Author Topic: General Weirdness  (Read 54315 times)

Offline bhu

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Re: General Weirdness
« Reply #200 on: May 25, 2024, 01:33:00 PM »
Graveyardos      nother request
                      Huge Undead (Incorporeal)
Hit Dice:             17d12 (195 hp)
Initiative:           +8
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          30 (-2 Size, +4 Dex, +18 Natural), touch 12, flat-footed 28
Base Attack/Grapple:  +8/+26
Attack:               Bite +16 melee (2d6+17) or Tail Slap +16 melee (2d6+17)
Full Attack:          Bite +16 melee (2d6+17) or Tail Slap +16 melee (2d6+17)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Necrotic Breath, Fear Aura, Transformation
Special Qualities:    Darkvision 60 ft., Undead traits, Incorporeal traits, Immune to cold damage, vulnerable to electricity damage, SR  25
Saves:                Fort +6, Ref +9, Will +15
Abilities:            Str 30, Dex 18, Con -, Int 18, Wis 20, Cha 18
Skills:               Hide +20, Intimidate +20, Knowledge (Arcana, Nature, Religion, The Planes) +20, Listen +29, Move Silently +20, Search +28, Spot +29
Feats:                Bearer of Terror*, Crit Fisher**, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Spiritual Health***
Environment:          Any
Organization:         Solitary
Challenge Rating:     14
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          18-25 HD (Huge); 26-34 HD (Gargantuan)
Level Adjustment:    ---

* See https://dnd-wiki.org/wiki/Bearer_of_Terror_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR1tRADy8NmYiewpEjquOdZD9psLCSajKQ4v-hmfuaB7Gz8IA11ocLrHXuU_aem_AaOFMnpPUi1r-UDrWzQRp6bzc4vFKAizg7aaWmmeGqM2vKSm5jRBU6rq76uaKszNJKQC1rfCmHvfJL2xLHOtJ48X

** See here: https://dnd-wiki.org/wiki/Crit_Fisher_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR3P5w7XnRG4Czf-753O8sr3ihgxwNGdG5uYIR3uKGl54w66d3o1f_iua4c_aem_AaN7aUOuxLX987NoNNXyvI7jZnou8llRQl2Mev8ikUIfTeaMbahnBdhmJcnkCloY3vWmFaiDBlB_auS9ceyNKybz

*** See here https://dnd-wiki.org/wiki/Spiritual_Health_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR0cs2LAxlFEhsSuHemkJxnep0TMH6KzGTNr8HYzwJGBV6LjUtRiijNDZrY_aem_AcasmXG2hb16UofRe4O1NKejuA1J72p-Q58nT76eJLbA7BcX9Y-VYhead21kVZgHrr_L5NbWBrQr7rkD86E1L6oo

Necrotic Breath (Su): Once every 1d4 rounds the Graveyardos may spew negative energy in a 30 ft. Line.  Living creatures in this area must make a DC 22 Reflex Save or take 10d6 negative energy damage (Save  DC is Cha based), with half damage taken on a successful Save..

Fear Aura (Su): Graveyardos are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Graveyardos must succeed on a DC 22 Will save or be affected as though by a fear spell from a sorcerer of the Graveyardos' level. A creature that successfully saves cannot be affected again by the same Graveyardos' aura for 24 hours. Save DC is Cha based.

Transformation (Su): When it reaches 50% of it's maximum hp, the Graveyardos undergoes a transformation similar to the Barbarian's Rage.  The penalties are the same but the benefits are as follows: +6 Str and movement increases by +20 ft.

Skills: Graveyardos have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Combat:
Graveyardos open up with their breath weapon before closing in.
« Last Edit: May 27, 2024, 12:49:02 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #201 on: May 27, 2024, 12:47:40 PM »
Burning Luck nother request
                      Large Outsider (Evil, Extraplanar, Fire)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          23 (-1 Size, +4 Dex, +10 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +12/+20
Attack:               Bite +16 melee (2d6+7 plus bad luck)
Full Attack:          Bite +16 melee (2d6+7plus bad luck)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Bad Luck, Breath Weapon, Volcanic Eruption
Special Qualities:    Darkvision 60 ft., DR 0/Cold Iron, Scent
Saves:                Fort +13, Ref +12, Will +10
Abilities:            Str 20, Dex 18, Con 20, Int 14, Wis 15, Cha 16
Skills:               Bluff +18, Diplomacy +18, Hide +15, Jump +20, Knowledge (any one) +17, Listen +17, Move Silently +19, Search +17, Spot +17, Survival +17
Feats:                Advantageous Avoidance (see Complete Scoundrel), Cleave, Dumb Luck (see Complete Scoundrel), Improved Initiative, Track
Environment:          Warm Mountains
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          13-18 HD (Large); 19-36 HD (Huge)
Level Adjustment:     ---

Bad Luck (Su): Whenever the Burning Luck successfully damages an opponent with it's Bite attack, that opponent must make a DC 21 Willpower Save (Save DC is Constitution Based) or it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round.

Breath Weapon (Su): Once every 1d4 rounds the Burning Luck can spit Fire in a 45 ft. Cone.  Creatures in the area must make a DC 21 Reflex Save, or take 4d6 Fire damage (half damage on a successful Save).  Save DC is Con based.

Volcanic Eruption (Su): The Burning Luck can teleport to any unoccupied square it can see within 60 feet as a Standard Action 3/day.  It does 2d6 Fire damage to any adjacent creature when it reappears.

Combat: Burning Lucks usually spit  fire, teleport in to close, and then bite.  Then they teleport back out just for funsies.
« Last Edit: May 27, 2024, 06:35:35 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #202 on: May 28, 2024, 07:18:50 PM »
 Dark Scissors nother request
                      Medium Construct (Living)
Hit Dice:             9d10+45 (94 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 50 ft. (Good)
Armor Class:          23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:  +9/+14
Attack:               Pincer +14 melee (1d8+5 plus 2d6 Fire)
Full Attack:          2 Pincers +14 melee (1d8+5 plus 2d6 Fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Flaming Claws, Hyper Beam, Buzzing Wings, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., low-light Vision, Living Construct traits, Tremorsense 120 ft.
Saves:                Fort +11, Ref +8, Will +9
Abilities:            Str 21, Dex 21, Con 21, Int 6, Wis 18, Cha 20
Skills:               Hide +7, Listen +6, Move Silently +7, Search +0, Spot +6, Survival +6
Feats:                Cleave, Great Cleave, Iron Will, Power Attack
Environment:          Underground
Organization:         Solitary
Challenge Rating:     8?
Treasure:             Standard
Alignment:            Neutral
Advancement:          10-18 HD (Medium)
Level Adjustment:     ---

Flaming Claws (Su): The Dark Scissors pincer attacks do an additional 2d6 fire damage.

Hyper Beam (Su): Every 1d4 rounds the Dark Scissors can unleash a beam of untyped energy in an 80 foot line.  Creatures within the line must make a DC 19 Reflex Save (Save DC is Con based) or take 4d4 untyped damage (half damage with a successful Save).

Buzzing Wings (Su): As a Standard Action the Dark Scissors may rapidly vibrate it's wings.  Living creatures who are within 20 feet must make a DC 19 Willpower Save (Save DC is Con based) or be Confused until the beginning of your next turn.  This is a Sonic, Mind-Affecting Effect, and you automatically fail all Hide and Move Silently Checks on any round in which you use it.

Spell-Like Abilities (Sp):
At will: Blur Faerie Fire (Caster Level 12th).

Combat: The Dark Scissors opens with it's Beam before moving in, using it's wings if it needs to back off.
« Last Edit: June 01, 2024, 06:54:54 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #203 on: June 01, 2024, 06:32:40 PM »
 Rocky Bones nother reuest
                      Huge Magical Beast (Earth)
Hit Dice:             15d10+75 (157 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 90 ft.
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +15/+33
Attack:               Claw +23 melee (2d6+10 plus poison) or +1 Bone Club +25 melee (3d8+16)
Full Attack:          2 Claws +23 melee (2d6+10 plus poison) and 1 Bite +21 melee (2d8+5 plus poison) or +1 Bone Club +25/+20/+15 melee (3d8+16)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Bone Club, Poison
Special Qualities:    Darkvision 60 ft., DR 10/Adamantine
Saves:                Fort +14, Ref +8, Will +7
Abilities:            Str 30, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Skills:               Intimidate +9, Listen +11, Spot +11, Survival +11
Feats:                Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Club)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     11
Treasure:             Standard
Alignment:            Neutral
Advancement:          16-30 HD (Huge)
Level Adjustment:     ---

Bone Club: By swinging the club, the Rocky Bones can cast Earthquake as a Spell Like Ability.  It can do this 3/day, and maust wait 1d4 rounds after casting it before it can cast again.

Poison (Ex): Injury, DC 22 ortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Dex.

Combat: If it's opponents are land bound, the ROcky Bones opens up with Earthquake, and then wades in to mop up.
« Last Edit: June 04, 2024, 04:53:37 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #204 on: June 07, 2024, 07:09:31 PM »
Toxosol nother request
                      Large Outsider (Native)
Hit Dice:             24d8+120 (228 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          31 (-1 Size, +4 Dex, +16 Natural+2 Deflection), touch 15, flat-footed 27
Base Attack/Grapple:  +24/+34
Attack:               Bite +29 melee (1d8+6 plus Poison)
Full Attack:          6 Bites +29 melee (1d8+6 plus Poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Breath Weapon, Poison, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Teleport, Scent, Unearthly Grace, DR 10/Magic, SR 26
Saves:                Fort +21, Ref +20, Will +12
Abilities:            Str 22, Dex 18, Con 20, Int 14, Wis 14, Cha 14
Skills:               Bluff +22, Concentration +25, Diplomacy +22, Intimidate +22, Jump +26, Knowledge (Arcana, Nature, The Planes) +22, Listen +22, Search +22, Spellcraft +22, Spot +22, Survival +22, Use Magic Device +12
Feats:                <Bonus feat>B, <feats>
Environment:          Urban
Organization:         Solitary
Challenge Rating:     15
Treasure:             Standard
Alignment:            Neutral
Advancement:          25-36 HD (Large)
Level Adjustment:     ---

Breath Weapon (Su):
Once every 1d4 rounds the Toxosol can breathe energy in a x ft. Cone, doing 8d6 acid, cold, electricity, fire or force damage (choose when making the attack) if the target fails a DC 27 Reflex Save (with half damage on a successful save).  Save DC is Con based.

Poison (Ex): Injury, DC 27 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Strength.

Spell-Like Abilities (Sp): At will: Darkness.

Teleport (Su):
As a Movement Action, the Toxosol can choose to Teleport to any unoccupied set of squares it can see within 50 feet.

Unearthly Grace (Su): The Toxosol gains it's Charisma Bonus as a Bonus to all Saving Throws and a Deflection Bonus to AC.

Combat: The Toxosol generally opens with it's breath weapon, and then moves in to bite.
« Last Edit: June 12, 2024, 06:43:00 PM by bhu »