Author Topic: Monster Revisions  (Read 47202 times)

Offline bhu

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Re: Monster Revisions
« Reply #100 on: July 02, 2016, 12:21:37 AM »
                      Cushion Fungus
                      Medium Plant
Hit Dice:             1d8 (4 hp)
Initiative:           -5
Speed:                0 ft. (0 squares)
Armor Class:          5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:  +0/-5
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores
Special Qualities:    Plant traits, Mindless, Blindsight 30 ft.
Saves:                Fort +2, Ref -5, Will +0
Abilities:            Str 1, Dex 1, Con 11, Int -, Wis 11, Cha 1
Skills:               ---
Feats:                ---
Environment:          Underdark
Organization:         Solitary
Challenge Rating:    1/2
Treasure:             10% chance of Standard
Alignment:            Always Neutral
Advancement:          2 HD (Large)
Level Adjustment:     ---

"So you grow fungus?"

"Ayup."

"So what does it do?"

"Nuthin'.  Dangerous ta be near tho.."

"Is that why we're wearing protective suits and masks?"

"Ayup.  Breathe near it and you join the fungus."

Cushion Fungi look like ovoid, velvet cushions of a pinkish-purple color.  They thrive in dry, underground caverns with little moisture or air movement.  In areas with plenty of humidity or air movement their spores do not mature enough for them to feed or reproduce.

Spores (Ex): The moment something enters the range of it's Blindsight the Fungus unleashes a nearly invisible cloud of spores that resembles heat distortion (DC 15 Spot Check to notice it).  The Spore Cloud expands at a rate of 10 ft. per round until it covers an area 40 ft. in diameter, centered on the fungus.  It lasts for 1d4+4 rounds. Any wind higher than 10 mph disperses the cloud in 1 round (immediately if the wind is 20 mph or higher).  Anyone in the cloud must make a Fortitude Save each round or be Poisoned.  Inhaled, Fortitude Save DC 14 (Save DC is Con based with a +4 Racial Bonus), Initial and Secondary damage is Sleep.  Unlike normal, the Sleep effect lasts for 1d3 days, but if they aren't forcibly removed from the Fungus it will continue to emit spores until the sleeping victims dies of thirst or starvation, at which point it becomes a host for a new fungus.  Victims who make the Saving throw are still Confused, as per the spell, for 1d4 rounds (and must still save as long as they remain within the cloud).  If someone is next to the Fungus and succumbs to sleep have them make a DC 14 Reflex Save.  If they fail, they fall onto the Fungus and it bursts.  It's spore cloud extends out to 60 ft. now, lasts an additional 1d4+4 rounds, and the Save DC is +2.

Combat:  Cushion Fungi do not really participate in combat.  They release their spores when live prey approaches, but beyond that they have no offensive or defensive powers.
« Last Edit: December 07, 2016, 11:52:41 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #101 on: July 02, 2016, 12:26:58 AM »
                      Groundsquid 
                      Large Aberration
Hit Dice:             5d8 (22 hp)
Initiative:           +2
Speed:                Burrow 15 ft. ft. (3 squares)
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +3/+11
Attack:               Tentacle +6 melee (1d3+4)
Full Attack:          5 Tentacles +6 melee (1d3+4)
Space/Reach:          10 ft./5 ft. (20 ft. with Tentacles)
Special Attacks:      Improved Grab, Constriction, Jell Ground
Special Qualities:    Darkvision 60 ft. All-Around Vision, Sunlight Vulnerability, Poison Immunity, Tentacle Regeneration
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 18, Dex 14, Con 11, Int 8, Wis 12, Cha 8
Skills:               Listen +6, Search +3, Spot +8
Feats:                Alertness, Endurance
Environment:          Underground
Organization:         Solitary, Pair or Colony (3-10)
Challenge Rating:    5
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment:     ---

"Good evening sir, what do you have for us?"

""My dreams, they are all dead and buried..."

"Um..."

"Somedays I wish the sun would just explode..."

Groundsquids are horrific aberrations resembling mottled green squids with multiple arms, and an eye on the tip of each one.  They like to hide underground, and are top ambush predators.

Improved Grab (Ex): If the Groundsquid successfully hits with it's Tentacle attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If it is successful it may Constrict.

Constriction (Ex): The Groundsquid does 3d6+6 with a successful Grapple Check as victims are transferred to it's rending maw.

Jell Ground (Ex): As a Swift Action the Groundsquid may emit chemicals into the ground in a 10 foot square above it, that turn it into a greenish froth in 1d3 rounds.  Opponents stepping on this patch of ground are considered to be in Quicksand (see DMG).

All-Around Vision (Ex): The Groundsuids multiple eyes mean that it cannot be Flanked, and does not lose it's Dexterity Bonus to AC.  It also enjoys a +2 Racial Bonus to Search and Spot Checks.

Sunlight Vulnerability (Ex):  While the Groundsquids tentacles don't burn in Sunlight, the rest of it is not so lucky.  If somehow pulled from the ground and exposed it takes 1d6 Fire damage per round until it escapes the suns rays again.

Tentacle Regeneration (Ex): Should the Groundsquid lose a Tentacle, it reforms within 1d3 rounds (Tentacles have hit points equal to the Groundsquids Hit Dice).   Groundsquids have 1 Tentacle (and Tentacle attack) per Hit Die.  While underground it requires a reach weapon to hit the actual body (which doesn't regenerate).

Combat: A Groundsquid uses 1 or more of it's tentacle eyes as periscopes.  Once the prey is above it, it sends all its tentacles up to grapple, while dissolving the ground, sending the victim into it's maw.
« Last Edit: April 11, 2017, 06:35:31 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #102 on: July 02, 2016, 12:33:18 AM »
                      Piercer
                      Tiny Vermin
Hit Dice:             1d8 (4 hp)
Initiative:           +0
Speed:                5 ft. (1 square), Climb 5 ft.
Armor Class:          19 (+2 Size, +7 Natural), touch 12, flat-footed 19
Base Attack/Grapple:  +0/-8
Attack:          Bite +0 melee (1 point)
Full Attack:          Bite +0 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Fall, Sweat
Special Qualities:    Vermin traits, Darkvision 60 ft., Camouflage, Blindsight 120 ft.
Saves:                Fort +2, Ref +0, Will +0
Abilities:            Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 1
Skills:               Climb +8, Hide +8
Feats:                ---
Environment:          Underground
Organization:         Colony (3-18)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small), 3-4 HD (Medium)
Level Adjustment:     ---

"Snails?"

"Yes'm.  Garbage scows of the Underdark they are."

"How exactly are these evil minions?"

"They wait for you to walk under them, and then fall trying to spear ya.  Tricksy lil bastids they are."

"So less of a minion, and more of an occasional walking hazard."

Piercers are large snails whose shells bond with the naturally dripping mineral deposits found in the caves within their home.  They look like naturally occurring stalactites when hanging from the cave ceiling.

Fall (Ex): As a Full Attack the Piercer may drop from the ceiling to impale a victim below.  The attack does 1d6 damage, plus an additional 1d6 damage for every 10 ft. the Piercer falls.  Additionally this attack threatens a critical on a natural 18-20.  Once used it may not be used again until the Piercer climbs back up onto the ceiling again.

Sweat (Ex): At will as a Swift Action a Piercer can exude a mild acid doing 1 point of acid damage on contact.  They can use a touch attack to damage opponents, but usually use it defensively.  Anything attacking it with a grapple, natural weapon or unarmed strike takes the acid damage.

Camouflage (Ex): Identical to the Ranger ability of the same name (see PHB).

Skills: Piercers gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: If their initial hit doesn't kill opponents, Piercers are awful combatants who will immediately flee after sweating acid to discourage predators.
« Last Edit: December 07, 2016, 11:53:28 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #103 on: December 17, 2016, 10:49:43 PM »
                Executioner's Hood
                      Tiny Aberration
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +1/-9 (+4 with Engulf Head)
Attack:               Engulf Head +5 melee (1d4-2)
Full Attack:          Engulf Head +5 melee (1d4-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Engulf Head, Strangling Constriction
Special Qualities:    Darkvision 60 ft., Immune to Sleep effects, Vulnerability, Conduct Spells
Saves:                Fort +1, Ref +2, Will +4
Abilities:            Str 6, Dex 14, Con 12, Int 4, Wis 12, Cha 8
Skills:               Climb +6, Hide +10, Listen +3, Move Silently +3, Spot +3
Feats:                Weapon Finesse
Environment:          Underground
Organization:         Solitary
Challenge Rating:    2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Tiny), 5-6 HD (Small)
Level Adjustment:     ---

"You're selling hoods? Are they possessed?"

"Well, you're close..."

Executioners are black, saclike molluscs that prey on larger foes by enveloping their heads and cutting off their air.

Engulf Head (Ex): The Executioner's Hood waits on ceilings in caves, and drops onto unaware prey.  If it's attack roll is successful it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  Since it envelopes the victims head and neck only, the Hood may Grapple Medium or smaller creatures in this instance.  Due to it's nature it also has a +13 Racial Bonus to Grapple Checks in this instance only.

Strangling Constriction (Ex):  A creature that is grappled by the Hood cannot speak or cast spells with verbal components and must hold its breath (see Suffocation), unless it doesn't speak or breathe through its head. Any attacks against the Hood deal half damage to the hood and the other half to the creature that it's strangling.  Additionally it does 1d4 damage with a successful Grapple Check as if it had the Constriction ability.

Vulnerability (Ex):  Executioner's Hoods are susceptible to alcohol, and take a +4 Racial Penalty on Fortitude Saves made to resist effects.  If it takes ability damage from the alcohol, it will release a held victim and try to retreat.

Conduct Spells (Ex): Any spell targeting the Executioners Hood that has physical effects is also suffered by it's victim if it has successfully Engulfed his head.

Skills: The Executioners Hood has a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

Combat: If the Hood misses it's initial attack it will flee.  If it gets a victim it will hold on for dear life, knowing it will be damn difficult to remove.
« Last Edit: January 11, 2017, 12:55:04 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #104 on: December 17, 2016, 10:50:19 PM »
                Palimpsest
                      Small Construct
Hit Dice:             1d10+10 (15 hp)
Initiative:           +2
Speed:                Fly 15 ft. (3 squares), Good
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-4
Attack:               Papercut +3 melee touch (1d3)
Full Attack:          Papercut +3 melee touch (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Absoprtion
Special Qualities:    Construct Traits, Blind, Blindsight 30 ft., Immunity to Fire, DR 10/Bludgeoning or Piercing, SR 12
Saves:                Fort +0, Ref +2, Will +0
Abilities:            Str 10, Dex 14, Con -, Int 2, Wis 10, Cha 2
Skills:               Disguise +8 (only to appear as paper), Hide +10
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-4 HD (Small), 5-10 HD (Medium)
Level Adjustment:     ---

"What is a blank scroll salesman at an Evil Minions convention for?"

"Thems ain't scrolls ma'am."

"Evil paper? This convention is jumping the shark..."

Palimpsests are pieces of paper used for magical scrolls that have been repeatedly washed so they can be remade into scrolls again.  At least everyone assumes so, there are thousands of conspiracy theories about how this happened.


Absoprtion (Su): If the Palimpsest successfully makes a touch attack on an opponent who is unaware of it or denied it's Dexterity Bonus to AC, it absorbs the victim in 2 rounds unless it is killed before then.  Absorbed victims appear as a drawing on it's body, and a Palimpsest can absorb a maximum number of victims equal to it's Hit Dice.  Absorbed victims gain one negative level per day, dying when they reach 0.  Once dead, a Wish must be cast before they can be Raised or Resurrected (ditto if the Palimpsest is killed before they can be removed).  To rescue a trapped victim, one of the following spells must be used: Remove Curse, Break Enchantment, Dismissal, Banishment, Wish, Limited Wish, Miracle or Freedom.  Once freed, the victim loses one negative level per hour.  If the Palimpsest takes more than 10 points of Electricity damage in a single round it also has a chance of releasing the victim equal to (50 plus damage done)%. 

Blind (Ex): Palimpsest are effectively Blind, making them immune to Gaze attacks, visual effects, illusions and other attacks that rely on sight.

Skills: The Palimpsest has a +12 Racial Bonus to Disguise Checks to appear as a piece of paper.

Combat: Palimpsests pretend to be exactly what they look like, blank sheets of paper.  Once something gets close enough they strike if it is alone, or sufficiently feeble looking.
« Last Edit: January 11, 2017, 01:01:21 AM by bhu »

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Re: Monster Revisions
« Reply #105 on: December 17, 2016, 10:51:43 PM »
                Peltast
                      Tiny Aberration
Hit Dice:             1d8+5 (9 hp)
Initiative:           +2
Speed:                15 ft. (3 squares)
Armor Class:          17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +0/-10
Attack:               Touch +4 melee (blood drain)
Full Attack:          Touch +4 melee (blood drain)
Space/Reach:          2 1/2  ft./0 ft.
Special Attacks:      Anesthetic Touch, Blood Drain, Poison Water
Special Qualities:    Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 16, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves:                Fort +5, Ref +2, Will +3
Abilities:            Str 6, Dex 14, Con 20, Int 8, Wis 12, Cha 10
Skills:               Disguise +0 (+8 leather objects), Hide +10, Move Silently +4, Spot +3
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Tiny)
Level Adjustment:     ---

"So it's evil purses and jewelry now?"

"Strictly speakin' they hain't evil.  They is minions though."

"Do they come in white?"

Peltasts are amorphous symbiotes looking for a 'master' to bond with who will exchange blood for their services.  They can appear as any leather object of the appropriate size, while Greater Peltasts appear as any gem or crystalline object roughly the size of a human fist.

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent.  If it is successful the victim must make a DC 15 Fortitude Save.  If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack.  All it must do to drain blood is reroll to maintain the touch attack each round.  The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack.  It only needs one hit point a day to survive, but can do more if it wishes.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water.  Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus).  If it fails, it becomes Nauseated for 2d4 rounds.

Change Shape (Ex): A Peltast can change to resemble any Tiny leather object as a Swift Action.  It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of leather).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day.  In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities.  In addition the host gains the Peltasts Spell Resistance.

Combat: Peltasts don't initiate combat, they stealthily sneak up to targets to drain blood until they find a master they can bond with.

                Greater Peltast
                      Tiny Aberration
Hit Dice:             2d8+10 (19 hp)
Initiative:           +2
Speed:                15 ft. (3 squares)
Armor Class:          21 (+2 Size, +2 Dex, +7 Natural), touch 14, flat-footed 19
Base Attack/Grapple:  +1/-9
Attack:               Touch +5 melee (blood drain)
Full Attack:          Touch +5 melee (blood drain)
Space/Reach:          2 1/2  ft./0 ft.
Special Attacks:      Anesthetic Touch, Blood Drain, Poison Water, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 17, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves:                Fort +5, Ref +2, Will +5
Abilities:            Str 6, Dex 14, Con 20, Int 16, Wis 14, Cha 16
Skills:               Climb +3, Concentration +8, Disguise +5 (+13 to appear as gem), Hide +12, Knowledge (Dungeoneering, Nature) +5, Move Silently +5, Spot +5, Survival +5
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-6 HD (Tiny)
Level Adjustment:     ---

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent.  If it is successful the victim must make a DC 16 Fortitude Save (Save DC is Con based).  If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack.  All it must do to drain blood is reroll to maintain the touch attack each round.  The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack.  It only needs one hit point a day to survive, but can do more if it wishes.  The Greater Peltast also heals one hit point in damage for every point of damage it drains in this manner.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water.  Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus).  If it fails, it becomes Nauseated for 2d4 rounds.

Spell-Like Abilities (Sp): A Greater Peltast may cast the following 1/day as Spell-Like Abilities: Slow, Suggestion, Summon Monster VI.

Change Shape (Ex): A Greater Peltast can change to resemble any Tiny gem or crystalline object as a Swift Action.  It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of crystal).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day.  In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities.  In addition the host gains the Peltasts Spell Resistance.

Combat: Pretty much the same as a regular Peltast, though it will use it's Spell-like Abilities to create bloodshed to feed if it has to.
« Last Edit: May 05, 2022, 02:07:25 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #106 on: December 17, 2016, 10:51:59 PM »
                Xaver
                      Small Aberration
Hit Dice:             3d8+3 (16 hp)
Initiative:           +5
Speed:                25 ft. (5 squares)
Armor Class:          20 (+1 Size, +1 Dex, +8 Natural), touch 12, flat-footed 19
Base Attack/Grapple:  +2/-1
Attack:               Whack +4 melee (1d4+1)
Full Attack:          Whack +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corrosion
Special Qualities:    Darkvision 90 ft., Immunities, SR 17, Cold Vulnerability, Slow Metabolism
Saves:                Fort +2, Ref +2, Will +5
Abilities:            Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10
Skills:               Disguise +2 (+10 to appear as sword), Jump +11, Knowledge (Dungeoneering) +1, Listen +4, Spot +4, Tumble +4
Feats:                Ability Focus (Corrosion), Improved Initiative
Environment:          Any
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Lawful Neutral
Advancement:          4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment:     ---

"Fake sword minions?  Really?"

"We got minions pretendin' ta be put near everythin' else."

"We concede your point, but still..."

Xavers are weird abominations that have evolved (*cough* been made by Wizards) to look like swords or other metallic weaponry.  They use this to draw humanoid prey with metal objects close, as they feed on metal themselves.

Corrosion (Ex):  A Xaver that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 19 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a Xaver corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Immunities: Xavers are immune to fire, poison and electricity damage.  They do conduct heat however, and any successful fire attack that would do 10 damage or better heats the Xaver as if it were subject to a Heat Metal spell.  This doesn't affect the Xaver, but may hurt those touching it.  Xavers are immune to damage from metal weapons.

Cold Vulnerability (Ex): Xavers take 1 extra damage per die from cold attacks.

Slow Metabolism (Ex): Xavers can go for 1 year per point of Con Modifier without eating before they need to make Fortitude Checks to avoid starvation.

Skills:  Xavers get a +8 Racial Bonus to Jump Checks, and to Disguise Checks when trying to appear as swords.

Combat: Xavers wait for others to get close before whacking them with their own bodies.  Presumably they have nothing much in the way of a nervous system, cause you gotta assume that hurts.
« Last Edit: May 05, 2022, 02:07:46 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #107 on: December 17, 2016, 10:54:27 PM »
                Umpleby (Mystara)
                      Large Monstrous Humanoid
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +6/+14
Attack:               Slam +9 melee (1d4+4) or Net +6 Ranged (entangle)
Full Attack:          2 Slams +9 melee (1d4+4) or Net +6 Ranged (entangle)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Electrical Capacity
Special Qualities:    Darkvision 60 ft., Immune to Electricity
Saves:                Fort +4, Ref +5, Will +7
Abilities:            Str 18, Dex 10, Con 14, Int 6, Wis 14, Cha 14
Skills:               Knowledge (Nature) +1, Listen +4, Spot +4, Survival +4
Feats:                Point Blank Shot, Shot On the Run, Weapon Focus (Net)
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     2
Treasure:             Gems only
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Sweet Jebus on a pogo stick..."

"Now I know they don't look like much ma'am, but you gotta give em a chance."

"Sir, these poor things don't look like Evil Minions.  They look...depressed."

Umplebys are effectively 400 pound walking mounds of hair in a humanoid form.  You can make out clack lips and eyes, but the rest of it is covered in thick brown hair.  Peaceful by nature, they do nto attack unless it's in self defense.  They appear to understand and speak Common, but rarely bother to do so.

Electrical Capacity (Ex):  The Umpleby naturally generate electricity daily, and can store up to 10d8 electrical damage, which it can deliver via touch attack or via it's Slam.  It can release some or all of this damage as it pleases, but once it's capacity runs out it is Fatigued until it gets 8 hours sleep (which also restores it's Electrical Capacity to full).  It gains a +4 Racial Bonus on attack rolls against opponents who are metallic or who wear metal armor as long as they have some of their Electrical Capacity left.

Combat: Umpleby never initiate combat, using their Slam to defend themselves.  If it appears to be insufficient they'll back it up with nets and electricity.
« Last Edit: August 16, 2017, 11:41:09 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #108 on: December 17, 2016, 10:55:18 PM »
                Sull
                      Large Aberration
Hit Dice:             2d8+6 (15 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          11 (-1 Size, +1 Dex, +1 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +1/+9
Attack:               Slam +4 melee (1d4+4)
Full Attack:          Slam +4 melee (1d4+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Engulf, Psi-Like Abilities, Gas Cloud
Special Qualities:    Darkvision 60 ft., Flight, Immunities
Saves:                Fort +3, Ref +1, Will +4
Abilities:            Str 18, Dex 13, Con 17, Int 12, Wis 12, Cha 10
Skills:               Concentration +5, Knowledge (Geography, Psionics) +3, Listen +3, Psicraft +5, Spot +4
Feats:                Improved Initiative
Environment:          Any except Aquatic
Organization:         Single, Group (2-6)
Challenge Rating:   1 
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3-6 HD (Large)
Level Adjustment:     ---

"Giant flying mushrooms that break wind?"

"Try not to think of them as mushrooms ma'am.  Think of them as abominations before man and Gawd."

"Does that let you sleep at night?"

"Oh hell no.  These things haunt my dreams."

Sull are bizarre Aberrations that resemble flying mushroom caps.  Even though they aren't apparent, the Sull must have eyes somewhere for they can obviously see.  They direct their flight via internally generated gasses, which they also use for defensive purposes.  They understand the language of the closest nearby race.

Engulf (Ex): If a victim is flat-footed or unaware of the Sull, it may drop straight down on top of him, impaling it on it's spiky undermouth.  it makes a charge attack, and is successful ti does 2d6+4 damage, plus an additional 1d6 for every 10 ft. it moved.

Psi-Like Abilities (Ps): At will: Adapt Body, Detect Psionics, Empathy, Read Thought.  1/Day Mind Probe.  Manifester Level is 6th.

Gas Cloud (Ex): When fighting the Sull unleash a burst of gasses from their body as a Free Action.  This gas provides total concealment in the Sulls square, and all adjacent squares.  It is also quite the irritant, and opponents in this area must make a DC 14 Fortitude Save (Save DC is Con based) or also be Sickened as long as they remain in the gas cloud, and for 1d4 rounds after.  The Sull can maintain this cloud a number of rounds per day equal to it's Con score.  A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round.

Flight (Ex): Sull flight is naturally buoyant, and they permanently have the benefits of the Feather Fall spell.

Immunities (Ex): Sull are immune to Spells and Powers with the Charm descriptor.

Combat: The omnivorous Sull prefer to drop down on opponents from above, as their maw is on their underside.  If this fails they will flee or maneuver back into position.
« Last Edit: April 11, 2017, 08:15:15 PM by bhu »

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Re: Monster Revisions
« Reply #109 on: December 17, 2016, 10:56:12 PM »
                Hurgeon 
                      Tiny Fey
Hit Dice:             1d6+1 (4 hp)
Initiative:           +4
Speed:                15 ft. (15 squares)
Armor Class:          19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
Base Attack/Grapple:  +0/-6
Attack:               Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
Full Attack:          Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
Space/Reach:          2 1/2 ft ft./0 ft.
Special Attacks:      Double Shot, Spell-Like Abilities
Special Qualities:    Low-light Vision, Camouflage, Speak with Animals, SR 12
Saves:                Fort +1, Ref +6, Will +4
Abilities:            Str 5, Dex 18, Con 13, Int 14, Wis 14, Cha 14
Skills:               Concentration +3, Craft (any 1) +4, Hide +16, Knowledge (Nature) +4, Listen +4, Move Silently +8, Search +4, Spellcraft +4, Spot +4, Survival +4, Tumble +8
Feats:                Weapon Finesse
Environment:          Cold or Temperate Forest
Organization:         Tribe (10-100 plus 100% noncombatants plus 1 3rd-level druid per 20 adults and 1 druid of 4th-6th level)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          2-3 HD (Tiny)
Level Adjustment:     ---

"Sir, I protest! These are not Evil Minions!  These are enslaved faeries.  Proper Evil Minions have a Union Contract.  They're also Evil."

"If you hain't buyin', you need ta move on.  Who cares if they're Evil or not."

"Hello security?  I'd like to report a violation of the convention floor rules..."

"Now lets not be hasty here..."

The Hurgeon are Fey who resemble itty bitty Hedgehog people.  They have their own language, and many speak Elven or Druid as well.  They live in woodland burrows far from civilization, speaking only with Druids or other Fey. 

Double Shot (Ex): When using their slings, Hurgeons gain the benefits of the Many Shot Feat, but without the -4 Penalty.

Spell-Like Abilities (Sp): At will: Calm Animals, Charm Animal, Detect Animals or Plants, Faerie Fire, Hide from Animals, Pass Without Trace.

Camouflage (Ex): This is identical to the Ranger ability from the PHB.

Speak with Animals (Ex): Hurgeon permanently have the benefits of the Speak with Animals spell.

Combat: Hurgeon prefer to use their slings from range, hoping the community Druids can make up for their lack of brawn.
« Last Edit: May 05, 2022, 02:08:08 AM by bhu »

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Re: Monster Revisions
« Reply #110 on: December 17, 2016, 10:57:32 PM »
                Kercpa
                      Tiny Monstrous Humanoid
Hit Dice:             4d8 (18 hp)
Initiative:           +5
Speed:                30 ft. (4 squares), Climb 30 ft.
Armor Class:          17 (+2 Size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple:  +3/-3
Attack:               Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
Full Attack:          Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Bow Specialists
Special Qualities:    Darkvision 60 ft., Forest Camouflage, Uncanny Dodge, Dodge Missiles, Squirrel's Swiftness
Saves:                Fort +2, Ref +10, Will +6
Abilities:            Str 6, Dex 20, Con 11, Int 12, Wis 12, Cha 12
Skills:               Balance +8, Climb +13, Hide +13, Jump +8, Listen +8, Move Silently +8, Spot +8, Survival +4, Tumble +8
Feats:                Track, Weapon Finesse
Environment:          Temperate Forest
Organization:         Small tribe (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 shaman of 4th-6th level), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 wizards of 4th or 5th level, 1 shaman of 6th-8th level)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral or Chaotic Good
Advancement:          By Character Class
Level Adjustment:     +3

"Yer nuts or yer life."

"You don't look like Evil Minions..."

"We aren't.  We're raiding the convention for our food stores."

"The vendors are two aisles over."

*tips hat* "Much obliged."

Kercpa are adorable little squirrel people in Robin Hood cosplay.  Reclusive by nature, they only occasionally reveal themselves to other races, and then only to Elves or Fey.  Most speak Elven or Sylvan, with maybe 1 in 10 knowing Common.

Bow Specialists (Ex): Effectively the Kercpa has the Many Shot Feat with a few changes: They gain a +4 Competence Bonus to attack rolls made with Shortbows (which cancels out the -4 penalty if they use Many Shot).  They may fire three arrows instead of two.  Effectively they're little furry machine guns.

Forest Camouflage (Ex): This is identical to the Rangers Camouflage ability (see PHB), but onyl works in forests.

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name.  If you get Uncanny Dodge later via a Class, you gain any Feat you qualify for, or Improved Uncanny Dodge instead.

Dodge Missiles (Ex): Twice per round when you would normally be hit with a ranged weapon, you may dodge it so that you take no damage from it. You must be aware of the attack and not flat-footed.  Attempting to dodge a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be dodged.

Squirrel's Swiftness (Su):
Kercpa have a +1 Insight Bonus to all Saving Throws.

Skills: Kercpa may use their Dexterity Modifier instead of their Str Modifier for Climb and Jump Checks, and may always take 10 on a Climb or Jump Check.  They also gain a +4 Racial Bonus on Listen and Spot Checks, and a +8 Racial Bonus on Climb Checks.

Combat: Kercpa prefer to snipe from hiding, preferably from high up in trees where you can't easily get to them.
« Last Edit: April 11, 2017, 08:06:32 PM by bhu »

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Re: Monster Revisions
« Reply #111 on: January 11, 2017, 12:43:33 AM »
                      Living Hair
                      Medium Construct
Hit Dice:             5d10+20 (36 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +3/+6
Attack:               Slam +6 melee (1d6+3)
Full Attack:          2 Slams +6 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Strangulation
Special Qualities:    Construct traits, Blind, Lifesense, Regeneration 2, DR 5/Slashing, Rejuvenation, Fire Vulnerability, SR 14
Saves:                Fort +1, Ref +4, Will +1
Abilities:            Str 16, Dex 16, Con -, Int 8, Wis 11, Cha 1
Skills:               Climb +7, Hide +9, Listen +4, Move Silently +9
Feats:                Improved Initiative, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Neutral Evil
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ---


"Is that...is that a mass of hair?"

"Yes'm.  No one suspects hair of bein' a minion."

"Oh, but they ignore giant piles of hair that appear for no good reason?"

"Tain't no plan thats perfect lady."

Living Hair is a mass of hair that sometimes assumes a vaguely humanoid form.  Their origin is unknown, but the top rumours suggest they grow spontaneously in graves of the vain and accursed, or that they are made.

Strangulation (Ex): If the Living Hair hits with a natural 18-20 on it's Slam attack it swarms the victim, entering through his nose and mouth cutting off his air (it may only do this to one opponent at a time).  It is considered to be Grappling it's victim, and each round it maintains the Grapple the victim continues suffocating (see suffocation rules in DMG).

Blind (Ex): Living Hair is effectively Blind, making them immune to Gaze attacks, visual effects, illusions and other attacks that rely on sight.

Lifesense (Su): Living Hair notices and locates living creatures within 60 feet, just as if it possessed the Blindsight ability.

Regeneration (Su): Living Hairs regeneration does not work against fire or acid damage.

Rejuvenation (Su): Living Hair must be completely destroyed to be rid of it.  If not destroyed by fire or acid, the smallest piece will regenerate in 2d10 days, and then reanimate becoming a problem.

Fire Vulnerability: Living Hair takes double damage from fire.

Combat: Living Hair isn't a genius tactically.  It tends to go right for melee, suffocating victims if it gets the chance.
« Last Edit: May 05, 2022, 02:08:26 AM by bhu »

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Re: Monster Revisions
« Reply #112 on: January 11, 2017, 12:44:22 AM »
                      Campestri
                      Tiny Plant
Hit Dice:             1d8 (4 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  +0/-12
Attack:               Headbutt +3 melee (1 point)
Full Attack:          Headbutt +3 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spores
Special Qualities:    Low-Light Vision, Plant traits, Hivemind, Sound Imitation, Tremorsense 60 feet
Saves:                Fort +2, Ref +3, Will +0
Abilities:            Str 3, Dex 16, Con 10, Int 4, Wis 10, Cha 10
Skills:               Hide +11, Listen +5, Move Silently +3, Perform (Mimic) +8, Perform (Sing) +2, Spot +1
Feats:                Ability Focus (Spores), Weapon Finesse (B)
Environment:          Warm Marshes
Organization:         Herd (4-24)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"These creatures aren't Evil!"

"No but they're goddamn annoying sunsabitches.  Put em round yer house and yer enemies won't come knockin'.

"Neither will anyone else..."

Campestri resemble large mushrooms with exaggerated human features.  They have a well developed sense of humor, and love singing and celebration.  They're sense of logic and reason, however, is ... flawed.  Very very flawed.  Adventurers are not fond of them, as if they play a tune or hum, the Campestri will sing along, loudly and badly.  They eat by leeching salt from the soil, and most speak the language of whatever creature is nearby.

Spores (Ex): 1/day as a Standard Action a Campestri can unleash a blast of spores that radiate 10 feet from the square it occupies.  Anything in the area of effect must make a DC 14 Fortitude Save (Save DC is Con based with a +2 Racial Bonus) or be Slowed as per the spell for 1d4+4 rounds (a successful Save halves the duration).

Hivemind (Ex): All Campestri within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member in a group is considered flanked unless all of them are.  Campestri within this area also see their Int Score increase to 7.

Sound Imitation (Ex): Campestris can imitate any sound they have heard via a DC 15 Perform (Mimic) check.  They receive a +8 Racial Bonus to this check.

Skills: Campestri gain a +4 Racial Bonus on Listen Checks.

Combat: Campestri tend to unleash their spores and flee.  If hard pressed they will swarm foes and headbutt them.
« Last Edit: July 18, 2017, 09:08:54 PM by bhu »

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Re: Monster Revisions
« Reply #113 on: January 11, 2017, 12:46:31 AM »
                      Mold Men
                      Small Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +1/-4
Attack:               Claw +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
Full Attack:          2 Claws +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores
Special Qualities:    Low-Light Vision, Plant traits, Camouflage, Immune to Charms and electricity damage
Saves:                Fort +4, Ref +2, Will +2
Abilities:            Str 8, Dex 15, Con 12, Int 6, Wis 10, Cha 6
Skills:               Hide +6, Listen +1, Move Silently +4, Spot +2
Feats:                Iron Will, Weapon Finesse (B)
Environment:          Warm Forest or Underground
Organization:             Gang (4-9), band (10-100 plus 100% noncombatants plus 1 three hit die individual per 20 adults and 1 leader of 4-6 HD), warband (10-24 with Thornies), or tribe (40-400 plus 100% noncombatants plus 1 three hit die individual per 20 adults, 1 or 2 sub-leaders of 4-5 HD, 1 leader of 6 HD and 10-24 Thornies)
Challenge Rating:     2 (3 for a chieftain)
Treasure:             Standard
Alignment:            Neutral
Advancement:          3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     ---

"Kind of short for minions aren't they?"

"Don't get too close ma'am.  They's stabbity."

Despite the derogatory nickname of 'vegepygmies', these beings are actually the second stage in the life cycle of Russet Mold.  Humanoids who die from Russet Mold infections rise as Mold Men, which can then bud to reproduce.  They resemble short humanoids with claws, and no facial features besides eyes and a mouth.  Hairlike fungal tendrils sprout from their body, particularly their calves, forearms, shoulders and head.  Coloration varies, as it tends to be perfect for blending in with the area they live in.  They cannot speak save for incoherent gutterals, and have a language consisting of tapping and signs.

Spores (Ex): Mold Men Chiefs can attack by unleashing spores.  Chiefs have 6 HD, and can unleash their spores as a melee attack, which is a poison.  Inhaled, DC 14 Fort Save (Save DC is Con based), Initial and secondary damage is 1d6 Con.  If this kills an opponent, he rises as a Mold Man sub-leader within a day. 

Camouflage (Ex): Identical to the Ranger ability listed in the PHB.  Additionally Mold Men gain a +8 Racial Bonus to Hide Checks made in their native territory. 

Combat: Mold Men use ambush tactics and attack with spears and clubs.  They often have fungal allies such as Shriekers, Myconids and Thornies.



                     Thorny
                      Small Plant
Hit Dice:             4d8+8 (26 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          21 (+1 Size, +3 Dex, +7 Natural), touch 14, flat-footed 18
Base Attack/Grapple:  +3/+0
Attack:               Bite +7 melee (1d4+1)
Full Attack:          Bite +7 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Raking Bite
Special Qualities:    Low-Light Vision, Plant traits, Scent, Spiny Defense
Saves:                Fort +6, Ref +4, Will +2
Abilities:            Str 13, Dex 17, Con 14, Int 2, Wis 12, Cha 6
Skills:               Jump +5, Listen +4, Spot +4, Survival +2
Feats:                Weapon Finesse, Track
Environment:          Warm Forest or Underground
Organization:         Solitary or pack (5-12)
Challenge Rating:     3
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

Thornies are vaguely canine creatures made of a spiny bark like substance.  While most assume they're plants, they are actually fungus.  They sprout from fruiting bodies in the ground.

Raking Bite (Ex): If the Thorny succeeds with it's bite, it gets a secondary rake by rubbing it's spined body against the opponent.  The rake is +2 to hit and does and additional 2d4 damage.

Spiny Defense (Ex): Opponents who attack a Thorny with a Grapple, natural weapon or unarmed strike takes 1d4 plus it's own Str Modifier piercing damage if the hit is successful.

Skills:  Thornies have a +4 racial bonus on Jump checks. Thornies have a +4 racial bonus on Survival checks when tracking by scent.

Combat:  Thornies tend to swarm foes and just bite away.
« Last Edit: July 18, 2017, 09:14:31 PM by bhu »

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Re: Monster Revisions
« Reply #114 on: January 11, 2017, 01:34:04 AM »
Algoid
                      Medium Plant
Hit Dice:             5d8+15 (37 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (2d4+4/19-20)
Full Attack:          2 Slam +7 melee (2d4+4/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Stunning Critical, Awaken Trees
Special Qualities:    Low-Light Vision, Plant traits, DR 10/Bludgeoning and Magic, Immune to Fire and Electricity damage, Vulnerabilities
Saves:                Fort +7, Ref +1, Will +1
Abilities:            Str 18, Dex 11, Con 16, Int 4, Wis 11, Cha 4
Skills:               Hide +2, Listen +5, Spot +5
Feats:                Alertness, Power Attack
Environment:          Temperate Marsh
Organization:         Solitary, Pair or Pack (2-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment:     ---

"Sweet Jebus."

"Fussy!  You tell them trees to go back in the ground!  Bad Fussy!  They's here on bidness!"

Algoids resemble humanoids from a distance, but are actually colonies of sentient algae.  Usually green-brown in color, there is a purple colored variant that spawns in arctic climes.  Only barely intelligent, they possess no form of communication.  Though they do have some form of empathy with water loving trees such as willow, water-oak or cypress.

Stunning Critical (Ex): An Algoids fist threaten a critical on a 19-20.  In additional to it's normal effects, the opponent must make a Fortitude Save (Save DC is Str based), or be Stunned 1d4 rounds.

Awaken Trees (Su): An Algoid can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the Algoid that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Vulnerabilities: Certain spells damage Algoids.  Control Water and Dispel Water do 1d6 damage per caster level against an Algoid if used to target one.  Spells that do dessication damage do double damage.

Combat: Algoids will summon trees for help if outnumbered, but otherwise they just charge and start pummeling opponents until they stop moving.
« Last Edit: July 18, 2017, 09:16:02 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #115 on: January 11, 2017, 02:02:07 AM »
Dusanu (Mystara)
                      Medium Plant
Hit Dice:             9d8+18 (66 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          16 (+6 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +6/+8
Attack:               Claw +8 melee (1d8+2)
Full Attack:          2 Claws +8 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores, Create Spawn
Special Qualities:    Low-Light Vision, Plant traits, DR 5/-, DR 10/Magic and Slashing or Piercing, Dusanu Sense, Immune to Electricity, Hivemind
Saves:                Fort +8, Ref +3, Will +7
Abilities:            Str 14, Dex 10, Con 15, Int 10, Wis 15, Cha 6
Skills:               Hide +4, Knowledge (Dungeoneering, Nature) +4, Listen +6, Move Silently +4, Spot +6
Feats:                Ability Focus (Spores), Improved Toughness, Iron Will
Environment:          Any Warm or Temperate
Organization:         Solitary, Pair or Pack (3-4)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          10-18 HD (MEdium), 19-27 HD (Large)
Level Adjustment:     ---

"Aaand we're back in the hazmat suits again..."

"Look, no one said bein' an Evil Overlord was all happiness and giggles lady."

Also known as Rot Fiends, the Dusanu are mold-encrusted yellowing skeletons.  The air around them smells of dry rot, and their eyes glow blue in the dark.  They are effectively a mobile fungal colony seeking to spread it's territory by consuming other humanoids, who are the only species it's spores really attach to.  No attempt at communicating with a Dusanu has been successful. 

Spores (Ex): Rot Fiends are surrounded by a cloud of spores.  Any living creature within their square or an adjacent square must make a DC 18 Fort Save (Save DC is Con based) or be infected, taking 1d8 damage.  Otherwise this works likes a disease with an onset time of 1d3 days.  Once the onset begins the infected must Save again each day or take an additional 1d8 damage as the spore infection worsens.  This infection can only be stopped via magical means such as Remove Disease.  While the spores will eventually kill any living creature, it has additional affects on Humanoids (see below).

Create Spawn (Ex):  Humanoids killed by a Dusanu's spores rise as another Dusanu within 1d3 days.

Dusanu Sense (Ex): Dusanu communicate via spores with their own kind.  This works like the Sending spell, but has a range of 10 miles and only works on other Dusanu.

Hivemind (Ex): All Dusanu within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Dusanu in a group is considered flanked unless all of them are.

Combat: Dusanu avoid opponents who aren't Humanoid.  Otherwise they form a circle around opponents and bombard them with spores.
« Last Edit: July 18, 2017, 09:16:56 PM by bhu »

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Re: Monster Revisions
« Reply #116 on: July 18, 2017, 09:27:54 PM »
Averx
                      Tiny Fey
Hit Dice:             1d6+2 (5 hp)
Initiative:           +4
Speed:                20 ft. (4 squares). Fly 40 ft. (Good)
Armor Class:          16 (+2 Size, +4 Dex, ), touch 16, flat-footed 12
Base Attack/Grapple:  +0/-10
Attack:               Dagger +6 melee (1d2-2) or Dart +6 ranged (1d2)
Full Attack:          Dagger +6 melee (1d2-2) or Dart +6 ranged (1d2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spell-like Abilities
Special Qualities:    Low-light Vision, Darkvision 120 ft., DR 5/Cold Iron, SR 17, Immunities
Saves:                Fort +2, Ref +6, Will +3
Abilities:            Str 6, Dex 18, Con 15, Int 18, Wis 11, Cha 16
Skills:               Bluff +8, Craft +9, Decipher Script +4, Disable Device +9, Hide +12, Knowledge (Dungeoneering) +4, Listen +5, Move Silently +9, Open Lock +9, Sleight of Hand +9, Spot +5
Feats:                Weapon Finesse
Environment:          Underdark
Organization:         Solitary, Pair or Clan (4-16)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Neutral
Advancement:          2-3 HD (Tiny)
Level Adjustment:     +3

"Where exactly does your minion think he's putting his hand?"

"Sorry ma'am they're natural born thieves."

"Not what we meant."

"Well what...oh...oh Shifty that's wrong.  We don't do that.  Even Evil has limits."

Averx are tiny, bat winged humanoids with grey skin and amber eyes.  They also have stubby horns on their head,  They are cave dwelling Fey who wear little in the way of clothing, and are known for fiendishly clever trap design.  They rarely actually kill anyone, but the do harass the crap out of them while robbing them blind.  They speal Sylvan and Undercommon.

Spell-like Abilities (Sp): 3/day: Cause Fear, Faerie Fire, Ghost Sound, Light, Silent Image  2/day: Blink, Enlarge, Invisibility, Levitate  1/day: Fear, Silence, Wood Shape. Caster Level 5th, Save DC is Charisma based.

Immunities: Averx are immune to Bestow Curse and similar Necromantic spells.  They may also handle and use Cursed Items with no ill effects.  They actually leave them around for people to find.

Combat: Averx avoid traditional combat, relying on traps, racial powers and ambushes to even the odds.
« Last Edit: August 31, 2017, 05:52:20 AM by bhu »

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Re: Monster Revisions
« Reply #117 on: July 18, 2017, 09:29:29 PM »
Nymph, Unseelie
                      Medium Fey
Hit Dice:             4d6+4 (18 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          18 (+3 Dex, +5 Deflection), touch 18, flat-footed 15
Base Attack/Grapple:  +2/+2
Attack:               Dagger +5 melee (1d4)
Full Attack:          Dagger +5 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charm, Withering, Dimension Door
Special Qualities:    DR 10/Cold Iron, low light vision, Profane Grace, SR 15
Saves:                Fort +6, Ref +12, Will +10
Abilities:            Str 10, Dex 17, Con 12, Int 16, Wis 12, Cha 20
Skills:               Ability Focus (Charm), Weapon Finesse
Feats:                Bluff +10, Concentration +6, Diplomacy +10, Hide +8, Intimidate +5, Knowledge (Arcana, Nature) +8, Listen +6, Move Silently +8, Sense Motive +6, Spellcraft (+6), Spot +6, Use Magic Device +10
Environment:          Any
Organization:         Solitary or Band (2-8)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     +5

"Nymphs aren't Evil Minions."

"These 'uns are."

"You watch yer fuckin' mouth Ralphie."

"See?"

Unseelie Nymphs are Nymphs who have fallen somehow, and now literally blight the land and people around them.  Even other Evil beings dislike them for the chaos they seem to inspire around them.  They hate beauty, seeking to destroy it.  Druids are particularly targeted by them.  Nymphs speak Sylvan and Common.

Charm (Su):  This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 19 Willpower save or be affected as if the Nymph had cast Charm Monster.  A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.  Unlike normal, a Charmed victim will willingly fight to the death to defend the Nymph.

Withering (Su): An unseelie nymph exudes a corrupting influence that gradually corrupts its natural surroundings. This influence can completely corrupt 5 square miles of territory within 4 months. Areas corrupted in this way become twisted, horrifying versions of their former beauty. Nothing grows in these areas – even after the unseelie nymph moves on; such affected territories become barren wasteland. Only a limited wish or wish spell can restore such areas to their former beauty; however, if a 16th+ level druid makes the territory his home, the corrupting effect will be reversed in 2d6 months.

An unseelie nymph’s corrupting influence spreads to those creatures who spend too much time by her side. Every week that a character spends with an unseelie nymph causes the individual to take 1 point of Charisma Drain and 1 point of Drain off their key ability score.  For caster classes this will be the ability score that determines the Save DC for their spells.  For other classes this will either be the ability score that determines the Save DC of their class abilities, or Constitution.  The victim seems to suffer from advanced aging and disease, though any of the Restoration spells will fix him assuming he is removed from the nymph's presence.

Dimension Door (Sp): 1/day—dimension door. Caster level 7th.

Profane Grace (Su): A Nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Combat: Unseelie Nymphs used Charmed victims as a defense, or run if they have none and their Charm ability fails.  Despite being viciously cruel they are quite cowardly.
« Last Edit: May 05, 2022, 02:10:35 AM by bhu »

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Re: Monster Revisions
« Reply #118 on: July 18, 2017, 09:31:40 PM »
Nymph, Glass (Ravenloft)
                      Medium Fey (Aquatic, Amphibious)
Hit Dice:             7d6+7 (31 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          18 (+3 Dex, +5 Deflection), touch 18, flat-footed 15
Base Attack/Grapple:  +3/+3
Attack:               Dagger +6 melee (1d4)
Full Attack:          Dagger +6 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blinding Beauty, Spells, Spell-like Abilities, Aquatic Invisibility
Special Qualities:    DR 10/Cold Iron, Immunities, low light vision, Unearthly Grace, Vulnerability, Alternate Form, SR 18
Saves:                Fort +8, Ref +13, Will +13
Abilities:            Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills:               Concentration +11, Diplomacy +14, Escape Artist +8, Handle Animal +9, Heal +8, Hide +13, Listen +13, Move Silently +13, Sense Motive +13, Spellcraft +8, Spot +13, Swim +8
Feats:                Combat Casting, Dodge, Weapon Finesse
Environment:          Shadow Rift
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          8-14 HD (Medium)
Level Adjustment:     +8

"Where are your Minions?"

"Theys in the water.  Theys invisible."

"So we can see them if they leave the water?  That seems like a flaw."

"You never heard a' moats lady?"

Also called Fand, the Glass Nymphs are regular Fey corrupted by life in the Shadow Rift.  Invisible in water, they are only seen at the surface or if they take the form of birds (which they do for who knows what reason).  Technically still Good, the Fand are incredibly vain and can be easily flattered.  Nymphs speak Sylvan and Common.

Blinding Beauty (Su):  This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 18 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.  The save DC is Charisma-based.

Spells: A nymph casts divine spells as a 7th-level druid.

Spell-like Abilities (Sp): 1/day—dimension door. Caster level 7th.

Aquatic Invisibility (Su): Glass Nymphs are permanently Invisible (as per the Greater Invisibility spell) while under water.  It loses this ability while using Alternate Form.

Immunities: The Glass Nymph is immune to weapon damage from silver or crystal weapons.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Vulnerability: Glass Nymphs take 1 point of fire damage per round in direct sunlight or within the area of a Daylight spell.

Alternate Form (Su): The Glass Nymph may become a Swan or Crane at will (see below for stats).

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

Combat: The Fand aren't much different than regular Nymphs aside from their tactics in using their invisibility.


                      Crane
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Poor)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Peck +3 melee (1d4-1)
Full Attack:          Peck +3 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Lowlight vision
Saves:                Fort +3, Ref +4, Will +3
Abilities:            Str 8, Dex 15, Con 12, Int 2, Wis 16, Cha 8
Skills:               Listen +5, Spot +5
Feats:                Weapon Finesse
Environment:          Warm or Temperate Marsh or Forest
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:   1/3 
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Medium)
Level Adjustment:     ---


                      Swan
                      Small Animal
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Fly 80 ft. (Average), Swim 15 ft.
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Wing Buffet +3 melee (1d3-1)
Full Attack:          2 Wing Buffets +3 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Lowlight vision, Float
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 8, Dex 15, Con 12, Int 2, Wis 13, Cha 6
Skills:               Listen +3, Spot +3
Feats:                Weapon Finesse
Environment:          Temperate Marsh or Forest
Organization:         Solitary, Pair or Flock (20-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Float (Ex): Swans can float on the surface of water without making Swim Checks. 
« Last Edit: May 05, 2022, 02:10:53 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #119 on: July 18, 2017, 09:33:53 PM »
Hamadryad (Forgotten Realms)
                      Medium Fey
Hit Dice:             4d6 (14 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          17 (+4 Dex, +3 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +2/+2
Attack:               Slam +6 melee (1d3)
Full Attack:          Slam +6 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Tree Charm
Special Qualities:    DR 5/Cold Iron, Plant Empathy, low light vision, SR 15
Saves:                Fort +3, Ref +8, Will +6
Abilities:            Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills:               Escape Artist +9, Handle Animal +9, Hide +10, Knowledge (Arcana, Nature) +7, Listen +7, Move Silently +9, Spellcraft +7, Spot +7, Survival +7, Use Rope +9
Feats:                Great Fortitude, Weapon Finesse
Environment:          Warm or Temperate Forest
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:    ---

"These faeries aren't Evil!! The Convention has really gone downhill this year."

"We aren't sellin' 'em ma'am.  We're security, their trees happened to be on the convention floor."

Distant relatives of the Dryads, Hamadryads appear as beautiful human or elven women with green eyes and hair.  They need only sunlight and water for food, and quickly die if held captive outside the light.  They speak common and Sylvan.

Spell-Like Abilities (Sp): At Will: Charm Animal, Detect Snares and Pits, Entangle, Pass Without Trace, Quench, Speak With Plants, Transport via Plants  1/Day: Hold Monster  3/Day: Charm Person  Unlike normal, when you cast Transport via Plants it lasts 1 round per Caster Level, allowing you to invisibly inhabit the tree as opposed to using it for immediate transportation.  Caster Level is 11th.

Tree Charm (Sp): When the Hamadryad is occupying a tree using it's Transport Via Plants ability, it can attempt to use Charm Person on any other creature using Tree Stride or Transport via Plants to travel via that tree as an Immediate Action.  This does not count towards it's daily limit of Charm Person usage.

Plant Empathy (Su): Hamadryads are immune to the Entangle spell.  They can see any magical auras around plants as if they permanently had the use of a Detect Magic spell, and always recognize Treants or Trees awakened by them.  Illusion spells that create, obscure or disguise plants are immediately seen through by them, no Save is necessary.

Combat: Hamadryads generally enter combat with Charmed allies.  They tend to use their SLA's to disrupt opponents while their allies do the bulk of the physical work.
« Last Edit: May 05, 2022, 02:11:14 AM by bhu »