR 16
Saves:                Fort +8, Ref +5, Will +5
Abilities:            Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 10
Skills:               Climb +7, Craft +4, Handle Animal +4, Intimidate +4, Jump +7, Ride +5, Swim +7
Feats:                Blind-Fight, Cleave, Mounted Combat, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil


The Drago family had always been corrupt, even for nobles.  Squalid and Evil to the core.  The Old Drago has recently passed, and his son Aleksander has taken over the family.  Or at least so it appears.  After visiting the family tombs he hasn't been the same.  Left alone with the priests, he emerged an altogether more frightful man, and there are rumors he has succumbed young to the madness which plagues his family line.  There are darker rumors claiming he is possessed by something long dead, and very soon he may have to put down a revolution to maintain power. 
« Last Edit: February 16, 2021, 09:40:39 PM by bhu »

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Re: Spookity Critters
« Reply #53 on: May 06, 2018, 03:39:59 PM »
Reioi

“Hate looks like everybody else until it smiles”

Reioi is an Acquired or Inherited Template that can be applied to any Humanoid.  Reioi is the Norse word for wrath or anger, and the Reioi are just that: wrathful.  They seem to have contracted a rare spiritual malady that causes stress to accumulate within their psyche with few ways to vent it other than psychotic rages.  Worse yet as their anger grows, so does their body, becoming swollen and malformed.  Sadly there is no known cure for this condition.  Once someone begins this path they either commit suicide to avoid becoming a monster, or get slain as one.  Their humanity fades into a forgotten dream, and hate is all that is left to them.

Size and Type:
Size remains the same for now, Type becomes Giant, Subtypes are kept for now.

Hit Dice: Unchanged.

Speed: Unchanged initially.  Once Size increases to Large or better, all base forms of movement increase by +10 ft.  Once Size increases to Gargantuan or better, all base forms of movement increase by +20 ft.

Armor Class: You gain a Natural Armor Bonus to AC equal to half your Hit Dice (round down).  This Natural Armor Bonus increases an additional +1 for every Size Category above Tiny as well.

Attacks: Gains a Slam attack if it doesn't already have one.  It does 2 Slams with a Full Attack Action.

Damage: The damage of the Reioi's Slam depends on it's Size: Medium (1d3), Large (1d4), Huge (1d6), Gargantuan (1d8) or Colossal (2d6).

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

Growth (Ex):  Once the Reioi reaches 6 Hit Dice, it's Size increases to Large.  It increases again, to Huge at 12 Hit Dice.  Once it reaches 18 Hit Dice it becomes Gargantuan.  At 24 Hit Dice it becomes Colossal.

Uncontrollable Rage (Ex): You Frenzy as per the Frenzied Berserker ability listed in the Complete Warrior whenever you are angered. 

Elemental Connection (Ex):  Once the Reioi reaches 14th Level it begins to have some affinity to the natural world, gaining a Subtye and some related abilities:

Air: You gain the Air Subtype, as well as Immunity to Electricity damage.  When Raging your melee attacks do +2d6 electricity damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

Aquatic: You gain the Aquatic and Amphibious Subtypes, as well as Immunity to Cold damage.  While standing in rain or water, you gain Regeneration 5 (8 when you become Gargantuan, 10 when you become Colossal).

Cold: You gain the Cold Subtype.  When Raging your melee attacks do +2d6 cold damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

Earth: You gain the Earth Subtype, as well and your Damage Reduction from Class Levels increases by 10 (you gain DR 10/- otherwise).  While standing in dirt or mud or rock, you gain Regeneration 5 (8 when you become Gargantuan, 10 when you become Colossal).

Fire: You gain the Fire Subtype.  When Raging your melee attacks do +2d6 fire damage (+3d6 when you become Gargantuan, +4d6 when you become Colossal).

Rock Throwing (Ex): Once it has achieved at least Large Size the Reioi can throw rocks.  This is identical to the Giant's ability listed in the MM.  Damage is based on Size: 2d6 plus Str modifier (Large), 2d8 plus Str modifier (Huge), 3d8 plus Str modifier (Gargantuan), 4d8 plus Str modifier (Colossal).  The range increments of thrown rocks vary by Size also: 120 ft. (Large), 140 ft. (Huge), 160 ft. (Gargantuan) or 180 ft. (Colossal).

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

Scent (Ex): Identical to the ability listed in the MM.

Low-light Vision

Saves: Will need to be recalculated if Ability Scores change.

Abilities: -2 Dex, -2 Int, -2 Wis, -4 Cha.  Gains +8 Strength per Size Category above Medium (i.e, +8 if Large, +16 if Huge etc.).  Gains +4 Constitution per Size Category above Medium.

Skills: Intimidate becomes a Class Skill.

Feats: Unchanged.

Environment: Unchanged.

Organization:
Solitary

Challenge Rating: CR varies by Size: Medium +0, Large +1, Huge +2, Gargantuan +3, Colossal +4

Treasure: Unchanged.

Alignment: Each time Size increases by 1 step, Alignment moves one step closer to Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:
Njal, 4th Level Barbarian
                      Medium Giant
Hit Dice:             4d12+8 (34 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), 30 ft. in Armor
Armor Class:          17 (+4 Natural, +3 Hide Armor), touch 10, flat-footed 17
Base Attack/Grapple:  +4/+6
Attack:               Slam +6 melee (1d3+2) or Handaxe +6 melee (1d6+2/x3)
Full Attack:          2 Slams +6 melee (1d3+2) or Handaxe +6 melee (1d6+2/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Uncontrollable Rage, Rage 2/day
Special Qualities:    Scent, Low-light Vision, Fast Movement, Illiteracy, Uncanny Dodge,, Trap Sense +1
Saves:                Fort +6, Ref +1, Will +0
Abilities:            Str 15, Dex 11, Con 14, Int 6, Wis 8, Cha 10
Skills:               Climb +6, Craft +2, Intimidate +4, Jump +5, Listen +3, Survival +3, Swim +5
Feats:               Extend Rage,  Instantaneous Rage, Power Attack
Challenge Rating:     4
Treasure:             Standard
Alignment:           Neutral

Njal was never a temperate man.  Given to drink and violence he had been made an outlaw more than once.  This last time must have driven him mad.  He came back more rabid wolf than man, and the Seidhr advised he be put down.  Njal escaped before a decision was made, and now haunts the forest.  He has been canny, and kept far from men, but the Seidhr prophesy a day when that will end, and many men will die.
« Last Edit: February 16, 2021, 09:41:02 PM by bhu »

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Re: Spookity Critters
« Reply #54 on: February 14, 2021, 07:56:48 PM »
The Lamprey Women
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             8d8+8 (44 hp)
Initiative:           +6
Speed:                10 ft. (2 squares), Swim 40 ft.
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +6/+11
Attack:               Tentacle +8 melee (1d4+1)
Full Attack:          2 Tentacles +8 melee (1d4+1) and  Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Psionics, Improved Grab, Blood Drain
Special Qualities:    Blind, Blindsight 60 ft., Boneless, Scent, Immune to Disease, Charming Guise
Saves:                Fort +3, Ref +4, Will +9
Abilities:            Str 12, Dex 14, Con 12, Int 17, Wis 17, Cha 19
Skills:               Bluff +9, Concentration +6, Diplomacy +9, Escape Artist +13, Hide +8, Intimidate +9, Knowledge (Any 1) +9, Listen +9, Move Silently +8, Sense Motive +9, Spot +9, Swim +9
Feats:                Combat Casting, Improved Initiative, Weapon Finesse
Environment:          Temperate Aquatic
Organization:         Solitary, pair, hive (3-5), or cult (3-5 plus 6-10 cultists)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          9-16 HD (Large)
Level Adjustment:     ---

“Blue, green, grey, white, or black; smooth, ruffled, or mountainous; that ocean is not silent.”

Initially when they approach a village, the Lamprey Women appear to be purple skinned humanoids with webbed hands and feet, sharp teeth, tails and brightly colored eyes.  Smooth and seductive, they make many promises, and in fairness they do usually make the village quite successful.  This is all a lie.  They are actually carnivorous parasites that reproduce by oviposition, and humans are perfect for hosting their eggs.  Their sacrificial cults usually devour entire seaside towns, with the leftovers waylaying travelers for their masters needs.  Once they turn off their illusory disguise, they are revealed to be semi-boneless, semi-humanoid beasts that resemble lampreys.  Despite being called women (for that is how they strive to appear), the Lamprey Women are a single gender.  It's unknown if they have a culture or goals, as humans can't really travel to  their underwater homes.  They are cynical and repulsive, claiming to care for their human paramours while feeding off them before sacrificing them to their voracious young.

Psionics (Sp): At will: Charm Monster, Daze Monster, Detect Thoughts, Foresight, Greater Scrying, Nondetection, Suggestion.

Improved Grab (Ex): To use this ability, the Women must hit a Large or smaller opponent with a Tentacle attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity. If they win the grapple check, they establishes a hold, and can try to drain their victims blood.

Blood Drain (Ex): A Lamprey Woman can drain blood from a living victim with it's bite by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Lamprey Woman gains 5 temporary hit points.

Blind (Ex): The Lamprey Women are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Blindsight (Ex): Lamprey Women have Blindsight with a range of 60 ft.

Boneless (Ex): The Lamprey Women feel boneless to the touch, gaining a +4 Racial Bonus on Escape Artist ad Grapple Checks.

Charming Guise (Su): The Lamprey Women may cast Disguise Self at will as a 10th Level Sorcerer.  Unlike normal, it can appear as a more beautiful, humanoid version of itself.

Combat:  The Lamprey Women direct their cults from the water, backing them up with  psychic powers.  They only intervene if their opponents are foolish enough to enter the water, or threaten their young.
« Last Edit: February 16, 2021, 10:05:15 PM by bhu »

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Re: Spookity Critters
« Reply #55 on: February 14, 2021, 08:01:39 PM »
Grave Eel
                      Medium Dragon
Hit Dice:             13d12+26 (110 hp)
Initiative:           +6
Speed:                60 ft. (12 squares), Swim 60 ft., Burrow 30 ft.
Armor Class:          24 (+2 Dex, +12 Natural), touch 12, flat-footed 22
Base Attack/Grapple:  +13/+16
Attack:               Bite +17 melee (2d4+4 plus poison)
Full Attack:          Bite +17 melee (2d4+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Poison, Polluter of Graveyards
Special Qualities:    DR 5/Magic, Blind, Blindsight 60 ft., Tremorsense 60 ft., Immunities
Saves:                Fort +10, Ref +10, Will +10
Abilities:            Str 17, Dex 15, Con 15, Int 6, Wis 15, Cha 8
Skills:               Climb +10, Escape Artist +10, Hide +10, Intimidate +9, Listen +10, Move Silently +10, Search +8, Survival +7, Swim +11
Feats:                Ability Focus (Poison), Improved Initiative, Power Attack, Swim-By Attack, Weapon Focus (Bite)
Environment:          Any Temperate or Underground
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          14-26 HD (Large)
Level Adjustment:     ---

“It is absolutely necessary, for the peace and safety of mankind, that some of earth's dark, dead corners and unplumbed depths be left alone; lest sleeping abnormalities wake to resurgent life, and blasphemously surviving nightmares squirm and splash out of their black lairs to newer and wider conquests.”

Grave Eels are corpse eaters, who look like eyeless serpents with pale hide like a fishes belly.  They refuse to eat living creatures, vastly preferring the dead in an advanced state of decay.  But if food is scarce, and it has been long since they've eaten (they can go months without food), they will kill men and leave them to rot first.  Worse yet, the dead are offended by their graves being desecrated,  and often rise as vengeful spirits.  Physical Undead are terrified of the Eels, and will often aid in the Eel's destruction if they can do so without revealing their true nature.  Unlike most dragons, the Eel's do not care for power or treasure, and are closer to simple predators than their relatives. Presumably they understand Draconic, but do not apparently have the ability to speak.

Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or burrows underneath. Creatures within a radius of 90 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a DC 15 Will save (Save DC is Cha based) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.  Corporeal Undead are also affected by this ability, despite normally being immune to fear.

Poison (Ex): Injury, DC 20 Fortitude Save (Save DC is Con based), Initial damage is 1d6 Con, Secondary damage is 2d6 Con.

Polluter of Graveyards (Su): Anytime a Grave Eel eats a corpse, there is a 70% chance that the soul of that corpse rises from the grave as a Wraith in 1d6 days.

Blind (Ex): The Eels are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Immunities (Ex): Grave Eels are immune to poison, sleep effects, paralysis and disease.  It is also not subject to Ability Drain or Energy Drain, and is immune to damage to it's physical ability scores.

Skills: A Grave Eel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Grave Eels rely on their venom and their sheer toughness to carry the day.  If it becomes clear that isn't enough, they will burrow into the ground and flee.  It is not above hiding among the wraiths, being as it's immune to them.


« Last Edit: November 04, 2023, 07:39:00 PM by bhu »

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Re: Spookity Critters
« Reply #56 on: February 14, 2021, 08:07:45 PM »
Them
                      Medium Humanoid
Hit Dice:             4d8+12 (30 hp)
Initiative:           +2 Dex
Speed:                50 ft. (10 squares)
Armor Class:          15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (1d3+4) or by Weapon +7 melee or +5 ranged
Full Attack:          2 Slams +7 melee (1d3+4) or by Weapon +7 melee or +5 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence
Special Qualities:    Darkvision 60 ft., Madness, SR 17, Oddly Bodied, Trackless Step, Hostility of the Innocent
Saves:                Fort +7, Ref +3, Will +2
Abilities:            Str 19, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Skills:               Bluff +3, Hide +6, Intimidate +3, Listen +5, Move Silently +6, Spot +5, Survival +1
Feats:                Alertness, Stealthy, Persuasive (B)
Environment:          Cold Forests and Mountains
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---

“And where They went, rest vanished, for the small hours were rent with the screams of nightmare.”

Outside the local village of Terviu there exists an odd race of people the local inhabitants simply refer to as 'Them'.  They look normal from a distance, but the closer one gets the worse things seem.  Some are dirty and disheveled.  Some are clean, but have horrifying, leering expressions.  All of them behave in unusual manners, and rarely do they communicate other than to lure people closer or as a  precursor to assault.  Up close it's obvious that their clothes hide bodies that are deformed in some way. Joints that bend oddly, unusual musculature that seems to move beneath the skin, multiple rows of teeth, etc.  Animals hate Them, and it's easy to tell the truth no matter how well disguised They are when they get near dogs or horses.  Animals generally attack them on sight, and they return the favor. They are mad, and unpredictable, and the villagers drive them away if possible.  They've learned what kind of revenge they're in for if they kill one of Them.  Teryiu would be a ghost town if it were not surrounded by Them, for everyone would flee.

Frightful Presence (Ex): They can unsettle foes with Their mere presence. The ability takes effect automatically whenever They attack. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than Them. A potentially affected creature that succeeds on a DC 11 Will save (Save DC is Cha based) remains immune to that Them's frightful presence for 24 hours. On a failure, creatures become panicked for 1d6 rounds.

Madness (Ex): They have a +4 Racial Bonus on Willpower Saves against Mind-Affecting Effects and are immune to spells/powers/effects from the Charm, Figment and Glamer sub-schools.  Anything targeting Them with a Power from the Telepathy Discipline (or using a spell or ability that duplicates it's effects) must make a DC 13 Willpower Save (Save DC is Wis based) or take 1d6 untyped damage.

Oddly Bodied (Ex): They are immune to Paralysis, Polymorph, and Disease.  They are not subject to Death by Massive Damage, non-lethal damage, critical hits or flanking.  They continue to fight without penalty even while disabled or dying.  They automatically stabilize below 0 hp.

Trackless Step (Ex):  Identical to the Druid Class Ability of the same name (see PHB).

Hostility of the Innocent (Ex): Animals despise Them, and They automatically fail all Handle Animal or Ride Checks.  Animals will attack them on sight or flee from their presence.

Combat: They are fairly chaotic and fearless.  Predicting how they will react is difficult, even if the intended end result isn't.
« Last Edit: February 17, 2021, 05:43:17 PM by bhu »

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Re: Spookity Critters
« Reply #57 on: February 14, 2021, 08:09:51 PM »
Black Roach
                      Tiny Vermin
Hit Dice:             1d8+1 (5 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Climb 20 ft., Fly 40 ft.
Armor Class:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  +0/-8 (+4 when attached)
Attack:               Touch +2 melee (attach)
Full Attack:          Touch +2 melee (attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Anesthetic Bite, Blood Drain, Ferocity
Special Qualities:    Darkvision 60 ft., Scent, Vermin traits, Keen Scent, Hardy, Tremorsense 30 ft.
Saves:                Fort +7, Ref +4, Will +1
Abilities:            Str 10, Dex 16, Con 12, Int -, Wis 12, Cha 3
Skills:               Climb +8, Hide +15, Move Silently +7
Feats:                Anklebiter (B)
Environment:          Any
Organization:         Solitary, Swarm (3-10) infestation (11-20), bad infestation (21-40)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

“Who are we to combat poisons older than history and mankind?”

Black Roaches are cat-sized, black insects that resemble roached to a degree.  Unlike actual roaches, they subsist entirely on blood.  Difficult to eradicate entirely, signs of their infestation cause entire villages to be abandoned.  They will inevitably drain anything that remains, and can go up to a year without food, becoming gluttons once it becomes available again.

Attach (Ex):  If a Roach hits with a touch attack, it uses its jaws and legs to latch onto the opponent’s body. An attached Roach is effectively grappling its prey. The Roach loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Roaches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Roach can be struck with a weapon or grappled itself. To remove an attached Roach through grappling, the opponent must achieve a pin against the Roach.

Anesthetic Bite (Ex): If the Roach finds a sleeping victim (or any victim if it's hungry enough) it will make a Move Silently roll to approach it.  If successful it will then attach itself.  The victim must make a DC 11 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds.  Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up.  He can still make a Listen check vs his opponents Move Silently roll to notice something is going on. Creatures immune to poison are immune to this ability.

Blood Drain (Ex): A Roach drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

Ferocity (Ex): A Roach is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

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

Hardy (Ex): Roaches receive a +4 Racial Bonus on Fortitude Saving Throws.

Skills: Black Roaches have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.  They may use their Str or Dex modifier for Climb Checks, whichever is better.  They also have a +4 Racial Bonus to Hide and Move Silently Checks.

Combat: Roaches aren't fighters, and will flee if pressed.  They generally target sleeping or dying prey unless starving or they outnumber the target.
« Last Edit: February 17, 2021, 05:53:48 PM by bhu »

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Re: Spookity Critters
« Reply #58 on: February 14, 2021, 08:11:23 PM »
Wyche
                      Large Giant
Hit Dice:             10d8+40 (85 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-1 Size, +11 Natural), touch 9, flat-footed 22
Base Attack/Grapple:  +7/+18
Attack:               Claw +13 melee (1d4+7) or Axe +13 melee (2d4+7) or Axe +6 ranged (2d4+7)
Full Attack:          2 Claws +13 melee (1d4+7) and 1 Bite +8 melee (1d3+3) or Axe +13/+8 melee (2d4+7) or Axe +6 ranged (2d4+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Low-light Vision, Woodland Stride, Trackless Step
Saves:                Fort +11, Ref +3, Will +4
Abilities:            Str 25, Dex 10, Con 19, Int 13, Wis 13, Cha 14
Skills:               Bluff +5, Climb +7, Concentrate +7, Diplomacy +5, Hide +4, Intimidate +5, Knowledge (Arcana, Nature) +4, Listen +6, Move Silently +5, Spot +6, Survival +4
Feats:                Alertness, Combat Casting, Power Attack, Stealthy
Environment:          Any Mountain
Organization:         Solitary or Coven (3)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     ---

“I'll tell you something of the forbidden horrors she led me into - something of the age-old horrors that even now are festering in out-of-the-way corners with a few monstrous priests to keep them alive. Some people know things about the universe that nobody ought to know, and can do things that nobody ought to be able to do.”

There are legends of  women cast out from villages and exiled to mountains to die who survive by making pacts with the dark powers that live in those mountains.  Grown large off the fat of the men who exiled them, they are now an existential threat that must be appeased lest they devour their former neighbors.  Wyches are tall, demonic women with long claws and teeth.  Some have the features of beasts as well.  Perhaps a deer's antlers or a cat's eyes.  They mostly want revenge, but they are patient, and prefer to draw their revenge out.   The truly brave may be able to approach them and ask for their aid, but he had best be able to pay the price they ask.  Cheating a Wyche leads to a living hell.

Spell-Like Abilities (p):
At will: Detect Magic, Detect Poison, Disguise Self, Dominate Animal, Invisibility, Meld into Stone, Speak With Animals.  3/day: Bestow Curse.

Woodland Stride (Ex): Identical to the Druid Class Ability of the same name (see PHB).

Trackless Step (Ex): Identical to the Druid Class Ability of the same name (see PHB).

Combat:  Wyches will kill lone opponents as quickly and efficiently as they can.  They avoid armed parties if possible.  Their magical  abilities will be used to harass them until they leave.
« Last Edit: February 17, 2021, 12:00:57 AM by bhu »

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Re: Spookity Critters
« Reply #59 on: February 14, 2021, 08:13:36 PM »
Gibbering Viper
                      Small Animal
Hit Dice:             1d8 (4 hp)
Initiative:           +7
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 30 ft.
Armor Class:          17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:  +0/-6
Attack:               Bite +4 melee (1d2-2 plus poison)
Full Attack:          Bite +4 melee (1d2-2 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Scent, Blindsense 30 ft., Low-light Vision
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 6, Dex 17, Con 11, Int 2, Wis 12, Cha 7
Skills:               Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats:                Improved Initiative, Track (B), Weapon Finesse (B)
Environment:          Temperate Forests and Hills
Organization:         Solitary or Nest (3-10)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Medium)
Level Adjustment:     ---

"There are poisons that blind you, and poisons that open your eyes. "

Gibbering Vipers are vipers with black-grey scales, and small brow horns.  They are infamous for their venom, which causes victims to hallucinate wildly.  The victims own actions often cause their death before their venom does.  It's generally not fatal, but since it completely divorces the victims from reality, it's at least a life-altering experience.  This has led to an illicit trade market for people addicted to the snakes venom.

Poison (Ex): Injury, DC 12 Fortitude Save (Save DC is Con based, with a +2 Racial Bonus), Initial damage is 1d6 Con, Secondary damage is Confusion (as per the spell) for 1 Hour.  This is not a Compulsion effect.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Gibbering Vipers bite prey, and let it run to track down at their leisure.  Dangerous opponents get poisoned before they flee, though they may bite a few times to be sure the venom has taken hold.
« Last Edit: February 16, 2021, 11:45:52 PM by bhu »