Author Topic: Jesters Realm Critters  (Read 64370 times)

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Re: Jesters Realm Critters
« Reply #300 on: January 15, 2024, 08:25:47 PM »
El Chupachango
                      Tiny Undead
Hit Dice:             3d12 (19 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+2 Size, +5 Dex, +3 Natural), touch 17, flat-footed 15
Base Attack/Grapple:  +1/-7 (+5 attached)
Attack:               Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Full Attack:          Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Blood Drain, Create Spawn, Fling Poo
Special Qualities:    Low-light Vision, Darkvision 60 ft., DR 10/Silver and Magic, Fast Healing 5, Spider Climb, +4 Turn Resistance, Vulnerabilities
Saves:                Fort +1, Ref +8, Will +5
Abilities:            Str 10, Dex 20, Con -, Int 4, Wis 14, Cha 10
Skills:               Balance +13, Climb +13, Escape Artist +6, Hide +21, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +4
Feats:                Alertness, Weapon Finesse, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B)
Environment:          Warm Desert or Plains
Organization:         Solitary, Pair or Troop (10-40)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Currently thought of as an urban legend, someone has infested parts of Texicas with vampire monkeys.  No one knows why, and honestly no one cares.  They just want them dead again.  Or at least to stop doing certain things.

Attach (Ex):  If a Chupachango hits with a touch attack (or it's bite), it latches onto the opponent’s body. An attached Chupachango is effectively grappling its prey. The Chupachango loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Chupachango have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

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

Create Spawn (Su): If the Chupachango drains a Monkeys Constitution to 8, the Monkey raises as a Chupachango in 1d4 days.

Fling Poo (Ex): The Chupachango can "produce" a ranged throwing weapon as a Movement Action.  This "weapon" has a range increment of 20 feet.  It does 1d4 negative energy damage.

Spider Climb (Ex): A Chupachango can climb sheer surfaces as though with a spider climb spell.

Vulnerabilities: Exposing any Chupachango to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Skills: El Chupachango have a +8 racial bonus on Balance, Climb, Hide, Listen, Move Silently, Search, and Spot checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat: These things are like regular, pissed off monkeys.  But worse.  Much, much worse.  Ever smelled undead poo?  Why do the undead even produce waste anyway?  And how?



El Chupachango
"Thank the Gawds that's over.  I'll be happy if I never see Texicas again!"

Not Yet An Official Species
"Agreed.  Um..Harlan, look out the window..."

"What am I supposed to look at?  The monkeys?"

"Exactly.  Monkeys aren't native to Texicas."

"They could be summoned."

"Do summoned monkeys drink blood from the city guard?"


Stay Out Of Flinging Range

"Maybe...this makes me happy we're leaving for Florida in the morning."

" SKREEEEEEE!"

"Assuming we see the morning.  You got a Daylight spell by any chance?"

"We have to film this.  We'd be the first to cover their species."

"Seriously?"
« Last Edit: January 21, 2024, 09:45:37 PM by bhu »

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Re: Jesters Realm Critters
« Reply #301 on: January 21, 2024, 10:02:46 PM »
Grizzled Mantis
                      Large Magical Beast
Hit Dice:             8d10+32 (76 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Fly 40 ft. (Poor)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+20
Attack:               Claw +15 melee (2d6+8)
Full Attack:          2 Claws +15 melee (2d6+8) and 1 Bite +15 melee (1d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Immunities
Saves:                Fort +10, Ref +7, Will +4
Abilities:            Str 26, Dex 13, Con 18, Int 3, Wis 14, Cha 11
Skills:               Climb +9, Hide +4 (+12 in foliage), Jump +9, Listen +4, Move Silently +3, Spot +8, Survival +4
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Bert. that dead tree is looking at us..."

Grizzled Mantises are necrophages dwelling in the Floridian swamps.  The swamps are teeming with corporeal undead (despite the local governments protests to the contrary), and it's presumed someone made them to take care of the problem.  The average Grizzled Mantis weighs just over a half ton, and stands at least 12 feet tall.  It has a long beard, and it's exoskeleton is colored and textured to resemble the rotting vegetation of it's swampy home.

Improved Grab (Ex): To use this ability, a Grizzled Mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack, with it's full Str modifier to damage.

Immunities: A Grizzled Mantis is immune to disease, energy drain, paralysis, poison

Skills: A Grizzled Mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Combat: Grizzled Mantids are ambush predators who use their camouflage to lie in wait to grab passers=by.


Grizzled Mantis
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  It is our misfortune to be in the country of Florida today, looking at the Grizzled Mantis!"

Undead Munchers
"Also known as Gonatista necrophaga!"

"These magical insects feed strictly on corporeal undead,  which are rumored to infest the swamps."

"Said rumors are denied by the local government, raising the question of whether or not someone created these creatures.."

"Wait, that one just killed an alligator, and hung it from a tree."

"Fascinating.  I'd be willing to bet they're actually carrion eaters as opposed to obligate necrovores."


Not Above Killing The Living

"So if they can't find undead, they simply kill whats available, and leave it to rot so they can eat it later?"

"Yes.  Very smart critters."

"I suddenly feel less safe.  I assumed we wouldn't be targeted by them."

"Relax, we still have the cube of force."
« Last Edit: February 04, 2024, 04:39:56 PM by bhu »

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Re: Jesters Realm Critters
« Reply #302 on: January 21, 2024, 10:12:07 PM »
Hogchoker
                      Medium Magical Beast (Aquatic)
Hit Dice:             4d10+12 (34 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Swim 40 ft.
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +4/+6
Attack:               Grapple +6 melee touch (Grapple)
Full Attack:          Grapple +6 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:   Darkvision 60 ft., Camouflage, Hold Breath
Saves:                Fort +7, Ref +4, Will +2
Abilities:            Str 15, Dex 11, Con 17, Int 4, Wis 12, Cha 8
Skills:               Hide +2 (+6 underwater), Listen +5, Spot +5, Survival +2, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     --

"Bert, why do our fishing trips always go horribly wrong?"

"Damned if I know Abner."

The Hogchoker is a 7 foot long flatfish that easily blends in with the river bottoms of Florida's waterways.  They're favorite food is feral hogs (hence the name), but they'll gladly ambush anything that gets near, leaping from the river to enfold them and squeeze them to death.  Dragging them back into the river is the tough part.  Apparently they're a naturally evolved critter, as no one has claimed them as creators (and who would make guard critters that focused on pigs anyway?).

Ambush (Ex): If the Hogchoker's target is flat-footed or Denied it's Dexterity Bonus to AC, it gets a +4 Bonus on it's Grapple Check.

Improved Grab (Ex): The Hogchoker can make a Grapple Check without provoking an attack of opportunity.

Constrict (Ex): The Hogchoker does 1d8+3 damage with a successful Grapple Check.

Camouflage (Ex): The Hogchker can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hold Breath (Ex): The Hogchoker can survive out of the water for a number of rounds equal to 4 × its Constitution score before it risks suffocating.

Skills:-A Hogchoker has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Hogchoker gains a +4 racial bonus on Hide checks when in the water. Further, a Hogchoker can lie flat in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: Hogchkers are ambush predators who grab critters who stop by the riverbank to drink.  The fry choke their would be eaters by swelling up inside their throat, but the adults lie semi-concealed in the river bed, leaping up to grapple those who get close.



Hogchoker
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Once again, were in Florida today, looking at the Hogchoker!"

Porcitarians
"Also known as Trinectes maculatus!"

"These magical fish feed strictly on anything foolish enough to approach them."

"But mostly feral hogs."

"I understand they get their name from their young swelling up in the throats of animals that accidentally ingest them while drinking."

"Well, that, and they're extremely flexible.  The adults engulf and crush prey."


Limited Capabilities on Land

"Jim!  Look!"

"Holy crap, it's dragging a pig into the water."

"Are there any records of them having amphibious abilities?"

"There will be now."
« Last Edit: February 04, 2024, 04:43:02 PM by bhu »

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Re: Jesters Realm Critters
« Reply #303 on: January 21, 2024, 10:16:48 PM »
Moonatee (Quarter Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---


Moonatee (Waxing Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Headbutt +8 melee (2d4+6 plus Stun)
Full Attack:          Headbutt +8 melee (2d4+6 plus Stun)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---



Moonatee (Full Moon)
                      Large Magical Beast
Hit Dice:             10d10+40 (95 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +10/+21
Attack:               Headbutt +16 melee (2d4+10 plus Stun)
Full Attack:          Headbutt +16 melee (2d4+10 plus Stun)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase, DR 5/-
Saves:                Fort +11, Ref +6, Will +5
Abilities:            Str 24, Dex 9, Con 18, Int 3, Wis 11, Cha 6
Skills:               Listen +5, Spot +5, Survival +3, Swim +15
Feats:                Cleave, Endurance, Iron Will, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     5
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---


Moonatee (Waning Moon)
                      Small Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 60 ft.
Armor Class:          18 (+1 Size, -1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +5/+1
Attack:               -
Full Attack:          -
Space/Reach:          10 ft./5 ft.
Special Attacks:      Adorable
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +4
Abilities:            Str 10, Dex 9, Con 15, Int 6, Wis 13, Cha 15
Skills:               Listen +4, Spot +4, Survival +3, Swim +8
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     n/a
Treasure:             None
Alignment:            Chaotic Good
Advancement:          6-7 HD (Small), 8-15 HD (Medium)
Level Adjustment:     ---


Moonatee (New Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +5
Abilities:            Str 18, Dex 9, Con 15, Int 13, Wis 14, Cha 12
Skills:               Diplomacy +7, Knowledge (Arcana, History, Local, Nature, Religion) +3, Listen +5, Spot +5, Survival +5, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Good
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---

Moonatees are adorable, blubbery, moon-eyed sea critters.  At least most of the time.  Their appearance and abilities vary with the phases of the moon.  During the quarter moon they use the statblock above.  During the waxing moon they are violent and aggressive.  During the full moon they become hulking monsters.  During the waning moon they are little, cuddly critters.  And during the new moon they are wise, old critters.  Floridians adore them, and causing them harm will bring a mob down on your head.

Float (Ex): Moonatees can float on the surface of water without making Swim Checks.

Hold Breath (Ex): Moonatees can hold their breath for a number of rounds equal to 4 × their Constitution score before they risk drowning.

Lunar Phase (Su):  The Moonatees statblock varies depending on the exact phase the moon is in at any given time.  Use the appropriate statblock given above for whichever phase the moon is in.  Moonatee's  heal all damage and lose any conditions that are upon them when the phase of the moon changes.

Stunning Headbutt (Su): Any creature successfully struck by the Moonatee's Headbutt must make a Fortitude Save (Save DC is based on Str) or be Stunned  Round.  Dave DC is 16 for waxing moon, and 22 for the full moon.

Adorable (Su): Any creature attempting to harm, or allow a Moonatee to come to harm, must make a DC 16 Willpower Save (Save DC is Cha based with a +2 Bonus).  If it fails it cannot harm the Moonatee, nor will it allow it to be harmed.

Spell-Like Abilities (Sp): At Will: Augury, Sanctuary, Shield of Faith. 1/Day: Divination.  Caster Level 5th.

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

Combat: For most phases of the moon, Moonatees will run away and/or seek help.  In the waxing moon they swim straight up and start whacking you with their head.  If the moon is full, they go full-on mini-kaiju rampage.  They're real danger is the mob of fanatic stans who lurk quietly nearby, hoping for an excuse to 'protect' their beloved sea critters.











Moonatees
"We're sitting in an arena, waiting to see an animal "prophet", whilst conspiring with a genetically altered shark who wants to destroy humanoidkind, in hopes of stopping a polluter from ending the world.  How has our life come to this Jim?"

Their Fans Are Called Moonenites

"Darned if I know."

"This is the shakiest ground we've been on in a while."

"Don't have much choice if we want to set things right.."

"Oh look, the mayor is getting ready to speak."

"GOOD EVENING PANAMA CITY!  WHATCHA GONNA DO, WHEN THE MOONINITES RUN WILD ON YOU?"

"That inspired confidence..."


Full Moon Fever

"BRING FORTH THE OUTSIDERS!"

"Here we go..."

"Good evening, Mr. Prophet sir.  We..."

"The bad guys are in the Great White North.  In the city of (beep beep)."

"Is it really called that?"

"Fraid so."

"The censor is gonna be working overtime on this one."
« Last Edit: February 10, 2024, 11:37:07 PM by bhu »

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Re: Jesters Realm Critters
« Reply #304 on: January 21, 2024, 10:18:06 PM »
Brown Basilisk
                      Small Magical Beast
Hit Dice:             3d10+3 (19 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Swim 20 ft.
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Bite +5 melee (1d6+1)
Full Attack:          Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Gaze Attack
Special Qualities:    Darkvision 60 ft., Low-light Vision, Run on Water
Saves:                Fort +4, Ref +5, Will +2
Abilities:            Str 12, Dex 14, Con 12, Int 3, Wis 12, Cha 11
Skills:               Hide +6 (+10 in natural settings), Listen +5, Spot +5, Swim +9
Feats:                Alertness, Blind-Fight
Environment:          Warm Marsh
Organization:         Solitary or colony (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Small), 5-9 HD (Medium)
Level Adjustment:     ---

Brown Basilisks are a 6 legged Florida variant that has a bit of a higher metabolism.  They are famed for their ability to run on water, and their persistent nature.  They will literally spend hours gaze sniping potential prey from cover.  They are about the size of a mid range dog.

Gaze Attack (Su): 2d4 negative energy damage, range 30 feet; Fortitude DC 11 for half damage. The save DC is Charisma-based.

Run on Water (Su): When taking the Run Action, the Brown Basilisk can run across the surface of the water.  It can only remain on the surface as long as it continuously takes the Run Action.

Skills:-A Brown Basilisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.  The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Combat: Brown Basilisks try to remain just in range to let their Gaze attack do it's job.



Brown Basilisk
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we take a look at the Brown Basilisk."

Teensy Basilisks
"Also known as Basiliscus venenatus!"

"These local Basilisk variants are a dark brown, with 6 legs, and flappity dorsal crests."

"Their gaze doesn't petrify prey, but does sap it's life force.  They are much more active than their more common cousins."

"Possibly more magical as well.  Locals tell tale of them running on water."

"There go some of them now.  They can really move."


Active Hunters

"Is it me, or is the rest of the wildlife fleeing from that direction as well?"

"Indeed.  That doesn't bode well."

"Do you see anything?"

"Only because of the ring you got me.  And I don't like what I'm seeing."
« Last Edit: February 04, 2024, 04:45:49 PM by bhu »

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Re: Jesters Realm Critters
« Reply #305 on: January 21, 2024, 10:52:43 PM »
Leatherback
                      Medium Undead
Hit Dice:             14d12 (115 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), 20 ft. Swim
Armor Class:          28 (+3 Dex, +10 Natural, +5 Deflection), touch 18, flat-footed 25
Base Attack/Grapple:  +7/+16
Attack:               Claw +18 melee (1d6+11) or +1 Scimitar +17 melee (1d6+10/15-20) or +1 Dagger +11 ranged (1d4+10)
Full Attack:          2 Claws +18 melee (1d6+11) and 1 Bite +18 melee (2d4+6/18-20) or +1 Scimitar +17/+17/+12 melee (1d6+10/15-20) or +1 Dagger +11/+6 ranged (1d4+10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Snapping Bite
Special Qualities:    Darkvision 60 ft., Retreat Into Shell, DR 10/Silver, Float, Undead Toughness, +2 Turn Resistance, Undead traits
Saves:                Fort +8, Ref +7, Will +11
Abilities:            Str 28, Dex 16, Con -, Int 12, Wis 15, Cha 6
Skills:               Climb +16, Hide +10, Jump +16, Knowledge (History, Local, Nature) +9, Listen +11, Move Silently +10, Search +10, Spot +11, Survival +10, Swim +17
Feats:                Alertness, Great Fortitude, Improved Multiattack, Multiattack, Track
Environment:          Any
Organization:         Unique
Challenge Rating:     9
Treasure:             See below
Alignment:            Neutral Evil
Advancement:          15+ HD (Medium)
Level Adjustment:     ---

Leatherback has inhabited the swamps as long as anyone can remember.  The former turtle turned undead has some purpose in his continued unlife, but if anyone but him knows it they aren't talking.  There are rumors about some unspecified revenge against vague enemies, but in truth no one knows anything.  All that's known is that he occasionally, violently murders some of those who enter his territory.  Or maybe even helps them, at his whim.  Leatherback appears as a dead Tortle, with parched, leathery hide and pitch black eyes.

Improved Grab (Ex): To use this ability, Leatherback must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If it succeeds in establishing a hold, it attacks with it's Bite each round it makes a successful Grapple check.

Snapping Bite (Ex): Leatherbacks bite threatens a critical on an 18-20.

Retreat Into Shell (Ex): As a Standard Action, Leatherback can withdraw into it's shell.  While in it's shell it's Natural Armor Bonus to AC increases by +2.

Float (Ex): Leatherback can float on the surface of water without making Swim Checks.

Undead Toughness (Ex): Leather back gains an additional +2 hit points per die, and a +2 Bonus on Fortitude Saves.

Combat: Leatherback has goals, and as such he picks and chooses his fights.  Most people traveling the swamps never even catch a glimpse of him.  If he does want to kill you, he tends to rely on attacking from ambush.

Equipment:  +1 Keen Speed Scimitar
+1 Returning Dagger
+2 Amulet of Mighty Fists
Ring of Chameleon Power
+5 Ring of Protection
Note: Equipment already figured into statblock



Leatherback
"Oh.  I see what you mean now.  You there! We can both see you!"

Swamp Guardian?
"We come in peace.  We're here to..."

"I...know who...you are...

"Friend or foe then?"

"Neither...but you...are in...my...territory...

"We're trespassing then?"

"Is there a way to make this right?"

"No...need...I am...merely here...to warn...you...

"Warn us of what?"


Local Mystery

"You are...moving north...that is...not wise..."

"We were told there was especially diverse wildlife north of the swamp."

"You were...lied to..."

"To what purpose?"

"And by who?"

"There are...those who would...demonstrate...their power...and you...have a palantir...

"So they intend to make an example of us by broadcasting our deaths?"

"Indeed."

"Thank you.  We'll keep our eyes open.  How can we thank you?"

"Before...you leave...tell them...I am coming..."

"Who should we say is coming?"

"They...will know..."
« Last Edit: February 04, 2024, 04:55:26 PM by bhu »

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Re: Jesters Realm Critters
« Reply #306 on: January 29, 2024, 08:51:22 PM »
The Florida Dead

Florida Dead is an Acquired Template that can be applied to any corporeal Aberration, Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Vermin.  They are turned by another Dead, or exposed to the toxins produced by certain industrial magics. Florida Dead appear as blackened, rotting (occasionally oozing) zombies.  They are compelled to bite others, and thus spread the infection.

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

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

Speed: Unchanged, but if it can fly, maneuverability is reduced to clumsy.

Armor Class: The base creatures Natural Armor Bonus to AC increases by an amount dependent on it's Size: Tiny or smaller (+0), Small (+1), Medium (+2), Large (+3), Huge (+4), Gargantuan (+6) or Colossal (+11).

Attacks: If the base creature has no natural attacks, it gains a Primary Slam attack, and a Secondary Bite attack.  If it has natural attacks, but no Bite attack, it gains a Bite attack.  It has 2 Slams and a Bite with a Full Attack (or it's regular attack routine plus a bite if it has natural attacks as the base creature).

Damage: Bite and Claw damage depend on Size: Tiny or smaller (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), or (4d6).

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

Toxic Bite (Su):  The Bite of the Florida Dead is incredibly toxic.  Injury, Fortitude Save (Save DC is 10 + Hit Dice), Initial and Secondary damage depends on size.  Tiny or Smaller (1 Con), Small (1d2 Con), Medium (1d3 Con), Large (1d4 Con), Huge (1d6 Con), Gargantuan (1d8 Con), or Colossal (1d10 Con).  If the Second Save is failed, the target must make an additional Save each day, and if it fails one it acquires the Florida Dead template if it qualifies (and dies if it does not.  This is a magical poison.  If the Con loss kills the target, it also gains the Florida Dead template.

Attach (Ex):  If a Florida Dead hits with a bite attack, it latches onto the opponent’s body. An attached Florida Dead is effectively grappling its prey. The Florida Dead loses its Dexterity bonus to AC, but holds on with great tenacity. Florida Dead have a +4 racial bonus on grapple checks.

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

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

The creatures Darkvision extends to 60 feet (or it gains Darkvision if it has none)

DR 5/Silver

+2 Turn Resistance

Saves: Unchanged.

Abilities: +4 Str, -2 Dex, -2 Int, -2 Wis, -4 Cha.  Constitution becomes -.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Solitary, Group (2-10), or Mob (11-30)

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Neutral or Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Example of creature using template here:

Mr. Abednego  (Human Expert 6/Florida Dead)
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          14 (+2 Natural, +2 Armor), touch 10, flat-footed 14
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d6+4)
Full Attack:          2 Slams +8 melee (1d6+4) and 1 Bite +3 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Toxic Bite
Special Qualities:    Darkvision 60 ft., DR 5/Silver, +2 Turn Resistance
Saves:                Fort +4, Ref +2, Will +6
Abilities:            Str 19, Dex 10, Con -, Int 11, Wis 12, Cha 4
Skills:               Bluff +6, Intimidate +6, Knowledge (Local) +9, Listen +10, Sense Motive +10, Spot +10
Feats:                Great Fortitude, Improved Initiative, Power Attack
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Level Adjustment:     ---

Mr. Abednego is an employee of an unknown business whose by product is an incredibly toxic goo that turns the living into undead.  He was cheap hired muscle/lower management until an accident turned him zombie.



5E Florida Dead
Any Aberration, Beast, Giant, Humanoid, or Monstrosity that is corporeal can become the Florida Dead..

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

Type. Type changes to Aberration.

Armor Class. The Base Creatures gains a bonus AC based on Size: Medium/Large (+1), Huge (+2), or Gargantuan (+3).

Attributes. Base Creature loses -2 to all ability scores except Str, Con and Cha.  Strength and Constitution increase by an amount depending on the Base Creature's Size (maximum of 30): Small (+2), Medium or Large (+4), Huge or bigger (+6).  Cha is lowered by -4.  All scores have a minimum of 1.

Damage Resistances. The base creature becomes resistat to the following damage types: Bludgeoning, Piercing and Slashing from nonmagical attacks that aren't silvered.

Damage Immunities. The base creature becomes immune to the following damage types: Necrotic, Poison.

Condition Immunities. The base creature becomes immune to the following conditions:  Poisoned.

Saving Throws. The creature becomes proficient in Wisdom Saving Throws.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Turn Resistance. The Florida Dead have advantage on saving throws against any effect that turns undead.

Undead Toughness.  If damage reduces the Florida Dead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

New Action: Multiattack. The base creature gets it's regular attacks, plus a Bite.  If it has no attacks it gains 2 Slams and a Bite.  If it already has a Bite, that Bite now gains the poison damage appropriate for it's size, plus the attach ability.

New Action: Bite. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d4+1d6), Medium (5 ft., 1d6+3d6), Large (5 ft., 1d8+4d6), Huge (10 ft., 2d6+5d6), or Gargantuan (10 ft., 3d6+6d6).  If this attack is successful, the Florida Dead attaches to him.  While attached, the Florida Dead doesn't attack, and it's opponent automatically takes it's bite damage at the start of each of the Florida Dead's turns.  The Florida Dead can detach itself by spending 5 feet of it's movement.  A creature, including the target, can use its action to detach the Florida Dead.  To do so it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Florida Dead's Strength (Athletics) check.

New Action: Slam. The Base Creature gains a Strength based melee attack whose range and Bludgeoning damage is based on Size: Small (5 ft., 1d4), Medium (5 ft., 1d6), Large (10 ft., 1d8), Huge (10 ft., 2d6), or Gargantuan (15 ft., 3d6). 


The Florida Dead
"We're flying invisible over a bug inested swamp Harlan.  What's our end game here?"

Secret Pollution

"Before we get involved by delivering that fellows message I want to scout out the north swamps a little.  See what's going on."

"There's a glowing light over there!"

"Look at all those barrels oozing  slime!"

"Whatever is in there is corrosive enough to eat through the wood."

"Some local alchemist or Wizard is using the swamp as an illegal dumping ground for toxic waste."

"This needs to be filmed before we go."


Intelligent Zombies

"Not so fast Jim.  Look over there."

"They look like zombies of a sort."

"But for the oozing toxins they look like our recent friend."

"Good thing I purchased these Holy Hand Grenades in town when I heard the rumors of the undead."



Holy Hand Grenade
 Price (Item Level): 1800 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:18) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a white hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Evil opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Light of Mercuria (see spell compendium)
Cost to Create: 900 GP, 1 day, 36 XP



Not So Holy Hand Grenade
 Price (Item Level): 1800 GP
 Body Slot: - (Held)
 Caster Level: 9th
 Aura: Moderate; (DC:18) Evocation
 Activation: Standard (Thrown)
 Weight: 1/2 lb.

This appears as a black hand grenade.  It may be thrown as a grenade-like weapon.  Anything in the square it lands in, and all adjacent squares takes 9d6 Fire Damage, and Good opponents take an additional 4d6 untyped damage.

Prerequisites: Craft Wondrous Item, Fireball, Inflict Moderate Wounds
Cost to Create: 900 GP, 1 day, 36 XP


Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, white metal ball, with a ring on some sort of mechanism sticking out of the side.  It weighs a 1/2 pound, and is about the size of an apple.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 radiant damage on a failed save, or half as much damage on a successful one.



Not So Holy Hand Grenade
Wondrous item, rare
This item appears to be a round, black metal ball, with a ring on some sort of mechanism sticking out of the side.  It weighs a 1/2 pound, and is about the size of an apple.  You can use an action to throw the grenade up to 60 feet. The grenade explodes on impact and is destroyed. Each creature within a 10-foot radius of where the grenade landed must succeed on a DC 15 Dexterity saving throw or take 8d6 fire damage plus 3d6 necrotic damage on a failed save, or half as much damage on a successful one.


« Last Edit: February 04, 2024, 05:17:39 PM by bhu »

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Re: Jesters Realm Critters
« Reply #307 on: January 29, 2024, 08:55:34 PM »
Sharknado
                      Colossal Elemental (Air)
Hit Dice:             30d8+240 (375 hp)
Initiative:           +15
Speed:                Fly 100 ft. (20 squares), Perfect
Armor Class:          26 (-8 Size, +11 Dex, +13 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +22/+52
Attack:               Slam +28 melee (4d8+14)
Full Attack:          2 Slams +28 melee (4d8+14)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Air Mastery, Whirlwind, Warm Sharkery Goodness
Special Qualities:    DR 10/-, Darkvision 60 ft., elemental traits, SR 27, Living Storm
Saves:                Fort +18, Ref +28, Will +12
Abilities:            Str 38, Dex 33, Con 26, Int 10, Wis 11, Cha 11
Skills:               Listen +35, Spot +35
Feats:                Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack
Environment:          Florida
Organization:         Unique
Challenge Rating:     16
Treasure:             None
Alignment:            Neutral Evil
Advancement:          31-60 HD (Colossal)
Level Adjustment:     ---

After obtaining a post as a city council member due to being unrecognized in his new form, Old Drakov began to set about researching a method for his revenge.  Upon viewing the annual Shark Week, he saw a horrible little play called "Sharknado", about a shark filled tornado terrorizing a city.  Old Drakov smiled.  He would destroy the humans with their own vile propaganda.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a Sharknado.

Whirlwind (Su):  The Sharknado can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 30 rounds. In this form, the Sharknado can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, 30 feet wide at the top, and 50 feet tall. The Sharknado controls the exact height, but it must be at least 10 feet.

The Sharknado’s movement while in whirlwind form does not provoke attacks of opportunity, even if the Sharknado enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the Sharknado moves into or through the creature’s space.

Creatures one or more size categories smaller than the Sharknado might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 39 Reflex save when it comes into contact with the whirlwind or take 4d8 damage. It must also succeed on a second DC 39 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the Sharknado carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The Sharknado can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The Sharknado can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Sharknado and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A Sharknado in whirlwind form cannot make slam attacks and does not threaten the area around it.

Warm Sharkery Goodness (Su): When in Whirlwind form, a Medium Shark appears inside the Whirlwind at the beginning of each of it's turns.  Roll a d20 at the beginning of each of the Sharknado's turns.  On a 1 the Shark either attacks a non-shark creature within the whirlwind, or is expelled from it 100 feet in a random direction.  If the shark attacks a creature with it's bite, It does an extra +20 damage.  If expelled, randomly determine what direction it travels, and have it perform a Charge attack on the first creature whose square it enters.  If successful both the shark and the target take 11d6 damage.  For each shark past the first present in the whirlwind raise the threshold to cause an incident by 1.  i.e. if there are two sharks, an attack or expulsion happens on a 1-2.  If there are 6 sharks, it happens on a 1 to 6.

Living Storm (Ex):  The Sharknado is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, reducing visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.  Windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind.

Combat:  The Sharknado tends to immediately go into whirlwind mode so it can begin summoning sharks.  It then wades into the party letting the wind and sharks take care of them.




The Sharknado
"Oh, I see.  This is something out of a bad palantir play."

Arisen From Bad Fiction
"Lets hope this thing doesn't destroy any buildings that are hiding that goo."

"What are you two babbling about?  I can't hear you over the winds?"

"WE NEED YOU TO SHUT OFF THE SHARKNADO SIR!"

"WHY WOULD I DO THAT?"

"WE SUSPECT SOMEONE IN TOWN IS STORING BARRELS OF A TOXIN THAT TURNS THE LIVING INTO UNDEAD!."

"WE CAN'T HAVE THE WINDS SPREADING IT EVERYWHERE!"

"AND YOU LOOK DOWN ON ME FOR CLAIMING SOMETHING OUT OF BAD FICTION!"

"IT'S NOT FICTION!  IF THAT GETS LOOSE ALL YOUR SHARK BROTHERS ARE DEAD!"


Not As Shark Friendly As One Might Suppose

"Well (beep)..I don't want that.  Settle down nado."."

"Look we can prove what we say."

"You have footage on your palantir?  I know you're a film crew."

"We do.  We came here to show it."

"Assuming your revenge can wait?"

"It can.  Let's see the footage."
« Last Edit: February 10, 2024, 11:27:21 PM by bhu »

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Re: Jesters Realm Critters
« Reply #308 on: January 29, 2024, 09:27:06 PM »
Old Drakov
                      Huge Monstrous Humanoid (Amphibious, Aquatic)
Hit Dice:             17d8+102 (178 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Swim 60 ft.
Armor Class:          21 (-2 Size, +1 Dex, +12 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +17/+37
Attack:               1 Bite +28 melee (2d6+12) or +1 Longspear +28 melee (3d6+19/x3)
Full Attack:          1 Bite +28 melee (2d6+12) and 2 Slams +23 melee (1d6+13) or +1 Longspear +28/+23/+18/+13 melee (3d6+19/x3)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Swallow Whole, Spell-Like Abilities, Summon Sharknado
Special Qualities:    Darkvision 60 ft., Keen  Scent, Blindsense 30 ft., SR 25, DR 10/Magic, Energy Resistance 10 (cold, electricity, fire)
Saves:                Fort +13, Ref +11, Will +16
Abilities:            Str 35, Dex 13, Con 23, Int 14, Wis 18, Cha 18
Skills:               Climb +12, Concentration +16, Diplomacy +14, Intimidate +14, Knowledge (Arcana, Local, Nature, the Planes) +12, Listen +8, Sense Motive +6, Spellcraft +6, Spot +8, Swim +20
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will. Power Attack, Weapon Focus (Bite)
Environment:          Florida
Organization:         Unique
Challenge Rating:     14
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By character class
Level Adjustment:     ---

Old Drakov began life as a merely oversized Hammerhead Shark that became a terror of the fishing trawlers in Florida.  Scars from the fishermen's spears on his head greatly resembled the symbol of a violent ruler from the land they lived in before being placed in the Jesters Realm, and they began calling him 'Old Drakov' after that ruler.  Many anti shark purges were conducted to remove them from the fishing areas, resulting in Druidic intervention.  In addition to blowing up most of the fleets, they Awakened the sharks to give them enough guile to avoid traps.  Old Drakov may have been a mistake.  After years of attempts on his life, he was bitter.  Events were to soon twist him further.  Firstly, he learned of what the fishers referred to him as, and was grievously insulted that they would name him after a monstrous dictator.  Secondly, the fishers eventually killed what was (unknown to them) his wife and sons.  He claims he promised his soul to a 'God of Evil', though the most likely suspects do not claim him.

He was remade in body and soul, and gained a palantir, which allowed him to scry with the aid of a fellow shark who was a Wizard.  While planning his revenge, he encountered a palantir show popular with Florida locals called "Shark Week".  Shark Week was a week long series of programs dedicated to the dangers of sharks, and obvious anti-shark propaganda.  Particularly galling was a palantir film called "Sharknado", about a tornado filled with sharks.  Old Drakov smiled, for he knew he had found the method by which he would gain revenge.  It took the aid of many of his brothers, but he eventually learned to create and summon a real Sharknado.  And now Florida will pay! MWUHAHAHA!!

Improved Grab (Ex): To use this ability, Old Drakov must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): Old Drakov can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of bludgeoning damage plus 1d8+8 points of acid damage per round from Old Drakov’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the Old Drakov’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Old Drakov's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Spell-Like Abilities (Sp): At Will: Chain Lightning, Control Winds, Fog Cloud, Greater Teleport (self plus 50 pounds only), Speak With Animals, Summon Nature's Ally VII, Whirlwind, and Whispering Wind. Caster Level 17th, Save DC's are Charisma based.

Summon Sharknado (Sp): Once per week Old Drakov can summon the Sharknado as a Spell-Like Ability with a casting time of 1 Minute (this is the equivalent of an Epic Level spell).  This has a 20% chance of success, but if he sacrifices living creatures in a ritual beforehand, it increases the chance by 1% for every hit die worth of creatures sacrificed.

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

Combat: If possible, Old Drakov will attempt to summon the Sharknado, before backing it up with his spells.  Otherwise, he relies on his anthropomorphic shark servants, and wades into battle alongside them.




Old Drakov
"Good evening sir, we understand you're the local town council member for this area."

Shark Rights "Activist"
"We have an evil plot to report."

"So...you've found me at last.  Very well!  IT IS TIME I REVEALED MYSELF TO THE WORLD!"

"Well that seems a little too easy..."

"You humanoids have violated nature for the last time!"

"Wait a minute..."

"We thought you were violating nature?"

"Erm...no...wait what exactly are you here for?"

"Some one is dumping waste in the swamps north of here.  That isn't you?"


Local Urban Legend

"Well no.  No, I have an entirely different evil scheme."

"Really?"

"Yes, I plan on unleashing a Sharknado as revenge for the Shark Week psy-op you humanoids perpetrate every year."

"That sounds like a bad palantir play."

"What is a Sharknado?"

"So glad you asked!".


Man Fishin' Spear
 Price (Item Level): 18,305 GP
 Body Slot: - (Carried)
 Caster Level: 12th
 Aura: Strong; (DC:21) Evocation
 Activation: - (Use Activated)
 Weight: 8 lbs.

This appears to be a normal +1 Longspear, but when used against Humanoids it becomes a +3 Weapon and threatens a critical on a 19-20.  Obviously designed my a nonhuman Mage...

Prerequisites: Craft Magic Arms and Armor, Foebane (see Spell Compendium)
Cost to Create: 9153 GP, 10 days, 366 XP



Man Fishin' Spear
Weapon (spear), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.  This bonus increases to +3 against Humanoids, and also scores a critical on a 19-20 against Humanoids.


Longspear
This is identical to the Spear, except it weighs 5 lbs., and costs 5 gp.  It also has the Reach and Two Handed properties.  It loses the Versatile property, and damage increases to 1d8.
« Last Edit: February 10, 2024, 11:18:49 PM by bhu »

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Re: Jesters Realm Critters
« Reply #309 on: February 04, 2024, 08:08:47 PM »
Polar Bearsaurus Rex
                      Huge Magical Beast (Cold)
Hit Dice:             20d10+120 (230 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Swim 30 ft.
Armor Class:          20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +20/+37
Attack:               Bite +27 melee (3d6+9)
Full Attack:          1 Bite +27 melee (3d6+9) and 2 Claws +27 melee (2d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Breath Weapon
Special Qualities:    Darkvision 60 ft., Scent, Immune to Cold, Vulnerable to Fire
Saves:                Fort +18, Ref +13, Will +8
Abilities:            Str 28, Dex 12, Con 22, Int 4, Wis 15, Cha 10
Skills:               Hide -2 (+10 in snow), Listen +10, Spot +10, Survival +8, Swim +17
Feats:                Alertness, Endurance, Improved Multiattack, Improved Natural Attack (Bite), Multiattack, Run, Track 
Environment:          Cold Plains
Organization:         Solitary or Pair
Challenge Rating:     13
Treasure:             None
Alignment:            Neutral
Advancement:         21-30 HD (Huge), 31-60 HD (Gargantuan)
Level Adjustment:     ---

Clearly made via the Owlbear Theorem, this chonkers T-Rex is covered in white fur.  It's forelimbs are bigger, and tipped with paws.  It also has teensy, little ears.  Some damn fool gave it a breath weapon as well.  As if being a Dinosaur wasn't enough...

Improved Grab (Ex): To use this ability, a Polar Bearsaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold

Breath Weapon (Su): The Polarbearsaurus can breathe a 50 foot long cone of cold once every 1d4 rounds.  Any creature in the area takes 15d6 cold damage, or half that with a successful DC 26 Reflex Save (Save DC is Constitution based).

Skills: A Polar Bearsaurus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Polar Bearsaurus' white coat bestows a +12 racial bonus on Hide checks in snowy areas

Combat: The Polar Bearsaurus generally lights up potential dinners with it's breath weapon, before moving in for the kill.



Polar Bearsaurus Rex
"Well, here we are.  The quaint little town of (beep beep)."

Surprisingly Sneaky In Snowy Weather
"Not much to look at beyond that massive alchemical plant just outside of town."

"Very telling, that."

"Excuse me sir!  What's this village known for?"

"Well sir...the Polar Bearsaurus Rex was invented here."

"The what?"

"Surprised they didn't eat you on the way into town.  Right bad pests, they are."

"So they're furry dinosaurs?"


Too Cute For Your Own Good

"Yessir.  Darn fluffy too."

"What's their purpose?"

"Usual Wizard crap.  Yet another madman who isn't satisfied with the abominations already available."

"We saw nothing on the way in."

"They're very well camouflaged.  Musta been sleepin'."

"So, do they surround the town?"

"Good thing we have those rings."
« Last Edit: February 18, 2024, 06:33:24 PM by bhu »

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Re: Jesters Realm Critters
« Reply #310 on: February 04, 2024, 08:14:44 PM »
Wrong Whale
                      Gargantuan Magical Beast
Hit Dice:             20d10+140 (250 hp)
Initiative:           +1
Speed:                Swim 50 ft. (10 squares)
Armor Class:          20 (-4 Size, +1 Dex, +13 Natural), touch 7, flat-footed 19
Base Attack/Grapple:  +20/+45
Attack:               Tail Slap +29 melee (3d6+19)
Full Attack:          Tail Slap +29 melee (3d6+19)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Ram, Capsize, Spell-Like Abilities
Special Qualities:    Darkvision 120 ft., Blindsight 120 ft. Hold Breath
Saves:                Fort +19, Ref +13, Will +9
Abilities:            Str 36, Dex 13, Con 24, Int 14, Wis 16, Cha 16
Skills:               Knowledge (Geography, Nature) +22, Listen +25, Spot +25, Survival +15, Swim +21
Feats:                Alertness, Blind-Fight, Cleave, Diehard, Endurance, Great Cleave, Power Attack
Environment:          Temperate or cold aquatic
Organization:         Solitary, Pair or Pod (5-30)
Challenge Rating:     11
Treasure:             None
Alignment:            Neutral Evil
Advancement:          21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment:     ---

Whalers originally called Right Whales by the name because, for a variety of reasons, they were the 'right' whale to hunt.  At some point it's assumed a feistier than usual Druid modified a few of them.  Wrong Whales only differ from Right Whales in that they are slightly larger, solid black, and usually quite scarred from their many battles.  They are dedicated to ending whaling, but some of them moonlight as destroyers of fishermen and sailors too.  Someone has also clearly taught them weather magic, making them far more dangerous than the average whale.

Ram (Ex): As a Full Round Action, the whale can make a Charge attack, potentially hitting multiple targets.  The first target hit takes 3d8+19 damage, and the whale immediately gets a Bull Rush attempt as a Free Action, without provoking an attack of opportunity.  If this succeeds, the target is also pushed to the left or right of the whale, allowing the whale to continue moving if it still has movement left.  As long as it has movement left, and potential targets keep failing the opposed Bull Rush check, it can keep trying to plow through targets.

Capsize (Ex): A submerged whale that surfaces under a boat or ship less than 25 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 25 to 70 feet long and a 20% chance to capsize one over 70 feet long.

Spell-Like Abilities (Sp): 1/day: Call Lightning Storm, Control Weather, Fog Cloud, Sleet Storm  Caster Level 9th.

Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.  As a Swift Action, once per turn it  can change the area of it's Blindsight to a 240 ft. cone or a 720 ft. by 10 ft. Line.  This change lasts until the end of the round.

Hold Breath  (Ex): A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Combat: Wrong Whales use their spells as a distraction before ramming the ship.  Then they pick off the sailors one by one.




Wrong Whale
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim. Today we take a look at the Right Whale."

Definitely The Wrong Whales To Mess With
"Also known as Cacobalaena glacialis!"

"So called because whalers consider them the best for hunting, hence the 'Right' whale."

"Um... Harlan, we have a problem.  That whale is a little too big, and is headed straight for the boat."

"Perhaps he's curious?"

"Oh crap! That's not a Right Whale, that's Eubalaena malum!"


Competent Weather Mages And Political Activists

"That explains the sudden oncoming storm..."

"Looks like we have to go folks!  Be right back!"

"Do you think it's sent on purpose, or just doing it's usual activities?"

"I don't think we'll get the chance to ask it."
« Last Edit: February 18, 2024, 06:27:19 PM by bhu »

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Re: Jesters Realm Critters
« Reply #311 on: February 04, 2024, 08:20:41 PM »
Rubber Boa
                      Small Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Swim 20 ft., Climb 20 ft.
Armor Class:          16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-2
Attack:               Bite +6 melee (1d3+1)
Full Attack:          Bite +6 melee (1d3+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Constrict, Improved Grab
Special Qualities:    Darkvision 60 ft., Scent, Rubbery
Saves:                Fort +3, Ref +6, Will +1
Abilities:            Str 13, Dex 18, Con 13, Int 3, Wis 12, Cha 6
Skills:               Balance +12, Climb +12, Hide +12, Listen +5, Move Silently +8, Spot +5, Swim +9
Feats:                Weapon Finesse
Environment:          Temperate plains, forest, hills or mountains
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          2-3 HD (Medium)
Level Adjustment:     ---

Rubber Boas are 3 foot long constrictors with smooth, rubbery scales.  They are generally bright pastel colors not normally found in nature.  Not only do they look rubbery, they are quite stretchy and bouncy.  It's uncertain why they evolved in this manner, but it makes clubbing them impossible.  Sadly, this hasn't stopped their exploitation, as their rubber nature makes them valuable.  Not that many people are willing to risk the weather to get them.

Constrict (Ex): On a successful grapple check, a Rubber Boa deals 1d3+1 points of damage.

Improved Grab (Ex): To use this ability, a Rubber Boa must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Rubbery (Ex): The Rubber Boa is immune to Bludgeoning and falling damage.  It bounces if it falls.  The distance it bounces is 5 ft. less (for example if it falls 60 ft., it bounces back up 55 ft.  This repeats until it's movement reaches 0.  Because of this, and it's prodigious leaping ability, the Boa can always Take 20 on a Jump Check, and doesn't take Check DC penalties for not having a running start.  If an opponent hits the Boa with a Bludgeoning weapon, and confirms a critical hit, the opponent immediately gets a Bull Rush attempt as a Free Action without provoking an Attack of Opportunity.

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

Combat: Bite and grapple is the standard Boa attack plan.



Rubber Boa
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we've arrived in the Great White North!"

Surprisingly Active In Cold Weather
"Today we look at the Rubber Boa, also known as Charina flexilis!"

"Their bodies are very flexible, to the point of stretching if pulled on."

"This means would-be snake hunters cannot use clubs to kill them, the way they do other snakes."

"There are stories of people swatting them with sticks, only to have the stick bounce off and hit the wielder."

"I doubt they're that rubbery."


Bounces When It Falls

"What's that man doing?"

"He appears to be hucking one of the snakes off a hill..."

"SEE! IT BOUNCES!"

"Lets hope he won't be attempting to prove any other folk tales."

"SIR!  PLEASE DON'T THROW THE WILDLIFE, SIR!"
« Last Edit: February 11, 2024, 08:04:55 PM by bhu »

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Re: Jesters Realm Critters
« Reply #312 on: February 04, 2024, 08:37:41 PM »
Loon
                      Tiny Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Fly 40 ft. (Average), Swim 10 ft.
Armor Class:          12 (+2 Size, -1 Dex, +1 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/-9
Attack:               Beak +2 melee (1d3-2)
Full Attack:          Beak +2 melee (1d3-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Crazy Bird
Special Qualities:    Darkvision 60 ft., Float, Hold Breath, Power Dive, Whacky
Saves:                Fort +3, Ref +1, Will +2
Abilities:            Str 6, Dex 8, Con 12, Int 6, Wis 14, Cha 14
Skills:               Hide +7 (+17 under water), Listen +3, Spot +3, Swim +8
Feats:                Ability Focus (Whacky), Weapon Finesse (B)
Environment:          Cold or temperate aquatic
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Loons are weird little waterfowl that resemble the common loon.  Physically.  Mentally they display the intellect of a young child, and can mimic phrases they overhear.  The bad or incomprehensible phrases being the ones they usually remember.  They like to scream said phrases into the void, without context.  Surprisingly quick when they need to be, they tend to lapse into brief moments of frothing madness when attacked, simultaneously hitting everything near them with their armor piercing beak.

Crazy Bird (Su): As a Full Round Action, the Loon does 1d3 piercing damage to every creature within 10 feet of it.

Float (Ex): Loons can float on the surface of water without making Swim Checks.

Hold Breath (Ex): A Loon can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Power Dive (Ex): When Flying, the Loon may charge straight do onto land or into water.  This is a melee touch attack with it's beak done during a Charge.  If it succeeds, the Loon does 2d3-2 damage.

Whacky (Ex): Loons are immune to mind-affecting effects.  Charisma based skill attempts against them (or by them) take a -4 Circumstance Penalty.  The Loons odd behavior, and shouted non-sequiturs, make those around it nervous.  Anything able to see or hear the Loon must make a DC 14 Willpower Save (Save DC is cha based) or be Shaken for 1 Minute.

Skills: A Loon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A Loon can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: Loons tend to go nuts, start screaming gibberish, and pecking like mad at everything in range.




Loon
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we're looking at the not so common Loon!"

Surprisingly Active In Cold Weather
"Also known as Gavia insana!"

"They are wll known for their abilities to sprout random sayings, and today we will attempt to communicate with them.  Jim, you're up!."

"Greetings, sir bird.  Do you understand common?"

"BEHOLD!  'TIS A GOBLIN!"

"And we're off to a great start..."

"I am not a goblin, sir."

"PUSHY WOMEN LIKE TO MAKE COOING NOISES!"


Bounces When It Falls

"Okay, try using Speak With Animals II.  It works on magical beasties as well."

"Can you understand me now sir?"

*screams*

"Okay, I think it's repeating gibberish it's heard."

"KISS ME, I'M DROWISH!"

"Well, we tried at least."
« Last Edit: February 18, 2024, 06:30:30 PM by bhu »

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Re: Jesters Realm Critters
« Reply #313 on: February 11, 2024, 09:20:27 PM »
Mega Beaver
                      Huge Magical Beast
Hit Dice:             14d10+70 (147 hp), 175 hp during Rage
Initiative:           +4
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Armor Class (Rage):          20 (-2 Size, -2 Rage, +14 Natural), touch 6, flat-footed 20
Base Attack/Grapple:  +14/+30 (+32 w/Rage)
Attack:               Bite +20 melee (3d6+8/18-20)
Attack (Rage):               Bite +22 melee (3d6+10/18-20)
Full Attack:          1 Bite +20 melee (3d6+8/18-20) and 2 Claws +15 melee (2d6+4)
Full Attack (Rage):          1 Bite +22 melee (3d6+10/18-20) and 2 Claws +17 melee (2d6+5)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Vicious Bite, Tail Slap, Beaver Fever
Special Qualities:    Scent, Hold Breath, Blindsense 30 ft., Darkvision 60 ft., Cold Resistance 20, DR 10/Magic, Speak With Animals, SR 23
Saves:                Fort +14 (+16 Rage), Ref +9, Will +8
Abilities:            Str 26 (30 Rage), Dex 10, Con 20 (24 Rage), Int 8, Wis 14, Cha 14
Skills:               Craft (Dam-Building) +8, Knowledge (Geography, Nature) +2, Listen +10, Spot +6, Swim +16, Survival +4
Feats:                Alertness, Endurance, Improved Initiative, Improved Natural Attack (Bite), Iron Will 
Environment:          Cold or Temperate Forests
Organization:         Solitary, Pair or Family (2 Adults plus 1-6 kits of x Hit Dice)
Challenge Rating:     12
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment:    ---

Mega Beavers are elephant sized cuties, and one of the most famous critters in the Great White North.  Prone to mild madness and anger management issues, it's worth it to give them a wide berth.  And don't mess with their dams.  They're really fussy about those dams y'all.  Worse, they're fairly smart, and a bit magical, so they aren't your average critters.  They can't speak, but they generally know a common local language.

Vicious Bite (Ex): The Mega Beaver's bite threatens a Critical on a Natural 18-20.  It ignores the Hardness of wooden items, and the DR/- of wooden beings.

Tail Slap (Ex): The Mega Beaver can slap it's tail thunderously into the ground, setting off a small quake.  All creatures standing on the ground within 60 feet  of it must make a DC 25 Reflex Save (Save DC is Con based and rises to DC 27 during Rage) or fall Prone and take 1d6 damage.  Burrowing creatures within range must instead make a DC 25 (27 during Rage) Fortitude Save, or be Stunned 1 round and take 1d6 damage.  If an opponent is Prone, the Beaver can make a Tail Slap on it, doing the normal effects plus requiring the prone target to make a DC 25 (DC 27 Raging) Reflex Save.  If the target fails, it takes 15d6 Bludgeoning damage, or half that if the Save is successful (Save DC is Str based).

Beaver Fever (Ex): A Mega Beaver that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.  If  it dies during Rage, it explodes doing 20d6 Fire damage within 100 feet (DC 22 Reflex Save for half damage, Save DC is Con based).

Hold Breath (Ex): A Mega Beaver can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Blindsense (Ex): A Mega Beaver can locate creatures underwater within a 30-foot radius. This ability works only when the Mega Beaver is underwater.

Speak With Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Skills: Beavers gain a +4 Racial Bonus on Craft (Dam-Building) and Listen Checks.  They also gain a +8 Racial Bonus on Swim Checks and may always Take 10 on a Swim Check.

Combat: Beavers will bluff to get you to leave.  And when that bluff doesn't work, they will bring the hammer down, attacking without mercy.



Mega Beaver
"Them rings hain't gonna gitchoo past the beavers.  They can sense the invisible thangs of the world."

Touchy, But Cute
"And your name sir?"

"I go by Napoleon Cornelius.  I'm a trapper.  Hunter.  Prospector.  Passable lover, and all that is man."

"Oh good, the local color commentary has arrived."

"I'll assume you don't mean the common beaver?"

"Naw sir! Castor titanus!  The Mega Beaver!"

"Worst name ever..."

"And what would you suggest?"

"Me'n the boys are goin' beaver huntin'.  Y'all coulld come with us."


You Should See The Dams

"We'll keep Speak With Animals II on prep.  Just in case we need to chat with them when Cornelius and his men begin hunting them."

"When do you leave sir?"

*10 minutes.  You can travel with us till we stop to shave the beavers.  That'll getcha within spittin' distance of your goal.*

"Shave the beavers?"

"We only need some fur"

"Well, I guess that's preferable to killing them."
« Last Edit: Yesterday at 09:17:20 PM by bhu »

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Re: Jesters Realm Critters
« Reply #314 on: February 11, 2024, 09:20:51 PM »
Water Dragon
                      Huge Dragon (Amphibious, Aquatic)
Hit Dice:             12d12+60 (138 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Swim 50 ft.
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +12/+28
Attack:               Bite +18 melee (4d6+12 plus poison)
Full Attack:          Bite +18 melee (4d6+12 plus poison)
Space/Reach:          15 ft./10 ft. (15 ft. w/Bite)
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Low-light Vision, Scent, Immunity to Sleep and Paralysis, Cold Resistance 10
Saves:                Fort +15, Ref +8, Will +9
Abilities:            Str 27, Dex 10, Con 21, Int 8, Wis 13, Cha 15
Skills:               Intimidate +12, Knowledge (Geography, History, Local, Nature) +5, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9, Swim +16
Feats:                Blind-Fight, Cleave, Great Fortitude, Power Attack, Snatch
Environment:          Temperate or Cold Aquatic
Organization:         Solitary
Challenge Rating:     9
Treasure:             Triple Standard
Alignment:            Usually Neutral or Neutral Evil
Advancement:          13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment:     ---

Water Dragons usually infest lakes, rivers and seas.  Highly territorial, they will attack anything of Medium to Huge Size immediately.  Bigger creatures will be observed until their relative strength can be determined.  The dragon will then fight or flee.  They are infamous for attacking shipping in the Great White North, especially fishing boats.  While they understand Draconic, they do not speak.  Appearance varies wildly.  Some have fins, crests, humps, beards, manes or any of a dozen other features, otherwise resembling a traditional sea serpent.

Poison (Ex): Injury, DC 21 Fortitude (Save DC is Con based), Initial and Secondary damage is either 1d6 Str, Dex or Con (choose one, their venom is as variable as they are).

Combat: Water Dragons will envenom foes that are perceived as tough, but rarely bother injecting poison into humanoids unless they prove stubborn.



Water Dragon
"Now while yer travelin' to the not so secret lair, avoid bodies of water.  We got a lotta lake and river monsters."

Subect To Cutesy Nicknames
"What kind of monsters?"

"Water Dragons for the most part.  Elasmosaurus stagnalis."

"Great.  Notoriously difficult to bribe."

"And territorial as hell."

"And always hungry.  Y'all forgot hungry."

"So how do you deal with them"

"And what would you suggest?"

"Magical booties!  It's what we shave these beavers fer.  So's we can knit socks of rage!"


Highly Variable

"Socks...of rage..."

"Does that really help?"

*Well...it makes the dyin' a little less one sided...*

"Jebus wept..."

"Plus they keep yer feet warm, and theys really comfortable!"

"Dare we ask if there's anything else out there?"

Barbarian Booties
 Price (Item Level): 1400 GP
 Body Slot: Feet
 Caster Level: 7th
 Aura: Moderate; (DC:19) Enchantment
 Activation: -
 Weight: 1 lb.

These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage once per day, as a 1st level Barbarian. If worn by Barbarian's or someone else who has Rage however, they cause him to Frenzy instead. If worn by someone capable of Frenzy, that person gets an extra +4 Strength while Frenzied, and the Save DC to snap out of it is 5 higher.  So don't piss off those strange people you see wearing fuzzy socks.

Prerequisites: Craft Wondrous Item, Bestow Curse, Rage
Cost to Create: 700 GP, 1 day, 56 XP


Barbarian Booties
Wondrous item, rare (requires attunement)

These pink, fuzzy, knit socks are warm and very comfortable. They can be worn without having to wear boots as they negate the effects of hard travel on the feet (i.e. they don't ache after a days bootless travel). They also let anyone wearing them Rage twice per day, with the same abilities as a 1st level Barbarian.

Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the booties, which immediately teleports back onto your feet. If worn by Barbarian's or someone else who has Rage, they do an additional die of damage with each attack when the wearer is Raging, but he gains one Level of Exhaustion when the Rage is over.
« Last Edit: Yesterday at 09:23:45 PM by bhu »

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Re: Jesters Realm Critters
« Reply #315 on: February 11, 2024, 09:22:05 PM »
Forest Fey
                      Large Fey
Hit Dice:             12d6+72 (114 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, -1 Dex, +11 Natural), touch 8, flat-footed 19
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (1d4+7) or Greatclub +12 melee (2d8+10) or Rock +4 ranged (2d6+7)
Full Attack:          2 Slams +12 melee (1d4+7) and 1 Bite +10 melee (1d4+3) or Greatclub +12/+7 melee (2d8+10) or Rock +4 ranged (2d6+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Improved Grab, Rock Throwing
Special Qualities:    Low-Light Vision, Darkvision 60 ft., Telepathy 100 ft., Scent
Saves:                Fort +11, Ref +7, Will +10
Abilities:            Str 24, Dex 8, Con 20, Int 12, Wis 15, Cha 18
Skills:               Climb +7, Concentration +15, Craft (any one) +11, Hide +9, Jump +7, Knowledge (Geography, Nature) +11, Listen +12, Move Silently +10, Search +11, Spot +12, Survival +12, Swim +7
Feats:                Great Fortitude, Improved Initiative, Improved Toughness, Multiattack, Power Attack
Environment:          Cold or Temperate Forests
Organization:         Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Any Neutral
Advancement:          13-18 HD (Large), 19-36 HD (Huge)
Level Adjustment:     ---

The Forest Fey of the Great White North are hairy hominids of varying color and descriptions, standing at least 7 to 10 feet tall.  Infamous for their territorial nature and bad tempers (man, the monsters in this part of the world really have a theme going), leaving them alone is the right idea.  Hefty bribes of food can sometimes placate them, and it's proper etiquette to set it out before going to bed, and pretending not to hear when they take it.  Once this is done, however, they will expect it nightly while you are in their domain, as a tax for leaving you be.  If you stop paying the "don't stomp me in the night" tax, they tend to get...creative.   And you may wake up on the side of a cliff, 20 feet down.  Or in a hibernating bears den.  They clearly understand at least common and sylvan, but have never made an effort to communicate verbally with anyone.

Spell-Like Abilities (Sp): At will: Pass Without Trace.  3/day: Mislead.  1/day: Freedom of Movement, Greater Invisibility, Nondetection

Improved Grab (Ex): To use this ability, a Fey must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rock Throwing (Ex): Forest Fey are accomplished rock throwers. A Fey of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the Fey's size. A Huge Fey can hurl rocks of 60 to 80 pounds (Medium objects).

Combat:
Forest Fey prefer to scare people away by screaming or throwing rocks while invisible.  Eventually, if that doesn't work, or they get hurt or angered, the Fey will wade in with clubs and level a serious beat down.  They won't fight to the death, just until their opponents run, or they decide to turn invisible and take off themselves.

At which point they'll get healed, come back with reinforcements about 24 hours later, and really get savage with the beatings.



Forest Fey
"Funny you should ask.  There's tribes f Fey in the lonely places of the forest."

Known By Many Names
"o while traveling in the forest we need to avoid trees and water..."

"Hey now.  That sounded sarcastic like."

"I've dealt with the Fey.  What subspecies are they?  Sprites?  Dryads?"

"No offense meant, I was just pondering out loud."

"Not Sprites.  Big, hairy (beep)ers."

"So how do we recognize their territory?"

"And what's the best way to bribe them?"

"You'll know yer on their land when you hear 'em screamin' and whackin' the trees with clubs in the distance.  Or take a rock to the head.  But you can bribe 'em with sweets."


Sugar.  Our Old Enemy.

"So that's why we loaded up on biscuits and candy..."

"Do they speak Common?"

*They might understand, but they won't reply.  Just leave the candy out, and pretend yer asleep.  Otherwise they git offended.*

"Anything else?"

"Once they  accept the bribe, keep it comin' every night.  You don't wanna see what they do if  you stiff 'em."

"Well.  Here's to non verbal contract negotiations with the Fey."
« Last Edit: Yesterday at 09:27:47 PM by bhu »

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Re: Jesters Realm Critters
« Reply #316 on: February 11, 2024, 09:29:59 PM »
Cohle
                      Medium Undead
Hit Dice:             20d12 (130 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          29 (+2 Dex, +5 Natural, +7 Armor, +5 Deflection), touch 17, flat-footed 27
Base Attack/Grapple:  +15/+17 (+19 w/belt)
Attack:               Touch +23 melee touch (Numbness) or Slam +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
Full Attack:          Touch +23 melee touch (Numbness) or 2 Slams +23 melee (1d3+8 plus Numbness) or +5 Short Sword +24/+24/+19/+14 melee (1d6+9/17-20) or +5 Hand Crossbow +22 ranged (1d4+5/17-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disturbing Speech, Numbing Touch, Sneak Attack +10d6
Special Qualities:    Darkvision 60 ft., undead traits, Limited Immortality, DR 15/Silver, +4 Turn Resistance, Immunities, Trapfinding, Evasion, Trap Sense +6, Uncanny Dodge, Improved Uncanny Dodge, Defensive Roll, Opportunist, Improved Evasion, Slippery Mind, True Seeing
Saves:                Fort +6, Ref +16, Will +8
Abilities:            Str 15 (19 w/belt), Dex 14, Con -, Int 14, Wis 14, Cha 18
Skills:               Appraise +10, Balance +12, Bluff +14, Climb +10 (+12 w/belt), Decipher Script +12, Diplomacy +18, Disable Device +12, Forgery +12, Gather Information +16, Hide +15, Intimidate +16, Jump +12 (+14 w/belt), Knowledge (Arcana, History, Local, Religion) +10, Listen +15, Move Silently +15, Open Lock +12, Search +15, Sense Motive +15, Sleight of Hand +14, Spot +15, Swim +10 (+12 w/belt), Tumble +14, Use Magic Device +14, and Use Rope +10.
Feats:                Ability Focus (Disturbing Speech, Numbing Touch), Combat Reflexes, Improved Initiative, Savvy Rogue (Complete Scoundrel, abilities included in statblock), Telling Blow (PHBII), Weapon Finesse
Environment:          Any
Organization:         Unique
Challenge Rating:     22
Treasure:             See below
Alignment:            Neutral Evil
Advancement:          By Character Class (Rogue)
Level Adjustment:     +4

The being known as Cohle began life as a humble Sheriff's deputy, with one small wrinkle: he'd been born with a rare gift of second sight.  He saw things no one else could, which led to a lot of trouble before a caster figured out the truth.  Once his ability was discovered, his family pushed him into being a lawman, figuring he'd do well in the field (and incidentally promote the family name).

It was a disillusioning job for Cohle, and swiftly took a toll on his physical and mental health.  Corruption was everywhere, and when he stamped some out, it arose elsewhere, always looking to ensnare him.  At some point he snapped, and lived long enough to see himself become the villain.  Slaughtering those who would blackmail or otherwise compel him to do their bidding, Cohle forged a criminal empire and cult of personality like few the world has seen (well, his part of the world anyway).  Foreseeing his own death, he began to study Lichdom and other methods of extending one's life past death, but not being a caster didn't fit the bill.  So he commissioned casters and alchemists of every stripe to create a form of Lichdom that would apply to him. 

By the time his death arrived, he had plans laid.  In a magical ritual, his heart was removed, and placed in a vat of chemicals at an undisclosed location.  The toxic by product from the chemicals that give him life is toxic to living beings, and is responsible for the phenomenon known as the Florida Dead, as his main research and development facilities were hidden in the Florida swamps.

Cohle appears as a stiff, leathery skinned man, with long, balding black hair,  He has a drooping mustache, and unnaturally black eyes.  He appears to be human from  a distance, but up close the chemical smell and odd appearance gives him away.  Cohle speaks Common, Undercommon, Thieve's Cant and Infernal.

Disturbing Speech (Su):  Something is creepy and disturbing about Cohle's voice, making people uncomfortable to listen to him.  On any round Cohle speaks, he can use this ability as a Free Action if he chooses to.  Any nearby creature capable of hearing Cohle's voice (this is a Sonic, Mind-affecting Fear Effect) must make a DC 26 Willpower Save (Save DC is Cha based) or be Shaken for as long as Cohle continues to speak.  Unlike most abilities of this sort, succeeding in a Saving Throw does not render you immune to this ability for 24 hours.

Numbing Touch (Su): Any living creature touching, or touched by, Cohle must make a DC 26 Fortitude Save (Save DC is Cha based) or become Fatigued for 1 Minute.  IF they have to save a second time, and fail again, they become Exhausted for 1 Minute instead.  Subsequent hits do nothing until the Exhaustion wears off, whereupon this ability works again.

Sneak Attack (Ex):  Cohle’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cohle flanks his target. This extra damage is 10d6. Should Cohle score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or a Slam, Cohle can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Cohle can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Cohle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cohle cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Limited Immortality:  An integral part of Cohlebecoming a pseudo- lich is creating a one hour ritual conducted within 24 hours of his death that removes his heart. As a rule, the only way to get rid of him for sure is to destroy his heart. Unless his heart is located and destroyed, he reappears 1d10 days after his apparent death.

The ritual costs 120,000 gp and 4,800 XP to create and requires a caster level equal to that of its recipient at the time of creation. The removed heart is Diminutive and has 40 hit points, hardness 20, and a break DC of 40. Additionally, to maintain his body, Cohle must receive injections of an alchemical formula once every 10 days, or he suffers from a cumulative -1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for each day that he goes without the formula.  If the penalty reaches -15 or greater, Cohle falls unconscious until he receives a dose.  He awakens with 1 Hit Die, and gains another Hit Die each day he receives a dose until he is back to full hit dice.

Immunities: Cohle is immune to Acid and Cold damage, polymorph, and mind-affectigng effects.

Trapfinding (Ex): Cohle can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Cohle can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If Cohle beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Evasion (Ex): If Cohle makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Cohle is wearing light armor or no armor. A helpless Cohle does not gain the benefit of evasion.

Trap Sense (Ex): Cohle has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Cohle retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge (Ex):  Cohle can no longer be flanked.  This defense denies another rogue the ability to sneak attack Cohle by flanking him, unless the attacker has at least four more rogue levels than Cohle has hit dice.

Defensive Roll (Ex): Cohle can roll with a potentially lethal blow to take less damage from it than he otherwise would. Three times per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Cohle can attempt to roll with the damage. To use this ability, Cohle must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, she takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Cohle’s evasion ability does not apply to the defensive roll.

Opportunist (Ex): Once per round, Cohle can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Cohle’s attack of opportunity for that round.  Cohle can use the opportunist ability as many times per round as he can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity.

Improved Evasion (Ex):
This ability works like evasion, except that while Cohle still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Cohle does not gain the benefit of improved evasion.

Slippery Mind (Ex): If Cohle is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC, with a +2 Competence Bonus. He gets only this one extra chance to succeed on his saving throw.

True Seeing (Su):  Cohle has a continuous true seeing ability, as the spell (caster level 20th).

Combat: Cohle prefers to use the criminal empire he has founded to attack opponents with.  Most of them will never realize Cohle exists, let alone that he's their true enemy.  Opponents who meet him have been successful beyond anyone's expectations, to the point he has decided to deal with them personally.  Even then Cohle will attack from ambush, with plenty of hirelings, or use some other methods of 'evening the odds' against his target.  If all else fails, he teleports out.

Equipment: +5 Keen, Speed, Ghost Touch Short Sword
+5 Arrow Deflection, Ghost Touch Leather Armor
+5 Ring of Protection
Ring of Regeneration
+5 Distance, Ghost Touch, Keen, Seeking, Thundering Hand Crossbow
Boots of the Winterlands
+4 Amulet of Mighty Fists
Belt of Giant Strength +4
2 Scrolls of Greater Teleport
240 GP
Most of this is figured into the statblock





Ring of Humankind
 Price (Item Level):2000 GP
 Body Slot: Ring
 Caster Level: 1st
 Aura: Faint; (DC:16) Illusion
 Activation: -
 Weight: -

This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is a Glamer affecting all 5 senses. When worn by a human, however... they appear to be another random human. An odd freaky human. Like someone with writhing animate hair. Or with scabs covering their entire body. All charisma based skills except intimidation are at -4. Intimidate skill checks get a +4 Circumstance bonus.

Prerequisites: Forge Ring, Disguise Self
Cost to Create: 1000 GP, 1 day, 80 XP


Ring of Humankind
Wondrous item, rare (requires attunement)

This appears to be a dull ring made of some cheap metal. Any small or medium creature wearing one appears to be a human being (Small creatures appear to be human children). This is an illusion affecting all 5 senses.

Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the ring, which immediately teleports back onto your hand. When worn by a human, they appear to be another random human. An oddly repulsive human.  All charisma based skill checks except intimidation have Disadvantage.


Cohle
"Well, here we are.  The not so secret lair.  How do you want  to do this?"

Wasn't Always A Bad Guy
"Might as well just walk on in."

"You can't knock?  How very rude of you gentlemen."

"Who are you?"

"And who owns this factory of death?"

"I'm the owner.  Call me Cohle, it's as meaningless as any other name you could use.  I guess you two don't know how much trouble you're in."

"We're always in trouble."

"It's our signature move really.  That and stopping bad men"

""The world needs bad men. We keep the other bad men from the door.""


Sugar.  Our Old Enemy.

"I don't suppose you'd like to tell us about the undead your factories create?"

"Or the true purpose of them.  We know the zombies are a side effect."

*Sure, sure.  But first, who might you be?*

"I'm Harlan Jurgsns, and this is  my assistant Jim."

"Thanks."

BAMF!

"Well crap.  I guess we at least blow the place up then?"
« Last Edit: February 18, 2024, 08:18:42 PM by bhu »