Author Topic: Cinematica  (Read 36287 times)

Offline bhu

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Re: Cinematica
« Reply #20 on: November 11, 2011, 05:02:52 AM »
http://blazblue.wikia.com/wiki/Arakune

Arakune
                      Medium Outsider
Hit Dice:             30d8+150 (285 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Climb 40 ft., Burrow 40 ft.
Armor Class:          35 (+5 Dex, +20 Deflection), touch 35, flat-footed 30
Base Attack/Grapple:  +30/+35
Attack:               Limb +35 melee (1d10+5)
Full Attack:          6 Limbs +35 melee (1d10+5)
Space/Reach:          5 ft./10 ft.
Special Attacks:      Blast, Paralysis Gas, Astral Finish, Summon Bugs, Attack from Below, Engulf, Pounce
Special Qualities:    Dark Vision 60', Teleport, Merge, Invisibility, Fluid Body, Insanity, Immunities
Saves:                Fort +22, Ref +22, Will +19
Abilities:            Str 20, Dex 20, Con 20, Int 12, Wis 14, Cha 2
Skills:               Balance +23, Climb +23, Computer Use +18, Concentration +22, Craft (Electronics) +18, Disable Device +18, Escape Artist +31, Hide +23, Jump +23, Knowledge (Physical Sciences, Technology) +18, Listen +19, Move Silently +23, Research +18, Spot +19, Swim +22, Tumble +18
Feats:                Acrobatic Strike, Brachiation, Combat Acrobat, Combat Reflexes, Greater Powerful Charge, Improved Trip, Leap Attack, Leap of the Heavens, Power Attack, Powerful Charge, Roofwalker
Environment:          Any
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          31+ HD (Medium)
Level Adjustment:     ---

"I m Ar k u ..."

I'd put a bio for Arakune here but I'm not sure f it would put me in trouble...

Blast (Su): 5 times per day (once every 1d4 rounds) Arakune can unleash a blast of Force energy in either a 10' Radius centered around himself (to which he is immune) or in a 30' Line doing 20d6 Force damage.  He may also do this to a Grappled opponent in lieu of a Grapple attack, but this causes his opponent to escape the Grapple.

Gas (Su): Once per round as a Swift Action Arakune can exhale a small vaporous cloud covering a 5'x5'x5' area.  If anyone enters the crowd they attract the insects hidden within Arakune's body on subsequent rounds (see below) for 1d6 rounds.

Astral Finish (Su): 3 times per day as a Full Attack Arakune can turn into a giant eye, move, and make a melee touch attack.  If the touch attack is successful his opponent must make a DC 27 Willpower Save or Die.  If the Save is successful the opponent takes 3d6 damage instead.

Summon Bugs (Su): If an opponent who has been exposed to Arakune's Gas Attack is within 30' of him he can call up a Bell Bug, Bee or Ground Bug once per round as a Swift Action.  They remain until killed or the gas wears off.

Attack from Below (Ex):  As a Full Round attack Arakune can plunge a tentacle into the ground, and Limb attack any opponent standing on it up to 30' away.  He likes to perform trip attacks in this manner.

Engulf (Ex): Arakune can make Grapple Checks without provoking an Attack of Opportunity.  If the opponent is his Size Class or smaller he can Engulf them on a successful Grapple Check, and do 2d10+10 damage as long as the Grapple is maintained.

Pounce (Ex): Arakune can make a Full Attack as part of a Charge.  He can also make a Trip Attack as part of a Charge.

Teleport (Su): Arakune can Teleport to any location within 30' a number of times per day equal to his Constitution Score.

Merge (Ex): Arakune can meld into porous surfaces like dirt and sand as a Swift Action once per round.  While melded he is considered to have Total Concealment, and is effectively invisible to his opponent as long as he takes no action other than moving under the surface (must be at least 10' deep). 

Invisibility (Su): Arakune can use Invisibility a number of times per day equal to his Constitution Score. 

Fluid Body (Ex): Due to his lack of internal organs Arakune gets the following abilities from his somewhat fluid body: a Deflection Bonus to Armor Class equal to his Constitution Score.  Also due to his ability to morph the bones floating withing his body he can choose to do bludgeoning, piercing, or slashing damage when he attacks.

Insanity (Ex): Arakune is permanently and incurably insane.  To communicate with another being for 1 round requires a DC 30 Concentration Check.  Using any Int or Cha based skill requires a DC 20 Concentration Check.  Once per week or so he has a lucid period lasting 1d4 minutes in which these penalties do not apply.  While he is not lucid, those trying to look into his mind via telepathy or similar powers such a Detect Thoughts must make a DC 27 Willpower Save (Save DC is Wisdom Based) or be Dazed 1 round.

Immunities (Ex): Immune to poison, sleep effects, paralysis, polymorph, disease, Mind-Affecting Effects, and is not subject to critical hits or flanking.  He is also immune to Swarm attacks.  Arakune does not sleep.

Skills: Arakune is very dark colored and gains a +8 Racial Bonus to Hide Checks in areas of shadowy illumination.  He also gets a +8 Racial Bonus to Escape Artist Checks.   

Combat:  Arakune uses his superior movement and agility to outmaneuver opponents while awaiting an opportunity to Gas them and then Summon help.  If that fails his invisibility comes into play, and he has quite a few options to rely on for tougher opponents.

Offline bhu

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Re: Cinematica
« Reply #21 on: November 11, 2011, 05:03:29 AM »
Bell Bug
                      Tiny Aberration
Hit Dice:             5d8 (22 hp)
Initiative:           +1
Speed:                5 ft. (1 square), Climb 5 ft., Fly 20 ft. Clumsy
Armor Class:          15 (+2 Size, +1 Dex, +2 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +3/-6 (+6 Attached)
Attack:               Bite +4 melee (1d3-1)
Full Attack:          Bite +4 melee (1d3-1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach
Special Qualities:    Dark Vision 60', Glide, Mindless
Saves:                Fort +1, Ref +2, Will +5
Abilities:            Str 8, Dex 12, Con 11, Int -, Wis 13, Cha 2
Skills:               Listen +3, Spot +3
Feats:                Alertness (B), Weapon Finesse (B)
Environment:          Underground
Organization:         Solitary or Swarm (5-10)
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Small)
Level Adjustment:     ---

Attach (Ex): If a Bell Bug hits with a touch attack, it latches onto the opponent's body. An attached Bell Bug is effectively grappling its prey. The Bell Bug loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Bell Bugs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached Bell Bug can be struck with a weapon or grappled itself. To remove an attached Bell Bug through grappling, the opponent must achieve a pin against the Bell Bug.

Glide (Ex): For every 5' forward it moves the Bell Bug loses 5' in height while flying.  It cannot gain altitude with flight and must launch itself from high points.

Combat:  Bell bugs tend to glide down onto opponents and Attach, doing their best to crawl away if removed.



Bee
                      Tiny Aberration
Hit Dice:             5d8+5 (27 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good)
Armor Class:          16 (+2 Size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple:  +3/-7
Attack:               Sting +7 melee (1d3-2 plus poison)
Full Attack:          Sting +7 melee (1d3-2 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision 60', Mindless
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 6, Dex 18, Con 12, Int -, Wis 13, Cha 2
Skills:               Spot +5
Feats:               Fly-By Attack (B), Hover (B)
Environment:          Underground
Organization:         Solitary or Swarm (5-10)
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Small)
Level Adjustment:     ---

Poison (Ex): Injury DC 13 Fortitude Save (Save DC is Constitution based, Initial and Secondary damage is 1d4 Dexterity.

Skills: Bees get a +4 Racial Bonus to Spot Checks.

Combat: Bees tend to sting, fly away, and come back to repeat as often as necessary.



Ground Bug
                      Small Aberration
Hit Dice:             5d8+5 (27 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Burrow 30 ft.
Armor Class:          17 (+1 Size, +1 Dex. +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +3/+0
Attack:               Bite +4 melee (1d4+1)
Full Attack:          Bite +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attack from Below
Special Qualities:    Dark Vision 60', Tremorsense 60'
Saves:                Fort +2, Ref +2, Will +5
Abilities:            Str 12, Dex 13, Con 13, Int -, Wis 13, Cha 2
Skills:              ---
Feats:                ---
Environment:          Underground
Organization:         Solitary or Swarm (5-10)
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

Attack from below (Ex): If buried underground (and it's opponent is unaware of it) the Ground Bug can make a Full Attack action to surface and Bite it's opponent, gaining +2d6 Sneak Attack for that round.

Combat: Ground bugs bit, burrow into the ground, and resurface to attack again as necessary.

Offline bhu

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Re: Cinematica
« Reply #22 on: November 11, 2011, 09:22:41 PM »
Kirby
                      Small Aberration
Hit Dice:             1d8 (4 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 20 ft. (Clumsy)
Armor Class:          12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple:  +0/-5
Attack:               By weapon +1 melee
Full Attack:          By weapon +1 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Inhale, Copy Abilities, Spit, Air Blast
Special Qualities:    Dark Vision 60', Inflated Flight, Invisible Hands
Saves:                Fort +0, Ref +1, Will +2
Abilities:            Str 8, Dex 12, Con 10, Int 8, Wis 10, Cha 12
Skills:               Balance +2, Climb +7, Jump +7, Swim +7, Tumble +3
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             Standard
Alignment:            Chaotic Good
Advancement:          by Character Class
Level Adjustment:     +2


Abner...whut the hell is this thing?  And why is it smiling?"

Kirby's are a strange race of round, pastel colored beings who are surprisingly good warriors despite their appearance.  Favored Class is Fighter, Ranger, Scout, Warblade, or Swordsage.

Inhale (Su): As a Full Round Action a Kirby can inhale (Swallow Whole) any creature it's own Size Class or smaller within 10'.  The opponent must make a DC 12 Reflex Save (Save DC is Constitution Based with a +2 Racial Bonus), or be swallowed whole.  No harm can be done to it while it is swallowed unless the Kirby is killed (and the Kirby then promptly spits it out), and it cannot harm the Kirby.  While a Kirby has swallowed a creature it cannot use it's Air Blast or Inflated Flight abilities.

Copy Abilities (Su): When a Kirby has swallowed a creature it may use any one Ex or Su ability the creature has, but the Saving Throw and Caster Level are based upon the Kirby's Hit Dice and stats, not the opponents.

Spit (Su): A Kirby may spit a swallowed opponent as a Standard Action.  Spat opponents are Ranged Attacks with no Range increment, and a Range of 10'.  Damage depends on Size: Small=1d6, Tiny= 1d3, Diminutive or Smaller=1 point. Spat opponents also take the same amount of damage.

Air Blast (Su): As a Standard Action a Kirby can inhale , and then exhale a powerful blast of air.  This is a ranged attack with a Range Increment of 10 feet that does 2d6 bludgeoning damage. 

Inflated Flight (Ex):  As a Standard Action a Kirby may inhale enough air to become buoyant.  He may then fly by flapping his arms.  He may not use his Inhale, Spit, or Air Blast powers while flying.

Invisible Hands (Ex): Despite having no visible hands or fingers this does not seem to hinder Kirby's in any way, and  they can perform as though they had them.

Skills: Kirby's have a +8 Racial Bonus to all Climb, Jump, and Swim Checks.  They may always take 10 on a Climb Check. Kirby's are proficient with all Simple and Martial weapons and with all Shields except Tower Shields.

Combat: Kirby's prefer to fight with weapons as normal, reserving their Inhale/Spit attacks for troublesome foes.  It's always good if your enemy underestimates you.

Offline bhu

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Re: Cinematica
« Reply #23 on: November 11, 2011, 09:26:31 PM »
KING

King is an Inherited or Acquired Template that can be applied to any Dinosaur, Dire Animal, or Vermin that is Large or bigger, and has Advanced Hit Dice (remember to recalculate stats before applying template).

Size and Type: Unchanged.

Hit Dice: Unchanged, but Kings get maximum hit points per Hit Die.

Speed: Unchanged.

Armor Class: Base Creatures Natural Armor Class increases by +6.

Attacks: The Base Creatures Natural Attacks gain a competence bonus to all attack rolls equal to their Charisma Bonus (minimum of +1).

Damage: The Base Creatures Natural Attacks gain a competence bonus to all damage rolls equal to their Charisma Bonus (minimum of +1).

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

Ferocity (Ex): King creatures may fight normally even when disabled or dying.

Veteran Combatant (Ex): A roll of 1 is not an automatic failure when making to hit rolls or trying to confirm criticals. 

Veteran Killer (Ex): All the Kings natural attacks have their threat range increased by 2 (i.e. if their bite normally criticals on a 20, it now criticals on an 18-20).  This does not stack with other effects that increase critical threat range.

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

Wily (Ex): You have a 50% chance of negating any critical hit.

Uncanny Dodge (Ex): See PHB page 50.

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

Saves: Base Creature gains a +4 Racial Bonus on all Saving Throws.

Abilities: +4 Str, +4 Dex, +4 Con, +1 Int (unless it is Mindless), +4 Wis, +8 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unique

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: ---

Example of creature using template here:

                       King T-Rex
                      Gargantuan Animal
Hit Dice:             54d8+495 (927 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          18 (-4 Size, +3 Dex, +9 natural), touch 9, flat-footed 15
Base Attack/Grapple:  +40/+67
Attack:               Bite +56 melee (4d6+29/18-20)
Full Attack:          Bite +56 melee (4d6+29/18-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Swallow Whole, Ferocity, Veteran combatant, Veteran Killer
Special Qualities:    Low Light Vision, Scent, Wily, Uncanny Dodge, Improved Uncanny Dodge
Saves:                Fort +42, Ref +36, Will +26
Abilities:            Str 40, Dex 16, Con 29, Int 3, Wis 19, Cha 18
Skills:               Hide +8, Listen +28, Spot +28
Feats:                Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Devastating Critical, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Improved Snatch, Large and in Charge, Multisnatch, Overwhelming Critical, Power Attack, Run, Snatch, Toughness (x3), Track, Weapon Focus (Bite)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral
Advancement:          --
Level Adjustment:     ---


Kings are the last or greatest or most powerful of their race.  Subject of many bad films.  Really really bad films.  Hopefully it makes for a neat template tho :D  Despite it's bonus to Intelligence a King cannot take class levels.  It's still an animal, just a very intelligent one.


Offline bhu

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Re: Cinematica
« Reply #24 on: November 11, 2011, 09:53:49 PM »
BIG Sasquatch
Colossal Monstrous Humanoid
Hit Dice: 40d8+400 (580 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 28 (-8 Size, +1 Dex, +25 Natural), touch 3, flat-footed 27
Base Attack/Grapple: +40/+73
Attack: Slam +49 melee (2d6+17/19-20) or Rock +33 Ranged (6d6+17)
Full Attack: 2 Slams +49 melee (2d6+17/19-20) and 1 Bite (2d6+9) or Rock +33 Ranged (6d6+17)
Space/Reach: 30 ft./30 ft.
Special Attacks: Improved Grab, Rock Throwing, Frightful Presence, Trample (4d12+17)
Special Qualities: Rock Catching, Low Light Vision, Dark Vision 120', Damage Reduction 10/-
Saves: Fort +23, Ref +23, Will +24
Abilities: Str 45, Dex 12, Con 30, Int 6, Wis 15, Cha 20
Skills: Climb +24, Jump +24, Listen +9, Spot +9, Survival +10, Swim +24
Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Greater Mighty Roar, Greater Multigrab. Improved Bull Rush, Improved Critical (Slam), Mighty Roar, Multigrab,Overwhelming Critical (Slam), Power Attack, Power Critical, Weapon Focus (Slam)
Environment: Any Temperate or Cold (except Aquatic/Desert) Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Usually Neutral
Advancement: 41-80 HD (Colossal)
Level Adjustment: ---

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!"

"BOB!  SHUT THE HELL UP BEFORE THE DAR NGIANT CRITTER HERE"S US!"

Ive seen Bigfoot/Yeti Kaiju a few times and couldn't resist...

Improved Grab (Ex): If the Sasquatch successfully hits with it's Slam Attack it may immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Rock Throwing (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Big Sasquatch that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a DC 35 Will Save DC (Save DC is Charisma Based). If a save is successful that creature is immune to this Big Sasquatches frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds.

Trample (Ex): DC 47 Reflex Save for half damage.

Rock Catching (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual, catching a Huge Rock is DC 30.

Combat: Pretty much like any Giant...

Offline bhu

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Re: Cinematica
« Reply #25 on: November 11, 2011, 09:59:43 PM »
Capsichum
                      Medium Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +1/+1
Attack:               Skewer (aka Shortspear) +1 melee (1d6)
Full Attack:          Skewer (aka Shortspear) +1 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fire Magic
Special Qualities:    Low Light Vision, Plant traits, DR 5/slashing, They Taste Like Burning!
Saves:                Fort +4, Ref +1, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 14
Skills:               Concentration +4, Knowledge (Arcana, Nature) +2, Spellcraft +3
Feats:                Cooperative Spell-Like Ability (works exactly like Cooperative Spell from Complete Arcana, but for Spell Like Abilities.  Can be used 3/day).
Environment:          Warm Forest or Plains
Organization:         Pair or Group (4-8)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral (with some Evil tendencies)
Advancement:          By Character Class (Usually Sorcerer)
Level Adjustment:     +5

"Abner...Ah smell chili..."

"Ain't chili Bert, it's freaky pepper people."

"AWRIGHT! Finally a challenge I can sink mah teeth into..."

Capsichums are odd ambulatory green or orange peppers with small limbs and faces on their fronts.  Yeah it doesn't get much weirder than that...and whats with that skewer anyways?  Will be familiar to players of Dragon Quest.

Fire Magic (Sp): Capsichums gain certain fire related Spell Like abilities as they advance in Hit Dice.
1HD: 3/day-Burning Hands, Produce Flame  1-day-Lesser Orb of Fire
4HD: 3/day-Burning Hands, Lesser Orb of Fire, Produce Flame  1/day-Combust, Fireburst, Flaming Sphere, Scorch
10HD: At will-Burning Hands, Lesser Orb of Fire, Produce Flame    3/day-Combust, Fireburst, Flaming Sphere, Scorch   1/day-Fireball

They Taste Like Burning! (Ex): Anything biting a Capsichum must make a DC 14 Fortitude Save (Save DC is Constitution Based with a +2 Racial Bonus) or be Nauseated for 1 round.  If the Save is successful they are Shaken 1 round instead.  If the opponent swallows them whole, it must make a Save each round the Capsichum is in their stomach.

Combat: Capsichums rely on teamwork and fire magic to beat foes.  Against enemies that are fire resistant they tend to flee.



« Last Edit: November 17, 2011, 04:58:25 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #26 on: November 11, 2011, 10:47:01 PM »
One Eyed One Horned Flying Purple People Eater
                      Small Aberration
Hit Dice:             5d8+15 (37 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 80 ft. (Good)
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+4
Attack:               Claw +9 melee (1d3+5)
Full Attack:          2 Claws +9 melee (1d3+5) and 1 Bite +4 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bard Abilities
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +4, Ref +3, Will +6
Abilities:            Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 16
Skills:               Balance +10, Climb +10, Intimidate +10, Knowledge (Geography) +6, Perform (Horn) +11
Feats:                Fly-by Attack, Hover
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          By Character Class (usually Bard)
Level Adjustment:     ---

"Bert...what the Hell are we doing here?  What the hell is that thing?  Why does no one else seem to be worried?"

OEOHFPPE's are strange alien beings that have an affinity for music, and seem to be anthropophagous in regards to a race or purple skinned humanoids.  Rarely seen, they are described as having a growth on their head similar to a horn like instrument, large fangs and claws, pointed nose and ears, and their feet are pigeon toed.  Much of their culture that doesn't involve eating purple people revolves around music.  They appear to understand and speak Common.

Bard Abilities: OEOHFPPE's may use Bardic Music as if they had levels in Bard equal to their Hit Dice.  If they later take levels in Bard these stack with their Hit Dice for purposes of determining their abilities.

Combat: OEOHFPPE's tend to use their Bard abilities if they have the option.  Otherwise they just fly in and use tooth and claw.  They tend to be less spectacular tacticians and more crazed flailing types when it comes to melee.

« Last Edit: October 25, 2022, 11:09:57 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #27 on: November 11, 2011, 10:51:58 PM »
Deadly Nadder
                      Large Dragon
Hit Dice:     10d12+30 (95 hp)       
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 80' (Good)
Armor Class:          18 (-1 Size, +3 Dex, +6 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +10/+18
Attack:               Bite +13 melee (1d8+4)
Full Attack:          Bite +13 melee (1d8+4) and 2 Claws +8 melee (1d6+2)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Magnesium Flare, Poison Spikes
Special Qualities:    Dark Vision 60', Scent, Fire Resistance 5
Saves:                Fort +10, Ref +11, Will +7
Abilities:            Str 18, Dex 18, Con 16, Int 3, Wis 11, Cha 14
Skills:               Listen +13, Spot +13
Feats:                Ability Focus (Magnesium Flare), Flyby Attack, Hover, Point Blank Shot
Environment:          Warm or Temperate Mountains
Organization:         Solitary, Pair, or Flock (3-10)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge)
Level Adjustment:     ---

"I'm really beginning to question your teaching methods."

The Deadly Nadder is one of the most beautiful of the dragons with bright blue scales and a light beige underbelly, and yellow, orange, and blue mottling on the wings and bright yellow spines.  It's diet consists largely of poultry, as livestock makes it ill. 

Magnesium Flare (Ex): As a Full Round Action up to 6 times per day the Nadder may unleash a blast of Magnesium laced fire, considered to be the hottest among all the dragons.  The fire is a ranged touch attack with a range of 100'.  It does 5d10 fire damage, and anything hit by it that is metal is affected as if by a Heat Metal spell, and any flammable materials will burst into flame and burn for 1d6 rounds.  The fire is so hot that if it does enough damage to an opponent to kill him with one shot he is immediately reduced to ash.

Poison Spikes (Ex): As a Full Round Action the Nadder may unleash a volley of poisoned spikes from it's tail up to twice per day.  They have a range of 100', and the Nadder rolls to hit a 5' area similar to grenade like weapons.  Anything in that area takes 3d6 damage and must make a DC 18 Fortitude Save (Save DC is Constitution based) or be poisoned (Injury, Initial Damage Stunned for 1d3 rounds, Secondary Damage Paralysis for 1d3 rounds.

Combat: While agile fliers, Nadders prefer to land before attacking and fight on the ground for reasons unknown.  Since their fire is limited in use they save it for tougher targets and use it if necessary only.  Usually it prefers to bite, unleashing the spines against quick opponents, or for stunning prey.

Offline bhu

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Re: Cinematica
« Reply #28 on: November 11, 2011, 10:52:15 PM »
Terrible Terrors
                      Tiny Dragon
Hit Dice:             1d12 (6 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 20 ft., Fly 60 ft. (Good)
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +1/-3
Attack:               Bite +5 melee (1d4-4)
Full Attack:          Bite +5 melee (1d4-4)
Space/Reach:          2 1/2' ft./0' ft.
Special Attacks:      Fire Sniper, Feisty
Special Qualities:    Dark Vision 60', dragon traits, Fire Resistance 5
Saves:                Fort +2, Ref +6, Will +4
Abilities:            Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 8
Skills:               Climb +4, Hide +8, Listen +4, Move Silently +8, Spot +4
Feats:                Weapon Finesse
Environment:          Warm or Temperate Mountains
Organization:         Solitary, Flock 10-200
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Odin help us."

The Terrible Terror is among the smallest of dragons rarely larger than a cat.  Due to their small size and proclivity to travel in flocks they are in some ways more dangerous than bigger dragons as they can easily hide in viking homes and start fires while playing around. 

Fire Sniper (Ex): As a Full Round Action up to 6 times per day spit a cute little blast of fire up to a range of 30'.  The fire is a ranged touch attack doing 2d6 fire damage, and any flammable materials hit will burst into flame and burn for 1d3 rounds.  The Terrible Terrors are incredibly accurate with this fire, and can ignore to hit penalties for Concealment.

Feisty (Ex): Terrible Terrors do not take a Size Penalty to Grapple Checks, and they do not provoke Attacks of Opportunity when entering the square of an opponent due to their size.

Combat:  Terrible Terrors tend to play with their food in a manner similar to cats, and spit fire if cornered, angered, or bored.

Offline bhu

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Re: Cinematica
« Reply #29 on: November 11, 2011, 10:53:22 PM »
Gronckle
                      Large Dragon
Hit Dice:             10d12+50 (115 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Fly 40 ft. (Poor)
Armor Class:          19 (-1 Size, +1 Dex, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +10/+18
Attack:               Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
Full Attack:          Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Lava Cough, Flying Headbutt, Rock Crushing Jaws
Special Qualities:    Dark Vision 60', dragon traits, Fire Resistance 15, Collision Resistant, Hummingbird Flight, DR 2/-
Saves:                Fort +11, Ref +7, Will +7
Abilities:            Str 18, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills:               Listen +13, Spot +13
Feats:                Ability Focus (Lava Cough), Hover, Improved Bull Rush, Power Attack
Environment:          Warm or Temperate Mountains
Organization:         Solitary or Pair
Challenge Rating:    7
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge)
Level Adjustment:     ---

"If you're planning on getting eaten, I'd definitely go with the Gronckle."

Gronckles are among the toughest of dragons in their size range.  They have to be.  Since they are mildly narcoleptic, it's the only way they survive falling out of the sky and crashing into mountains.  Despite being slow and ungainly looking they are like hummingbirds, able to fly sideways, backwards, and even upside down. 

Lava Cough (Ex): The Gronckle eats solid rock which melts to molten lava in it's gullet.  It can store up to 6 'shots' at a time.  To recharge it eats 5 pounds of rock per shot (which converts to usable lava 24 hours later).  As a Full Round Action it can make a Ranged Touch Attack against a square.  Anything in that square takes 2d6 fire damage (Reflex Save for half damage).

Flying Headbutt (Ex): As a Full Round Action you can make a Flying Charge Attack doing 1d8+8 damage.  If it is successful you automatically get a Bull Rush Attack as a Free Action (remember the +4 you get for Improved Bull Rush for a total of +14 t o the Gronckles check).

Rock Crushing Jaws (Ex): Your jaws are made to grind up rock, and threaten a critical on an 18-20.

Collision Resistant (Ex): Gronckles take a maximum of 1 point of damage per damage die from falling damage.

Hummingbird Flight (Ex): Despite having Poor Flight, the Gronckle can Move Backward, Reverse for Free, can turn in place to fly sideways, and has no Minimum Forward Speed (see DMG page 20).

Combat: Assuming they're awake and have eaten enough rocks the Gronckle opens by spitting molten lava.  Otherwise it charges and headbutts it's opponents, and then bites away till they die.

Offline bhu

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Re: Cinematica
« Reply #30 on: November 11, 2011, 10:53:40 PM »
Hideous Zippleback
                      Huge Dragon
Hit Dice:             14d12+56 (147 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Fly 50 ft. (Good)
Armor Class:          18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +14/+30
Attack:               2 Bites +20 melee (2d6+8)
Full Attack:          2 Bites +20 melee (2d6+8)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Twin Heads, Explosive Breath
Special Qualities:    Dark Vision 60', dragon traits, Fire Resistance 20
Saves:                Fort +13, Ref +11, Will +11
Abilities:            Str 26, Dex 15, Con 18, Int 6, Wis 14, Cha 12
Skills:               Hide +6, Listen +23, Move Silently +20, Spot +23
Feats:                Ability Focus (Explosive Breath), Combat Reflexes, Daunting Presence, Hover, Improved Trip, Combat Expertise (B)
Environment:          Warm or Temperate Mountains
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Neutral
Advancement:          15-21 HD (Huge), 22-28 HD (Gargantuan)
Level Adjustment:     ---

The Hideous Zippleback is an unusual dragon with two heads (rare examples have 3) that have distinct personalities, two tails, and small wings (even though they can fly prefer to stay to the ground). 

Twin Heads (Ex): Due to having two heads with separate personalities, the Zippleback gets two attacks per round with a Standard Action.  If targeted by an effect that Dazes or Stuns it, this affects one head unless the attack is an Area of Effect.

Explosive Breath (Ex): 3 times per day as a Full Round Action the Zippleback can exhale a 20'x20'x20' cloud of green gas that provides Total Concealment and obscures all Vision inside it.  A moderate wind (11+ mph) will disperse it in 4 rounds, and a strong wind (21+ mph) will disperse it in 1 round.  Otherwise it lingers for a full minute.  During this time a single point of fire or electrical damage within the clouds area of effect causes it to explode, doing 10d6 fire damage in a 30'x30'x30' area.  The Zippleback's second head can create a spark to set it off as an Immediate Action the round after the cloud has been created unless that head has been doused with water.  It is immune to it's own breath, but does not appear to have complete immunity to other forms of fire.

Mist Vision (Ex): The Hideous Zippleback can see through clouds, fog, and mist normally.

Skills: Zipplebacks get a +2 Racial Bonus on Listen and Spot Checks due to their multiple heads.

Combat:  Zipplebacks prefer to land and then release a cloud of gas to conceal themselves.  After which they may demoralize an opponent or two before exploding the cloud.

Offline bhu

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Re: Cinematica
« Reply #31 on: November 11, 2011, 10:55:08 PM »
Monstrous Nightmare
                      Huge Dragon
Hit Dice:             14d12+56 (147 hp)
Initiative:           +8
Speed:                40 ft. (8 squares), Fly 80' (Good)
Armor Class:          20 (-2 Size, +4 Dex, +8 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +14/+30
Attack:               Bite +20 melee (1d10+8)
Full Attack:          1 Bite +20 melee (1d10+8) and 2 Claws +15 melee (1d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Kerosene Gel Fire, Fire Shroud, Improved Grab, Swallow Whole
Special Qualities:    Dark Vision 60', Dragon traits, Immune to Fire
Saves:                Fort +13, Ref +13, Will +10
Abilities:            Str 26, Dex 18, Con 18, Int 7, Wis 12, Cha 14
Skills:               Climb +25, Intimidate +19, Listen +18, Spot +18
Feats:                Ability Focus (Kerosene Gel Fire), Daunting Presence, Flyby Attack, Hover, Improved Initiative
Environment:          Warm or Temperate Mountains
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Neutral
Advancement:         15-21 HD (Huge), 22-28 HD (Gargantuan)
Level Adjustment:     ---

"Oh, I'm hurt! I am very much hurt!"

Nightmares are among the largest of the dragons, able to spit what basically amounts to Napalm.  They are immune to fire, and perversely somewhat flammable so often use their fire to set themselves alight.  Because quite honestly it's harder fro prey to fight back when you happen to be on fire.

Kerosene Gel Fire (Ex): Four times per say as a Full Action the Monstrous Nightmare can unleash a blast of burning gel that sticks to whatever it hits and continues burning.  The initial blast does 10d6 fire damage with a successful Ranged Touch Attack.  The target and everything within a 10' Area surrounding him burns for an additional 2d6 damage for 2d3 rounds.  This fire may not be extinguished by non magical means.

Fire Shroud (Ex): As a Swift Action the Monstrous Nightmare can expend one daily use of its Kerosene Gel Fire to light itself aflame for 3 rounds plus one round per point of Constitution Modifier (in the case of this example 7 rounds).  It's Natural Attacks and Grapples do +2d6 fire damage, and opponents attacking it in melee take 2d6 fire damage.

Improved Grab (Ex): If the Monstrous Nightmare succeeds with it's Bite Attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may do bite damage or Swallow Whole.

Swallow Whole (Ex): A Monstrous Nightmare can Swallow an opponent up to 2 Size Classes smaller than itself with a successful Grapple Check.  Swallowed opponents take 2d8+8 points of bludgeoning damage and 2d6 fire damage per round inside the stomach.  A swallowed creature can cut it';s way out by doing 25 points of damage to the stomach (AC 14) with a light slashing or piercing weapon.  Once it exits muscular action closes the hole and other victims must cut their own way out.

Combat: Monstrous Nightmares tend to set themselves afire before entering melee, perhaps using a blast or two of their breath weapon on the way in.

Offline bhu

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Re: Cinematica
« Reply #32 on: November 11, 2011, 10:55:29 PM »
Night Fury
                      Large Dragon
Hit Dice:             12d12+48 (126 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 100' (Good)
Armor Class:          23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:  +12/+24
Attack:               Bite +15 melee (1d8+3)
Full Attack:          1 Bite +15 melee (1d8+4) and 2 Claws +10 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Fireblast, Improved Grab
Special Qualities:    Dark Vision 60', Dragon traits,
Saves:                Fort +13, Ref +14, Will +9
Abilities:            Str 18, Dex 20, Con 18, Int 8, Wis 13, Cha 14
Skills:               Climb +19, Hide +4 (+14 in the dark), Intimidate +17, Listen +16, Spot +16, Survival +16
Feats:                Ability Focus (Fireblast), Adroit Flyby Attack, Flyby Attack, Power Dive, Wingover
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Usually Neutral (with Good tendencies)
Advancement:          13-18 HD (Large), 19-24 HD (Huge)
Level Adjustment:     ---

"The ultimate prize is the dragon that no one has ever seen. We call it the Night Fury...No one has ever killed a Night Fury, that's why I'm going to be the first. "

Night Furies are among the most aggressive of dragons, even taking on the larger Monstrous Nightmares sometimes.  Perversely if not threatened, they are curious and non-aggressive and display startling intelligence (it's even assumed they understand human languages).  Observers often comment they seem like large cats.   Furies are also known for their incredibly powerful breath weapon and being among the most skilled fliers of the dragons.

Fireblast (Ex): Six times per day as a Standard Action the Night Fury can spit a ball of blue fire that explodes violently on contact with anything it touches.  This is a Ranged Touch Attack that does 12d6 Fire damage to the target and everything else in a 20' Radius.  DC 22 Reflex Save for half damage (Save DC is Constitution based). 

Improved Grab (Ex): Night Furies are natural wrestlers, and can make a Grapple Check without provoking an Attack of Opportunity.  They also get a +4 Racial Bonus on Grapple Checks.

Skills: Night Furies get a +10 Racial Bonus to Hide Checks at night or in dark areas.

Combat: Night Furies rely on their maneuverability and flying speed to fight foes, usually power diving and unleashing their powerful breath weapon before flying off again to return.  Since they're nocturnal, their coloration means it isn't often even seen, let alone successfully defended against.

Offline bhu

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Re: Cinematica
« Reply #33 on: November 11, 2011, 10:55:50 PM »
Sea Dragon
                      Colossal Plus Dragon
Hit Dice:             120d12+1650 (2370 hp)
Initiative:           +4
Speed:                60 ft. (12 squares), Fly 80' (Poor)
Armor Class:          42 (-8 Size, +40 Natural), touch 2, flat-footed 42
Base Attack/Grapple:  +120/+160
Attack:               Bite +132 melee (6d6+20/19-20) or 1 Tail Sweep +132 melee (6d6+20/19-20)
Full Attack:          1 Bite +132 melee (6d6+20/19-20) or 1 Tail Sweep +132 melee (6d6+20/19-20) and 2 Claws +127 melee (4d8+10)
Space/Reach:          120 ft./120 ft.
Special Attacks:      Frightful Presence, Spew Fire 5/day, Trample, Improved Grab, Swallow Whole, Swat, Inhale, Charge, Big
Special Qualities:    Dark Vision 60', dragon traits, Dr 20/-, Scent, Fire Resistance 15, Thick Armor
Saves:                Fort +79, Ref +62, Will +68
Abilities:            Str 50, Dex 10, Con 36, Int 8, Wis 14, Cha 36
Skills:               Climb +75, Intimidate +133, Knowledge (Geography, History, Local, Nature) +39, Listen +56, Search +49, Spot +56, Survival +52, Swim +100
Feats:                Ability Focus (Spew Fire), Awesome Blow, Cleave, Clinging Breath, Defensive Sweep, Devastating Critical (Bite, Tail Sweep), Epic Fortitude, Epic Toughness x3, Epic Will, Eyes in the Back of Your Head, Flyby Attack, Great Cleave, Greater Powerful Charge, Heightened Breath, Hold the Line, Improved Bull Rush, Improved Critical (Bite, Tail Sweep), Improved Initiative, Large and in Charge, Lingering Breath, Maximize Breath, Overwhelming Assault, Overwhelming Critical (Bite, Tail Sweep), Power Attack, Power Climb, Power Critical (Bite, Tail Sweep), Power Dive, Powerful Charge, Shape Breath, Shock Wave, Tail Sweep Knockdown, Tempest Breath, Weapon Focus (Bite, Tail Sweep)
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          121+ HD (Colossal Plus)
Level Adjustment:     ---

"Odin help us."

The Sea Dragon is an enormous dragon who spends it's existence intimidating the other dragons to steal food for it or be eaten themselves.  It is a living engine of destruction covered in armor and spines, but fortunately it's a bit of a dumb tactician.

Frightful Presence (Ex): Whenever the Sea Dragon attacks, charges, or flies overhead all creatures within 240' with fewer HD than it must make a DC 83 Willpower Save or be subjected to it's Frightful Presence (Save DC is Charisma based).  Creatures with 4 or less HD are Panicked for 4d6 rounds, and those with 5 or more are Shaken for 4d6 rounds.  Any opponents who successfully make the Save are immune to this Dragons Frightful Presence for 24 hours.  Unlike normal, this ability affects other Dragons.

Spew Fire (Ex): 5 times per day the Sea Dragon can spew an enormous blast of fire as a Full Round Action doing 40d10 fire damage in an 80' Line (can breath once every 1d4 rounds, DC 85 Reflex Save for half damage, Save DC is Constitution based).  If someone readies an Action to ignite the gas on the round the Sea Dragon spits fire, the gas ignites doing 800 damage to the Sea Dragon.

Trample (Ex): DC 90 Reflex Save for half damage, Save DC is Strength based.  Unlike normal your Trample attack covers a 10' Area.

Improved Grab (Ex): If the Sea Dragon successfully Bites an opponent it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may then do bite damage or Swallow Whole.

Swallow Whole (Ex): The Sea Dragon may attempt to Swallow an opponent up to Huge Size with a successful Grapple Check.  The swallowed creature takes 4d8+20 bludgeoning and 20 points of acid and fire damage per round it remains in the stomach.  A swallowed victim can cut its way out by doing 75 points of damage with a Light slashing or piercing damage to the stomach (AC 30).  Once they exit muscular action closes the hole and other swallowed creatures must find their own way out.

Swat (Ex): If the Sea Dragon successfully uses it's Tail Club or Claw Attacks on a Flying opponent they must make a DC 90 Fortitude Save (Save DC is Strength Based) or be knocked from the sky and take falling damage.

Inhale: As A Full Round Action the Sea Dragon may inhale, attempting to Swallow a Flying opponent of Large Size or smaller.  The victim and Sea Dragon make an opposed Grapple Check (the Sea Dragon does not get it's Size Modifier of +20 or it's Strength Modifier, and the opponent gets a bonus to the roll equal to their flight speed divided by 5).  If the Sea Dragon is successful it is now Grappling it's opponent and may Swallow them Whole the next round wit ha successful Grapple Check.  The victim must be flying and in front of the Sea Dragon fro this ability to be used.

Charge (Ex): As a full round Action the Sea Drake can perform a Charge attack.  It does 10d6+40 damage to everything in it's path, and get's a Bull Rush as a Free Action against each opponent it hits.  It can keep going until one Bull RUsh attempt fails, or it reaches the end of it's movement.

Big (Ex): Your Claw and Bite attacks affect any 10' area within range of your reach to the front (bite) or sides (claws) of the dragon.

Thick Armor (Ex): The Sea Dragon retains it's Natural Armor Bonus to AC against attacks that aren't supernatural in origin, and is immune to critical hits and flanking.

Skills: Due to it's wide angle vision, Sea Dragons get a +4 Racial Bonus to Search and Spot Checks.

Notes: The source material assumes no supernatural abilities or spellcasting.  In regular DnD add Spell Resistance equal to the Dragons Hit Dice, as well as Energy Resistance 50 (all types), and Fast Healing 30.

Combat:

work in progress

Offline bhu

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Re: Cinematica
« Reply #34 on: November 11, 2011, 10:57:55 PM »
Ramming Roller
                      Large Dragon
Hit Dice:             8d12+36 (88 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+17
Attack:               Bite +12 melee (1d8+5)
Full Attack:          1 Bite +12 melee (1d8+5) and 2 Claws +7 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Rollin', Rollin', Rollin'
Special Qualities:    Dark Vision 60', Just a Ball, DR 5/-, Fire Resistance 5
Saves:                Fort +12, Ref +7, Will +6
Abilities:            Str 20, Dex 12, Con 18, Int 2, Wis 11, Cha 12
Skills:               Listen +6, Spot +5
Feats:                Diehard, Endurance, Great Fortitude
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-16 HD (Large)
Level Adjustment:     ---

"Don't worry. You're small and you're weak. That'll make you less of a target! They'll see you as sick or insane and go after the more viking-like teens instead. "

Ramming Rollers are odd land bound Dragons that lack wings, and tend to kill victims by rolling over them while curled into a ball.

Rollin', Rollin', Rollin' (Ex)  As a Full Round Action the Ramming Roller performs a Charge Attack, and balls up before hitting the first target.  If the attack is successful it does 2d6+10 damage, and the target must make a Fortitude Save (DC is equal to 10 plus the damage done) or be Knocked Prone.  If the Ramming Roller still has movement left, and there are other viable targets in the straight line of it's Charge attack, it may continue it's Rollin' attack until it fails to knock a target down.

Just a Ball (Ex) As a Swift Action a Ramming Roller can 'ball up' or go back to normal.  While rolled into a ball the Rollers Natural Ac Bonus increases to +12, and It's DR increases to 8/- due to it's armor plates overlapping.  However as a disadvantage it cannot move or attack while rolled up.

Combat: Ramming Rollers tend to just run people down.  They really don't have much else as a strategy.

Offline bhu

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Re: Cinematica
« Reply #35 on: November 12, 2011, 04:09:10 AM »
Goomba
Small Plant
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-
Attack: Headbutt -1 melee (1d3-1) or Spit Thorn +0 Ranged (1d3)
Full Attack: Headbutt -1 melee (1d3-1) or Spit Thorn +0 Ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit Thorn
Special Qualities: Low Light Vision, Plant Traits
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 8, Dex 10, Con 10, Int 10, Wis 14, Cha 8
Skills: Climb +4, Jump +3, Knowledge (Dungeoneering) +2
Feats: Skill Focus: Climb
Environment: Any
Organization: Solitary, Pair, Group (3-10), Horde (100+)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Any, but usually Chaotic Neutral
Advancement: By Character Class
Level Adjustment: +0


If you've played any Mario games, you know what this is.

Spit Thorn (Ex): The Goombas can spit a thorn as a Standard Action. Range is 10' with no range increment, and it does 1d3 damage.

Combat: Two words: token mook.
« Last Edit: November 17, 2011, 05:09:14 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #36 on: November 12, 2011, 04:11:40 AM »
Antwerp
Medium Aberration
Hit Dice: 10d8+30 (75 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
Base Attack/Grapple: +7/+10
Attack: Slam +10 melee (1d4+3)
Full Attack: Slam +10 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Body Slam
Special Qualities: Dark Vision 60', Powerful Build, Split
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 16, Dex 18, Con 16, Int 12, Wis 15, Cha 10
Skills: Jump +25, Listen +9, Search +8, Spot +9
Feats: Dodge, Lightning Reflexes, Mobility
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral
Advancement: -
Level Adjustment: ---


An Antwerp is a strange bouncing gelatinous blob-like creature with horns, a walrus-like mouth and two sets of eyes. The creature's rubber-like body makes it very difficult to defeat. When angered, it is known to bounce high in the air and then plummet downwards in an attempt to squash its enemy. Strangely enough, when an Antwerp's body is finally punctured by a weapon, it has been been known to split into a swarm of Tiny Antwerps.  Will be familiar to Quest for Glory players.

Body Slam: As a Full Round Action an Antwerp can make a Body Slam attack by making a Jump Check (DC 20). If the Check is successful, the Antwerp can add it's Jump check plus 2d6 to it's regular Slam damage. If the check fails the opponent gets an Attack of Opportunity, and automatically threatens a critical if he rolls a 20.

Powerful Build: Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Split: If the Antwerp is subjected to a successful critical hit, it splits into a swarm of smaller Antwerps (see stats below).

Skills: The Antwerp's multiple eyes give it a +2 Racial Bonus to Spot and Search checks. It also has a +12 Racial Bonus to Jump checks.

Combat: Antwerps usually open with their Body Slam attack. If that fails they'll retreat and perhaps try a few more times, but if shattered into a swarm they may usually flee instead of atacking as a swarm.



Antwerp
Tiny Aberration (Swarm)
Hit Dice: 10d8+30 (75 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (+2 Size, +5 Dex, +6 Natural), touch 17, flat-footed 18
Base Attack/Grapple: +7/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Swarm, Distraction (DC 17)
Special Qualities: Dark Vision 60', Swarm Traits, Half Damage from Slashing and Piercing Weapons
Saves: Fort +5, Ref +10, Will +9
Abilities: Str 8, Dex 20, Con 14, Int 12, Wis 15, Cha 10
Skills: Jump +21, Listen +9, Search +8, Spot +9
Feats: Dodge, Lightning Reflexes, Mobility
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral
Advancement: -
Level Adjustment: ---
« Last Edit: November 17, 2011, 05:13:16 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #37 on: November 12, 2011, 04:16:24 AM »
http://www.wetaworkshop.co.nz/about/crew/galleries/Brad_Goff
the maquette is the only pic I could find besides skulls
http://www.youtube.com/watch?v=5LR5HM3Wx8U&mode=related&search=

Ferrucutus
Huge Animal
Hit Dice: 18d8 +138 (219 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7,
flat-footed 18
Base Attack/Grapple: +13/+32
Attack: Gore +22 melee (2d8+16)
Full Attack: Gore +22 melee (2d8+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge, Trample 2d12+16
Special Qualities: Low-Light Vision, Scent
Saves: Fort +18, Ref +10, Will +7
Abilities: Str 32, Dex 8, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +12, Spot +11
Feats: Awesome Blow, Improved Bull Rush, Power
Attack, Toughness x4
Environment: Warm Plains or Forest
Organization: Solitary, Pair or Herd (5-12)
Challenge Rating: 9??
Treasure: None
Alignment: Always Neutral
Advancement: 19-32 HD (Huge), 33-50 HD (Gargantuan)
Level Adjustment: ----

This is the large Ceratopsian that attacks the party in the 2005 Kong remake.

Powerful Charge (Ex):
WHen a Ferrucutus charges its gore attack does 4d8+22 points of damage.

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

Combat:  Pretty much the traditional charge, knock, gore or trample bit.
« Last Edit: November 20, 2011, 05:47:32 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #38 on: November 12, 2011, 04:18:56 AM »
http://www.youtube.com/watch?v=w8yg1D04Fys&mode=related&search=

Scorpio-Pede
Small Vermin (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 15 (+1 Size, +1 Dex, +3 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Bite +2 melee (1d4-1)
Full Attack: Bite +2 melee(1d4-1), and 1 Sting -3 melee (1d4-1+Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Constrict 1d3-1, Improved Grab
Special Qualities: Dark Vision 60', vermin traits, Amphibious, Blindsense 60'
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 9, Dex 12, Con 14, Int -, Wis 10, Cha 12
Skills: Climb +4, Hide +9, Spot +4, Swim +7
Feats: Weapon Finesse (Sting)
Environment: Warm Aquatic or Swamp
Organization: Solitary or Colony (10-100)
Challenge Rating: 1/2
Treasure: none
Alignment: Always neutral
Advancement: -
Level Adjustment: ----

These are the Scorpion like critters that swarm the boats on the river in the 2005 Kong remake.

Poison (Ex): Fort Save DC:12 (save is Constitution based). Initial and Secondary Damage 1d2 Con.

Skills: Scorpio-Pedes have a +4 Racial Bonus on Climb, Hide, and Spot checks, and a +8 Racial Bonus on swim checks. A Scorpio-Pede can always take 10 on a Swim check even if distracted or endangered. It may use the Run action while swimming as long as it moves in a straight line.

Combat: Pretty much similar to regular scorpions.
« Last Edit: November 20, 2011, 05:49:06 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #39 on: November 12, 2011, 04:20:24 AM »
http://www.youtube.com/watch?v=w8yg1D04Fys&mode=related&search=

Pirhanodon
Gargantuan Animal (Aquatic)
Hit Dice: 18d8+90 (171 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 16 (-4 Size, +2 Dex, +8 Natural), touch 8, flat-footed 14
Base Attack/Grapple: +13/+35
Attack: Bite +19 melee (2d8+10)
Full Attack: Bite +19 melee (2d8+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize
Special Qualities: Aquatic Tremor Sense 60'
Saves: Fort +16, Ref +13, Will +7
Abilities: Str 30, Dex 15, Con 20, Int 2, Wis 12, Cha 10
Skills: Hide -3, Listen +10, Spot +10, Swim +18
Feats: Alertness, Controlled Respiration, Improved Initiative, Multisnatch, Power Attack, Snatch, Swim-By Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 9???
Treasure: None
Alignment: Always Neutral
Advancement: 19-35 HD (Gargantuan)
Level Adjustment: ---

This is the giant fish monster from the 2005 Kong remake.

Aquatic Tremor Sense (Ex): This is similar to the normal Tremor Sense ability, but the Pirhanodon can detect creatures walking on the ground as long as they are in range while it is in the water.

Capsize (Ex): If it surfaces under or performs a charging Bull Rush upon a boat 10' or smaller the Pirhanodon has a 95% chance of capsizing it. If the boat is 11 to 20' the chance is 75%. 20' to 30' drops to 50%, and it cant capsize larger boats.

Skills: Pirhanodon have a +8 Racial bonus on Swim checks, and may always take 10 on a swim check even if distracted or endangered. They may also use the Run action if swimming in a straight line.

Combat: Capsize the boat and start doing Swim By's.
« Last Edit: November 20, 2011, 05:50:48 AM by bhu »