Author Topic: Spookity Critters  (Read 17626 times)

Offline bhu

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Re: Spookity Critters
« Reply #60 on: February 14, 2021, 08:15:31 PM »
Wounded Bird
                      Medium Plant (Psionic)
Hit Dice:             8d8+32 (68 hp)
Initiative:           -1
Speed:                0 ft. (0 squares)
Armor Class:          10 (-5 Dex, +5 Natural), touch 5, flat-footed 10
Base Attack/Grapple:  +6/+10
Attack:               Touch +10 melee (attach)
Full Attack:          Touch +10 melee (attach)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Anesthesia, Attach, Feed, Toxic Cloud, Psionics
Special Qualities:    Plant traits, Glamer, Blind, Blindsight 60 ft., Vulnerable to Fire (x2 damage)
Saves:                Fort +10, Ref -3, Will +5
Abilities:            Str 18, Dex 0, Con 18, Int 12, Wis 17, Cha 17
Skills:               Bluff +8, Concentration +9, Disguise +8, Knowledge (Nature) +4, Listen +8, Sense Motive +8, Spot +8
Feats:                Combat Manifestation, Improved Initiative, Psionic Endowment
Environment:          Warm or Temperate Forests, Mountains and Underground
Organization:         Solitary
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          9-12 HD (Medium), 13-24 HD (Large)
Level Adjustment:     ---

“Life is a hideous thing, and from the background behind what we know of it peer daemoniacal hints of truth which make it sometimes a thousandfold more hideous.”

The Wounded Bird is a large fungal entity that lives in dark places.  They are self aware, and capable of clouding the minds of men and beasts in order to get them to approach what they see as one of their own lying injured and pleading for help (or perhaps as a wounded prey species if they're trying to catch a predator).  The Bird then unleashes a toxic powder that knocks it's victim out so it can feed by burrowing tendrils into them to drain them dry.  Physically they appear as large grey piles of moldy fungal tissue.  Once their prey falls asleep, roots come up through the soil and begin webbing their way across the prey's body.  They kill the prey slowly over days by sifting certain minerals and nutrients from it's body.  The Bird can alleviate the pain it causes if it wishes to.

Anesthesia (Ex): When attached to a creature, the Wounded Bird injects it with a numbing agent.  The victim must make a DC 18 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 hours.  Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up.  Creatures immune to poison are immune to this ability. 

Attach (Ex): If a Wounded Bird hits with a touch attack, it uses its roots to latch onto the opponent’s body. An attached Wounded Bird is effectively grappling its prey.  An attached Wounded Bird can be struck with a weapon or grappled itself. To remove an attached Wounded Bird through grappling, the opponent must achieve a pin against the Wounded Bird.

Feed (Ex): A Wounded Bird drains blood, dealing 1d4 points of Constitution damage per day when it becomes attached to a victim.

Toxic Cloud (Ex): Once every 1d4 rounds a Wounded Bird can unleash a toxic cloud that covers a 30 ft. radius with it at the center.  All living creatures within this area must make a DC 18 Fortitude Save (Save DC is Con based) or fall unconscious for 1 Minute. 

Psionics(Ps): At Will: Chameleon, Dispel Psionics, Metafaculty, Personal Mind Blank, Psionic Modify Memory, Read Thoughts.

Glamer(Su): Wounded Birds permanently have the benefits of the Reflective Disguise spell.  If an opponent successfully makes a Willpower Save, he is immune to your Glamer for 24 hours.

Blind (Ex): The Wounded Bird are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Combat: Wounded Birds prefer lone targets, hiding if groups approach.  They often have a symbiotic relationship with nearby predators, agreeing not to eat them in exchange for help defending themselves from adventurers.
« Last Edit: February 17, 2021, 06:27:15 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #61 on: February 14, 2021, 08:22:54 PM »
Experiment 142
                      Small Ooze
Hit Dice:             2d10+10 (21 hp)
Initiative:           -5
Speed:                10 ft. (2 squares)
Armor Class:          5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:  +1/-1 (+11 when attached)
Attack:               Touch +3 melee (attach)
Full Attack:          Touch +3 melee (attach)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Attach, Blood Drain
Special Qualities:    Blindsight 60 ft., Blind, Ooze traits, Vulnerability, Immunities
Saves:                Fort +5, Ref -5, Will -5
Abilities:            Str 14, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills:               -
Feats:                -
Environment:          Any Underground
Organization:         Solitary or Infestation (3-10)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

"At this horror I sank nearly to the lichened earth, transfixed with a dread not of this nor any world, but only of the mad spaces between the stars.”

Experiment 142 was designed to create a filter that would absorb diseases from the human body.  When the village of Sheep's Town offended the Gods, they were suddenly cut off from healing magic.  The exact reason for this has not survived, but it's revelation made the towns neighbors avoid it.  Then various diseases and maladies swept the town.  An aspiring Artificer decided he could modify an experimental Ooze lifeform he previously created to filter disease from people by piercing their body, and draining their blood before purifying it, while  injecting said blood back in at the same time to prevent death.  This was obvious insanity, but the townsfolk were desperate.  Desperate enough to not ask why he had originally created such a thing, and for what purpose it was originally  to be used for.  His creation promptly killed him, so they were never able to ask.  The townsfolk were obliterated not long after.  No one goes there anymore, and as such the full truth of what happened remains hidden by rumor.  The oozes appear as slate-grey, mounds of rubbery flesh that can extrude pseudopods.  They hunger for mammalian blood, going dormant when it senses none (sometimes for years at a time).

Attach (Ex): If an Experiment hits with a touch attack, it uses its psedopod to latch onto the opponent’s body. An attached Experiment is effectively grappling its prey. Experiments have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

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

Blind (Ex): The Experiments are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Vulnerability: The Experiments are somewhat vulnerable to disease due to their methods of feeding.  When feeding from an opponent who is infected with a disease, the Experiment must make a Fortitude Save with a -4 Racial Penalty or become infected.  They take double damage from disease.

Immunities: The Experiments are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless, or is a disease).

Combat: The Experiments charge the nearest living creature so they can feed, and leave when full (i.e. they drained it dry).
« Last Edit: February 17, 2021, 06:02:45 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #62 on: May 08, 2021, 08:48:02 PM »
FALSE VAMPIRE

False Vampire is an Acquired Template that can be applied to any Giant, Humanoid or Monstrous Humanoid.  Commissioned by a deranged noblemen, these are foolish men and women willing to be experimented upon for power and prolonged life.  They look like regular vampires, but are less powerful and cannot fool true undead.  The thought behind their creation was that no one would be willing to assault a fiefdom with it's own private vampire army, but that didn't hold true.  Instead every power for leagues around united to squash what they saw as an existential threat to their very existence.  Today, the alchemical techniques are known only to a select few.  The rituals also require vampire blood as an ingredient, which makes these creatures even rarer.

Size and Type: Unchanged, though they gain the Augmented Subtype. 

Hit Dice:
Unchanged, though hit points will increase due to Con score increases.

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +4.

Attacks:
If the creature has no primary natural attack it gains a Slam attack.  If it has no Bite attack it gains a secondary Bite attack.  If the base creature has a primary Bite attack, the Slam becomes a Secondary attack instead.  The creature has 2 Slams and a Bite (or a Bite and 2 Slams) with a Full attack.

Damage: Slam and Bite damage are the same, and depend on the base creature's Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8) or Colossal (4d6).

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

Blood Drain (Ex): A False Vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the False Vampire gains 5 temporary hit points.

Charrn (Su): A False Vampire can corrupt an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the False Vampire must use a standard action, and those merely looking at it are not affected. Anyone the False Vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a Charm Person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Ex): The toxins used to create a False Vampire are passed on in it's bite.  Injury, Fortitude (Save DC is Constitution based) Saving throw, Initial damage is 1d3 Str.  Secondary damage is also 1d3 Str, unless the victim is a Giant, Humanoid or Monstrous Humanoid.  In that case, the victim gains the False Vampire Template within 1d4 days.

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

Damage Reduction (Ex): The base creature gains DR 5/slashing.

Fast Healing (Ex): A False Vampire heals 3 points of damage each round so long as it has at least 1 hit point.

Immunities (Ex): False Undead are immune to non-magical disease and poison.  They have a +2 Racial Bonus on Saving Throws against sleep effects, death effects, paralysis, ability drain or damage, energy drain, fatigue/exhaustion, or magical poison/disease.

Compulsions:  False Vampires are diet dependent on fresh blood, which they need to consume about 1 liter a week of.  It can be the blood of any living creature, and they must be careful if they want to avoid making more of their kind.  They must make a DC 15 Willpower Save to avoid going for it if blood is in their presence, or they havent fed in a while.

Darkvision 60 feet

Saves: Will be altered due to Ability Score increases..

Abilities: +6 Str, +4 Dex, +4 Con, +2 Wis, +2 Cha.

Skills: False Vampires have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.  They also gain a +8 Racial Bonus to Disguise Checks meant to appear as Vampires.

Feats: False Vampires gain Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will and Lightning Reflexes as Bonus Feats.

Environment:
Any.

Organization:
Solitary, pair, gang (3-5), or troupe (10-20)

Challenge Rating: +2

Treasure: Standard.

Alignment: Alignment gradually shifts towards Evil over time, with the bulk becoming Neutral Evil.

Advancement:
By Character Class.

Level Adjustment: +6
« Last Edit: May 08, 2021, 11:34:51 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #63 on: May 08, 2021, 08:48:09 PM »
FALSE GHOUL

False Ghoul is an Acquired Template that can be applied to any Giant, Humanoid or Monstrous Humanoid.  They were the precursor to the False Vampires.  More a proof of concept than a serious attempt at enhanced soldier creation.  Criminals and unwilling participants were doused in the necessary alchemical toxins until they succeeded in a change that worked. On the downside, no one wanted to be a Ghoul so the process was quickly abandoned in favor of refining the process for Vampires.

Size and Type: Unchanged, though they gain the Augmented Subtype.   

Hit Dice: Unchanged, though hit points will increase due to Con score increases. 

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by +2.

Attacks: If the creature has no primary natural attack it gains a Claw attack.  If it has no Bite attack it gains a secondary Bite attack.  If the base creature has a primary Bite attack, the Claw becomes a Secondary attack instead.  The creature has 2 Claws and a Bite (or a Bite and 2 Slams) with a Full attack.

Damage: Slam and Bite damage are the same, and depend on the base creature's Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8) or Colossal (4d6).

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

Toxic Claws and Teeth (Ex): The toxins used in the False Ghouls creation are expressed through it's natural attacks.  Injury, Fortitude (Save DC is Constitution based) Saving throw, Initial damage is 1d6 Dex.  Secondary damage is also 1d6 Dex, unless the victim is a Giant, Humanoid or Monstrous Humanoid.  In that case, the victim gains the False Ghoul Template within 1d4 days.

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

Damage Reduction (Ex): The base creature gains DR 5/slashing.

Immunities (Ex): False Undead are immune to non-magical disease and poison.  They have a +2 Racial Bonus on Saving Throws against sleep effects, death effects, paralysis, ability drain or damage, energy drain, fatigue/exhaustion, or magical poison/disease.

Compulsions:  False Ghouls can eat virtually any organic matter, but feel strongly compelled to eat decomposing matter.  They must make a DC 15 Willpower Save to avoid diving in if the opportunity presents itself.  Many who remain hidden in communities are outed by their excursions to mortuaries or graves to feed, where they sometimes come into conflict with actual Ghouls.

Darkvision 60 feet

Saves: Will be altered due to Ability Score increases.

Abilities: +2 Str, +4 Dex, +4 Con, -2 Int, +4 Wis, -2 Cha

Skills: Gains a +6 Racial Bonus on Disguise Checks meant to appear as a Ghoul.

Feats: The base creature gains Multiattack Feat..

Environment: Any.

Organization: Solitary, gang (2-4), or pack (7-12)

Challenge Rating:
+1

Treasure: Standard.

Alignment: The Base Creature's Alignment slowly shifts towards Chaotic Evil.

Advancement: By Character Class.

Level Adjustment: +4
« Last Edit: May 08, 2021, 11:32:12 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #64 on: September 23, 2022, 10:53:29 PM »
Waraikumo (main form)
                      Medium Outsider (Chaos, Evil, Extraplanar, Shapechanger)
Hit Dice:             16d8+144 (216 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          29 (+9 Dex, +10 Natural), touch 19, flat-footed 20
Base Attack/Grapple:  +16/+20
Attack:               Slapstick +28 melee (1d6+7) or Touch +25 melee touch (1d6+4 plus poison)
Full Attack:          Slapstick +28/+23/+18 melee (1d6+7) or 2 Touches +25 melee touch (1d6+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Poison, Throw Spider, Split
Special Qualities:    DR 10/Good and Magic, Darkvision 60 ft., Telepathy 100 ft., SR 28, Immunities, Carnivorous Healing, Shapechanger
Saves:                Fort +19, Ref +19, Will +14
Abilities:            Str 19, Dex 29, Con 29, Int 18, Wis 18, Cha 24
Skills:               Balance +15, Bluff +20, Climb +17, Concentration +20, Diplomacy +20, Disguise +20 (+22 acting), Gather Information +13, Hide +20, Intimidate +19, Jump +20, Knowledge (Arcana, History, Local, Religion, The Planes) +14, Listen +14, Move Silently +20, Perform +20, Search +14, Sense Motive +15, Spellcraft +16 (+18 scrolls), Spot +14, Tumble +20, Use Magic Device +17 (+19 scrolls)
Feats:                Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     17
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          17+ HD (Medium)
Level Adjustment:     ---



Waraikumo (swarm form)
                      Diminutive Outsider (Chaos, Evil, Extraplanar, Shapechanger)
Hit Dice:             16d8+144 (216 hp)
Initiative:           +9
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          29 (+4 Size, +9 Dex, +6 Natural), touch 23, flat-footed 20
Base Attack/Grapple:  +16/-
Attack:               Swarm (4d6 plus Poison)
Full Attack:          Swarm (4d6 plus Poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Spell-Like Abilities, Poison, Reform
Special Qualities:    DR 10/Good and Magic, Darkvision 60 ft., Telepathy 100 ft., SR 28, Immunities, Carnivorous Healing, Immune to Weapon Damage, Swarm traits
Saves:                Fort +19, Ref +19, Will +14
Abilities:            Str 3, Dex 29, Con 29, Int 18, Wis 18, Cha 24
Skills:               Hide +32


           Spider
                      Diminutive Outsider (Chaos, Evil, Extraplanar, Shapechanger)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          16 (+4 Size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +2/-14
Attack:               Bite +8 melee (1d3-4) plus Poison)
Full Attack:          Bite +8 melee (1d3-4) plus Poison)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Poison
Special Qualities:     DR 5/Good and Magic, Darkvision 60 ft., Telepathy 100 ft., Immunities, Carnivorous Healing
Saves:                Fort +5, Ref +5, Will +3
Abilities:            Str 3, Dex 15, Con 15, Int 5, Wis 11, Cha 11
Skills:               Climb +10, Hide +14, Jump +10, Listen +5, Move Silently +7, Search +2, Spot +5, Tumble +7
Feats:                Weapon Finesse

"You are correct when you say I do not care for the Italians.  When we signed the Treaty of Commerce and Friendship with them in 1866, a delegation was sent to their country to work out further details.  I was with them, as a bodyguard.  They held quite the decadent celebration for us, and we were both delighted and appalled at all we beheld.  Particularly the strange comedic plays they performed, so unlike our own kyogen.  I couldn't follow them between the language barrier and cultural differences.  I gathered from a translator  that it was the story of a servant named Harlequin, and his rival Pierrot.  Apparently this Harlequin had some sort of magical ability to influence the world around him, which he used to pursue women and work various mischief.  I found these plays, and everything else about the country tiresome."

"And then Hiroshi, the head of the delegation, disappeared.  We last saw him inquiring about meeting the actor who played the Harlequin.  When he hadn't been found after a swift search, we asked the theatre owner for the actors address.  We didn't find Hiroshi, but we found Hanzo, his personal guard.  Or more accurately, we found what was left of him.  The local men looked dismayed, but not surprised.  I knew they realized what had happened, but fear kept them silent.  Our government was offered much silver as an apology, and a promise that if the Harlequin was caught, he would be turned over to us for justice."

"It was an obvious lie meant to soothe us.  The local Omawarisan did not inspire faith in their abilities.  I received permission to stay behind, and a modest stipend to finance me.  I threw myself into research about the Italian theatre, and it's current actors.  The trickster Harlequin was based on a much older French character named Hellequin, who was a servant of demons.  The more I looked into the plays past, the more the truth became evident.  Much like the truth behind our own legends of the Jorogumo, that truth was unpalatable.  The actor was a man named Ragno, and it was disputed that he was even a man.  A master of his craft, some said the actor had privately portrayed a woman well enough to fool a local noble into becoming his husband.  At first I simply put this down to spurious rumor, but that was not the truth.  Ragno was neither a man, nor a woman, but able to appear as both.  It was a Demon who moved from life to life, leaving corpses in it's wake.  It appeared as loved ones, and even pets to fool others into giving it shelter.  Always hiding from something that locals implied to me was worse.  Once it knew of me, it appeared to me as Hanzo, mocking me for failing to prevent his death.  Not that I could have known his death was coming.  I went home a failure again, unable to avenge Hiroshi and Hanzo.  And i will never return to Italy.  It is a land of demons, and the locals capitulate to them.  Perhaps they have been given no choice.  But i have a choice.  And I choose not to see the Laughing Spider a second time."

"Ojisan, we live in Okayama.  There's a spider yokai on every street corner."

"Really?"

"The vendor you buy ice cream from is a spider woman."

"Well (beep)."

The Waraikumo's true name is unknown.  Patchy historical regards suggest it was once the servant or rival of another powerful demon.  It is known to be hiding from something it often refers to as 'Pierrot'.  It often hides in plain sight as a theater actor, but more often insinuates itself into households via it's ability to shapeshift.  While in some cases it has been theorized to care for some of the lives it encounters, in practice it brings ruin to most of them.  While it's main form is a man in a checkered suit and black mask, the Waraikumo is actually a swarm of spiders sharing a single mind.

Spell-Like Abilities (Sp): At Will: Animate Objects, Briar Web (Spell Compendium), Grease, Greater Shadow Conjuration, Greater Teleport (self plus 50 pounds of objects only), Locate Object, Mislead, and Polymorph Any Object.  Caster level 16th. The save DCs are Charisma-based

Poison (Su): Injury, DC 27 Fortitude Save (DC 13 for Spider, Save DC is Constitution based), Initial and Secondary damage is 1d6 Con (1d3 Con for Spider).

Throw Spider (Su): As a Standard Action the Waraikumo can separate a Spider from it's mass, and throw it out to a range of 60 feet.  It takes 2d4 damage when it does this, but regains those lost hit points when the Spider rejoins the main body (which it may do as a Swift Action).  It may only do this while in it''s main form.

Split/Reform (Su): As a Move Action the Waraikumo can split into it's Swarm form, or regroup into it's Main form.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 27 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Immunities: The Waraikumo is imune to Paralysis, Petrification and Polymorph.

Carnivorous Healing (Su): When using it's Touch attack in it's main form (or it's swarm attack in it's swarm form, or it's bite attack as an individual spider) the Waraikumo heals one point of damage for each point of damage it's attack does.

Shapechanger (Su):  The Waraikumo can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The Waraikumo can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. This works like the Alternate Form ability, except the Waraikumo retains it's physical ability scores.

Skills:  The Laughing Spider has a +8 racial bonus on Climb and Jump checks. The Laughing  Spider can always choose to take 10 on Climb checks, even if rushed or threatened. The Laughing Spider uses either it's Strength or Dexterity modifier for Climb and Jump checks, whichever is higher.

Combat: The Waraikumo will often fight below it's true power in order to mask what it truly is (more for it's own amusement than protection, but there is clearly something it doesn't want to find it).  It will duel individuals with it's wooden sword before capering away, unless they remain persistent, or it perceives them as being capable of being a threat.  AT that point, all bets are offf, and it will do whatever is necessary to destroy it's opponent.


The Slapstick
The Slapstick appears variously as a wooden sword or club, and is a +3 club effectively.  It also has the ability to modify reality, if you can figure out how to use it.  This requires a DC 25 Use Magic Device (see Use Magic Device "Activate Blindly' in the PHB).  Each time you successfully use the Slapstick, the Check DC lowers by 5, and disappears altogether once it lowers to DC 10.  If it is successfully activated, the wielder can cast Wish once per day (this does not require the XP cost, nor may it be used to grant Inherent Bonuses to ability scores).  Caster Level is equal to the wielders Hit Dice.  If you fail the Use Magic Device Check by 10 or more, you are subjected to a Disintegrate spell (Caster Level 17th).







The Slapstick
The Slapstick appears variously as a wooden sword or club, and is a +3 club effectively.  It also has the ability to modify reality, if you can figure out how to use it.  Once attuned, you can use it as a magic weapon, but you  must make a DC 20 Charisma Check.  Each time you succeed in this check, the DC drops by 5, going away altogether when it reaches DC 10.  If it is successfully activated, the wielder can cast Wish once per day. If you fail the Charisma Check by 10 or more, you are subjected to a Disintegrate spell (Save DC 17).  The Waraikumo can use this ability without taking Stress (see the Wish spell).
« Last Edit: October 16, 2022, 04:40:24 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #65 on: September 25, 2022, 05:57:50 PM »
 https://foundation.app/@averkin/foundation/18774


Perrault's Crow
                      Huge Aberration
Hit Dice:             18d8+90 (171 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Fly 120 ft. (Good)
Armor Class:          20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +13/+29
Attack:               Bite +19 melee (3d6+8)
Full Attack:          1 Bite +19 melee (3d6+8) and 2 Claws +17 melee (2d8+4) and 2 Lesser Claws +17 melee (1d8+4)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Frightful Presence
Special Qualities:    Darkvision 120 ft., Second Sight, DR 10/Magic, SR 20
Saves:                Fort +11, Ref +8, Will +12
Abilities:            Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 14
Skills:               Climb +8, Listen +8, Search +4, Spot +8, Survival +4
Feats:                Alertness, Flyby Attack, Improved Initiative, Improved Snatch, Multiattack, SKill FOcus (Search), Snatch
Environment:         Temperate Forests
Organization:         Unique
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          15+ HD (Huge)
Level Adjustment:     ---

"Listen closely, I'll only be drunk enough to ever tell this story once.  There's a reason we avoid the Sonian Forest at certain times of the year.  At one time a man named Jean Perrault lived in a small pavillon hidden there.  He was an odd man.  Never attended Church or any other social function.  He only came to the village for parcels and supplies.  God alone knows where half the things he ordered came from.  Some of them stank, or were marked hazardous.  When he went on his  frequent trips, he would return with strange devices, and even stranger books.  People began to whisper that he was into the occult.  Probably because he was."

"His other singular obsession was a crow.  It was an odd crow.  Piebald, with milky eyes.  You could always see it somewhere, staring.   We all thought it was blind, yet somehow it kept on living.  We assumed Perrault fed it, but no one knew how it could get about without hitting anything.  The townsfolk started referring to it as Perrault's familiar.  If we only knew the truth."

"Eventually his odd behavior exceeded our tolerance.  I was a boy of 14 at the time.  A mob had formed to oust him, and my father took me along because he wanted me to 'learn what it was to be a man.'  Apparently being a man meant joining a lynching party that was frothing at the mouth in fear, and destined to spiral out of control.  Even as a boy I could see what was coming.  At least i thought I could.  It erupted into violence as expected, but Perrault, wily rogue that he was, had a surprise for us.  Four men died before we even got to his house.  He'd trapped the path leading to it.  The door was open when we got there.  Perrault was gone, but his handiwork wasn't.  He'd opened a door to somewhere, and something had come through.  A great many somethings in fact.  I ran when they tore the first man in half.  Most of the people who went in died that day.  We never found Perrault, but we did kill most of his creations."

"I was hiding in the town hall afterwards, and overheard everything.  Perrault had become obsessed with the idea that his crow not only wasn't blind, but could see things the rest of us couldn't.  He had it in his head that there were many overlapping realities, and that his crow could see the weak points in them that allowed one to cross over from one world to the next.  He used it to open a doorway to somewhere, but in his journal he noted that whatever he expected to find on the other side, he wasn't fool enough to cross over himself.  He sent small beasts of the forest that he trapped instead, to watch what happened to them.  They were...changed.  Horribly.  And whatever was on the other side kept pushing them back over to our side of the door.  Perrault had some manner of keeping them at bay.  Likely he kept them around on the chance we did what we did."

"And then there was the crow.  After it ripped out the Mayors eyes, it fled through the door.  It comes back every so often, when the door is open.  It's not just a crow anymore.  We never did find Perrault.  Maybe one of his pets ate him.  Maybe he's up there still, whatever he might be now.  Avoid the forest, especially on New Years Day.  And don't pursue this any further.  The town has a way of making sure people who ask about the crow disappear."

Frightful Presence (Ex): The Crow can unsettle foes with its mere presence. The ability takes effect automatically whenever the Crow attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the Crow. A potentially affected creature that succeeds on a DC 21 Will save (Save DC is Charisma based) remains immune to that Crow’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds, those with 5-10 HD are Frightened for 4d6 rounds, and those with 11 or more HD become shaken for 4d6 rounds.

Second Sight (Su): The Crow permanently has the benefits of a True Seeing spell (Caster Level equal to it's HD).  It also can see into other planes of existence in areas where the barriers between worlds are week, and can see portals between realities that are normally invisible.

Combat: The Crow seems to prefer to do Flyby attacks, snatching up one victim at a time.

« Last Edit: October 22, 2022, 08:33:42 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #66 on: September 30, 2022, 12:07:55 AM »
River Ghost

River Ghost is an Acquired Template that can be applied to any Humanoid who has drowned in a river.  This is based on old Swedish folklore of ghosts that try to drag people under the water, but
I'm kind of winging it as I can't find any English language sources.  The ghost wants to cross the river or fjord, and will insist people crossing the river carry them, often drowning them in the process.   Some ghosts will explain to targets how to send them on to the afterlife, but often in only the most cryptic of terms.

Size and Type: The base creatures type changes to undead with the Incorporeal Subtype. Do not recalculate the base creatures base attack bonus, saves, or skill points. Size is unchanged. 

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

Speed: The base creature gains a Swim speed equal to it's land speed.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

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

Manifestation (Su):  Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Psychic Grapple (Su): The River Ghost can 'ride' people or animals, making them feel as if a great weight has descended upon their back and shoulders.  They do this to creatures who are crossing the river.  This is a Standard Action that can target any living creature that is adjacent to the ghost.  The creature must be swimming or walking across the river for this ability to work.  Each round the target is subjected to this ability it must make a Strength Check (1d20 + 1/2 HD + Str modifier) opposed by the Ghosts Charisma (1d20 + 1/2 HD + Cha modifier).  If the target succeeds, it moves normally.  If it fails, it's movement speed is halved.  If it fails another check it also becomes Fatigued.  Should it fail a fourth check, it becomes Exhausted.  Should it fail a fifth time, the target slips underwater and must hold it's breath or begin drowning.  The ghost will target this creature each round with this ability until it crosses the river or drowns.

Invisibility (Su): A River Ghost can become Invisible as per the Greater Invisibility spell at will.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

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

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace (usually crossing the river in this case, or righting whatever wrong it did). The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex): A ghost has +4 turn resistance.

River Imprisonment (Ex): A River Ghost cannot step out of the river it died in.

Saves: Unchanged.

Abilities: +4 Cha, being Undead it has no Con score.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, Spot, and Swim checks.  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

Feats: Unchanged.

Environment: The river it died in.

Organization: Same as Base Creature, usually Solitary now.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Any.

Advancement: n/a

Level Adjustment: ---

Example of creature using template here:

 Old Man Kallan  (Fighter4/River Ghost template)
                      Medium Undead (Aquatic)
Hit Dice:             4d12 (26 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          14 (+1 Dex, +3 Deflection), touch 14, flat-footed 13
Base Attack/Grapple:  +4/+6
Attack:               ---
Full Attack:          ---
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Psychic Grapple,  Invisibility, Horrific Appearance
Special Qualities:    Darkvision 60 ft., Rejuvenation, Turn Resistance, River Imprisonment
Saves:                Fort +4, Ref +4, Will +3
Abilities:            Str 15, Dex 13, Con -, Int 8, Wis 12, Cha 16
Skills:               Climb +2, Handle Animal +8, Hide +9, Intimidate +8, Jump +2, Listen +9, Ride +6, Search +7, Spot +9, Swim +10
Feats:                Iron Will, Lightning Reflexes, Cleave (B), Great Cleave (B), Improved Initiative (B), Power Attack (B)
Alignment:            Neutral Evil


"Kallan was a cavalry man who retired after the Great Northern War.  His retirement was not an easy one.  He'd acquired a great deal of wealth in the war, some say by theft, and lorded it over the rest of us.   The mayor may have run the town, but he was Kallan's toady.  He let Kallan get away with murder.  There were darker things attributed to Kallan as well, but only in whispers.  The older he grew, the worse he got, and finally word made it's way around that he'd hired a Haxa to give him eternal life in exchange for God alone knows what."

"We'd had enough.  We killed the witch and burned the body a fortnight away from the village.  She cursed us with her dying breath, but we paid her no mind. We would've put paid to Kallan too, but when we returned we'd learned he drowned while bathing in the river.  Odd given that he'd always been a good swimmer.  We just assumed someone had beaten us to the punch.  But the witch had given him eternal life of a sort, just not the manner he wanted it to be.  Old Kallan still 'lives' in the river, and that is why we avoid it.  We've called upon you to lay him to rest.  He is the witches curse given form, and he won't leave until we're all dead or find someone who can exorcise him."

« Last Edit: October 15, 2022, 09:49:06 PM by bhu »

Offline bhu

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Re: Spookity Critters
« Reply #67 on: March 14, 2023, 01:19:58 AM »
   Vampire Golem
                      Large Construct
Hit Dice:             14d10+30 (107 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          26 (-1 Size, +1 Dex, +16 Natural), touch 10, flat-footed 25
Base Attack/Grapple:  +10/+22
Attack:               Slam +17 melee (2d8+8 plus Energy Drain)
Full Attack:          2 Slams +17 melee (2d8+8 plus Energy Drain) and 1 Bite +17 melee (1d8+4 plus Energy Drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Blood Drain, Dominate, Create Spawn, Energy Drain
Special Qualities:    Construct traits, Immunities, DR 10/Adamantine, Darkvision 60 ft., Immunity to Magic, Low-light Vision, Fast Healing 5, Gaseous Form, Spider Climb, Turn Resistance
Saves:                Fort +4, Ref +7, Will +6
Abilities:            Str 27, Dex 13, Con -, Int 12, Wis 14, Cha 18
Skills:               Bluff +12, Climb +12, Diplomacy +12, Hide +11, Jump +12, Knowledge (Arcana) +12, Listen +12, Move Silently +11, Search +11, Sense Motive +11, Spellcraft +11, Spot +12, Use Magic Device +12
Feats:                Awesome Blow, Improved Bull Rush, Improved Multiattack, Multiattack, Power Attack, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B)
Environment:          Any
Organization:         Unique (?)
Challenge Rating:     13
Treasure:             Double Standard
Alignment:            Neutral Evil
Advancement:          15-21 HD (Large); 22-42 (Huge)
Level Adjustment:    ---

"We had a contract with the Grey brothers for bodies.  We needed many of them for our...experiments.  The bodies were always headless with stakes in the heart, but we paid it no mind.  The locals were paranoid about vampire, and frequently formed violent mobs to root them out.  If only they'd known the Vampires had died out a hundred years ago.

If only we'd known that wasn't true.  We were so absorbed in our work that we'd thought the whispers of their return were superstitious paranoia.  We found out wrong when we made our new Golem from them.  It was different.  The teeth were those of a predator, and it's flesh was dark, with no sign of decay.  It was smart, and sly, and we occasionally thought it might be thinking for itself.  If only we'd known.  Our first real clue was when it fled the sunlight, smoke trailing as it went.  A week later it returned with it's 'children'.  Most of us were wiped out, or 'joined' their sidde.  I survived by fleeing and never looking back.

But now I must bid you adieu.  If you could find me, they can find me.  I'm afraid I can't leave you alive, seeing as you're the only one who knows my current face, but I'll make it quick.  I am not without mercy."

Vampire Golems are "ordinary" Flesh Golems that happen to be composed of the remains of Vampire, in one on mankinds more stunning displays of stupidity.

Blood Drain (Ex): A Vampire Golem can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampire Golem gains 5 temporary hit points.

Dominate (Su): A Vampire Golem can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Vampire Golem must use a standard action, and those merely looking at it are not affected. Anyone the Vampire Golem targets must succeed on a DC 21 Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 17th). The ability has a range of 30 feet. Save DC is Cha based.

Create Spawn (Su):  A humanoid or monstrous humanoid slain by a Vampire Golem’s energy drain rises as a vampire spawn 1d4 days after burial.  If the Vampire Golem instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the Vampire Golem that created it and remains enslaved until its master’s destruction. At any given time a Vampire Golem may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master Vampire Golem can control a number of lesser vampires in this fashion. A Vampire Golem may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Energy Drain (Su): Living creatures hit by a Vampire Golem’s slam attack (or any other natural weapon the Vampire Golem might possess) gain two negative levels. For each negative level bestowed, the Vampire Golem gains 5 temporary hit points. A Vampire Golem can use its energy drain ability once per round.

Immunities: Vampire Golems are immune to Cold and Electricity damage. 

Fast Healing (Ex): A Vampire Golem heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a Vampire Golem forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a Vampire Golem can assume gaseous form at will as the spell (caster level 14th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

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

Turn Resistance (Ex): A Vampire Golem has +4 turn resistance.

Weaknesses: A Vampire Golem has all the Standard Vampire Weaknesses (see Monster Manual).  Unlike standard Golems it isn't immune to Necromancy effects, and can be Turned as an Undead.  Other spells or effects that affect Undead will affect a Vampire Golem.

Skills: Vampire Golems have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Combat: Vampire Golems rely on their physicality, fighting more like Vampire Spawn than Lords.




Vampire Golem
"Please tell me you have Golems that won't lead to persecution by other species?."

Does No One Make Simple Golems Anymore?

"What in the name of the Gawds is that?"

"It's just a Flesh Golem sir."

"It looks quite remarkably well preserved..."

"That's cause we made it from Vampire bodies."

"Who keeps thinking these are good ideas?"


Extra Spicy Flash Golems

"It's immune to bees though!."

"It's also gone."

"Excuse me, I need to find security."

"We need to find another shop."

"NO! No sir, whut yew need is Big Bawb!"
« Last Edit: March 26, 2023, 05:03:58 PM by bhu »