Author Topic: Jesters Realm Critters  (Read 64374 times)

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Re: Jesters Realm Critters
« Reply #40 on: November 11, 2011, 08:46:49 PM »
Vorpal Shrew Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+12 (78 hp)
Initiative: +9
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Vorpal Attacks, Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
Skills: Balance +13, Climb +16, Hide +17, Listen +7, Move Silently +12, Spot +7, Survival +5
Feats: Alertness, Endurance, Diehard, Improved Initiative, Track
Environment: Any Forest
Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Abner...I don't like the way thet grass is movin'..I think we should leave..."

Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything. They appear to be normal (if somewhat rabid) shrews.  And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

Vorpal Attacks (Su): The damage from Vorpal Shrews Swarm Attack is untyped, meaning it bypasses Damage Reduction.

Distraction (Ex): Any living creature that begins its turn with a  swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing.  Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive. 



Vorpal Shrew Swarm
"All right Prak.  Prove to us you've been following the protocols."

Srews, The Bane Of Wizardkind
"The escaped Moose were a bad sign."

"They didn't escape, we shooed them off.  They weren't mine."

"So you have compet...holy crap are those shrew bite marks?"

"Tell us you didn't use shrews."

Can Chew Through Adamantine

"I used shrews."

"Where are they now?"

"They escaped the first day.  Chewed their way through 6 feet of stone.  So I hadda start over with mice."

"Well, mice are a step up from shrews at least."
« Last Edit: January 07, 2023, 06:19:13 PM by bhu »

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Re: Jesters Realm Critters
« Reply #41 on: November 11, 2011, 08:47:09 PM »
Devil Mice Swarm
Diminutive Magical Beast (Swarm)
Hit Dice: 12d10+24 (90 hp)
Initiative: +5
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Summon Swarm, Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Telepathy 100 ft., Immune to Fire and Poison, Energy Resistance 20 (Cold and Acid)
Saves: Fort +10 Ref +13, Will +8
Abilities: Str 4, Dex 21, Con 14, Int 10, Wis 14, Cha 10
Skills: Balance +13, Bluff +6, Climb +16, Hide +17, Intimidate +7, Listen +7, Move Silently +12, Spot +7
Feats: Ability Focus (Distraction, Poison), Alertness, Iron Will, Persuasive
Environment: Any Forest
Organization: Solitary, Pair, Mob (3-4 Swarms), Big Mob (10-15 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner the mice got horns...and they's tellin' me bad things..."

Yet another creation of the mad wizard of Bad Critter Forest, these mice have a fiendish ancestry of some sort. They appear to be mice or hamsters with black fur, red eyes, and teensy little devil horns. Despite this they are not Extraplanar entities, nor do they seem to have alignment restrictions.  Which just drives mages studying them nuts.  Devil Mice speak Common and Infernal.

Summon Swarm (Su): Devil Mice can try summon another Swarm of Devil Mice once per day with a 35% chance of success.

Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary Damage is 1d4 Str.

Distraction (Ex): Any living creature that begins its turn with a  swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: Devil Mice have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Devil Mice usually hide while trying to summon another swarm before moving in for the kill and nibbling their victim to death in a rude manner.  Being intelligent however, you can try to bluff or bribe them.  Bribing generally works better.  You'd be surprised what evil mice will accept in exchange for not devouring you in your sleep.



Devil Mice Swarm
"So where are these Mice?"

The Horns Give Away Their True Nature
"Their cage seems empty too."

"Oh I got rid of them.  They were whispering to me at night, trying to tempt me to do awful things."

"Clearly they didn't know you well."

"So you Awakened a swarm of mice?"

Whispers In The Night

"No sir.  I magically spliced them with Devils."

"You WHAT?"

"It seemed like a good idea until they kept trying to bargain for my soul?"

"Wizards have souls to bargain with?"

"That hurt Jim."
« Last Edit: January 07, 2023, 06:22:07 PM by bhu »

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Re: Jesters Realm Critters
« Reply #42 on: November 11, 2011, 08:47:30 PM »
Mysterious Magical Maniacal Miniaturized Moose Swarm
Tiny Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +12/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Trip
Special Qualities: Low Light Vision, Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +11, Listen +8, Spot +8, Survival +6
Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Run
Environment: Cold or Temperate Forests
Organization: Solitary, Herd (3-5 Swarms)
Challenge Rating: 6
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ---


"Maw...Maw the mooses got Abner..."

"Git me the moose smackin' club."

These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for.  They seem as stubborn and irrationally violent as the usual sized moose that's gotten drunk on fermented crab apples.  Perhaps a tad more so, as they have to make up for their lack of size.  Originating in Bad Critter Forest (figures), they have spread quickly over the world.

Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back).  Their Swarm attack does +1d6 against Prone opponents.

Combat: The Moose swarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee.  Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.



Mysterious Magical Maniacal Miniaturized Moose Swarm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I are investigating the reports of swarms of odd critters in the appropriately named Bad Critter Forest!"

Beware Crab Apple Season
"And I've found our first swarm Harlan.  Tiny moose hopped up on rage."

"I just know someone will blame my profession for this..."

"Relax Harlan.  It could still be Druids."

They've Forgotten They're Tiny
"No...no that is clearly a Wizards spire I can see in the distance."

"Let's go see who is turning Tiny abominations of nature loose on the public."
« Last Edit: January 07, 2023, 06:11:03 PM by bhu »

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Re: Jesters Realm Critters
« Reply #43 on: November 11, 2011, 08:47:47 PM »
Teal Hulk
                      Small Aberration
Hit Dice:             3d8+3 (16 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft., Burrow 20 ft.
Armor Class:          19 (+1 Small, +2 Dex, +6 natural), touch 13, flat-footed 17
Base Attack/Grapple:  +2/-1
Attack:               Claw +5 melee (1d4+1)
Full Attack:          2 Claws +5 melee (1d4+1) and 1 Bite +0 melee (2d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charm Gaze
Special Qualities:    Dark Vision 30 ft., Tremorsense 40 ft.
Saves:                Fort +2, Ref +3, Will +3
Abilities:            Str 12, Dex 15, Con 12, Int 11, Wis 11, Cha 11
Skills:               Climb +11, Hide +8, Jump +3, Move Silently +4, Listen +3, Spot +2
Feats:                Blind-Fight, Weapon Finesse
Environment:          Underground
Organization:         Solitary, Cluster (3-6), or Hive (10-100)
Challenge Rating:     2
Treasure:             Half Standard
Alignment:            Usually Neutral Evil
Advancement:          4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     ---


"Bert...Bert there's this weird blue/green bug eating my boot...it's a really big bug Bert..."

The city of Gandalf's Folly is known for many things, chief among them it's Wizard's college.  And the college's many, potentially devastating, competitions.  Wizards are prone to madness after all.  One of the worst is the Evil Minion competition.  All competitors take a common monster, and manipulate it into what they consider the perfect evil minion.  This most recent competition involved the Umber Hulk (you can already see where this is going bad).  Professor Nwakuche's entry is a bluish-green Hulk that's only a scant 2 feet 6 inches tall, and weighing in at 50 pounds at most.  It's Charming Gaze and stealth due to it's small size make it quite useful.  Unfortunately the Teal Hulk's rapid reproductive rate, and tendencies to swarm makes up for it's advantages.  They can eat other species out of existence.  Teal Hulks speak Terran.

Charm Gaze: Charm Monster as per the spell, 30 ft., Willpower DC 11 negates, Caster Level equal to Hit Dice, Save DC is Charisma Based.

Skills: Teal Hulks have a +8 Racial Bonus on Climb checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Teal Hulks try to usually Charm opponents, and get them to help out the Hive before sending them on their way or using them to feed the young.  If the gaze attack doesn't work they swarm the outsider and begin biting his legs furiously.



Teal Hulk

"It's a good thing you always have that teleport on contingency.  I've no intent on getting involved in a Gome-Mindflayer war on my vacation.  Where are we anyway?"

"My old college campus.  It was the nearest place I could think of."

You Will Obey Hulk

"I can't help but notice you didn't say it was the safest place you could think of."

"I say, young Jergens is that you?  Are you here for the Evil Minion Competition?"

"Professor Nwakuche! Good to see you! What's this years theme?"

"The Evil what competition?"

"Umber Hulks.  This little charmer is my entry.  Don't look it too closely in the eye now."

"So what can he do?"

Hulk Hungry!

"He's a mesmerist.  And being smaller, he eats less. "

"Your Minions specialty is mind control...you don't see an issue here?"

"Who is this sidekick of yours?"

"This is Jim, my business partner.."
« Last Edit: December 04, 2022, 06:23:10 PM by bhu »

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Re: Jesters Realm Critters
« Reply #44 on: November 11, 2011, 08:48:06 PM »
Sienna Hulk
                      Large Aberration
Hit Dice:             8d8+24 (60 hp)
Initiative:           +2
Speed:                30 ft. (5 squares), Burrow 20 ft.
Armor Class:          19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+16
Attack:               Claw +11 melee (1d8+6)
Full Attack:          2 Claws +11 melee (1d8+6) and 1 Bite +9 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Despairing Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +5, Ref +4, Will +6
Abilities:            Str 22, Dex 15, Con 17, Int 9, Wis 11, Cha 15
Skills:               Climb +9, Jump +9, Listen +3, Spot +2
Feats:                Ability Focus (Gaze), Irresistible Gaze (see Savage Species), Multiattack
Environment:          Underground
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---


"Wow...that's the freakiest bug thing ah evah did see.  Hey Bert you 'spose he's friendly?  Bert? Uh oh..."

Professor Butler had often taken a lot of bad jokes based on his name.  A lot.  As a result he often suffered from crushing depression.  Then he heard about the minion contest.  Soon all would feel his depression! HAHAHAHAHAHAHAHA!!!!  Sienna hulks are tall, thin yellow-brown Hulks standing roughly 12 feet tall but weighing only 500 pounds or so.  Not as intelligent as the Umber Hulk, but their gaze is a bit more powerful causing opponents to succumb to despair.  Unfortunately close proximity to his new minions caused Professor Butler to be eaten.  They speak Terran.

Despairing Gaze: Crushing Despair, 30 ft., Willpower Save DC 20 negates, Save DC is Charisma based.

Combat: Sienna Hulks fight pretty similarly to a regular Umber Hulk.  They do rely more on their gaze to soften up opponents though.



Sienna Hulk

"Sidekick?  You offend me sir.  Wat, what are those tall, hulk-like critters?"

"Ah, that would be Professor Butler's entries.  Scuttlebutt has it they ate him."

Hulk Make Sad

"Doesn't this campus have security?"

"Yes, but the new Hulks seem to cause soul-crippling depression.  We should probably leave before they notice us."

"So they've taken out the guards?"

"Among other things."

"Other things?"

Hulk In Existential Crisis

"There were a record number of entries this year. "

"Out of control already is it??"

"Indeed."
« Last Edit: December 04, 2022, 06:32:45 PM by bhu »

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Re: Jesters Realm Critters
« Reply #45 on: November 11, 2011, 08:48:25 PM »
Magenta Hulk
                      Large Aberration
Hit Dice:             10d8+50 (95 hp)
Initiative:           +0
Speed:                15 ft. (4 squares), Burrow 10 ft.
Armor Class:          20 (-1 Large, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:  +7/+18
Attack:               Claw +13 melee (1d8+7)
Full Attack:          2 Claws +13 melee (1d8+7) and 1 Bite +11 melee (2d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rebuking Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +7, Ref +3, Will +7
Abilities:            Str 25, Dex 11, Con 19, Int 9, Wis 11, Cha 15
Skills:               Listen +7, Spot +6
Feats:                Cumbrous Fortitude, Improved Toughness, Irresistible Gaze, Multiattack*
Environment:          Underground
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---

*Cumbrous Fortitude, Irresistible Gaze are from Savage Species.

"Hahahahaha!!! Thats the fattest Hulk I've ever seen!  Oh crap...Oh crap, dude, I think we made him angry!"

Professor Esther had long been teased about her weight.  After years it had gotten to the point where she decided to show people in the competition not only was big okay, it was better.  And to some extent she was right.  Her minions were a bit tougher than the usual Hulk.  But she didn't realize increased mass meant increased appetite.  Fortunately she wasn't around for the eating spree, but her students weren't so lucky.  Magenta hulks are a light purplish red.  While they stand no taller than a regular Hulk they weigh almost half again as much.  They speak Terran.

Rebuking Gaze: Greater Rebuke (see Spell Compendium), 30 ft., Willpower Save DC 19 negates, Save DC is Charisma based. (Greater Rebuke may be found in Spell Compendium)

Combat: magenta Hulks soften their opponents up with their Gaze and then move in.  They're pretty much like normal Hulks, but their hunger leads them to try to eat any downed victims, often taking at least one of them out of the combat if they kill an opponent.



Magenta Hulk

"Who is that running towards us?"

"That's Professor Esther.  She's a bit of a drama queen."

Hulk Not Take Peoples Crap

"You don't take the sight of a mage running as a bad sign?"

"Of course not, if things were truly bad she'd have teleported."

"Maybe she's out of spells?"

"That...would most definitely be a bad sign."

"They're eating the students!"

Hulk Have Righteous Fury!

"our entry getting a little frisky Esther? "

"Young Harlan, is that you?  Please tell me you have teleport prepped."

"Always."

BAMF!
« Last Edit: December 05, 2022, 10:53:50 PM by bhu »

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Re: Jesters Realm Critters
« Reply #46 on: November 11, 2011, 08:48:40 PM »
Death Gerbil Swarm
Diminutive Magical Beast
Hit Dice: 15d10+45 (127 hp)
Initiative: +9
Speed: 15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Burrow 15 ft.
Armor Class: 24 (+4 Size, +5 Dex, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple: +15/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Poison
Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60 ft., Preternatually Tough
Saves: Fort +11, Ref +15, Will +10
Abilities: Str 4, Dex 21, Con 12, Int 14, Wis 14, Cha 10
Skills: Balance +16, Climb +17, Hide +26, Jump +10, Knowledge (Local, Nature) +8, Listen +10, Move Silently +14, Search +10, Spot +10, Survival +10, Swim +10, Tumble +10
Feats: Alertness, Ability Focus (Poison), Dodge, Improved Initiative, Iron Will, Brachiation (Complete Adventurer, yes I know they have pudgy little hamster legs, they still swing from trees)
Environment: Any Warm
Organization: Solitary, Pair, or Big Swarm (3-6 swarms)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: ---

"Abner...Abner I think that mouse ate something bad 'fore it bit me..."

Death Gerbils are small gerbil or hamster like critters once again made by insane wizards hellbent on ruining the reputation of their profession.  Just once you think they'd make something useful that didn't end up killing people and infesting the town.  Colors vary, but most have the same insane gleam in their eyes.  It's easy to recognize them from the local rodents as they're cuter, and look like they want to eat you.  Most gerbils aren't carnivorous, nor do they discuss with you how you'd like to be prepared after you are killed.  Death Gerbils understand Common, and 2 other languages (usually of nearby races wherever they live).

Poison (Ex): Injury, Fort Save DC 20, Initial and Secondary Damage 1d4 Strength

Preternaturally Tough (Ex): Death Gerbils have a Racial Bonus to their Saving Throws equal to their Constitution Modifier (yes this means they get double their Con mod for Fort Saves). They also get an additional 2 hp per Hit Die.

Skills: Death Gerbils have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Jump and Move Silently checks. They may use their Dex or Str modifier for Climb and Jump checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.  Death Gerbils have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

Combat: Capable of climbing, swimming, burrowing, or swinging through the trees if necessary, Death Gerbils are all terrain munching machines.  Think of them as fuzzy pirhana.  Being intelligent it is possible to bribe them however.  If you happen to have dozens of suits of gerbil sized magical armor on you it might even be exceptionally possible.




Death Gerbil Swarm
"What did you move on to next?"

A Little Too Good At Their Job
"I see an empty gerbil cage."

"Yeah, the gerbils were a super bad idea."

"Worse than the others?"

"They can't be worse than mousy half-devils."

Beware The Gerbil Death Squad

"They tried to kill me unsuccessfully multiple times.  Saw me as competition.  They've taken over a local village and hired killers to come after me."

"Sounds like you were a little too successful."

"Wait, they've hired killers?  Already?  What are we still doing here?"
« Last Edit: January 01, 2023, 08:55:36 PM by bhu »

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Re: Jesters Realm Critters
« Reply #47 on: November 11, 2011, 08:48:58 PM »
Lemming Swarm
Fine Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 15 ft. (3 squares), burrow 15 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6+curse)
Full Attack: Swarm (3d6+curse)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Swarm Traits, Dark Vision 60 ft., Immune to Weapon Damage, Lemming Curse, Scent
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 4, Wis 14, Cha 10
Skills: Hide +18, Listen +7, Spot +7, Swim +4
Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ----

"Bert I don't like the way them critters is lookin' at us.  Bert?  Bert why you lookin' at me like them thangs over there?"

These look pretty much like any other Lemming.  Little fuzzy critters.  WHo munch endlessly and occasionally swarm for no apparent reason.  Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces...  Dammit you're gonna have to have a talk with the local Wizards again.

Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

Combat: The Lemmings aren't interested in wiping opponents out as having them join the horde.  If something is immune to their Curse, they'll have the converts take him out back, so to speak...




Lemming Swarm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I visit an old foe!"

Subject of Falsehoods
"Aren't these the little rodents that you convince everyone would run off cliffs if panicked?"

"In my defense we needed them to do something, anything, on Cameleon. We're here to investigate rumors though."

"Are they rumors you didn't start personally?"

"Why Jim, I feel wounded.  Make sure your forcewall is up though."

They Adopt What They Can't Kill

"Why?"

"Word has it their bite is mind altering, and if you  get bitten you become one with the swarm."

"Why that's not terrifying at all..."

"Is that an Orc?  What are you doing here sir?  This is a dangerous place!"

"Squeak Squeak Squeak SQUEAKEN!!!"
« Last Edit: September 17, 2022, 10:18:19 PM by bhu »

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Re: Jesters Realm Critters
« Reply #48 on: November 11, 2011, 08:49:21 PM »
Carnivorous Jungle Death Penguin Swarm
Tiny Magical Beast (Swarm)
Hit Dice: 5d10+5 (32 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 15 ft.
Armor Class: 13 (+2 Size, +1 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Dark Vision 60 ft., Swarm Traits, Half Damage from Slashing/Piercing Weapons
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
Skills: Hide +10, Jump +16, Listen +5, Spot +5, Survival +6, Swim +4
Feats: Alertness, Endurance, Track (B)
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5 Swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

"Penguins?  What the hell are penguins doing in the jungle?"

Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for women who were equally larcenous at heart.  A taste he indulged while in wizardry school. One, named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the city. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the zoos menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a guardian species for jungle habitats.

With penguins.

Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" as a selling point when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

He locked them up next to a fiendish artifact the Wizards school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

In his defense he was stone drunk.

Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad, penguiny Vestige.

Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim check. They also have a +20 Racial Bonus to Jump Checks.

Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.


Humphrey Billingsworth the 3rd

Humphrey's story is listed above.

Vestige Level: 6
Binding DC: 25
Special Requirement: No
Manifestation: There is an explosion of fetid jungle mist.  It clears to reveal a well-attired man, short in stature, with the head of a penguin.  He looks at you condescendingly, and asks if you have any wine.  Unless you are female, in which case he attempts to smile, to horrific effect.
Sign:  While bound to Humphrey, your face is that of a Penguin.
Influence: When influenced by Humphrey, you become enamored of wine, women who are badly in need o a sugar daddy, and horrible decision making.  A little too enamored.  You are bad times waiting to happen.
Granted Abilities: Humphrey grants you various Penguin related abilities, and the ability to jump large distances.
 You Have Angered Me: Once per 8 hours you may Shapechange (as per the spell) into a Dire Penguin.
 Boing: You may use the Jump spell at will.  The DC of your Jump Checks is not increased if you don't have a running start, or are moving less than 30 feet.  Your maximum Jump distance is double.
 Behold My Children:: You can use Summon Swarm to summon a Carnivorous Jungle Death Penguin Swarm, which you can control.  Once you have used this ability, you cannot do so again for 5 rounds.
 I Smite Thee: You can polymorph, as per the spell, any opponent into a Penguin (see Frostburn).  Once you have used this ability, you cannot do so again for 5 rounds.





Carnivorous Jungle Death Penguin Swarm
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, Jim and I make our triumphant return to Bad Critter Forest!"

WTF
"It's good to be back Harlan, I...what the hell?"

HONK!

"Oh crap.  Run Jim.  Run quite fast, those are Humphrey's Penguins."

"Relax, I still have the cube of force.  Who is Humphrey?"

Born From Tragedy
"It's a long, sad, terrible story of a man caught between love, inebriation and the forces of Hell."

"So one of your contemporaries in Wizard school then?"
« Last Edit: January 07, 2023, 07:50:38 PM by bhu »

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Re: Jesters Realm Critters
« Reply #49 on: November 11, 2011, 08:49:38 PM »
Aquamarine Hulk
                      Large Aberration (Aquatic)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +2
Speed:                20 ft. (5 squares), Swim 20 ft.
Armor Class:          19 (-1 Large, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple:  +6/+15
Attack:               Claw +10 melee (1d8+5)
Full Attack:          2 Claws +10 melee (1d8+5) and 1 Bite +5 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Light Gaze
Special Qualities:    Dark Vision 60 ft., Blindsense 60 ft., Amphibious
Saves:                Fort +8, Ref +4, Will +6
Abilities:            Str 21, Dex 15, Con 19, Int 11, Wis 11, Cha 13
Skills:               Listen +7, Search +7, Spot +8, Swim +13
Feats:                Ability Focus (Gaze), Great Fortitude, Swim-By Attack*
Environment:          Warm or Temperate Aquatic
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

*Swim-By Attack may be found in Stormwrack.

"Abner...ah just saw a huge bug eat the carp we pulled in...ah think we're dun fishin'"

Professor Jingang's headquarters were underwater, making her somewhat upset over the choice of a very non water traveling race for the competition.  But she adapted.  Aquamarine Hulks are a pale blue water dwelling species of Hulk with fins and pulsing gills and what have you.  Normal Hulks get sick looking at them for some reason.  They just don't get along.  Aquamarine Hulk speak Aquan.

Light Gaze: Rainbow Pattern, 30 ft., Willpower Save DC 17 negates, Save DC is Charisma Based.

Skills: Aquamarine Hulks get a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Combat: Aquamarine Hulks prefer hit and run tactics to stand up fighting, especially since they usually are able to take more advantage of their environment than invading adventurers.



Aquamarine Hulk

"Where are we now?"

"Down y the lake,  Perhaps we'll get lucky and Professor Jingang will e home.."

Hulk Swim!

"Heads up, there are more Hulks, and they're...vomiting at the sight of each other?"

"The pale blue ones seem to e inspiring that."

"They're coming out of the lake, so they must e Jingang's entry.  I'm betting she didn't like the choice of the minion of the year, this has to be one of her 'subtle' protests."

"Creating a minion that makes other minions ill is bad form."

"But handy, in this instance!"

Swimmy Swimmy Swim!

"I'm off then.  Don't want my minion gettiing ill."

"Coward.  You always run when things get interesting."

« Last Edit: December 04, 2022, 06:54:29 PM by bhu »

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Re: Jesters Realm Critters
« Reply #50 on: November 11, 2011, 08:50:41 PM »
Cerise Hulk
                      Large Aberration
Hit Dice:             8d8+32 (68 hp)
Initiative:           +5
Speed:                20 ft. (5 squares), Climb 20 ft.
Armor Class:          18 (-1 Large, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:  +6/+19
Attack:               Claw +10 melee (1d8+5)
Full Attack:          2 Claws +10 melee (1d8+5) and 1 Bite +10 melee (2d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Fear Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +8, Ref +3, Will +6
Abilities:            Str 21, Dex 13, Con 19, Int 11, Wis 11, Cha 15
Skills:               Climb +18, Jump +10, Listen +6, Spot +6
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Warm Forests
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---


"Dude...dude do you smell cherries??"

Professor Zvonko had always liked cherries, and his entry to the minion competition both smell and look like them.  He wanted minions perfect for keeping pests away from his cherry bushes.  They kept him away from them too.  The Cerise Hulks Fear gaze makes it perfect for this role. They otherwise seem like regular Hulks other than being bright red, and speak Terran.

Fear Gaze (Su): Fear, 30 ft., DC 16 Willpower Save negates, Save DC is Charisma based.

Skills: Cerise Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Cerise Hulks will usually blast opponent with their Gaze, and then attack if they don't run away



Cerise Hulk

"Who is that running this way?"

"Professor Zvonko.  He looks terrified."

Hulk Intimidate!

"Excuse us, sir?"

"AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Well thats the first time someone's ignored us today.."

"What did he make?"

"Guards.  He wanted to keep people away from his cherries."

Hulk Red

"AAAAAAAHHHHHHHHHHHHHHH!"

"I'm betting they have a fear gaze."
« Last Edit: December 05, 2022, 10:57:01 PM by bhu »

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Re: Jesters Realm Critters
« Reply #51 on: November 11, 2011, 08:51:06 PM »
Cerulean Hulk
                      Medium Aberration
Hit Dice:             4d8+8 (26 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/+5
Attack:               Claw +5 melee (1d6+2)
Full Attack:          2 Claws +5 melee (1d6+2) and 1 Bite +3 melee (2d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Lightning Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft.
Saves:                Fort +3, Ref +3, Will +4
Abilities:            Str 15, Dex 15, Con 15, Int 11, Wis 11, Cha 15
Skills:               Climb +5, Jump +5, Listen +4, Spot +4
Feats:               Improved Initiative, Multiattack
Environment:          Cold Forests
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment:     ---


"Hey Abner...member how maw allus told us not to pee on the electric fence...it goes for bugs too..."

Professor Gorm didn't want some basic, gaze attacking Hulk for his entry.  Gaze attacks were for wimps.  He wanted to breed them out of his creation and make them tougher.  Real minions don't need range.  His plans backfired, and his minions now shoot ball lightning, probably as a result of his using massive amounts of electricity in his experiments making them.  Nor are they tougher than regular Hulks.  Fortunately, the electrical burns to his kidneys could be regenerated.  Cerulean Hulks speak Auran.

Lightning Gaze (Sp): The Cerulean Hulk may cast Lesser Orb of Electricity at will as a Spell-Like Ability.  Caster Level is equal to Hit Dice.

Combat: Cerulean Hulks just sit back and blast away with their electrical powers.  They're kinda lazy tactically for Hulks.



Cerulean Hulk

"How do you keep getting me into these things Harlan?"

"Why do you say that Jim?"

KRACK!

"Lightning bolts shooting from the sky and blowing out the windows of local buildings is normal?"

Electric Hulk

"Why Jim, you wound me."

"No, but I'm sure the locals will."

"AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"That's Professor Gorm.  He's looked better."

"Any day Hulks are shooting ball lightning at you is a bad day."

"To hell with this, I'm out."

Hulk Not Like Little Man

"AAAAAAAHHHHHHHHHHHHHHH!"

"You got any Abjuration handy?"

"Always."
« Last Edit: December 05, 2022, 11:02:44 PM by bhu »

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Re: Jesters Realm Critters
« Reply #52 on: November 11, 2011, 08:51:59 PM »
Bugbear
                      Large Magical Beast
Hit Dice:             8d10+32 (76 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+22
Attack:               Claw +17 melee (1d6+10)
Full Attack:          2 Claws +17 melee (1d6+10) and 1 Bite +12 melee (1d8+5 plus Poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Poison, Constrict (2d6+20)
Special Qualities:    Scent, Dark Vision 60 ft., Immune to Fear, Random Mutation
Saves:                Fort +10, Ref +7, Will +2
Abilities:            Str 30, Dex 13, Con 19, Int 9, Wis 11, Cha 3
Skills:               Climb +10, Intimidate +0, Listen +3, Spot +3
Feats:                Cleave, Improved Initiative, Power Attack
Environment:          Any Warm or Temperate
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     --


"Abner...ah'm givin' up huntin'..."

Bugbears are a nightmarish melding of mammal and arthropod.  Their features vary heavily from one generation to the next, with mutations becoming ever more grotesque.  The only constant is that it's usually the size and mass of a brown bear, with a vaguely similar shape.  Spots of fur and chitin wind interchangeably about the body.  The face is a mix of arthropod and mammal, and some arthropod features such as stunted wings or vestigial extra limbs may appear.  Since their appearance many a local mage has fallen victim to a torch wielding mob.


Improved Grab (Ex):  If the Bugbear hits with it's Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may Constrict next round.

Poison (Ex): Injury, Fortitude DC 18, Initial and Secondary Damage is 1d6 Strength.  Save DC is Constitution based.

Constrict (Ex): The Bugbear does 2d6+20 damage with a successful Grapple Check.

Random Mutation (Ex):  The Bugbear gets one random mutation from the following list:

Wings: The Bugbear gains a Fly Speed of 25 ft. (Poor)

Heavy Chitin: Natural Armor Bonus increases to +12

Long Claws: Increase the Reach of it's Claw Attacks by +5 ft.

Sensory Hairs: The Bugbear gains Blindsight 40 ft..

Knitting SKin: The Bugbear gains Fast Healing 3.

Horrific: The Bugbear gains Frightful Presence.  Whenever it charges or attacks, any creature with fewer Hit Dice than the Bugbear within 30' must make a DC 14 Willpower Save (Save DC is Charisma Basedm Bugbear gets a +4 Racial Bonus) or be Shaken for 5d6 rounds.  Opponents who successfully make their Save are immune to this Bugbears Frightening Presence for 24 hours.

Spiderlike: The Bugbear may use Spider Climb at will as an Exceptional ability.

Many Eyed: The Bugbear cannot be Flanked.

Combat: Bugbears usually rush into melee blindly and begin hacking away.  Some random mutations make them change their tactics though.





Bugbear
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim will be roaming Bad Critter Forest in search of a cryptid species the locals call Bugbears."

Horrific Abominations

"Witness descriptions vary wildly Harlan.  The current prevailing theory is that this is due to their being an artificially created species."

"Another 'blame the Wizards' special is it Jim?"

"Well...this forest does have a reputation."

Gotta Catch Em All

"Be careful Jim.  Who knows whats out there."

"Too late Harlan, one of them appears to have grabbed me."

"Darn sneaky buggers they are Jim."
« Last Edit: April 24, 2022, 05:46:34 PM by bhu »

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Re: Jesters Realm Critters
« Reply #53 on: November 11, 2011, 08:52:33 PM »
Fire Beetle
                      Large Magical Beast (Fire)
Hit Dice:             7d10+21 (59 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          19 (-1 Size, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +7/+17
Attack:               Bite +12 melee (2d6+6+1d6 Fire)
Full Attack:          Bite +12 melee (2d6+6+1d6 Fire)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spew Flame, Burning Touch, Set Fires
Special Qualities:    Dark Vision 60 ft.
Saves:                Fort +8, Ref +5, Will +4
Abilities:            Str 23, Dex 10, Con 17, Int 3, Wis 14, Cha 12
Skills:               Listen +7, Spot +7
Feats:                Ability Focus (Spew Flame, Set Fires), Improved Initiative
Environment:         Any Warm or Underground
Organization:         Solitary
Challenge Rating:     5
Treasure:             Double Gems
Alignment:            Always Neutral
Advancement:          8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment:     ---

Durin the Dwarf: "This has to be the worst evil minion I've seen yet."
Pooter the Elf: "Well it's a giant bug. I don't know as they're really evil..."
Durin: "Made by an evil mage, so it's an evil minion.  Man, look at it.  Who designs evil minions on spurious puns?"
Pooter: "Most of our opponents actually.  Remember that Pope Fish?"
Durin: "Someone really hasta talk with this guy.  Tell him he needs less lame monsters."
Pooter: "But it just burned a fist size hole in Bob's nether regions."
Bob the Human: "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!!!"
Durin: "Which goes to prove it's lameness.  Bob always was a poorly designed character.  6 levels in fighter? Come on!"
Pooter: "I uh..I think we're breaking the fourth wall here..."
Durin: "Screw it.  The writer will take the blame not us."
Pooter: "Your axe is on fire...."
Durin: "Okay, now it simply has to die..."

Fire Beetles are 800 pound beetles that appear to be on fire.  Mostly because they are on fire.  Originally conceived as a neat minion by insect obsessed BBEG's, it's drawbacks have become readily apparent over time.  Specifically, it's on fire.  And it spits fire.  And it likes to set fires.  So unless you have an asbestos castle, you got problems.

Spew Flame (Su): The Fire Beetle can spew a 30 ft. Cone of fire once every 1d4 rounds.  This cone does 7d6 Fire damage to anything in it's area (DC 18 Reflex Save for half damage, Save DC is Constitution Based).

Burning Touch (Su): The Fire Beetle itself is incredibly hot.  Attacking it with a weapon (or being attacked by it if you're wearing armor) produces an effect similar to the Heat Metal spell.  Each attack extends the duration by 1 round (DC 14 Will Save negates, Save DC is Charisma Based). Attacking the Fire Beetle with an unarmed strike or natural weapons results in 1d6 Fire damage.

Set Fires (Su): As a Swift Action, once per round the Fire Beetle may set 1 square within 30 ft. on fire.  Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).

Combat:  Fire Beetles will try to set fire to hexes to control it's opponent avenues of approach if it can.  If not it will Spew Flame as they charge in, and rely on it's mandibles to get the job done.  Opponents who are immune to flame are fled from, as they spook the beetle. 





Fire Beetle
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim will be trying a new fire-proof suit, and to help him we have provided a Pyrophorus lucifer, better known as the Fire Beetle!"

Mindless Arsonists

"Just for my own edification, who designed this suit Harlan."

"The local Gnome Artiificers Union did Jim!"

"So we're trusting Tinker Gnomes now?  Is this what we've come to?"

Come To Think Of It, What Do They Eat?

"Hush Jim, Mutual of Gnomeahaw is listening..."

"Good, tell them if this suit turns out to be made o toxic, alchemical fibers I will sue."

"Be careful Jim, the Beetle seems to have noticed you!"
« Last Edit: April 24, 2022, 05:43:16 PM by bhu »

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Re: Jesters Realm Critters
« Reply #54 on: November 11, 2011, 08:52:52 PM »
Figgy Pudding
Medium Ooze
Hit Dice: 3d10+15 (31 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 f.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/ Grapple: +2/ +3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/ Reach: 5 ft./ 5 ft.
Special Attacks: Constrict 1d6+1 plus 1d6 acid, Improved Grab, Intoxicating Scent, Acid
Special Qualities: Blindsight 60 ft., Immune to cold and fire, ooze traits, Addictive Flesh
Saves: Fort +6, Ref +1, Will -4
Abilities: Str 12, Dex 10, Con 21, Int --, Wis 1, Cha 1
Skills: Climb +9
Feats: --
Environment: Cold Forest and Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: --


"MUST...CONSUME...PUDDING..."

Figgy Puddings look like blobs of some sort of foodlike substance, and smell delicious. They remain underground in hibernation until winter when they come forth to hunt.  It seems unlikely they simply evolved, but no one is willing to take credit for their creation.  Conspiracy theorists say this means it has to be a prank on mankind by the Gawds.  Cruel Gawds, who deserve a buttkicking, were there someone to give them one...

Improved Grab (Ex): If the Figgy Pudding hits with it's Slam attack it gets an automatic Grapple check as a Free action without provoking an attack of opportunity. If it is successful it may begin doing Constriction damage each round it maintains the Grapple.

Constrict (Ex): On a successful Grapple check the Figgy Pudding does 1d6+1 damage and an additional 1d6 acid damage.

Intoxicating Scent (Ex): Anyone within 30 feet of a Figgy Pudding (50 feet if they have Scent) must make a DC 16 Willpower Save (Save DC is Con based) or be consumed by desire to eat the Figgy Pudding. If this happens the Figgy Pudding will split off a small portion of itself (it loses 3 hit points temporarily) and allow it to be consumed. This smaller Figgy Pudding will consume the victim from the inside doing 1d6 points of acid damage per round (beings immune to acid damage will eventually 'evacuate' the pudding) until the victim dies (and it rejoins the larger pudding in devouring the corpse), or a Remove Disease spell kills it (in which case the loss of 3 hit points is permanent for the parent pudding).

Acid (Ex):  The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 16 Reflex saves. A metal or wooden weapon that strikes a Figgy Pudding also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Addictive Flesh (Ex): Anyone tasting the flesh of a Figgy Pudding must make a DC 16 Willpower Save (Save DC is Con based) or become addicted to the taste. Thereafter each week the addict must make a DC 10 Willpower Save or compulsively hunt down and try to eat a Figgy Pudding. DC check raises by +1 each week the Save is successful. If the addict cannot get to a Figgy Pudding within one week after a Failed Save he suffers from Insanity (as per the spell) until cured or he gets a Figgy Pudding.  If using the addiction rules from the Book of Vile Darkness instead, this is a High Addiction rating instead.

Skills: A Figgy pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Combat: The Figgy Pudding will let it's Intoxicating Scent do the work for it, and let a potential victim munch away while enveloping it.  Should that fail it will immediately attack the nearest person and attempt to constrict.





Figgy Pudding
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  On todays show, Jim and I have apparently been captured by a cult!"

A Yule Tradition

"Oh, bring us some figgy pudding
Oh, bring us some figgy pudding
Oh, bring us some figgy pudding
And bring it right here!

We won’t go until we get some
We won’t go until we get some
We won’t go until we get some
So bring it right here!"


"Madam, I invite you to explain how I can bring you anything whilst tied to this chair."

"I think they may actually be calling something up from that hole to the Underdark Jim"

Are You Eating It?  Or Is It Eating You?

"Great.  So cults have run out of Gawds and begun worshiping oozes now."

"Have you heard of the Amoeba ficaria Jim?  Better known as the Figgy Pudding?  We may be in a spot of trouble."
« Last Edit: April 24, 2022, 05:50:31 PM by bhu »

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Re: Jesters Realm Critters
« Reply #55 on: November 11, 2011, 08:53:20 PM »
Paralegal Imp
                      Small Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice:             3d8 (13 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +3/-2
Attack:               Sting +7 melee (1d4-1 plus poison)
Full Attack:          Sting +7 melee (1d4-1 plus poison)
Space/Reach:         5 ft./5 ft.
Special Attacks:      Poison, Spell Like Abilities
Special Qualities:    DR 5/ Good or Silver, Dark Vision 60 ft., Fast Healing 2, Immune to Poison, Fire Resistance 5, Lawyer
Saves:                Fort +3, Ref +6, Will +4
Abilities:            Str 8, Dex 17, Con 10, Int 12, Wis 12, Cha 14
Skills:              Bluff +7, Diplomacy +8, Gather Information +9, Hide +13, Knowledge (Local) +7, Listen +7, Move Silently +9, Profession (Lawyer) +4, Search +7, Sense Motive +3, Spellcraft +7
Feats:                Dodge, Weapon Finesse
Environment:          Nine Hells
Organization:         Solitary or Team (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Lawful Evil
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

"Why no your honor my client is not a goat sacrificer, he is a veterinarian, and that goat required certain surgical procedures, which to the untrained might seem blasphemous, but which were absolutely necessary to save that poor animals life."

"My client was acting purely in self defense when she repeatedly clubbed that Paladin. How did she know he was there to save people? He was a screaming, armored maniac covered in blood and fleshy bits."

"My client did NOT have relations with that woman."

Paralegal Imps may be contracted with to serve as an attorney for mortals and Devils alike.  Some other Outsiders use them as well, as they are known for getting the job done (if not always honestly).

Poison (Ex): Injury, Fortitude DC 13, Initial damage 1d4 Wisdom, Secondary Damage 2d4 Wisdom.  Save DC is Con based and includes a +2 Racial Bonus.

Spell Like Abilities (Sp): At Will: Detect Good, Detect Magic, Delusions of Grandeur (see Spell Compendium) (DC 14)
1/day: Suggestion (DC 15)
1/week: Commune
Caster Level 6, Save DC's are Charisma Based.

Lawyer (Su): You have become pretty good at assessing people's guilt.  Gaze, 30 ft., Will Save DC 13 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Imp.  Save DC is Charisma Based.

Skills: Paralegal Imps are extensively trained in the Laws of various peoples and may always Take 10 on a Knowledge: Local check when it deals with the laws.

Combat: A Paralegal Imp is made for intellectual combat, not physical,  It will use it's powers to cheat on court cases if it can, but most will flee from combat.



Paralegal Imp
"And now with a little luck we can get back to doing our show."

Sneaky Little...

"Don't look now, but we have company."

"Greetings.   Are you the mortal entities known as Harlan Jurgens and Jim?"

"Who's asking?"

"I'm Filthy Ratman, from the High Court of the Pit."

"You're a lawyer?"

Surprisingly 'Good' Lawyers

"No, I'm a process server.  You are hereby served."

"Who could be suing us?"

"We did just  participate in a massive inter-cult brawl, and unleashed a being of nigh infinite cosmic power."

"Lord Beelzebub is having you prosecuted for interfering in the lawful actions of a registered Gawd's religion.  Please report to the court with your attorney within the next 7 days."
« Last Edit: July 16, 2023, 05:40:12 PM by bhu »

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Re: Jesters Realm Critters
« Reply #56 on: November 11, 2011, 08:55:12 PM »
Devilish Attorney
                      Medium Outsider (Evil, Extraplanar, Lawful, Baatezu)
Hit Dice:             8d8+16 (52 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          18 (+2 Dex, +6 Profane), touch 18, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:               Slap +10 melee (1d3+2)
Full Attack:          2 Slaps +10 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Unnerving Gaze
Special Qualities:    Damage Reduction 5/Silver or Good, Dark Vision 60 ft., Spell Resistance 18, Lawyer, Immune to Poison, Fast Healing 2
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 15, Dex 15, Con 15, Int 15, Wis 15, Cha 15
Skills:               Bluff +14, Diplomacy +12, Gather Information +14, Hide +12, Intimidate +14, Knowledge (Local) +12, Listen +12, Move Silently +12, Perform (Oratory) +12, Search +12, Spellcraft +12
Feats:                Irresistible Gaze, Narrowed Gaze, Pervasive Gaze (see Savage Species)
Environment:          Nine Hells of Baator
Organization:         Solitary, Team (2-4), Firm (11-20)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

"Yes your honor my client did burn down that orphanage, but we intend to show it was to save those poor orphans from destruction by the local Cleric of Pelor. He is...a vile man..."

"Yes your honor my client was found naked, on horseback, sitting backwards, screaming obscenities and throwing filth at passers by while going the wrong way down a crowded street. Yes she was found to be drunk and possibly on every drug known to mankind subsequent to her arrest. And yes she did beat one of the arresting officers to death with a severed head. And we can explain this. It was the fault of THAT MAN OVER THERE!!!"

If you find yourself in truly deep legal poopie, a Paralegal Imp may not do.  In these cases a full blown Devilish Attorney is needed.  If one of these guys can't get you out of trouble, your only option after that is to hire Asmodeus himself...at least until you learn of the existence of Solicitors.  If you can afford them.

Spell-Like Abilities (Sp): At will: Comprehend Languages, Detect Thoughts (DC 14), Suggestion (DC 15), Charm Monster (DC 16)
1/day: Dominate Person (DC 17), Mind Fog (DC 17), Mass Suggestion (DC 18), Teleport
Caster Level 12

Unnerving Gaze (Su): Gaze, 30 ft, Will Save DC 18 negates, Devilish Attorney gains +4 Enhancement Bonus on all Charisma based skill checks against opponent for 1 hour.  Save DC is Charisma Based.

Lawyer (Su): Gaze, 30 ft., Will Save DC 18 negates, targets who fail the Save are affected as if by a Discern Lies spell as long as they can see the Devil. Save DC is Charisma based.

Summon Baatezu (Sp): Once per day the Devilish Attorney can attempt to summon 2d10 Paralegal Imps with a 50% chance of success, or 1 Devilish Attorney with a 35% chance of success. This is the equivalent of a 3rd level spell.

Combat: Devilish Attorneys are fond of saying that they're lovers, not fighters. If there's someone their Spell-Like Abilities wont put down, they'll flee.



Devilish Attorney
"Good to see you again Ralph.  I wish it were under better circumstances."

When Imps Won't Do

"Your divorce attorney I presume?"

"Indeed I was sir.  What's up now Harlan?."

"Being sued by Beelzebub."

"The Beelzebub?"

"The very same."

They Reserve Their Worst For Paladins

"That's a wee bit above my pay grade."

"Yes, but you have people whose specialty is this sort of thing."

"Gawds have sued people before?"

"Happens all the time.  Let me just see if the boss is busy right now."
« Last Edit: July 16, 2023, 05:13:14 PM by bhu »

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Re: Jesters Realm Critters
« Reply #57 on: November 11, 2011, 08:55:30 PM »
Chartreuse Hulk
                      Tiny Aberration (Swarm)
Hit Dice:             8d8+8 (44 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+2 Size, +4 Dex, +2 natural), touch 16, flat-footed 14
Base Attack/Grapple:  +6/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Force Gaze
Special Qualities:    Dark Vision 60 ft., Tremorsense 60 ft., Swarm Traits, Half Damage from Slashing and Piercing
Saves:                Fort +5, Ref +8, Will +6
Abilities:            Str 5, Dex 18, Con 12, Int 6, Wis 11, Cha 5
Skills:               Climb +8, Hide +12, Listen +4, Spot +4
Feats:            Great Fortitude, Lightning Reflexes, Ability Focus (Distraction)
Environment:          Warm Marshes
Organization:         Solitary, or Cluster (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          -
Level Adjustment:     ---


"Dude...Dude it's an army of teeny bug monsters.  That's hysterical.  Why are they looking at us and laughing?"


Chartreuse Hulks are small Hulks a little bit bigger than a rat.  Created by Professor Mechelina for the contest for no better reason than she was required to enter a minion, and she was really really stoned on pipeweed.  Not having any real idea of what they were for, or what they did, she still went to introduce them the day of the contest only to find out they'd decided to nest in the college's solarium, and weren't leaving for anyone or anything.  Eventually forced to leave after a massive extermination campaign they are now firmly ensconced in a nearby marsh. 

Distraction (Ex):  Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based

Force Gaze: The Chartreuse Hulks Swarm Attacks do Force damage.

Skills: Chartreuse Hulks have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Chartreuse Hulks are more intelligent than most swarms, which makes them a little more dangerous than the average swarm.  But their tactics are still pretty limited to the traditional swarm attack.



Chartreuse Hulk

"That was more of a workout than I expected today."

"At least we got Gorm extinguished and to the infirmary."

PHOOM!

"What the heck was that?"

Hulk Seize Territory

"It looks like they're gassing the solarium!"

"Excuse me sir, what's going on?"

"The university hired us to perform an eviction."

"You don't look like law enforcement."

"We aren't.  We're pest control."


Use The Force Hulk

"Sweet Jeebus, look at the size of that swarm!"

"Harlan..."

BAMF!
« Last Edit: December 04, 2022, 07:41:57 PM by bhu »

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Re: Jesters Realm Critters
« Reply #58 on: November 11, 2011, 08:55:53 PM »
Unfeeling Brute Template

Unfeeling Brute is an Acquired or Inherited Template that can be added to any living, corporeal creature that is medium or larger, and doesn't have an Int score higher than 15.  Unfeeling Brutes are twisted mistakes of nature who are all brawn and little or no brain.  What causes this is unknown, but pollution by mages or alchemists (or the interference of drunken gods) is often blamed.  They make pretty good cheap muscle.  Just keep them fed and happy.  Or bad times is a'comin'.

Size and Type: Unchanged

Hit Dice: Unchanged, remember to add new Con bonus.

Speed: Lower base speed of all movement types by 5 feet, to a minimum of 5 feet.

Armor Class: Natural Armor Class increases by an amount that depends on it's Size: Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

Attacks: All natural attacks increase their damage die as if you were one Size Class larger (see MM page 291). If you have no attacks but unarmed strikes, your unarmed strikes become Slam attacks doing lethal damage. Unarmed strikes also increase to the next highest die.

Special Attacks: The Brute retains the special attacks of the base creature.

Special Qualities: The Brute retains the special qualities of the base creature, plus gains the following:

Powerful Build (Ex): Whenever a Brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Brute is treated as one size larger if doing so is advantageous to him.

A Brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Brute can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Immunities (Ex): The Brute is immune to all mind affecting effects.

Damage Reduction (Ex): The Brute also gains DR x/-, the number depending on its Size:Medium: DR 3, Large: DR 5, Huge: DR 8, Gargantuan: DR 10, Colossal: DR 12.

Saves: Fortitude Saving Throws gain a +2 Racial Bonus

Abilities: Bonuses for Str, Dex, and Con depend on Size. Int becomes a 3 if it is 4 or higher, a 1 if it's a 2 or 3, and - if it's a 1 (the Base Creature also becomes Mindless in this instance). Wis and Cha are unchanged.

Code: [Select]
[B]Size[/B]    [B]Str[/B]  [B]Dex[/B]  [B]Con[/B]
Medium            +4        -2          +4
Large             +10       -2          +4
Huge              +14       -4          +8
Gargantuan        +20       -4          +8
Colossal          +24       -8          +12

Skills: Gains a +8 Racial bonus to Intimidate checks. Adjust skills due to new Int. It loses all skills other than Racial Bonuses if it becomes Mindless.

Feats: Gains 1 bonus Feat from the following list for every 4 Hit Dice if it meets the prerequisites: Area Attack, Awesome Blow, Brutal Strike, Brutal Throw, Combat Brute, Cometary Collision, Crush, Cumbrous Fortitude, Diehard, Endurance, Fling Enemy, Great Fortitude, Greater Powerful Charge, Improved Bull Rush, Improved Critical, Improved Natural Armor, Improved Overrun, Improved Sunder, Involuntary Rage, Large and in Charge, Mighty Leaping, Pain Mastery, Power Attack, Powerful Charge, Power Critical, Power Throw, Pushback, Roll With It, shock Trooper, Stomp, Toughness, and Improved Toughness. It loses all Feats except the Bonus Feats if it becomes Mindless.  If it would have access to Epic Feats it may also choose Armor Skin, Damage Reduction, Devastating Critical, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Toughness, Fast Healing, Great Constitution, Great Strength, Legendary Leaper, Overwhelming Critical, Penetrate Damage Reduction, or Perfect Health.  Feats are from Savage Species, Epic Level Handbook, Monster Manual, Complete Adventurer, Miniature's Handbook, Complete Warrior, and PHB II.

Environment: Unchanged

Organization: Solitary

CR: Medium: +2, Large: +2, Huge: +3, Gargantuan: +3, Colossal: +4

Treasure: Unchanged

Alignment: Most Brutes become Neutral unless they are prevented (i.e. Outsiders that are restricted in alignment)

Advancement: Unchanged

Level Adjustment: Medium: +4, Large: +5, Huge: +6, Gargantuan: +7, Colossal: +8

"So whaddya call this guy?"

"HE!...IS!...BISOOON MAAAAAAAAAAAAAAAAAAAAAANNNNNN!!"

"Ooookaaayyy...well if'n you want him to be a wrassler, yew need ta  git him in the ring."


                      Bison Man
                      Minotaur, Unfeeling Brute
                      Large Monstrous Humanoid
Hit Dice:             6d8+24 (51 hp)
Initiative:           -1
Speed:                25 ft. (5 squares)
Armor Class:          16 (-1 Size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+23
Attack:               Greatclub +14 melee (4d6+9) or Gore +14 melee (2d6+9)
Full Attack:          Greatclub +14/+9 melee (4d6+9) and Gore +9 melee (2d6+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Powerful Charge 7d6+13
Special Qualities:    Darkvision 60 ft., Natural Cunning, Scent, DR 5/-, Powerful Build, Immune to Mind-Affecting Effects
Saves:                Fort +10, Ref +4, Will +5
Abilities:            Str 29, Dex 8, Con 19, Int 3, Wis 10, Cha 8   
Skills:               Intimidate +10, Listen +6, Search +2, Spot +6
Feats:                Great Fortitude, Power Attack, Track, Greater Powerful Charge (B), Powerful Charge (B)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +7

Bison Man was doubly cursed by the Gods for the actions of his parents.  Not only did he become a Minotaur, but he's incredibly dumb.  But to give him a fighting chance, they did make him a bit tougher than usual.  Eventually he was adopted by a kindly old spinster woman at the edge of town named Granny Moses.  And by kindly old spinster, we mean lunatic hermit well into insanity.  She believes that the Bison Man is a superhero who will save the villagers from evil and lead them into a new golden age.  Of course she also sometimes think the local cabbage crops are demons in disguise, and that the local villagers eat cabbage because they are mind controlled into doing so...



Unfeeling Brute

"There's a coliseum here?"

"They use it for the wrasslin' matches mostly."

"Wrestling is a popular sport among Gnomes?"

"Not wrestling.   Wrasslin'.  There's a difference."

Not So Much A Curse As It Usually Is

"What kind of difference?"

"LORDY BE LADIES AND GENTLEMEN! BISON MAN AND CHUNKY VERSUS THE MASKED SHENANIGANS MAY BE THE GREATEST MATCH OF ALL TIME!OF ALL TIME!"

"Ah."


Too Strong To Live, Too Stupid To Die

"It can be an acquired taste."

"I imagine it's quite profitable for the larcenous as well."

"Why Jim, I have no idea what you mean."
« Last Edit: December 26, 2022, 06:43:42 PM by bhu »

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Re: Jesters Realm Critters
« Reply #59 on: November 11, 2011, 08:56:11 PM »
Fuchsia Hulk
                      Colossal Aberration
Hit Dice:             80d8+880 (1240 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          42 (-8 Size, +40 natural), touch 2, flat-footed 42
Base Attack/Grapple:  +60/+96
Attack:               Claw +73 melee (6d6+20/19-20) or Eyebeam +52 Ranged Touch (30d6)
Full Attack:          2 Claws +73 melee (6d6+20/19-20) and 1 Bite +73 melee (12d6+10/19-20) or or Eyebeam +52 Ranged Touch (30d6)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Eyebeam, Trample (4d12+30), Frightful Presence
Special Qualities:    Dark Vision 240 ft., Tremorsense 240 ft., Invulnerability 20, Fast Healing 25, SR 38
Saves:                Fort +43, Ref +26, Will +42
Abilities:            Str 50, Dex 11, Con 32, Int 5, Wis 11, Cha 30
Skills:               Climb +33, Intimidate +24, Listen +13, Search +12, Spot +15, Survival +13
Feats:                Awesome Blow, Cleave, Devastating Critical (Claws, Bite), Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Claw, Bite), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Multiattack, Multisnatch, Overwhelming Critical (Claws, Bite), Power Attack, Power Ciritcal (Claws, Bite), Rend, Snatch, Stamp, Weapon Focus (Claw, Bite)
Environment:          Any
Organization:         unique
Challenge Rating:     27
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          81+ HD (Collosal)
Level Adjustment:     ---


"Abner...that purple hill over there ain't a hill...think we should be runnin' now..."

Professor Baketaten had always thought bigger was better her whole life.  So it was inevitable when given a chance to create an evil minion she would go for a giant.  A purple giant.  A purple giant with a liiiittle teeeny brain.  The Fuschia Hulk is the only known example of it's kind, and the world should thank the Gawds for it.  He's not particularly bright, and seems to understand common, but has never spoken or made any real attempt at communication.  He was eventually turned loose in the wild because the professors realized he would be expensive to keep, but couldn't bring themselves to put the big lug down.  The Fuschia Hulk is a chubby purplish Hulk standing roughly 100 ft. tall.

Eyebeam: Once every 1d4 rounds the Fuschia Hulk may unleash an Eyebeam that is a ranged touch attack doing 30d6 fire damage.  Range is 500 ft.

Trample: DC 70 Reflex Save for half damage.

Frightful Presence (Ex): Whenever the Fuschia Hulk attacks or charges all living beings within 150 ft. must make a DC 60 Willpower Save (Save DC is Charisma Based), or be Frightened for 4d6 rounds if it has less Hit Dice (opponents with equal or greater Hit Dice are Shaken instead).  If the Save is successful the opponent is immune to the Fuschia Hulk's Frightful Presence for 24 hours.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Hulk has Invulnerability 20. That means it negates the first 20 points of damage from any attack (this includes untyped damage).

Combat: The Fuschia Hulk rarely initiates combat, and seems lost in thought most of the time.  Or maybe he's just stupefied.  Either way most opponents get the first shot in assuming they're stupid enough to assault him.  After which they get blasted by his eyeray, and the stragglers get stepped on.



Fuschia Hulk

"How many more of those teleports you got left?"

"Not enough I suspect."

"Where the Hell are we?"

Not A Statue

"It looks like Professor Baketaten's lab, or what's left of it.  Speaking of here she is now!"

"Excuse me miss, what's happened?"

"An experiment went awry, as per usual.  Oh, hello Harlan, didn't see you there.  You visiting for the contest?"

"Fleeing it more like.  When did they put up the giant statue?"

"That's no statue, that's Fred.  He's the experiment gone awry."


The Students Call Him Big Purple

"That's an Umber Hulk?  What's he doing over there?"

"Nothing.  What he's usually doing."

KRAKOW!!

"Oopsie, he's noticed the commotion.

« Last Edit: December 14, 2022, 12:03:16 AM by bhu »