Author Topic: General Weirdness  (Read 60295 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 27
Saves:                Fort +21, Ref +20, Will +18
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:                Cleave, Combat Reflexes, Epic Will, Great Cleave, Iron Will, Magekiller*, Mage Slayer**, Power Attack, Run
Environment:          Urban
Organization:         Solitary
Challenge Rating:     16
Treasure:             Standard
Alignment:            Neutral
Advancement:          25-36 HD (Large)
Level Adjustment:     ---

* see https://dnd-wiki.org/wiki/Magekiller,_Tome_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR0esSvNDjFc-p8CA682jgRjb9GE0NiQqxt3WC_BsHfb5L0-aLXl5vCktHg_aem_P06aZjljHywOMjBTcduQ-w

** see https://dnd-wiki.org/wiki/Mage_Slayer_(3.5e_Feat)?fbclid=IwZXh0bgNhZW0CMTAAAR0hkwVS-b9mA-QKruFdHyJi2X9J1zHl1XT1yvivrEy-7DH8RfOmyMnbAYk_aem_pStA750oeD3bQndNEOpGpw

"I don't like this horse Bert."

"I don't think that's a horse Abner..."

"Was the fire spitting a clue?"


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 17, 2024, 05:15:54 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #205 on: June 22, 2024, 05:27:15 PM »
Tickletockle nother request
                      Medium Undead (Incorporeal)
Hit Dice:             5d12 (32 hp)
Initiative:           +2
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (+2 Dex, +4 Deflection), touch 16, flat-footed 14
Base Attack/Grapple:  +2/-
Attack:               Incorporeal touch +6 melee touch (Grapple, see below)
Full Attack:          Incorporeal touch +6 melee touch (Grapple, see below)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Incorporeal Grappler, Boo!
Special Qualities:    Darkvision 60 ft., undead traits, incorporeal traits
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str -, Dex 14, Con -, Int 12, Wis 13, Cha 19
Skills:               Bluff +9, Diplomacy +9, Hide +15, Listen +14, Move Silently +7, Search +6, Spot +14, Survival +6
Feats:                Combat Reflexes, Improved Initiative
Environment:          Any
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          6-10 HD (Medium)
Level Adjustment:     ---

Incorporeal Grappler (Su): Tickletockles are able to materialize their arms enough to grapple opponents who are no more than one Size class larger than them.  This does not provoke an attack of opportunity.  Once they have an opponent Grappled, they can move them or knock them Prone with a successful Grapple Check.

Boo! (Su):  As a standard action, a Tickletockle can jump out at opponents with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 16 partial). A creature that successfully saves cannot be affected again by the same Tickletockle’s scare ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based

Combat: Tickletockles are pranksters who prefer messing with people to actual fighting.  If pressed, they will trip opponents and fly away, or Grapple them, and drop them from a height..
« Last Edit: July 07, 2024, 04:52:36 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #206 on: September 02, 2024, 01:13:07 PM »
                      Dire Mewtwo conversion request
                      Large Outsider(Native, Psionic)
Hit Dice:             32d8+288 (432 hp)
Initiative:           +7
Speed:                60 ft. (12 squares), Fly 60 ft. (Perfect)
Armor Class:          30 (-1 Size, +7 Dex, +14 Natural), touch 16, flat-footed 23
Base Attack/Grapple:  +32/+40
Attack:               Slam +35 melee (1d4+4)
Full Attack:          2 Slams +35 melee (1d4+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Psi-like Abilities, Psychic Cut, Critical Focus
Special Qualities:    Darkvision 60 ft., Truesight 300 ft., Telepathy 1 Mile, DR 15/Epic, Immunities, Vulnerabilities, Disabling Ward
Saves:                Fort +29, Ref +33, Will +32
Abilities:            Str 18, Dex 24, Con 28, Int 30, Wis 30, Cha 20
Skills:               Autohypnosis +45, Balance +44, Bluff +40, Concentration +9, Diplomacy +40, Intimidation +40, Knowledge (Arcana, History, Nature, Psionics) +45, Listen +45, Psicraft +45, Search +45, Sense Motive +45, Spot+45, Survival +45, Tumble +44, Use Psionic Device +40
Feats:                Combat Manifestation, Combat Reflexes, Greater Psionic Fist, Improved Initiative, Lightning Reflexes, Psionic Fist, Unavoidable Shot  Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Environment:          Underdark
Organization:         Solitary
Challenge Rating:     18
Treasure:             Standard
Alignment:            Neutral
Advancement:          33-64+ HD (Large)
Level Adjustment:     ---

This is the Dire version of Mewtwo.

Psi-like Abilities (Ps): At Will: Mind Thrust, Inertial Armor, Psionic Dimension Door 3/Day: Bend Reality, True Metabolism.  Caster Level is equal to HD, and Saves are Int based.

Psychic Cut (Su): As a Standard Action the Dire Mewtwo can manifest a blade of psionic energy.  This can be used at will, and otherwise works like Mordenkainen's Sword.

Critical Focus (Su): As a Swift Action, you can turn a regular hit into a Critical hit.  You may use this ability 10/day, and may use it after you see the results of the die roll.

Immunities: Dire Mewtwo is immune to the following: Ability damage or drain, Energy Drain, Fatigue/Exhaustion, Mind-affecting Effects, Paralysis, Petrification, Polymorph, and Daze/Stun.

Vulnerabilities: Dire Mewtwo is vulnerable to acid and negative energy damage.

Disabling Ward (Su): Once per turn, when it takes damage, the Mewtwo can force the damaging creature to make a DC 36 Fortitude Save (Save DC is Int based).  If the attacker fails, it becomes Paralyzed until the beginning of the Dire Mewtwo's next turn.

Combat: Dire Mewtwo will usually use it's Psi-like Abilities, reserving it's Psychic Cut for tougher opponents.
« Last Edit: September 15, 2024, 06:13:04 PM by bhu »