Author Topic: Cinematica  (Read 36291 times)

Offline bhu

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Re: Cinematica
« Reply #160 on: March 10, 2018, 01:26:09 AM »
not that im aware of

Offline Braininthejar

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Re: Cinematica
« Reply #161 on: March 11, 2018, 10:23:27 PM »
I was thinking of trying it, but I need a special rule I don't quite know how to write down.

Apparently (according to Butcher's FAQ) a Fu dog is meant as a temple dog, to protect holy sites from evil. That gives it an extra power up when protecting any sort of home, and the stronger the threshold, the more he powers up.

Tresholds aren't really a thing in D&D. How to simulate it?

Offline bhu

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Re: Cinematica
« Reply #162 on: March 12, 2018, 10:50:25 PM »
Do you have a link?

Offline Braininthejar

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Re: Cinematica
« Reply #163 on: March 13, 2018, 05:20:50 PM »
To the whole description? I wasn't looking for one, but I might : my knowledge of foo dogs is based on reading all the Dresden Files books.

The threshold thing basically means that in Dresdenverse, the "can't enter uninvited" thing works differently depending on the house.

If it's a public building, there is no problem, but if it is someone's home, the power depends on how much of a 'home' it is: a new apartment in a block of flats might stop certain kinds of vampires - a home inhabited and lovingly maintained by the same family for a couple generations will dispel and nerf a wizard if he barges in uninvited.

And in case of fu dogs, it's a difference between "celestial Caucasian shepard" and "a glowing beast that made a fallen angel think twice". 

Offline Braininthejar

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Re: Cinematica
« Reply #164 on: March 16, 2018, 04:33:37 PM »
I was going for magical beast with it, but after analyzing some in-story clues, I think I'll go with native outsider.

Any idea how to implement the threshold thing?

Offline bhu

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Re: Cinematica
« Reply #165 on: March 17, 2018, 01:37:06 AM »
template maybe? Something like Evolved Undead that you could take multiple times.

Offline bhu

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Re: Cinematica
« Reply #166 on: April 08, 2018, 10:40:59 PM »
ok I haven't done any Elementals, Fey, Giants or Magical Beasts.  Any requests there?

Offline bhu

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Re: Cinematica
« Reply #167 on: April 29, 2018, 11:54:12 PM »
                      Glenn Manning aka The Amazing Colossal Man
                      Gargantuan Giant (Strong Hero 10/Tough Hero 6/Soldier 4)
Hit Dice:             10d10+10d8+166 (266 hp)
Initiative:           +6
Speed:                60 ft. (12 squares)
Armor Class:          24 (-4 Size, +2 Dex, +10 Defense, +6 Natural), touch 18, flat-footed 22
Base Attack/Grapple:  +17/+47
Attack:               Slam +34 melee (1d8+21)
Full Attack:          2 Slams +34 melee (1d6+21)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Toss, Strong Hero Talents (Melee Smash, Improved Melee Smash, Advanced Melee Smash, Ignore Hardness, Improved Ignore Hardness), Tough Hero Talents (Remain Conscious, Robust, Second Wind), Tactical Aid, Weapons of Opportunity
Special Qualities:    +10 Defense Bonus, Fast Healing 5, Confusion, Continued Growth, DR 10/-
Saves:                Fort +20, Ref +9, Will +6
Abilities:            Str 47, Dex 14, Con 26, Int 6, Wis 10, Cha 12
Skills:               Climb +21, Concentration +11, Drive +3, Intimidate +4, Jump +21, Knowledge (tactics) +2, Navigate +1, Repair +0, Spot +3, Survival +3, Swim +21
Feats:                Endurance, Far Shot, Great Fortitude, Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Track, Brawl (B), Cleave (B), Combat Reflexes (B), Endurance (B), Improved Brawl (B), Improved Knockout Punch (B), Knockout Punch (B), Power Attack (B), Streetfighting (B), Weapon Focus (Grapple)(B), Weapon Specialization (Grapple)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     20
Treasure:             None
Alignment:            Neutral
Advancement:          See below
Level Adjustment:     ---

Lt. Colonel Glenn Manning is exposed to the blast of a plutonium bomb, and receives burns over his entire body. He surprises everyone by having healed by the next morning, and by becoming a 16 foot tall giant by the evening.  By the next day he is 22 ft. in height, and it is learned that his cells have stopped dying and are continually generating new cells.  For some reason his heart isn't keeping pace, and he will eventually die.  By the next day he is 60 ft. in height, and increasingly feral due to the lack of oxygen and blood flow to his brain.  While pursued by the military he rampages through Las Vegas, and apparently falls to his death.  Found alive shortly thereafter he is mutilated and nearly mindless.  He escapes the military again, only to commit suicide by walking into power lines.  These stats represent him at the end of the first film.

Improved Grab (Ex): To use this ability, Manning must hit an opponent of any size with a Slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can toss or simply do grapple damage.

Toss (Ex):
You may throw an opponent with a successful grapple check.  The range increment for the thrown creature is 120 feet. A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as if it had fallen half the distance thrown (rounded down).  You may also fling the creature at another creature. To do so, make an attack roll at a -4 penalty, with appropriate range penalties, against the target creature. If you hit, both creatures take the amount of damage that the thrown creature would have taken otherwise, as given above.

Advanced Melee Smash (Ex): Manning receives a =3 Bonus on damage rolls with melee attacks.

Improved Ignore Hardness (Ex): Manning ignores 2 points of an object's Hardness.

Remain Conscious (Ex): When Manning's hit points reach -1, he can still act normally.  He can choose to go unconscious to prevent further damage.

Robust (Ex): Manning gains +6 hp.

Second Wind (Ex): Manning can spend 1 Action point to regain 8 hit points (this cannot take him above maximum). 

Weapons of Opportunity (Ex): Manning can lift and throw anything weighing 16000 lbs.  Range increment is 50 ft., and the number of range increments he can throw varies by the objects weight.  Objects that weigh 300 lbs or less can be thrown 5 increments.  From 3000 to 6000 pounds can be thrown 4 increments.  From 6000 to 9000 lbs can be thrown 3 increments.  From 9000 to 12000 pounds can be thrown 2 increments, and anything heavier can only be thrown 1 increment.  Damage is 2d6 per 1000 pounds plus Mannings Str modifier.  He can uproot trees Huge size or smaller as a Move Action, and larger trees as a full round action.
Fast Healing (Ex): Due to his cellular generation, Manning can take wounds that would end another being.  He can't regenerate, but he does survive losing much of the flesh of his face right down to the bone.

Confusion (Ex):  As his condition progresses, Manning becomes easily angered and confused, eventually losing the ability to speak.  To recognize humans as not a threat requires him to make a DC 20 Willpower Save (he gains a +4 Bonus to this Check if the person is someone he loves and trusts).  By the second film he is Mindless (see Monster Manual).

Continued Growth (Ex):  Within a week Manning will likely be Colossal in Size.  Not long after that he will die

Combat: While he still has a certain low cunning, cognitive defects from Manning's condition increasingly limit his options to GLENN SMASH!!
« Last Edit: February 07, 2021, 10:45:20 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #168 on: April 30, 2018, 12:18:01 AM »
                      Phooka (Spiderwick Chronicles)                https://spiderwick.fandom.com/wiki/Phooka
                      Small Fey
Hit Dice:             2d6 (7 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          15 (+1 Size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple:  +1/-5
Attack:               Bite +6 melee (1d3-2)
Full Attack:          Bite +6 melee (1d3-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapeshifter,
Special Qualities:    Low-light Vision, Polyglot
Saves:                Fort +0, Ref +7, Will +5
Abilities:            Str 7, Dex 18, Con 11, Int 12, Wis 15, Cha 14
Skills:               Balance +14, Bluff +4, Climb +1, Diplomacy +4, Disguise +4, Escape Artist +6, Intimidate +4, Hide +10, Jump +14, Knowledge (any 2) +3, Listen +4, Move Silently +6, Search +3, Sense Motive +4, Spot +4, Survival +4, Tumble +6
Feats:                Weapon Finesse
Environment:          Temperate Forests
Organization:         Usually Solitary
Challenge Rating:     1
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          3-6 HD (Small)
Level Adjustment:     ---

Phookas vaguely resemble furry black monkeys with rabbit ears and tiny dragonfly wings.  They are sometimes seen with multiple ears and eyes and can freely rotate their head in any direction.  Equally likely to be troublesome or helpful, most of them seem a little mad.  They are shapeshifters notorious for mischief, especially pretending to be horses and taking off with people on their backs.

Shapeshifter (Su): Phookas can Polymorph (as per the spell) at will into any Animal, Fey or Humanoid of any Size, of CR 1 or less.  Black Pony's, goats, dogs and rabbits are common.

Polyglot (Su): Phookas can speak and understand all languages, including those of animals (effectively they permanently have the benefits of a Speak With Animals spell).

Skills: Phookas use their Dex modifier instead f their Str modifier for Climb and Jump Checks.  They also have a +8 Racial Bonus on Balance, Climb and Jump Checks, and can always Take 10 on a Climb Check.

Combat: Phookas generally run instead of fighting unless they really, really hate you.
« Last Edit: February 08, 2021, 07:01:14 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #169 on: January 31, 2021, 07:55:02 PM »
https://ghostbusters.fandom.com/wiki/Terror_dogs_(Type_of_Creatures)

Terror Dog
                      Medium Magical Beast (Chaos, Evil, Extraplanar)
Hit Dice:             4d10+20 (42 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +4/+12
Attack:               Bite +12 melee (1d8+12)
Full Attack:          Bite +12 melee (1d8+12)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charge, Possession, Spell-Like Abilities
Special Qualities:    Darkvesion 60 ft., Scent
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 26, Dex 14 Con 20, Int 8, Wis 13, Cha 14
Skills:               Climb +8, Intimidate +2, Jump +8, Listen +1, Knowledge (Arcana, History, The Planes, Religion) +0, Spot +1
Feats:              Iron Will. Run, Track (B)
Environment:          Another Dimension
Organization:         Solitary, Pair or Pack
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment:     ---

Demon Dogs are squat, green immortal beings who serve evil gods, and other extra-dimensional entities.   They have horns, glowing red eyes and gargoyle like faces.  They often possess locals to disguise themselves, but being not particularly bright (or sane), they reveal themselves through their behavior.  Males seem to mimic local behaviors badly, while spouting incoherent nonsense.  Females aggressively try to be seductive, and consider consent to be an odd notion of the local subcreatures.  In short, they're overtly hostile, easily fooled morons.

Charge (Ex): The Demon Dog does 2d8+18 damage with a successful Charge attack.  If it encounters an object, such as a door or a wall, it ignores the objects Hardness.

Possession (Su):  Once per round, a Demon Dog can merge its body with a living creature. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the Demon Dog must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + Demon Dog’s Cha modifier). A creature that successfully saves is immune to that same Demon Dog’s possession for 24 hours, and the Demon Dog cannot enter the target’s space. If the save fails, the Demon Dog vanishes into the target’s body.

Spell-Like Abilities (Sp): At Will: Scare.  3/Day: Levitate.  1/Day: Summon Monster V, Telekinesis.

Combat: Demon Dogs generally just charge.  The females seem somewhat more tactically oriented, making use of their other powers.
« Last Edit: February 07, 2021, 09:24:15 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #170 on: February 07, 2021, 05:28:08 PM »
                   https://www.imdb.com/title/tt0116671/

                 Jack Frost
                      Medium Elemental (Cold, Water)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +3/+8
Attack:               Slam +8 melee (1d6+5) or Icicle +3 ranged (1d8)
Full Attack:          2 Slams +8 melee (1d6+5) and 1 Bite +3 melee (1d6+2) or Icicle +3 ranged (1d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Versatile Killer, Versatile Slam, Trip, Spell-like Abilities, Falling Slam
Special Qualities:    Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
Saves:                Fort +9, Ref +1, Will +2
Abilities:            Str 20, Dex 10, Con 20, Int 14, Wis 12, Cha 8
Skills:               Disguise +1, Drive +2, Hide +5, Knowledge (Geography, Local) +2, Listen +3, Move Silently +5, Spot +3
Feats:                Point Blank Shot, Stealthy
Environment:          Any Cold
Organization:         Unique
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          5-7 HD (Medium)
Level Adjustment:     ---

Jack Frost is a horrific serial killer who reanimates as a living snowman after a chemical accident destroys his human body.  Jack is proficient with Simple and Martial weapons and the Garrote.  He appears as a stereotypical  snowman, but can also theoretically appear as any object made of snow or a puddle of water.  He could use his powers to great effect were he not obsessed with vengeance on the family of the sheriff who arrested him for the final time.

Versatile Killer (Ex): Jack is used to killing people with whatever is at hand, and he suffers no penalty with improvised weapons.

Versatile Slam (Ex): Jack can  choose to do either bludgeoning or piercing damage with his Slam attack.

Trip Ex): Jacks blows can be powerful enough to knock people down. If Jack hits with a Bludgeoning Slam attack he can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip him.

Spell-like Abilities (Sp): At will: Flash-Freeze  1/Day: Cold Snap

Falling Slam (Ex):  Jack is rather heavy, and as a Full Round Action he can leap from a heightened position, crushing his opponent beneath him.  This does 2d6+7 damage, plus an additional 1d6 for every 10 ft. Jack falls.

Snow Walk (Ex): Frost can move normally over ice and snow, which is doubly odd seeing as he has no legs.  He leaves no tracks on snow or ice either.  Jack may also discorporate, and 'swim' through snow, water or ice at his full land speed while having Total Concealment.

Melt (Ex): Jack can melt into a body of water or refreeze into snowman form at will as a Move Action. As water, Jack can pass through small holes or narrow openings, even mere cracks.  He often uses it to pretend to be bathwater so he can refreeze with an opponent inside him.  If he does this as a Full Action he is automatically considered to be grappling his opponent.  By the second film he also gains the ability to Constrict after this, doing 2d6+7 piercing damage.  Jacks land speed is reduced -10 ft. in liquid form.  He can still speak as water.

Regeneration (Ex):
Jack regenerates 1 hit point per round, except in environments 90 degrees or hotter, or during any round he takes fire damage.  He can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart.  So long as some part of him exists he can eventually reform.   Even when he was melted in a pool of antifreeze, introduction of water to that antifreeze resurrected him.  Presumably the company that created the mutagen that made him has a way of killing him permanently (though a Wish spell would probably do it).

Heat Vulnerability (Ex):
Jack takes double damage from fire.  He takes 1d4 Fire damage per round in temperatures above 40 degrees F.  1d6 per round in temperatures above 60 degrees.  1d8 if they're above 90 degrees.  2d6 if they're above 110 degrees.  2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts him, and he stops taking damage when he reaches 0 hp.  Even if boiled away into steam he still regenerates once he reaches 0 hp.  Jack doesn't take heat damage while underwater, though it will still melt him.

Antifreeze Vulnerability (Ex): Antifreeze is like acid to Frost.  A pint of antifreeze does 1d6 acid damage to him for 1d3 rounds.  Jacks regeneration doesn't work on this damage, but he still heals 1 hit point a day of antifreeze damage.  By the sequel, Jack is immune to even this, though it does cause him to cough up Diminutive versions of himself.  He then suffers similar damage from bananas.

Immortality (Ex): Jack is immortal, and cannot die of old age, and is immune to aging effects.

Skills: Frost has a +8 Racial Bonus to Disguise Checks to appear as a snowman or equally voluminous body of water.  He also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

Combat:  Jack is arrogantly assured of his vulnerability, and obsessed with making his kills creative.  This often leads to elaborate plans that cause him to make mistakes.

Note:  Jack would likely take double damage from spells or effects dealing desiccation damage, and they might bypass his regeneration.  Spells like Dispel Water would kill the baby Jacks instantly, and probably Jack as well.
« Last Edit: February 08, 2021, 06:38:54 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #171 on: February 07, 2021, 09:36:55 PM »
Baby Jacks
                      Tiny Elemental (Cold, Water)
Hit Dice:             1d8+3 (7 hp)
Initiative:           +2
Speed:                10 ft. (2 squares)
Armor Class:          18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +0/-7
Attack:               Bite +4 melee (1d3+1)
Full Attack:         Bite +4 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      ---
Special Qualities:    Elemental traits, Snow Walk, Melt, DR 10/-, Regeneration 1, Heat Vulnerability, Immortality, Antifreeze Vulnerability
Saves:                Fort +5, Ref +2, Will -1
Abilities:            Str 12, Dex 14, Con 16, Int 6, Wis 8, Cha 6
Skills:               Hide +4, Move Silently +4
Feats:                Weapon Finesse
Environment:          Any Cold
Organization:         Solitary, Pair or Pack (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          2 HD (Small), 3+ HD ?(?)
Level Adjustment:     ---

Baby Jacks are miniature versions of himself that Jack coughs up during the second film.  They look like snowballs with fanged faces and tiny arms.

Snow Walk (Ex): Baby Jacks can move normally over ice and snow, which is doubly odd seeing as they have no legs.  They leave no tracks on snow or ice either.  Baby Jacks may also discorporate, and 'swim' through snow, water or ice at their full land speed while having Total Concealment.

Melt (Ex): Baby Jacks can melt into a body of water or refreeze into snowball form at will as a Move Action. As water, Baby Jacks can pass through small holes or narrow openings, even mere cracks.  Baby Jacks land speed is reduced -5 ft. in liquid form.  They can still speak as water.

Regeneration (Ex):
Baby Jacks regenerate 1 hit point per round, except in environments 90 degrees or hotter, or during any round they takes fire damage.  They can reattach severed limbs or his head instantly, or reform in 1d6 minutes even if completely blown apart.  So long as some part of them exists he can eventually reform.   

Heat Vulnerability (Ex):
Baby Jacks take double damage from fire.  They take 1d4 Fire damage per round in temperatures above 40 degrees F.  1d6 per round in temperatures above 60 degrees.  1d8 if they're above 90 degrees.  2d6 if they're above 110 degrees.  2d8 if they're above 140 degrees. 4d6 if they're above 180 degrees. Unfortunately this only melts them, and they stop taking damage when they reach 0 hp.  Even if boiled away into steam they still regenerate once they reach 0 hp.  Baby Jacks don't take heat damage while underwater, though it will still melt them.

Antifreeze Vulnerability (Ex): Bananas like acid to Baby Jacks.  Bananas do 1d6 acid damage to them for 1d3 rounds.  The Baby Jacks regeneration doesn't work on this damage. 

Immortality (Ex): Baby Jacks are immortal, and cannot die of old age, and are immune to aging effects.

Skills: Baby Jacks have a +8 Racial Bonus to Disguise Checks to appear as snowballs or equally voluminous body of water.  They also has a +8 Racial Bonus to Hide and Move Silently Checks in snow, ice or water.

Combat: Baby Jacks are geniuses.  They just run up and bite.
« Last Edit: February 07, 2021, 09:50:45 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #172 on: April 15, 2022, 07:06:13 PM »
                      Necrofex Colosus
                      Colossal Construct
Hit Dice:             48d10+80 (334 hp)
Initiative:           -2
Speed:                40 ft. (8 squares)
Armor Class:          35 (-8 Size, -2 Dex, +35 Natural), touch 0, flat-footed 35
Base Attack/Grapple:  +36/+69
Attack:               Slam +46 melee (4d8+17/19-20) or Cannon (see below)
Full Attack:          Slam +46 melee (4d8+17/19-20) and Cannon (see below)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Necromantic Cannon, Summon Deckhands, Aura of Fear, Trample 4d10+25, Walking Fire
Special Qualities:    Low-light Vision, Darkvision 120 ft., Construct traits, Undead Synthesis, Magic Immunity, DR 15/Epic and Adamantine,
Saves:                Fort +22, Ref +14, Will +28
Abilities:            Str 45, Dex 6, Con -, Int 14, Wis 22, Cha 28
Skills:               Climb +37, Intimidate +29, Knowledge (Arcana, Geography, History, Nature) +32, Listen +28, Spot +28
Feats:               Awesome Blow, Cleave, Devastating Critical (Slam), Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam), Improved Snatch, Iron Will, Large and in Charge, Multisnatch, Overwhelming Critical (Slam), Power Attack, Snatch, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary, plus Deckhands
Challenge Rating:     20
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

"So let me get this straight: You've carved up a ship of the line and mashed it together into a humanoid form by tying it together with the flesh of the former crew."

"Yup."

"And then you filled it full of pirate zombies?"

"Yup."

"And the purpose of this is?"

"We're sellin' it to the vampire lords!"

"Are you drunk?"

The Necrofex Collosus is a necromantic monstrosity formed of fused flesh, bone, timber and iron.  They are surrounded by the wails of the souls lost to their creation.  The multiple spirits bound to them by the necromantic rituals of their creation make them strong willed, and they often escape the reins of their creator.

Necromantic Cannon (Su): The Necrofex Colossus ca fire a blast of necromantic energy as a Standard Action, in either a 140 foot Line, or a 70 foot Cone.  This does 20d4 untyped damage to all creatures within this area, but they are allowed a DC 43 Reflex Save for half damage (Save DC is Charisma based).

Summon Deckhands (Ex):
When it reaches half it's hit points the Colossus Summons 1d4+1 CR 9 Pirate Zombies as a Free Action.  They will do their utmost to defend the Colossus.

Aura of Fear (Su):
The Necrofex Colossus inspires terror to all creatures  within 60 feet of itself. Affected creatures must succeed on a DC 43 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Colossus. The save DC is Charisma-based.

Trample (Ex): DC 51 Reflex Save for half damage.  Save DC is Str based.

Walking Fire (Ex): The Necrofex can move the same turn it makes a Full Attack, and can use both it's Slam and Cannon  attacks.

Undead Synthesis: While the Necrofex Colossus is a Construct, it shares many traits with the Undead, and is considered both Construct and Undead for purposes of Spells, Feats, Abilities etc.  Unlike normal Constructs you are not immune to necromancy effects, and it can be healed by negative energy similar to Undead.  Like Undead, it uses it's Cha modifier for Concentration checks. 

Magic Immunity (Ex): A Necrofex Colossus  is immune to all spells, spell-like abilities, and supernatural effects, except those that specifically target Undead or Construucts.

Combat: A Necrofex is quite confident, and simply wades in shotting sand tearing.  Despite this, they are quite intelligence and will use tactics if necessary.



Pirate Zombie

Pirate Zombie is an Acquired Template that can be applied to any Humanoid.

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind.

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

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size: +1 for Small, +2 for Medium, and +3 for Large.

Attacks: The Pirate Zombie retains all the natural attacks and weapon proficiencies of the base creature. A Pirate Zombie also gains a slam attack. The base creature's base attack bonus does not change.

Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the Pirate Zombie's size (1d4 for Small, 1d6 for Medium, 1d8 for Large). For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.  Use the base creature's slam damage if it is greater.

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

Aura of Fear (Su): Creatures of less than 5 HD in a 60-foot radius that look at the Pirate Zombie must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Pirate Zombie’s level. A creature that successfully saves cannot be affected again by the same Pirate Zombie's aura for 24 hours.

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

Meat Shield (Ex): The Pirate Zombie has maximum hit points per die.

Damage Reduction (Ex):  A Pirate Zombie has damage reduction 5/slashing.

Saves: Same as the base creature, modified by ability score adjustments.

Abilities: Str +4, Dex -2, Con score is now -.

Skills: Same as the base creature, modified by ability score adjustments.  Pirate Zombies gain a +4 Racial Bonus on Hide and Move Silently Checks.

Feats: Unchanged.

Environment: Any

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Evil.

Advancement: Up to double the Base Creature's Hit Dice.

Level Adjustment: ---
« Last Edit: April 16, 2022, 07:09:07 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #173 on: February 21, 2024, 08:53:54 PM »
Frank Douglas?
                      Large Giant
Hit Dice:             4d8+28 (46 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +3/+12
Attack:               Slam +7 melee (1d4+5 plus radiation)
Full Attack:          2 Slams +7 melee (1d4+5 plus radiation)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Radioactive Touch, Frightful Presence, Improved Grab, Radioactive Field 20 ft.
Special Qualities:    Darkvision 60 ft., Immune to Radiation, DR 10/-
Saves:                Fort +11, Ref +0, Will +0
Abilities:            Str 21, Dex 9, Con 24, Int 8, Wis 8, Cha 6
Skills:               Listen +1, Move Silently +2, Spot +1
Feats:                Endurance, Diehard
Environment:          Any
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Large), 7-12 HD (Huge)
Level Adjustment:     ---

In 1965 a space capsule re-entered Earth's atmosphere (possibly without it's occupant), somewhere near the long cursed city of Chicago.  A helicopter pilot who finds the capsule (which is mysteriously too small to have a human on board) is immediately murdered while on the radio with the local military, who are so poor they have to drive their own personal vehicles.  They describe the body as "mangled in a way no one had ever seen before", which implies the local police have long made friends with hyperbole.  He is further described as 'shrivelled and burned", though this is not displayed on the body what so ever.  Clearly something is afoot with the local water supply.

The forensics is handled by a local laboratory in bed with the space force, and it is their humble opinion that the capsules astronaut, Frank Douglas, has not only survived the crash, but is now a highly radioactive killing machine.  Their evidence for this is....umm...well, they have no evidence, it's really just something the lab tech pulled out of his butt.  Pretty soon a monster (okay, a tall ugly guy) begins murdering every monsters favorite prey: horny teenagers in their early 30's.  And, of course, anyone who indiscriminately wanders into it's sight.  Inexplicably, the murders cease for 8 weeks, and the local lab claims the radiation from the 10 foot tall, 400 pound monster turns people's blood to powder.  How they know this, given that the monster has left no witnesses is anyone's guess.  The lab also casually admits that one of their on, Dr. Logan, gave Frank injections to help him resist radiation.  It has some side effects, such as 'gigantism', which, if cured, results in the patients death.  Well, wtf Dr. Logan?

As it turns out, Dr. Logan had been keeping the monster sedated in his lab.  How he accomplishes this with no physical abilities or personal protective equipment at all is not explained.  He'd hoped to cure 'Frank', but the giant escapes one night when Dr. Logan is late coming home, and the sedatives wear off.  Dr. Logan is not only incompetent, he is unable to explain to the other scientists why he told them nothing of this until the escape.  The new antidote works, but wears off quicker each time it is administered, but that his radioactivity is growing stronger.  He will soon contaminate a 50 mile radius.  Again, how they know this is not clear.  A state of emergency is declared, and the hunt is on for the deformed giant, who goes unseen despite leaving a trail of radioactive bodies.

Coming up with the brilliant idea of leaving Geiger counters in random spots, it is estimated the lethal range of the giant now extends out to 20 to 25 feet.  Escaping into the sewers ((apparently old Frank hasn't completely lost his mind), he is pursued by the authorities in untested PPE, and a 'decontaminating spray that reduces radiation.'  Casual reader, these are braver fools than I.  But to their surprise, the monster and his radiation simply disappear, only for Frank Douglas to be  found 8000 miles away with amnesia.  In a boat.  The monster (assuming it's not simply a mass hallucination), is a tall, balding, lanky man with a deformed face.  Said to be 10 foot tall, and weigh over 400 lbs. he is clearly neither of those things.  IF he can talk, he chooses not to.


Combat: Frank (or whatever he is), plods along at a slow walk, grabbing anything he can get close to.  He's not what you'd call a tactical genius.