Author Topic: Cinematica  (Read 38903 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Cinematica
« on: November 11, 2011, 04:22:46 AM »
Media inspired monsters

Aberrations
Antwerp (Page 2)
The Beast from the Haunted Cave (Page 1)
The Brown Man of the River (Page 4)
Calcinite (Page 4)
Chestburster (Page 4)
Cloned Xenomorph Drone (Page 4)
Cloned Xenomorph Queen (Page 4)
Deep Ones (Page 4)
Facehugger (Page 4)
Googam, Son of Goom (Page 5)
Hallucinoid (Page 4)
Hollowgast (Page 7)
Kirby (Page 2)
Neomorph, Bloodburster (Page 8)
One Eyed One Horned Flying Purple People Eater (Page 2)
Rathtar (Page 5)
Tentacle Bug (Page 3)
Tentaculat (Page 4)
Xarquid (Page 4)
Xenomorph/Human Hybrid (Page 4)

Animals
Brutornis (Page 3)
Ferrucutus (Page 2)
Foetodon (Page 3)
Giant Gila Monster (Page 1)
Killer Shrews (Page 1)
King Kong (Page 3)
Mutant Sewer Gators (Page 1)
Pig Crocodile (Page 3)
Pirhanodon (Page 2)
Pit Lizard (Page 3)
Rhedosaurus (Page 1)
Terapusmordax (Page 3)
Triscene (Page 4)
Vastatosaurus Rex (Page 3)

Constructs
IT! (Page 3)
Monster from the Id (Page 5)
Slaver Wasp Swarm (Page 8)
Slaver Wasp, Warrior (Page 8)
Titan (Page 6) via Braininthejar

Dragons
Deadly Nadder (Page 2)
Gronckle (Page 2)
Hideous Zippleback (Page 2)
Monstrous Nightmare (Page 2)
Night Fury (Page 2)
Ramming Roller (Page 2)
Sea Dragon (Page 2)
Terrible Terrors (Page 2)

Elementals
Baby Jacks (Page 9)
Jack Frost (Page 9)

Fey
Phooka (Page 9)

Giants
Glenn Manning (Page 9)

Humanoids
Aquatoid (Page 4)
Gillman (Page 4)

Magical Beasts
Demon Dog (Page 9)

Monstrous Humanoids
Bigfoot, Cinematic (Page 1)
BIG Sasquatch (Page 2)
Lobsterman (Page 3)
Tasoth (Page 4)

Oozes
Caltiki (page 8)

Outsiders
Arakune and his Bugs (Page 2)
Dinosaur Satan (Page 1)
Grub Servitor (Page 1)
Jellybat (Page 1)
The Other Mother (Page 1)

Plants
Capsichum (Page 2)
Goomba (Page 2)

Undead
Bio-Drone (Page 4)
Night's King (Page 6) via Soro
Whitewalkers (Page 6) via Soro

Vermin
Black Scorpion (Page 1)
Giant Ants (Page 1)
Giant Leeches (Page 1)
Giant Prehistoric Snail (Page 1)
Giant Trap Door Spider (Page 1)
The Inchworm (Page 1)
Pit Crab (Page 3)
Pit Spider (Page 3)
Scorpio-Pede (Page 2)
Tracker Jackers (Page 1)
Weta-Rex (Page 3)

Templates
Cinematic Death Swarm (Page 4)
Firespitter (Page 1)
The Juggernaut (Page 1)
King (Page 2)
Neomorph (Page 8)
Protomorph (Page 8)
Revenant, Common (Page 8)
Revenant, Failed (Page 8)
Revenant, Snarlantz (Page 8)
Wight (Page 7)
Xenomorph Drone (Page 3)
Xenomorph Queen (Page 4)
Xenomorph Soldier (Page 3)

fishmen page 7 wip
« Last Edit: February 08, 2021, 07:03:14 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #1 on: November 11, 2011, 04:23:13 AM »
Bigfoot, Cinematic
                      Large Monstrous Humanoid
Hit Dice:            10d8+60 (105 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +10/+24
Attack:               Slam +19 melee (1d6+10)
Full Attack:          2 Slams +19 melee (1d6+10) and 1 Bite +14 melee (1d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rend (2d6+20), Frightful Presence
Special Qualities:    Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-
Saves:                Fort +10, Ref +9, Will +9
Abilities:            Str 30, Dex 14, Con 24, Int 5, Wis 15, Cha 24
Skills:               Listen +7, Spot +7, Survival +5
Feats:                Awesome Blow, Improved Bull Rush, Large and in Charge, Power Attack
Environment:         Cold or Temperate Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          11-20 HD (Large)
Level Adjustment:     ---

Hello this is 911, what is your emergency?"

"THERE'S SOMETHING OUT IN THE YARD!  YOU GOTTA HELP US!"

"What is it?'

"IT'S BIG!"

"What's it doing?"

"IT'S LOOKIN' AT ME!!!"

Movies inevitable portray Sasquatch as horrifying rapists who eat people.   It's amazing they haven't sued for defamation of character yet.

Improved Grab (Ex): If Bigfoot successfully hits with it's Slam attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful, it can Rend.

Rend (Ex): Bigfoot does 2d6+20 damage with a successful grapple check.

Frightful Presence (Ex): Whenever Bigfoot  attacks or charges all opponents within 30' must make a DC 22 Willpower Save (Save DC is Cha Based) or be Shaken for 5d6 rounds.  If they succeed they are immune to this Bigfoots Frightful Presence for 24 hours.

Combat:  Sasquatch divide their time between leisurely beating their opponents to death, or grabbing them and tearing them to pieces.

This is Bigfoot as represented by bad horror movies like Abominable.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #2 on: November 11, 2011, 04:27:54 AM »
Dinosaur Satan
                      Gargantuan Outsider (Chaotic, Evil, Fire, Extraplanar)
Hit Dice:             30d8+510 (645 hp)
Initiative:           +5
Speed:                50 ft. (10 squares), Fly 150 ft. (Good)
Armor Class:          37 (-4 Size,+1 Dex, +30 Natural ), touch 7, flat-footed 36
Base Attack/Grapple:  +30/+62
Attack:               Claw +46  melee (2d8+20 plus 2d6 fire)
Full Attack:          2 Claws +46 melee (2d8+20 plus 2d6 fire), and 1 Bite +41 melee (4d6+10 plus 2d6 fire and 1d6 acid), and 1 Tail Lash +41 melee (2d8+10 plus 2d6 fire)
Space/Reach:         20 ft./20 ft.
Special Attacks:      Spells, Flame Sheath, Call Horde, Reptile Mind
Special Qualities:    Damage Reduction 15/ Good and Epic, Immunities, Telepathy 100 ft., True Seeing, Energy Resistance 50 (Electricity)
Saves:                Fort +34, Ref +18, Will +27
Abilities:            Str 50, Dex 12, Con 45, Int 24, Wis 30, Cha 30
Skills:               Bluff +43, Concentration +50, Diplomacy +43, Intimidate +43, Knowledge (Arcana, History, Nature, Religion, The Planes) +40, Listen +43, Search +40, Sense Motive +43, Spellcraft +40, Spot +43, Use Magic Device +43
Feats:                Awesome Blow, Corrupt Spell, Improved Bull Rush, Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Rend, Snatch, Spell Focus (Evil), Transdimensional Spell
Environment:          Any
Organization:         Unique
Challenge Rating:     30?
Treasure:             Triple Standard
Alignment:            Chaotic Evil
Advancement:          31+HD (Gargantuan)
Level Adjustment:     ----

"Something is behind these dinosaur attacks.  Something...Evil..."

Those of you who collected the old Dinosaurs Attack cards will recognize this one.

Spells: Dinosaur may cast spells as a Wizard equal to his Hit Dice Level (however he requires no spell book).

Flame Sheath (Su): Dinosaur Satan is surrounded by flames.  They add 2d6 fire damage to his grapple attacks and unarmed strikes.  In addition anyone attacking him with a grapple, unarmed strike, or natural weapon takes 2d6 fire damage.

Immunities: Dinosaur Satan is Immune to Cold, Fire, and Acid Damage. he is also immune to poison, polymorph, sleep effects, paralysis, and stunning.

True Seeing (Su): Dinosaur Satan has a continually operating True Seeing spell (20th level caster).

Call Horde (Su): Once per day Dinosaur Satan may call up to 100 Hit Dice worth of Dinosaurs.  They remain with him permanently until destroyed.  This otherwise works like Summon Monster IX.  He cannot have more than 100 Hit Dice present at any one time.

Reptile Mind (Su): Any dinosaur or prehistoric reptile coming within sight of Dinosaur Satan must make a DC 35 Willpower save or permanently become his servant (Save DC is Charisma Based).  Servants will do anything he commands, up to and including taking their own lives.

Combat: Dinosaur Satan prefers to use summoned Dinosaurs and remain behind the scenes.  If confronted he actually likes physical combat as opposed to spells, and unless he believes the opponent is a  threat he will attempt a Grapple.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #3 on: November 11, 2011, 04:28:51 AM »
The Juggernaut

Juggernaut is an Inherited  or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large or bigger.  Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books.  The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it.  Fans of the old DC comics "The War Time Forgot"know what we mean.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: The Base Creatures Natural Armor Class Bonus increases by an amount dependent on it's Size: Large (+3), Huge (+5), Gargantuan (+8) or Colossal (+10).

Attacks: Unchanged

Damage: Unchanged

Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

Energy Resistance (Ex): The Juggernaut has Energy Resistance to Fire dependent on Size: Large (5), Huge (10), Gargantuan (15) or Colossal (20).

Damage Reduction (Ex): The Juggernaut has Damage Reduction dependent on Size: Large (5/-), Huge (10/-), Gargantuan (15/-) or Colossal (20/-).

Saves: Unchanged other than due to increased Con.

Abilities: Large or Huge: +4 Str, +4 Con. Gargantuan or Colossal: +6.

Skills: Unchanged

Feats: Unchanged

Environment: Unchanged

Organization: Usually Solitary

Challenge Rating: +1 (Large or Huge), +2 (Gargantuan or Colossal).

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: n/a

Example of creature using template here:

                      Seismosaurus Juggernaut
                      Colossal Animal
Hit Dice:             32d8+288 (432 hp)
Initiative:           +1
Speed:                20 ft. (4 squares)
Armor Class:          21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20
Base Attack/Grapple:  +24/+56
Attack:               Tail Slap +33 melee (4d10+24/19-20)
Full Attack:          Tail Slap +33 melee (4d10+24/19-20)
Space/Reach:          30 ft./20 ft. (30 ft. with Tail)
Special Attacks:      Trample (10d10+24, Save DC 44)
Special Qualities:    Energy Resistance 20 (Fire), Damage Reduction 20/-, Low Light Vision, Scent
Saves:                Fort +34, Ref +25, Will +12
Abilities:            Str 42, Dex 13, Con 29, Int 1, Wis 14, Cha 14
Skills:               Listen +19, Spot +20
Feats:                Ability Focus (Trample), Awesome Blow, Cleave, Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Power Blow, Weapon Focus (Tail Slap)  Epic Feats: Devastating Critical (Tail Slap), Overwhelming Critical (Tail Slap)
Environment:          Warm Forests, Hills, Plains, and Marsh
Organization:         Solitary
Challenge Rating:     14
Treasure:             None
Alignment:            Always Neutral
Advancement:          33-64 HD (Colossal)
Level Adjustment:     ---

"The guns have no effect sir!"

"Just keep firing dammit!"

WWII saw the discovery of many "lost worlds" full of highly aggressive creatures that were long thought extinct.




5E JUGGERNAUT
Any creature that is Large or bigger, and has an Intelligence score lower than 10,  can become a Juggernaut.

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

Armor Class. The Base Creatures gains a minimum AC based on Size, and it's Natural Armor Bonus is adjusted upwards to meet that minimum: Large (17), Huge (19), or Gargantuan (22).

Attributes. Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Large or Huge (+4), Gargantuan or bigger (+6).

Damage Resistances. Bludgeoning, Fire, Piercing, Slashing.
« Last Edit: April 10, 2024, 08:35:58 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #4 on: November 11, 2011, 04:36:30 AM »
Firespitter

Firespitter is an Inherited or Acquired Template that can be applied to any corporeal creature with an Int of 9 or less, and Size Class Large or bigger.  Seen in many of the old 'lost world' dino movies and comics, these are the lovely critters that for some reason are capable of spitting fire (and sometimes they eat coal!).  In some cases it's claimed their inner fires make them immune to cold so they can live in the arctic.  God bless the 50's huh?

Size and Type: Unchanged.  Animals and Vermin become Magical Beasts.

Hit Dice: Unchanged, recalculate hp if Base Creature was Animal or Vermin.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged, recalculate Base Attack Bonus if Base Creature was an Animal or Vermin.

Damage: Unchanged

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

Flamethrower (Su): The Firespitter has a Cone Shaped Breath weapon it can use every 1d4 rounds.  The Size of the Cone is 40 ft., plus 10 ft. for every Size Category above Large.  Opponents in the Area can make a Reflex Save (DC is 10 plus half the Firespitters Hit Dice plus it's Constitution modifier) for half damage.    Damage depends on the Base Creatures Size.  Large=6d6, Huge=10d6, Gargantuan=15d6, Colossal=22d6.

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

Immunities (Ex): Firespitters are immune to fire and cold damage.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged, unless the base creature was a Vermin.

Feats: Unchanged, unless the base creature was a Vermin.

Environment: Unchanged.

Organization: Unchanged

Challenge Rating: +1 (Large or Huge), +2 (Gargantuan or Colossal)

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: ---


"I never expected to bury my friends.  I never expected them to be charred mockeries of humanity when I found them either..."

                      Firespitter Quetzalcoatlus
                      Huge Magical Beast
Hit Dice:             10d10+50 (105 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 100 ft. (Poor)
Armor Class:          17 (-2 Size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple:  +10/+26
Attack:               Bite +16 melee (2d10+8)
Full Attack:          1 Bite +16 melee (2d10+8) and 2 Wings +11 melee (2d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Swallow Whole, Flamethrower
Special Qualities:    Low Light Vision, Dark Vision 60 ft., Immunities
Saves:                Fort +12, Ref +8, Will +6
Abilities:            Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
Skills:                Listen +5, Spot +15
Feats:                Alertness, Fly-By Attack, Hover, Snatch
Environment:          Warm Forests, Hills, and Mountains
Organization:         Solitary, Pair, or Covey
Challenge Rating:     9
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:     ---

Flamethrower (Su): 50 ft. Cone of fire, 10d6, DC 20 Reflex Save for 1/2 damage.




5E FIRESPITTER
Any corporeal creature that is Large or bigger, and has an Intelligence score less than 10, can become a Firespitter.

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

Damage Immunities. The base creature becomes immune to the following damage types: Fire, Cold.

New Action: Breath Weapon (Recharge 5-6). The Firespitter exhales Fire in a Cone 5 (length and damage depends on the base creatures Size: Large (30 ft. long, 11d8), Huge (60 ft. long, 12d8), or Gargantuan (90 ft. long, 15d8). Any creature in the area must make a Dexterity Save or take full damage (half as much on a successful one).  Save DC is Con based.
« Last Edit: April 10, 2024, 08:48:10 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #5 on: November 11, 2011, 04:53:27 AM »
http://www.youtube.com/watch?v=3hWlXT9HhFA

The Beast from Haunted Cave
                      Large Aberration (Cold)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +4/+12
Attack:               Tentacle +7 melee (1d8+4)
Full Attack:          2 Tentacles +7 melee (1d8+4) and 1 Bite +2 Melee (1d8+2)
Space/Reach:          10 ft./10 ft. (15 ft. with Tentacles)
Special Attacks:      Improved Grab, Blood Drain, Webbing, Frightful Presence
Special Qualities:    Dark Vision 60 ft., DR 5/-, Fast Healing 1, Immune to Cold, Vulnerable to Fire, Snow Walk
Saves:                Fort +7, Ref +4, Will +6
Abilities:            Str 18, Dex 15, Con 20, Int 2, Wis 12, Cha 12
Skills:               Climb +8, Hide +5, Listen +4, Move Silently +5
Feats:                Ability Focus (Frightful Presence), Improved Web, Multigrab (see Savage Species)
Environment:          Cold Mountains or Forest
Organization:         Solitary (Unique?)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"I don't care what it is. I don't care if it chews up the whole state. I care if it came from Mars or happened by spontaneous combustion. We're going to Canada with a load of gold, so forget it!"

The Beast from Haunted Cave appears to have potentially hatched from an egg (which the film implies was recently), and there are no signs of there being more of it's kind.  This also implies it may be an infant, and adults may be significantly larger and more powerful.  It was apparently fairly tough, and while gunfire drove it off, it didn't appear to permanently injure it until the end of the film, when mass gunfire (and a liberal dose of flame) puts an end to it.  The beast appears vaguely humanoid, but spend much of it's time crouched on all fours walking in a spiderlike gait.  It's front limbs are incredibly long tentacles, and most of it's other features are obscured by long hair (which may be hair or some sort of filament similar to it's webbing). 

The Beast lives in an abandoned mine near Deadwood, South Dakota, where it is discovered by a group of bank robbers on the run.  In fact, the explosives they set in the mine to serve as a distraction may have hatched the Beast or driven it from the mine.

Improved Grab (Ex): If the Beast successfully hits with it's Tentacle Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of opportunity.  If successful it may Grapple it's victim, cocoon it, or drink it's blood.

Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round. 

Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance.  Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 18 Escape Artist Check or DC 22 Strength Check to break free.  The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus.  The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action.  It will not willingly attack opponents larger than itself, but could, in theory, cocoon them as well.

Frightful Presence (Ex): When the Beast Grapples or Charges an opponent, all enemies with less than 6 HD within 30 ft. must make a DC 16 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.

Snow Walk (Ex): The Beasts movement is not slowed  by snow and ice.

Skills: The Beast gains a +4 Racial Bonus to Climb and Hide Checks.

Combat: The Beast normally does non lethal damage with it's tentacle attacks (it takes no attack roll penalty when it does this) and Grapple Checks because it wants live victims.  Once it has grappled them into unconsciousness it takes them to it's lair or other convenient hiding place and cocoons them in webbing so it can use their blood as a food source.  Since it does not feed them they eventually die of a combination of blood loss and starvation.

« Last Edit: April 01, 2024, 08:58:13 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #6 on: November 11, 2011, 04:53:56 AM »
http://www.youtube.com/watch?v=ek43qsMoiUw

Giant Leeches
                      Large Magical Beast (Aquatic, Amphibious)
Hit Dice:             6d10+33 (66 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +6/+15
Attack:               Grapple +10 melee touch (Grapple)
Full Attack:          Grapple +10 melee touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Blood Drain, Capsize, Improved Grab, Constrict (1d4+5)
Special Qualities:    Dark Vision 60 ft., DR 5/-, Scent, Light Sensitivity
Saves:                Fort +10, Ref +6, Will +3
Abilities:            Str 20, Dex 12, Con 20, Int 6, Wis 12, Cha 6
Skills:               Hide +3 (+7 in water), Listen +5, Move Silently +4, Spot +5, Swim +13
Feats:                Alertness, Stealthy, Toughness
Environment:          Warm Aquatic or Marsh
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"AAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

Although referred to as Giant Leeches, these creatures only resemble Leeches in the basest sense.  They do subsist on blood, and they are invertebrates (?), but these creatures have two short suckered tentacles, and prominent eyes (maybe even a face).  Several people mistake them for alligators when they're floating in the water.  They also appear incredibly resistant to damage, even gunfire.  In the movie it's assumed they're a mutation due to radiation from Cape Canaveral, but the explanation seems unlikely as they don't resemble leeches much, and aren't nearly as fragile.  In fact many take several shots from rifles used to kill Buffalo, and one survives the underwater shockwave from a dynamite blast.  Found in a swamp in the Florida Everglades, they just sort of appear one day and begin kidnapping people for their blood.  They also appear to be intelligent enough to track down city folk who see them and get away.  How they do this is not explained.  There is an alternative theory that they are aliens, which would seem to make more sense.
 
Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage against opponents they have Pinned in a Grapple.  Opponents who lose one third or more of their Con score are considered Exhausted until the damage has healed.

Capsize (Ex): Leeches can surface under any boat 12 ft. long or smaller in an attempt to capsize it.  It has a 45% chance to capsize any boat by charging it from underneath.

Improved Grab (Ex): Leeches may make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Ex): The Leeches do 1d4+5 damage with a successful Grapple Check.

Light Sensitivity (Ex): Giant Leeches are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Giant Leeches get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  *A Giant Leech gains a +4 racial bonus on Hide checks when in the water. Further, a Giant Leech can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: The Leeches capsize boats if prey is in them, and then go straight for the Grapple.  They quickly pull victims deeply into the lake into underground caves with pockets of air.  Most victims cant swim well enough to escape, assuming they don't drown in the first place, or are too weak from lack of blood.  Due to their slow moving nature on land they generally don't pursue prey that is aware of them out of the water because it's hard for them to catch.

« Last Edit: April 06, 2024, 06:56:34 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #7 on: November 11, 2011, 04:54:24 AM »
http://www.youtube.com/watch?v=vfKakOgshxw

Black Scorpion
                      Colossal Vermin
Hit Dice:             125d8+1625 (2187 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          60 (-8 Size, +4 Dex, +54 Natural), touch 6, flat-footed 56
Base Attack/Grapple:  +93/+124
Attack:               Pincer +100 melee (8d10+15)
Full Attack:          2 Pincers +100 melee (8d10+15) and 1 Sting +95 melee (8d10+7 plus Poison)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Sting, Improved Grab, Constrict
Special Qualities:    Dark Vision 60 ft., Vermin Traits, DR 30/-, Vulnerable Throat
Saves:                Fort +77, Ref +45, Will +42
Abilities:            Str 40, Dex 18, Con 36, Int -, Wis 12, Cha 2
Skills:               Climb +19, Hide -8, Spot +5
Feats:                -
Environment:          Warm Desert or Underground
Organization:         Solitary or Nest (4-10, Nests are usually younglings and are merely Gargantuan in Size)
Challenge Rating:     42
Treasure:             None
Alignment:            Always Neutral
Advancement:          126+ HD
Level Adjustment:     ---

"That's how they kill each other - that weak spot in the throat!"

The Black Scorpion is the largest of a nest of giant prehistoric scorpions released near San Lorenzo, Mexico, by a volcanic eruption.  While most of the scorpions were only half it's size (Huge or bigger), the Black Scorpion was enormous, and easily shrugged off tank cannon fire before being electrocuted.  While similar to Scorpions their eyes and mouthparts are unlike those of modern scorpions.  But like their namesake they are incredibly territorial, and will kill anything they see (each other included).

Improved Grab (Ex): If the Black Scorpion successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it will Constrict if the opponent is 2 or more Size Classes smaller than it, or Sting if the opponent is larger.  It may also throw them.

Constrict (Ex): The Black Scorpion does 16d10+30 damage with a successful Grapple Check, unless it wishes to sting.

Fling Enemy (Ex): When the Scorpion is grappling a foe, it can fling that foe away from itself with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which the Scorpion's grapple check beats it's foe's grapple check or Escape Artist check, it can throw that foe 10 feet. It's foe lands prone in the square the DM designates, and takes 1d6 falling damage per 10 feet traveled. It must be strong enough to lift an enemy over it's head (the enemy's weight cannot exceed the scorpion's maximum load) to throw him. See page 162 of the Player's Handbook for more information on carrying capacity and maximum load. The enemy does not provoke attacks of opportunity for this movement.

Sting (Ex): The Black Scorpions sting is venomous, and the victim must make a DC 85 Fortitude Save (Save DC is Constitution based) or be poisoned.  Initial damage is 2d6 Constitution, Secondary damage is death.

Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored.  Since they are not immune to each others venom they sting this patch in combat to slay one another.  Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.

Skills: Black Scorpions get a +4 Racial Bonus to Climb, Hide, and Spot Checks.

Combat: Black Scorpions charge and go straight for the Grapple before squeezing their opponents to death.  If they put up a fight or are almost as large as the Scorpion it stings.  They are very aggressive and will fight to the death.  It's believed they eat their own weight in flesh every 3-4 days, so cannibalism is common.  The easiest way to distract a hungry scorpion chasing you, is another scorpion.

« Last Edit: April 14, 2024, 07:10:07 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #8 on: November 11, 2011, 04:54:54 AM »
http://www.youtube.com/watch?v=heWIXXOAPpw 
The Inchworm
                      Huge Vermin
Hit Dice:             20d8+80 (170 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          27 (-2 Size, +3 Dex, +16 Natural), touch 11, flat-footed 24
Base Attack/Grapple:  +15/+33
Attack:               Tentacles +23 melee touch (Grapple)
Full Attack:          2 Tentacles +23 melee touch (Grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Tentacles
Special Qualities:    Dark Vision 60 ft., Vermin Traits, Twisting Grappler, DR 10/-
Saves:                Fort +16, Ref +9, Will +7
Abilities:            Str 30, Dex 16, Con 18, Int -, Wis 12, Cha 2
Skills:               Climb +18, Escape Artist +11
Feats:                -
Environment:          Underground
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Gargantuan), 31-40 HD (Colossal)
Level Adjustment:     ---

"What the heck is that?"

In one scene in the Black Scorpion when the geologists go underground, they encounter several monsters, including this strange creature that looks like an armored inchworm with tentacles.  It's not quite a match for even the younger scorpions, and was said to be a left over prop from the lost Spider Pit sequence from the original King Kong.  It's more likely it was recreated as it was done by the same artists.

Tentacles (Ex):: The Inchworm can make a Grapple Check without provoking an Attack of opportunity.  If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.

Twisting Grappler (Ex):: The Inchworm twists and turns when grappled by an opponent.  Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it.  Opponents who can use secondary Natural Weapon attacks in a Grapple take a -4 Penalty to hit with them.

Light Sensitivity (Ex): Inchworms are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Inchworms get a +8 Racial Bonus to Climb and Escape Artist Checks, and may always Take 10 on a Climb Check.

Combat: Inchworms Grapple opponents, trying to Pin them so they can then Bite at their leisure.

« Last Edit: April 14, 2024, 07:13:39 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #9 on: November 11, 2011, 04:55:32 AM »
http://www.youtube.com/watch?v=J1DHK9Fkw8Y&feature=related

Giant Trap Door Spider
                      Large Vermin
Hit Dice:             6d8+12 (39 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 20 ft., Burrow 20 ft.
Armor Class:          19 (-1 Size, +3 Dex, +7 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +4/+11
Attack:               Pincer +6 melee (1d6+3)
Full Attack:          2 Pincers +6 melee (1d6+3) and 1 Bite +1 melee (1d6+1)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:    Dark Vision 60 ft., Vermin traits,
Saves:                Fort +7, Ref +5, Will +3
Abilities:            Str 16, Dex 17, Con 14, Int -, Wis 12, Cha 2
Skills:               Climb +11, Hide +3, Spot +5
Feats:                ---
Environment:          Underground
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         7-12 HD (Large)
Level Adjustment:     ---

"Run!"

Also in the underground lair of the semi-communal giant scorpions was a giant trap door spider with long crablike pincers.  It looks more like a Pseudoscorpion, and may have been a remake of an older model used in the lost Spider Pit scene from King Kong.

Improved Grab (Ex): If the Trap Door Spider successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It may also make a Grapple as part of a Charge Attack. If it is successful it may constrict. 

Constrict (Ex): The Trap Door Spider does 1d6+3 damage with a successful Grapple Check.

Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them.  It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60 ft. while in this position as well as Total Concealment.  Opponents get a DC 13 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed.  The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.

Skills:  Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks.  They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. 

Combat: Trap Door Spiders generally lie in wait under the lids of their burrows before ambushing prey.  If it manages to dodge the initial attack the spider will give chase.


« Last Edit: April 14, 2024, 07:19:48 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #10 on: November 11, 2011, 04:56:09 AM »
http://www.youtube.com/watch?v=mTGMc-QPBlw


Rhedosaurus
                      Colossal Animal (Amphibious, Aquatic)
Hit Dice:             48d8+624 (840 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 60 ft.
Armor Class:          33 (-8 Size, +1 Dex, +30 Natural), touch 3, flat-footed 32
Base Attack/Grapple:  +36/+70
Attack:               Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Full Attack:          Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Improved Grab, Swallow Whole, Infectious, Tail Lash, Trample (4d8+27)
Special Qualities:    Low Light Vision, Immune to Cold and Disease, DR 15/-, Hibernation
Saves:                Fort +45, Ref +27, Will +17
Abilities:            Str 46, Dex 12, Con 36, Int 2, Wis 12, Cha 8
Skills:               Climb +29, Listen +18, Spot +18, Swim +36
Feats:                Alertness, Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Power Attack, Power Critical (Bite, see Complete Warrior), Weapon Focus (Bite).  Epic Feats: Devastating Critical (Bite), Epic Endurance, Epic Fortitude, Overwhelming Critical (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     20
Treasure:             None
Alignment:            Always Neutral
Advancement:         49+ HD (Colossal)
Level Adjustment:     ---

"New York is like a city besieged. A state of emergency has been declared... and the entire police force put on 24-hour duty. Civilian defense is fully mobilized... and shelters have been opened in an effort to stop the mounting hysteria. All traffic has been halted. And Times Square, the heart of New York, has stopped beating. The National Guard has been called out, fully armed. to repel the invader. This is full-scale war against a terrible enemy... such as modern man has never before faced. Ordinary bullets have no effect... and a method of destroying the awesome creature... has not yet been formulated. But the battle field has been cleared. Herald Square. 34th Street. Broadway. Every section of the city is guarded. No one knows where the monster will strike next. It was last seen on Wall Street, close to where it came ashore. But lower Manhattan has become no man's land... where the beast, at present, lies hidden. The National Guard is barricading the entire area... in an effort to confine the death and destruction... of what is already the worst disaster in New York's history."

The Rhedosaurus is a 200 foot long fictional dinosaur that in all honesty resembles a more common lizard like reptile than anything else.  It also appears to be capable of surviving being frozen in ice for millions of years, has a high degree of resistance to disease (although it is a carrier), and is capable of either breathing underwater or holding it's breath for obscenely long periods of time.  Traveling through a blizzard doesn't seem to be a problem for it, and small arms fire only seems to enrage it as opposed to causing any serious damage. 

Estimated to have frozen solid sometime within the paleolithic era, it is freed from it's arctic prison by nuclear weapons testing, and it quickly makes it's way to the east coast of North America, where it begins wreaking havoc.  Attempts to kill it are complicated by a virulently lethal plague discovered to be present in it's blood.  It is eventually killed by firing a radioactive isotope into an open wound on it's neck.

Improved Grab (Ex): If the Rhedosaurus successfully hits with it's bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may then do Bite damage each round, or attempt to Swallow an opponent if it is at least 3 Size classes smaller than it.

Swallow Whole (Ex): A Rhedosaurus can  try to swallow an opponent at least 3 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d6+18 bludgeoning damage along with 18 points of acid damage per round.  A swallowed creature can cut it's way out by doing 50 points of damage with a light slashing or piercing weapon to the Rhedosaurus' gullet (AC 25).  Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out.

Infectious (Ex): The Rhedosaurus is infected with an incredibly virulent bacteria.  Any opponent who successfully damages the Rhedosaurus in melee must make a Reflex Save (Save DC is 10 plus damage dealt) or come in contact with it's blood.  If the attack is a natural weapon such as a claw or bite the opponent gets no Save. Contact, DC 47 Fortitude Save (Save DC is Constitution based), Incubation period 1 day, damage is 1d6 Constitution.

Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear.  It affects all opponents in a 30 ft. Cone.

Trample (Ex): Reflex Save for half damage is DC 52. The save DC is Strength-based.

Hibernation (Ex): As an immediate action, the Rhedosaurus can enter a catatonic state in which it appears to be dead, but is merely hibernating. While hibernating it cannot see or feel anything, and does not realize what is happening around it. While under the effect of this ability, it is immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, aging, and death effects. Attempts to resuscitate it, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end it's hibernation ability.  Spells and other effects that assess it's current condition, such as status and deathwatch, indicate that it is not dead. However, a character who succeeds on a DC 20 Heal check can discern that it is actually alive. It can remain in the catatonic state indefinitely, and does not require food, water, and air. Emerging from hibernation is a standard action (or a Free Action if it takes damage)..

Skills: Rhedosaurus get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  It can use the run action while swimming, provided it swims in a straight line.

Combat: The Rhedosaurus normally moves forward, bites and swallows.  If there are multiple targets, or enemies to it's rear,  it will Tail Lash.

« Last Edit: April 01, 2024, 09:01:18 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #11 on: November 11, 2011, 04:56:47 AM »
http://www.youtube.com/watch?v=rWRi23-r6p8


Giant Prehistoric Snail
                      Large Vermin (Amphibious, Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           -2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          15 (-1 Size, -2 Dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:  +4/+14
Attack:               Bite +9 melee (1d8+9/18-20)
Full Attack:          Bite +9 melee (1d8+9/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Blood Drain, Severing Bite
Special Qualities:    Dark Vision 60 ft., Vermin Traits, Defensive Foam
Saves:                Fort +8, Ref +0, Will +3
Abilities:            Str 22, Dex 6, Con 16, Int -, Wis 12, Cha 2
Skills:               Swim +14
Feats:                ---
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"From the instant they're born, they're hungry."

The film lists these creatures as dried out eggs from prehistoric times that hatch when exposed to water in the manner that some primitive shrimp do.  An earthquake in the Salton Sea provides the water.  Despite being called molluscs, the monsters look more like armored caterpillars with mandibles than snails.  Perhaps it's their exposure to radiation from the local nuclear testing facility.  They apparently drain victims of all moisture with their bite, which definitely isn't your average snail....

Initially only known by the radioactive slime they leave behind, the films main scientist believes they're related to the Kraken, and our intrepid heroes set out to wipe their species off the planet because they are deemed to be too dangerous.

Improved Grab (Ex): If the Giant Snail successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage each round.

Blood Drain (Ex): If the Giant Snail pins it's opponent in a Grapple it may do 1d4 temporary Constitution damage with a successful Grapple Check.

Severing Bite (Ex): The Snails jaws are incredibly sharp and threaten a critical on an 18-20.  They may also be used to make a Sunder attack as a Free Action without provoking an attack of opportunity if used to attack an object.

Defensive Foam (Ex): If the Snail takes damage it emits defensive foam from it's body, giving it a +6 Racial Bonus on all Grapple Checks made to escape Grapples and a +1 Deflection Bonus to AC.  This foam is radioactive and highly toxic, and creatures attacking the Snail with a Bite Attack may be poisoned.   Ingested, DC 16 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1 negative level.  The snail leaves a trail of this radioactive slime in it's wake, and it remains potent for a time, with the  Save DC to avoid it's effects lowering by -2 every hour.

Skills: Snails get a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

Combat: Snails simply approach as quickly as they can and begin biting.  Once they have a victim in a Grapple they start draining his blood.  They definitely aren't tactical geniuses, though if you poke at them with a reach weapon, they will bite the weapon.

« Last Edit: April 05, 2024, 07:59:54 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #12 on: November 11, 2011, 04:57:39 AM »
http://www.youtube.com/watch?v=0VPcMTg4Lq4

Killer Shrew
                      Small Animal
Hit Dice:         2d8+6 (15 hp)   
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/+1
Attack:               Bite +8 melee (1d6+4 plus poison)
Full Attack:          Bite +8 melee (1d6+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Low Light Vision, Scent, Hyper Metabolism, Poison Assimilation
Saves:                Fort +6, Ref +6, Will +1
Abilities:            Str 13, Dex 16, Con 16, Int 2, Wis 12, Cha 4
Skills:               Listen +6, Search +3, Spot +6, Survival +5
Feats:                Weapon Finesse, Track (B)
Environment:          Warm or Temperate Fields or Forests
Organization:         Solitary, Pair, or Pack (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Looks like a rat, smells like a skunk - some call them bone-eaters."

Killer Shrews are mutants grown to enormous size due to scientific experiments.  A researcher looking to shrink humans to ward off the negative effects of overpopulation decides to biggify shrews first as a proof of concept.  God help us, it's amazing we made it past the 50's...  They share their smaller cousins prodigious breeding rates, and (unfortunately) their enormous appetites.  This means they quickly wipe out the available food in any isolated areas in which they occur unless exterminated quickly.  Fortunately the research that led to them was conducted on a remote island that should be too far for them to swim from.

Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage 1d3 Constitution (Save DC is Constitution based).

Hyper Metabolism (Ex): Shrews must eat three times their own body weight each day or risk starving to death (see DMG page 304).  The Shrew may go 8 hours without food, and then must make a Fortitude check each hour (DC 10+1 per previous check).  However they get a Bonus to Initiative Checks, Attack rolls (including Grapple Checks), and Damage rolls equal to their Constitution modifier.

Poison Assimilation (Ex): Killer Shrews gain a +8 Racial Bonus on ingested Poisons as they're metabolism quickly assimilates it.  If the Shrew eats an Ingested Poison and succeeds in it's Fortitude Save it's poisonous bite becomes worse.  If the Save DC of the ingested Poison is higher than that of the Shrews, the Save DC of the Shrews poison raises to match it for 24 hours.  Regardless of the other poisons effects it also increases the damage of the Shrews poison to 1d6 Constitution.

Skills: Shrews gain a +4 Racial Bonus to Listen, Search, Spot, and Survival Checks.

Combat: Shrews charge, take their prey down and begin eating even before it dies.  Ew...

« Last Edit: March 29, 2024, 06:04:07 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #13 on: November 11, 2011, 04:58:15 AM »
http://www.youtube.com/watch?v=_3b0NWljlPw

Giant Gila Monster
                      Huge Animal
Hit Dice:             20d8+160 (250 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Climb 10 ft.
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +15/+33
Attack:               Bite +23 melee (2d6+15 plus poison)
Full Attack:          Bite +23 melee (2d6+15 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison, Improved Grab, Trample (2d8+15)
Special Qualities:    Low Light Vision, Scent, Burst of Speed, DR 10/-
Saves:                Fort +22, Ref +11, Will +7
Abilities:            Str 30, Dex 8, Con 26, Int 2, Wis 12, Cha 2
Skills:               Listen +9, Spot +9, Survival +8
Feats:                Cleave, Great Fortitude, Heat Endurance (see Sandstorm), Improved Scent (see Savage Species), Power Attack, Stamp (see Savage Species), Uncanny Scent (see Savage Species)
Environment:          Warm or Temperate Forests or Desert
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Huge), 31-42 HD (Gargantuan)
Level Adjustment:     ---

"I demand a soberty test!"

The Giant Gila Monster is theoretically a normal lizard with a pituitary gland problem according to the film (does no one understand how science works?).  The film hints there may be more than one, and the size of the creature in the film does vary a bit from around 30 ft. long in some shots to over 60 ft. in some.  Fun fact: the critter is a Mexican Beaded Lizard, and not a Gila Monster.

Poison (Ex): Injury, DC 28 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage 1d8 Dexterity.

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

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

Burst of Speed (Ex): 3 times per day as a Swift Action the Gila Monster can increase it's base land speed to 50 ft. for 1d4 rounds.

Combat: The Gila Monster generally ambles along putting up the occasional burst of speed to catch something and bite it, or trample it to the ground.

« Last Edit: April 08, 2024, 08:30:19 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #14 on: November 11, 2011, 04:58:50 AM »
http://www.youtube.com/watch?v=Hgby2AXt1kA

Mutant Sewer Gators
                      Huge Animal
Hit Dice:             10d8+60 (105 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +7/+25
Attack:               Bite +15 melee (2d8+15) or Tail Slap +15 melee (2d8+15)
Full Attack:          Bite +15 melee (2d8+15) or Tail Slap +15 melee (2d8+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Capsize, Crushing Tail, Swallow Whole
Special Qualities:    Low Light Vision, Hold Breath, DR 5/-
Saves:                Fort +13, Ref +7, Will +4
Abilities:            Str 30, Dex 10, Con 22, Int 2, Wis 12, Cha 2
Skills:               Hide -5, Listen +1, Spot +1, Swim +18
Feats:               Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Hide)
Environment:          Warm Underground or Aquatic
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:     ---

"Something in the sewers is killing people."

Sewer Gators are alligators supposedly surviving after being flushed down the toilet in their youth.  Sometimes there is also the rumor that they have grown to huge size or increased toughness due to exposure to toxic waste.

Improved Grab (Ex): If the Sewer Gator is successful with it's Bite Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may Swallow Whole.

Capsize (Ex): If the Sewer Gator surfaces under a boat Large Size or smaller it has a 65% chance of capsizing the boat.

Crushing Tail (Ex): Opponents struck by the Sewer Gators tail must make a DC 25 Fortitude Save or be Stunned 1 round (Save DC is Strength Based).

Swallow Whole (Ex): With a successful Grapple Check a Sewer Gator may Swallow an opponent at least 2 Size Classes smaller than itself.  The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round.  It may try to escape by doing 25 points of damage to the Gators stomach (AC 15) with a light slashing or piercing weapon.  Once it exits muscular action closes the hole and other victims must cut their own way out.  A Gators stomach may hold 1 Medium, 4 Small, or 16 Diminutive or Smaller opponents.

Hold Breath (Ex): Sewer Gators may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Skills: Sewer Gators gain a +8 Racial Bonus to Swim Checks and may Always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  They also get a +4 Racial Bonus to Hide Checks in the water, or can submerge until only their eyes and nostrils show giving them a +10 Cover Bonus to Hide Checks instead.

Combat:  Sewer Gators use their bludgeoning tail to clear a path and break up groups of opponents/prey.  Against a single victim they bite and swallow.


Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #15 on: November 11, 2011, 04:59:19 AM »
http://www.youtube.com/watch?v=rDK3IT29uoQ

Worker Ant
                      Medium Magical Beast
Hit Dice:             3d10+6 (22 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple:  +3/+5
Attack:               Bite +5 melee (1d8+2)
Full Attack:          Bite +5 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +5, Ref +3, Will +2
Abilities:            Str 14, Dex 10, Con 14, Int 5, Wis 12, Cha 8
Skills:               Climb +10, Hide +3, Spot +4
Feats:                Diehard, Endurance
Environment:          Any Warm
Organization:         Work group (2-6), Scouting group (8-12 plus one Soldier)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---



Soldier Ant
                      Large Magical Beast
Hit Dice:             6d10+18 (51 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          17 (-1 Size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+14
Attack:               Bite +9 melee (2d6+4)
Full Attack:          Bite +9 melee (2d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +8, Ref +5, Will +3
Abilities:            Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 10
Skills:               Climb +12, Hide +1, Spot +5
Feats:                Diehard, Endurance, Improved Initiative
Environment:          Any Warm
Organization:         Scouting Party (4-6), War Party (10-50)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---


Queen Ant
                      Large Magical Beast
Hit Dice:             9d10+36 (85 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          19 (-1 Size, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +9/+18
Attack:               Bite +13 melee (2d6+5)
Full Attack:          Bite +13 melee (2d6+5)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pheromone Spray, Incite Frenzy, Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +10, Ref +6, Will +6
Abilities:            Str 20, Dex 10, Con 18, Int 16, Wis 16, Cha 16
Skills:               Climb +13, Hide +6, Intimidate +13, Knowledge (Local, Nature) +13, Search +13, Spot +13
Feats:                Ability Focus (Pheromone Spray), Diehard, Endurance, Improved Initiative
Environment:          Any Warm
Organization:         Solitary plus in times of danger will  include plus 10-50 Workers and 5-10 Soldiers and 10-50 mind controlled slaves
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          10-18 HD (Large)
Level Adjustment:     ---

"Oh my God! They're herding us like cattle! "

After eating toxic waste ants grow to giant size and become intelligent and telepathic.  My god if only we had known this, bad things could have been avoided! 

Improved Grab (Ex): If the Ant successfully hits with it's Bite Attack it immediately gets to make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does bite damage each round.

Pheromone Spray (Ex): At will the Queen Ant can unleash a burst of pheromone gas in an area radiating 10' from herself.  Anything breathing this gas must make a DC 20 Willpower Save or become part of the ant Hivemind (Save DC is Constitution based).  They can communicate with the ants and willingly obey orders as though under a Dominate spell.  This lasts one week, and as long as it is reapplied before wearing off the victim doesn't get another Save.  If it wears off the victim gets a Save like normal when it is reapplied.  If however the Queen is injured and uses her Incite Frenzy ability all victims of this ability get another Willpower Save with a +6 Bonus.  They also get another Save (along with the Bonus) if attacked by Ants (or without the Bonus if they get reduced to half HP or less).

Incite Frenzy (Ex):  Whenever the Queen is injured she can put out a telepathic call for help as a Standard Action.  All Ants within 1 mile will make their way towards her, killing everything in their path to do so, even their mind controlled human pets.  The Frenzy lasts until 1d6 rounds after they have reached the Queen and killed whatever has caused her pain.  While in a state of Frenzy Ants get a +2 Bonus on Attack and Damage rolls.

Hivemind (Ex):  All Ants within 25 miles of their Queen are in constant telepathic contact, and if one is aware of a danger they all are.  No Ant is considered Flanked or Flat-Footed unless they all are.

Skills: Ants get a +8 Racial Bonus to Climb Checks and may always Take 10 on a Climb Check.

Combat:  Ants seem pretty straightforward in their attacks, but they try to herd intruders towards their Queen so she can gas them and make them part of the collective.


Writers notes: I know they're mutants due to toxic waste, but Magical Beast seemed the best fit Type wise

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #16 on: November 11, 2011, 05:00:35 AM »
The Other Mother
                      Medium Outsider (Extraplanar, Evil)
Hit Dice:             9d8+45 (85 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +9/+13
Attack:               Claws +13 melee (1d6+4)
Full Attack:          2 Claws +13 melee (1d6+4) and 1 Bite +8 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour Soul, Angry Winds, Ghost Touch
Special Qualities:    Dark Vision 60', The Other Demiplane, Rat Servitors, Mirror Magic, Alter Form, Grub Servitors, Jellybats, Blindsight 120'
Saves:                Fort +13, Ref +10, Will +10
Abilities:            Str 18, Dex 18, Con 20, Int 14, Wis 14, Cha 14
Skills:               Bluff +7, Concentration +17, Diplomacy +7, Hide +12, Intimidate +12, Knowledge (Arcana, History, Local, Nature) +11, Listen +10, Move Silently +12, Search +10, Spot +10, Use Magic Device +14
Feats:                Diehard, Endurance, Great Fortitude, Iron Will
Environment:          The Other Demiplane
Organization:         Unique
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          10+ HD
Level Adjustment:     ---


There is a Demiplane that can be accessed only via a door in a flat in the British countryside (although the  cats claim to know of several).  If unlocked it leads to a bricked over wall, but the inhabitants of the Other Demiplane can hear it and know, and one in particular can leave to come to our world.  It is unknown if she created the Other Demiplane, or found it, but she seems to be able to manipulate it to create a world of her own design.  A world she uses to ensnare the one thing she can't make: children.  Called the Other Mother by one child she kidnapped (and the Beldam by others), this being is capable of making twisted mockeries of things that exist, but is incapable of actual creation, including offspring.  So she attempts to kidnap children from our world, but eventually grows tired of them and resents them, and simply eats them alive.

The Other Mother appears to be the real mother of whatever child she lures to her world with a few important differences.  First she has paper white skin and shiny black buttons for eyes.  Her fingers are incredibly long and thin with sharp dark red nails, and they never cease moving.  If she should ever smile her teeth are also unusually long, and she appears impossibly tall and thin.  Her wet hair moves of it's own as if she is underwater.  When angry she grows to huge proportions, her hair whipping as if in a whirlwind, and her teeth and nails extend to obvious fangs and claws.

Devour Soul (Su): The Other Mother wants the one thing she can't have: children.  So she convinces the children who enter her Domain to let her sew buttons into their eyes in a magical ritual, and then becomes their surrogate parent for a time.  This is largely pointless because they weren't created by her, don't truly love her, and she has no familial attachment to them.  So when she grows tired of them she eats them, doing 1 point of Wisdom or Charisma Drain per day until they're just a husk (the children receive no Save).  It is believed she can only do this to beings whose eyes she has sewed buttons onto.  Any children slain in this manner rise as Ghosts, which the Other Mother imprisons in mirrors after hiding their souls in marbles or other seemingly harmless toys.   It is assumed she gets something out of them since she hordes them but exactly what is unknown.

Angry Winds (Su): When the Other Mother is angry she can cause stinging winds to circulate through the Other Demiplane.  The exact effect depends on distance from her.  This basically has the effect of a Gust of Wind spell, with her Caster Level being equal to her Hit Dice, and it lasting as long as she wants (she can make the winds stop as a Free Action).  Victims within 20' of her take the full 50 mph effect, and the wind speed drops 5 mph per 5' outside that area to a minimum of 5 mph throughout the whole plane.

Ghost Touch (Ex): The Other Mother appears to be able to interact normally with Incorporeal creatures as though they did not have the Subtype.

The Other Demiplane: The Other Demiplane is a blank white mist like space that seems to be manipulable.  At least the Other Mother appears capable of doing so.  The only known portal to it lies in an English flat, although one local cat claims there are other doors.  The portal at the flat requires a key, and even the Other Mother needs the key (or someone to unlock it from our side) to pass through to our world.  She can close or open any of the other portals at will as a Free Action (assuming she knows them all) regardless of her distance from the portal.  Animals from our world (or at least small mammals) appear to spontaneously Awaken (as per the spell) upon entering the Other Demiplane, or perhaps they always were and can merely talk there.  Many appear to gain some minor magical powers after time.  If using the Manual of the Planes it has the following Traits: Normal Gravity, Normal Time, Self-Contained, Divinely Morphic, Neutral Aligned.  Currently it is the size of the flat it copies, with a little room outside.  It is hinted that the Other Mother could expand this if she wished to but has never had a reason to do so.  The Other Mother appears to be able to make cosmetic changes in an area as large as the entire Plane, such as appearance change as a Free Action.  If she has other abilities she has not yet been known to demonstrate them, and no one else is known to be able to manipulate the plane.  Although she does seem attuned to the plane somehow, and can cast Greater Scrying and Discern Location at will as Supernatural Abilities (caster Level is equal to Hit Dice). 

Rat Servitors (Ex): The rats of the Other Demiplane (and there are many) appear to serve the Other Mother willingly, but it is entirely possible she has the same mental control of them she does over the Grub Servitors  (i.e. she can Dominate them at will regardless of range). 

Mirror Magic (Su): The Other Mother has key which allows her to unlock mirrors.  Whether or not this is the source of her magic and can be taken from her or its an extension of her will is unknown.  She can use the key to 'unlock' any mirror, and directly behind it is a space equal to the size of the mirror.  For example a 3' by 3' mirror will open into a 3' by 3' by 3' space, etc.  While the Other Mother appear to be able to walk/reach through mirrors as though she were incorporeal, she needs to unlock one to imprison someone behind it (as they cannot leave without the key).  She also appears to be able to generate images on mirrors like some sort of illusory television set, usually to fool children.  She can also use this ability to show the Other Demiplane to people in our world if they are viewing a mirror.  Effectively she can cast Silent Image at will on any mirror surface in the Demiplane, or in the flat it mirrors in our world.

Alter Form (Su): The Other Mother has some very poor illusion abilities, able to make herself look like a twisted facsimile of the child she's currently trying to trick.  When angry this illusion immediately drops, and she turns into a hideous hag standing over 12' tall.  She can switch between Medium and Large Size at will as a Free Action, and this otherwise works like the Alter Self spell except she always has buttons for eyes and certain other unnatural features.  She also appears to have complete control of her body, and can animate and control any portions of it removed (presumably she can re-attach them).  Pieces of her seem to retain her Blindsight ability.

Grub Servitors (Ex): Grub Servitors (for lack of a better term) are the faceless servitors of the Other Mother.  Whether they are natives of the Other Demiplane, or constructs made by her, they have little to no independent thought, and she may cast Dominate upon them at will (range extends throughout the Other Demiplane).  Caster Level is equal to her HD.  The Other Mother can sculpt them to resemble anything she wants as a Swift Action (this resembles the Alter Self spell in most respects except duration).  She can even merge two of them into a mass of limbs and organs as a Standard Action (they become immobile) or stick them to walls.  Due to the Influenced weakness they receive no Saving Throw against this.  As a reward they may use any skill with ranks equal to hers if necessary to pull of one of her charades.

Jellybats (Ex): The Jellybats are another possibly native lifeform of the Other Demiplane.  Like the Grub Servitors the Other Mother can shape them at will or dominate them, and usually uses them to create winged talking versions of pets.

Combat: The Other Mother prefers mind games to combat, but is fairly straightforward if angered.  She locks all the portals into the Other Demiplane, summons winds, and launches herself at the offender (or has the Grubs and rats murder them).

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #17 on: November 11, 2011, 05:01:10 AM »
Grub Servitor
                      Large Outsider (Extraplanar)
Hit Dice:             4d8+16 (34 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          13 (-1 Size, +3 Dex), touch 13, flat-footed 9
Base Attack/Grapple:  +4/+12
Attack:               Bite +7 melee (1d6+4)
Full Attack:          Bite +7 melee (1d6+4)
Space/Reach:         10 ft./10 ft.
Special Attacks:      Fury
Special Qualities:    Malleable, Influenced, DR 3/Slashing or Piercing
Saves:                Fort +8, Ref +8, Will +3
Abilities:            Str 18, Dex 18, Con 18, Int 8, Wis 8, Cha 8
Skills:               Balance +11, Climb +11, Jump +11, Listen +6, Perform (Any 2) +6, Spot +6
Feats:                Endurance, Diehard
Environment:          The Other Demiplane
Organization:         Solitary or Pair
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-8 HD (Large)
Level Adjustment:   ---

The Grub Servitors may or may not be natives of the Other Demiplane, but they are few in number, and seem to be completely under the thumb off the Other Mother, physically as well as mentally.  On their own they resemble great grublike featureless things with button eyes, but they can be shaped by the Other Mother into bizarre imitations of other creatures the Other Mother has seen, usually the parents of children.

Fury (Ex): If the Grub is down to half hit points or has an eye removed it roars and seems to swell with power, gaining the Powerful Build ability and a +2 Circumstance Bonus to Damage rolls for (3+ Con Modifier) rounds.

Malleable (Ex): The Grubs have exceptionally malleable bodies over which they have little control if the Other Mother wishes to make changes.  Due to their spongy, manipulable nature they are immune to flanking and critical hits.  Their only true vulnerability are their button eyes.  An opponent in melee range can make a Melee Touch Attack to grab one (or a Grapple Check if already in a Grapple) and then make a DC 16 Str Check to rip it off.  If both are removed the Grub is blind.

Influenced (Ex): The Grubs can speak or do as they will unless the Other Mother objects.  They receive a -6 Penalty on Saving Throws against any attack or ability she makes against them.

Combat: Initially Grubs are slow to attack as they try to fight the Other Mothers influence, but they inevitably fail and do their best to grab and devour opponents.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #18 on: November 11, 2011, 05:01:43 AM »
Jellybat
                      Tiny Outsider (Extraplanar)
Hit Dice:             1d8 (4 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20', Fly 30' (Good)
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-10
Attack:               Webbing +3 Ranged Touch (entanglement)
Full Attack:          Webbing +3 Ranged Touch (entanglement)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Webbing
Special Qualities:    Malleable, Influenced, Spider Climb
Saves:                Fort +4, Ref +4, Will +3
Abilities:            Str 4, Dex 15, Con 10, Int 8, Wis 12, Cha 4
Skills:               Bluff +1, Climb +9, Hide +13, Listen +5, Perform +1, Spot +5
Feats:                Great Fortitude
Environment:          The Other Demiplane
Organization:         Solitary, Pair, or Swarm (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          ---
Level Adjustment:     ---


Jellybats in their true form resemble something like a jellyfish with spiderlike legs and batlike wings.  The Other Mother uses them to make pets for the children she entices, but for little else as they are not useful as fighters, and she already has the more dedicatedly evil rats as spies.

Webbing (Ex):  Jellybats can produce webbing 8 times per day.  It has a 50' range with a range increment of 10'.  This is similar to an attack with a net, and can affect any creature up to Small Size.  If two or more Jellybats cooperate, an they all attack successfully they can web a Medium creature (4 or more for Large, 8 or more for Huge, etc.).  Entangled beings can make a DC10 Escape Artist or DC 14 Strength Check to escape (the Save DC is Constitution based with a +4 Racial Bonus to the Strength Check DC, with an additional +2 Bonus to both Checks for each extra participating Jellybat).  The webbing has 2 hit points and 1 Hardness.

Malleable (Ex): The Jellybats have exceptionally malleable bodies over which they have little control if the Other Mother wishes to make changes.  Due to their spongy, manipulable nature they are immune to flanking and critical hits.

Influenced (Ex): The Jellybats can speak or do as they will unless the Other Mother objects.  They receive a -6 Penalty on Saving Throws against any attack or ability she makes against them.

Spider Climb (Ex): The Jellybats can climb as though they permanently had a Spider Climb spell in effect on their person.

Combat: Jellybats usually web opponents and flee.  They aren't fighters.


Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16167
  • Fnord bitches
    • View Profile
Re: Cinematica
« Reply #19 on: November 11, 2011, 05:02:21 AM »
http://thehungergames.wikia.com/wiki/Tracker_jacker

                      Tracker Jackers
                      Tiny Vermin (Swarm)
Hit Dice:             12d8+12 (66 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +8/-
Attack:               Swarm (3d6 plus poison)
Full Attack:          Swarm (3d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Swarm, Distraction, Poison
Special Qualities:    Dark Vision 60', Weakness (Smoke), Scent, Vermin traits, Swarm traits, Half Damage from Slashing and Piercing Weapons
Saves:                Fort +9, Ref +6, Will +5
Abilities:            Str 2, Dex 15, Con 12, Int -, Wis 12, Cha 2
Skills:               Spot +9, Survival +1 (+9 Tracking)
Feats:                ---
Environment:          Any Warm or Temperate except Aquatic
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"DON'T TOUCH THAT NEST!!"

Tracker Jackers are (comparatively) giant wasps colored a bright gold.  Genetically bred as guards meant to hunt down and kill enemies, it was quickly discovered their venom not only had hallucinogenic properties but could be used to alter memories to control peoples minds.  It's also quite painful.

Distraction (Ex): Any living corporeal creature that begins it's turn in a swarms area of effect must make a DC 17 Fortitude Save or be Nauseated for 1 round (Save DC is Con based).  Spellcasting or concentrating on spells within the Swarms Area of Effect requires a Concentration Check (DC 20 plus spell level).  Using skills that require concentration or patience require a DC 20 Concentration Check.

Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial damage is pain for 2d6 hours and hallucinations for 1d4 days (possibly death with multiple stings).  The initial effects are pain (you are Fatigued as well as taking a -2 Penalty to attack and damage rolls, and Saving throws) and all Tracker Jackers receiving their Racial Bonus to Survival checks to track you if they are within 1 mile.  The hallucinations from the Secondary effects are often violent.  Roll 1d6 for it's effects:

1: Nightmare
2: Persistent Image
3: Hallucinatory Terrain
4: Phantasmal Killer
5: Mirage Arcana
6: Insanity

If you fail the Saving throw against more than one swarm attack from a Tracker Jacker you die within 1d6 rounds (no Save).

Weakness (Smoke)(Ex): Tracker Jacker exposed to smoke must make a DC 15 Fortitude Save each round they remain within (+1 to save DC for each additional round past the first) or become Fatigued for 1d4 hours.  If they fail a second Save they are Exhausted instead.

Skills: Tracker Jackers have a +8 Racial Bonus on Balance, Climb, and Spot Checks.  They also have a +8 Racial Bonus on Survival Checks to orient themselves or track whoever they've stung.

Combat: Tracker Jackers usually swarm, and keep swarming.  If somehow you are able to fight them off they will retreat and follow you to attack at a later date.