Author Topic: Monster Revisions  (Read 47203 times)

Offline bhu

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Re: Monster Revisions
« Reply #80 on: November 17, 2015, 01:49:19 AM »
Space Mimic
                      Large Aberration (Shapechanger)
Hit Dice:             12d8+48 (102 hp)
Initiative:           +1
Speed:                10 ft. (2 squares), Fly 50 ft. (Good)
Armor Class:          15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +9/+18
Attack:               Slam +14 melee (2d6+5)
Full Attack:          2 Slams +14 melee (2d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Adhesive, Crush, Spellcasting
Special Qualities:    Darkvision 60 ft., Immune to Acid and Poison, Mimic Shape, Slow Metabolism
Saves:                Fort +8, Ref +7, Will +10
Abilities:            Str 20, Dex 13, Con 18, Int 14, Wis 15, Cha 14
Skills:               Climb +9, Disguise +14, Knowledge (Arcane, Wildspace) +12, Listen +10, Spellcraft +12, Spot +10, Wildspace Survival +12
Feats:                Alertness, Combat Casting, Lightning Reflexes, Weapon Focus (Slam)
Environment:          Wildspace
Organization:         Solitary
Challenge Rating:     6
Treasure:             See text
Alignment:            Usually Neutral
Advancement:          13-18 HD (Large), 19-24 HD (Huge)
Level Adjustment:     ---

"What do we have here?"

"Space Mimics.  Perfect fer yer evil minyun needs!"

"How exactly are they different from regular Mimics?"

"Well...theys from space goddammit."

"I say old chap, you're really screwing up this presentation."

"Now you'll have ta larn their weird space language..."

"I feel it incumbent upon me to point out that we speak the same language you do, we're just better at it."

Space Mimics are interstellar mutations created by Wizards to be their guardians and servants.  Normally they're pitch black with specks of light, meaning if outside a ship they blend in with the background perfectly.  They are obsessed with magic, and will target bearers of spellbooks and scrolls first.  They speak Common and their own language, and any 2 other languages.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex):  A mimic deals 2d6+5 points of damage with a successful grapple check.

Spellcasting: Space Mimics can cast spells as a 4th Level Sorcerer, but only from the Illusion school.  Their spells are innate and do not require material components.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.  It can also appear to simply be a starry background, rendering it able to use the Hide skill even while being observed when it's placed against a similar background.

Slow Metabolism (Ex):
Space Mimics can go a number of months equal to their Con Modifier without food or water before needing to make Saves vs starvation or dehydration.  They are also apparently able to survive months floating through space, and may not require oxygen.

Skills: A mimic has a +8 racial bonus on Disguise checks.

Combat: Space Mimics pretty much follow the standard mimic attack pattern, with the addition of illusion magic.   Despite being amoral predators, they are very interested in books and magic, and giving them gifts with the promise of more has earned more than one spacefarer an odd ally.
« Last Edit: January 26, 2016, 06:23:02 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #81 on: November 17, 2015, 01:51:36 AM »
Trapper
                      Huge Aberration
Hit Dice:             12d8+24 (78 hp)
Initiative:           +4
Speed:                15 ft. (3 squares)
Armor Class:          15 (-2 Size, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +9/+25
Attack:               Grapple +15 melee touch (Grapple)
Full Attack:          Grapple +15 melee touch (Grapple)
Space/Reach:          15 ft./25 ft.
Special Attacks:      Wrap
Special Qualities:    Darkvision 60 ft., Camouflage, Immune to Fire and Cold damage
Saves:                Fort +5, Ref +3, Will +7
Abilities:            Str 26, Dex 10, Con 15, Int 14, Wis 11, Cha 8
Skills:               Climb +18, Hide +16, Listen +12, Move Silently +14, Spot +12
Feats:                Alertness, Diehard, Endurance, Improved Initiative
Environment:          Underground
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          13-18 HD (Huge), 19-24 (Gargantuan)
Level Adjustment:     ---

"Scuse me you seen mah minyuns?  Theys escaped and I need ta get em back fore they do bad things."

"What do they look like?"

"Tha floor."

"The floor..."

"So we could be standing on them now?"

"Naw, one of em woulda et you already."

Trappers are odd monstrosities that can alter the color and texture of their skin to blend in with the floor.  They await prey to willingly walk onto them, and then rise up wrapping around their victim.  Despite being obviously intelligent they seemingly consider all other species prey and either cannot communicate with them or refuse to do so.

Wrap (Ex): When an opponent approaches the center of the Trappers area by walking on to it without noticing the monster, the Trapper can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  It can only do this to opponents whose Size Category is Huge or smaller.  A successful Grapple Check does 1d8+8 damage as it Constricts (as per the ability) it's prey.  Medium or smaller opponents also find their breathe cut off due to the constriction and begin to suffocate as per the DMG rules.

Camouflage (Ex): Lurkers flatten out along the ground, and then alter the color and texture of their skin to match their surroundings.  The more gifted among them have a small protuberance they can shape like a box or dead animal to lure prey.  The Lurker can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment, even while being observed.  They do not take Size Penalties to Hide Checks.

Combat: Lurkers are a one trick pony.  Some of them develop tactics due to their intellect, but most just live as simple ambush predators.  They prefer to attack lone individuals, as it can take them up to 8 hours to digest a kill.
« Last Edit: December 21, 2015, 01:23:50 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #82 on: November 17, 2015, 01:52:28 AM »
Stunjelly
                      Large Ooze
Hit Dice:             4d10+32 (54 hp)
Initiative:           -5
Speed:                10 ft. (2 squares), Climb 10 ft.
Armor Class:          4 (-1 Size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple:  +3/+7
Attack:               Slam +2 melee (1d6 plus 1d6 acid)
Full Attack:          Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Acid, Engulf, Paralysis
Special Qualities:    Blindsight 60 ft., Ooze traits, Camouflage, Immunity to Electricity
Saves:                Fort +9, Ref -4, Will -4
Abilities:            Str 10, Dex 1, Con 26, Int 0, Wis 1, Cha 1
Skills:               Hide -9 (+3 among stone), Move Silently +3
Feats:                ---
Environment:          Underground
Organization:         Solitary
Challenge Rating:     
Treasure:             1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment:            Always Neutral
Advancement:          5-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:     ---

"Your sample evil minion is a wall."

"Nawsir.  It's a jelleh dat looks like a wall."

'So you modified a Gelatinous Cube?"

"Um...no..."  :blush

Stunjellies are virtually identical to Gelatinous Cubes, besides their camouflage ability.  They seem to be composed of stone, but are slightly translucent if a light is held up to them.  They can also be recognized by their faint vinegar smell.

Acid (Ex): A Stunjelly’s acid does not harm metal or stone.

Engulf (Ex):  Although it moves slowly, a Stunjelly can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The Stunjelly merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the jelly, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the jelly moves forward. Engulfed creatures are subject to the jelly’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Paralysis (Ex): A Stunjelly secretes an anesthetizing slime. A target hit by a jelly’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The jelly can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Camouflage (Ex): In areas of worked stone, such as buildings, the Stunjelly seems to be just another wall.  It takes no Size Penalty to Hide Checks, and may use the Hide skill even while being observed.  Stunjellies also gain a +8 Racial Bonus to Hide Checks in stone areas.

Skills: +8 Racial Bonus to Move Silently Checks.

Combat: Pretty similar to it's cousin the Gelatinous Cube.



Protein Polymorph
"What?"

Cheap Rip-off Of The Gelatinous Cube

"We weren't always so careful with our choosing.  It's one of the reasons you're a clone.  The Gawds refused to resurrect you to spite me."

"How many Jim's have there been?"

"Too many."

"Is that wall moving?"


Resembling Stone Walls Does Not Evolve Naturally

"Crap, it looks like the place uses Stunjellies as security.  I guess we can use one of the ooze traps to stop it.  Keep an eye out for more walls.."

"We aren't done with this conversation yet."

"I know."
« Last Edit: March 26, 2023, 08:20:24 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #83 on: November 17, 2015, 01:53:21 AM »
Bowler
                      Small Elemental (Earth)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          18 (+1 Size, +1 Dex, +6 Natural), touch 12, flat-footed 17
Base Attack/Grapple:  +0/-2
Attack:               Slam +3 melee (1d6+2)
Full Attack:          Slam +3 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Charge
Special Qualities:    Darkvision 60 ft., Elemental traits, Scent, Tremorsense 60 ft., Blindsight 15 ft., Just a Rock
Saves:                Fort +3, Ref +1, Will +0
Abilities:            Str 15, Dex 12, Con 13, Int 4, Wis 11, Cha 8
Skills:               Hide +13, Listen +4, Move Silently +3, Tumble +3
Feats:                Improved Initiative
Environment:          Underground
Organization:         Solitary, Pair or Colony (3-12)
Challenge Rating:   1 
Treasure:             See text
Alignment:            Always Neutral
Advancement:          2 HD (Small), 3-4 HD (Medium)
Level Adjustment:     ---

"You're selling pet rocks?"

My rocks have appetites."

"I'm not sure we want to know their personal issues sir..."

Bowlers resemble ordinary rocks, though they are distinctly carnivorous.  They charge when anything gets within range.

Charge (Ex): If a Bowler succeeds in making a charge attack, it's opponent must make a DC 12 Fortitude Save or fall prone (Save DC is Str based).  Additionally , Bowlers do not have to move in a straight line when charging, and they do not provoke Attacks of opportunity if they decide to do a Bull Rush or Overrun as part of their carge.

Just a Rock (Ex): Bowlers look like any other rock, and may use the Hide skill in natural surroundings even while being observed.

Skills: Bowlers have a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus to Hide Checks in rocky terrain.

Combat: Bowlers aren't tactical geniuses.  They simply ram opponents over and over until they die, before settling down to feed.
« Last Edit: December 17, 2016, 10:15:13 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #84 on: November 17, 2015, 01:56:27 AM »
Autognome
                      Small Construct
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Fly 10 ft (Clumsy), Burrow 10 ft., Swim 10 ft.
Armor Class:          20 (+1 Size, -1 Dex, +10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +3/+4
Attack:               Slam +9 melee (1d6+5) or Scoop +9 melee (1d8+5)
Full Attack:          2 Slams +9 melee (1d6+5) or Scoop +9 melee (1d8+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Lightning, Malfunction, Limited Actions
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Construct traits, Single Actions only, Immunity to Magic, DR 5/Adamantine
Saves:                Fort +3, Ref +0, Will +3
Abilities:            Str 20, Dex 8, Con -, Int 4, Wis 14, Cha 6
Skills:               Climb +9, Craft (any 1) +5, Disable Device +5, Listen +4, Profession (any 1) +2, Spot +4, Swim +13
Feats:                Alertness, Great Fortitude
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:     4
Treasure:             None
Alignment:            Usually Neutral Good
Advancement:          6-15 HD (Small)
Level Adjustment:     ---

"Robot Gnomes...nothing good can come of this..."

"Sir, I will have you know their programming prevents them from harming others.  They are perfectly safe."

"CASTRATION OF THE TALL PEOPLES ARE FOR THE GOOD OF SOCIETY!"

"Just as long as they don't at any point take a sharp blow to the head..."

Autognome's are mechanical clockwork devices built by Gnomes for physically exhausting tasks, exploration of dangerous and unknown areas, and occasionally even defense.  They must obey their directors orders, unless they have malfunctioned and gone rogue.  Autognomes speak Common and Gnomish, and may be programmed with other languages.

Lightning: Autognomes have Wands of Lightning built into their chests ( a random Autognome has 5d10 charges) doing 5d6 electricity damage.  As it is part of them the Autognome may use the wand without needing to be a caster or make a Use Magic Device Check.

Malfunction (Ex): In combat, there is a 10% chance the Autognome malfunctions when it takes damage.  This chance rises 1% per attack, to a maximum of 100%.  If it malfunctions, roll a d10 for the results: 1-2) Autognome goes rogue (see below), 3-4) Autognome is Confused as per the spell for 1d4 rounds, 5-6) Autognome shuts off for 1d10 hours, 7-8) Autognome explodes, doing 3d10 damage in a 20 ft radius (DC 14 Reflex Save for half damage, Save DC is Con based with a +2 Racial Modifier).  Damage is split evenly between slashing and fire damage, 9-10) Autognomes orders change (see below).

Single Actions only (Ex): Autognomes have poor reflexes and can perform only a single move action or attack action each round. An Autognome can move up to its speed and attack in the same round, but only if it attempts a charge.

Immunity to Magic (Ex): Autognomes are immune to any spell or spell-like ability that allows spell resistance, with the exception of Disintegration.

Limited Actions (Ex): An Autognome cannot disobey it's director, unless it asks it to disobey one of three rules:
It must protect Gnomes from attack by those who aren't Gnomes.  It must defend itself when attacked (unfortunately this command is not specific about being attacked by non-Gnomes).  It must defend babies and children from harm (alas this command is not species specific, leading to interesting problems).  Autognomes are also distressingly literal, and care must be given in the wording of their orders.  If the Autognome goes rogue, roll 1d4: 1) The Autognome believes it is a real Gnome with all attendant biological needs and abilities (it also forgets it's powers), 2) It no longer recognizes it's creator, and fixated on the first intelligent being it encounters as it's new director, 3) the same as result 2, but it always does the opposite of what it's told or finds a way to disobey, 4) It attacks every living thing in sight.   If the Autognomes orders change, roll a d6: 1) Autognome explodes in 1d4 rounds as above (can be stopped with a DC 20 Disable Device Check), 2) Autognome stops doing everything and gives a detailed report of it's Action for the last 24 hours. 3) Picks a random PC and records everything he says to memory (neglecting to do anything else while that PC is speaking), 4) Begins to speak in a random language it knows exclusively, or begins to talk gibberish, 5) permanently recognizes earest PC as a baby and defends it from harm, 6) permanently recognizes nearest PC as a Gnome and obeys it.

Skills: Gains a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.  Also has a +4 Racial Bonus on Climb, Craft, and Disable Device Checks.

Combat: Gnomes attack with their fists in a pretty straight forward and clumsy manner.  If malfunctioning they sometimes begin stabbing opponents with the scoop they use to take soil samples.  Many also have a Wand of Lightning Bolts in their chests.

Construction
An Autognome requires a DC 15 Knowledge (Architecture and Engineering) check to create the body out of 10,000 GP worth of metal and clockwork mechanisms. 
Caster Level: 14th
Spells/Feats: Craft Construct, Animate Objects, Geas/Quest, Lightning Bolt, Limited Wish
Price: 20,000 GP
Cost: 10,000 GP and 400 xp
« Last Edit: December 19, 2015, 03:17:36 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #85 on: November 17, 2015, 02:04:36 AM »
Carnivorous Flying Squirrel Swarm
                      Tiny Animal (Swarm)
Hit Dice:             5d8 (22 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 30 ft., Fly 40 ft (Clumsy, see below)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +3/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Low-Light Vision, Gliding, Half damage from slashing and piercing, Swarm traits
Saves:                Fort +4, Ref +8, Will +2
Abilities:            Str 3, Dex 16, Con 11, Int 2, Wis 12, Cha 8
Skills:               Balance +11, Climb +11, Escape Artist +5, Hide +11, Jump +11, Move Silently +5, Spot +5
Feats:                Improved Initiative, Lightning Reflexes
Environment:          Warm or Temperate Forests
Organization:         Solitary or Colony (2-4 swarms) or Holy Bajeezus (11-20 swarms)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Awww their so cute.  Can we feed them some nuts."

"They don't rightly like nuts ma'am, but they'll strip an elf carcass clean in seconds."

"Why would you make furry forest pirhana?"

"Well shit fire woman, why wouldn't I?"

Carnivorous Flying Squirrels are pretty much just that,  Squirrels who have been turned to carnivores for some inadequately known reason.  They are known for stripping forests bare of life if they get too out of control.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Gliding (Ex): Flying Squirrels glide as opposed to flying.  They must climb to a tall point before jumping off to glide.  They cannot gain height, and for every 10 ft. they move forward, they drop 5 ft. closer to the ground.

Skills: Squirrels may use Dex instead of Str for Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check.  They have a +8 Racial Bonus on Balance, Climb and Jump Checks.

Combat:  It's a swarm, it pretty much attacks like all swarms.
« Last Edit: December 17, 2015, 02:50:10 AM by bhu »

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Re: Monster Revisions
« Reply #86 on: November 17, 2015, 02:05:07 AM »
Giant Vampire Frog
                      Small Animal
Hit Dice:             2d8 (9 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 40 ft. (Clumsy, see below)
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-4 (+8 when attached)
Attack:               Touch +5 melee touch (attack) or Claw +6 melee (1d3-1)
Full Attack:          Touch +5 melee touch (attack) or 2 Claws +6 melee (1d3-1) and 1 Bite +1 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Aerial Surprise, Attach, Blood Drain
Special Qualities:    Low-Light Vision, Glide
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 8, Dex 16, Con 11, Int 2, Wis 14, Cha 4
Skills:               Balance +11, Climb +11, Hide +7, Jump +11, Move Silently +7, Spot +5, Swim +1
Feats:                Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary, Pair, Clutch (3-x), Colony (x-18)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-6 HD (Medium)
Level Adjustment:     ---

"Vampires?"

"Now, now caalm down.  They ain't undead, they just suck blood."

"Somehow that doesn't alter my disposition towards them..."

These are 30+ pound frogs with bile green, mucous covered skin.  Unlike most frogs they have teeth and claws, and flying membranes connecting their limbs in a manner similar to some squirrels.  They get their name from feeding almost exclusively on blood.

Aerial Surprise (Ex): When flying at opponents, the Vampire Frog can make a touch attack during a Charge attack to attach itself to it's victims.

Attach (Ex):  If a Vampire Frog hits with a touch attack, it uses its claws and adhesive slime to latch onto the opponent’s body. An attached Vampire Frog is effectively grappling its prey. The Vampire Frog loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Vampire Frogs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Blood Drain (Ex): A Vampire Frog drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the Vampire Frog’s appetite has been sated, the Vampire Frog detaches and seeks a new target.

Glide (Ex): Frogs glide as opposed to flying.  They must climb to a tall point before jumping off to glide.  They cannot gain height, and for every 10 ft. they move forward, they drop 5 ft. closer to the ground.

Skills: Frogs may use Dex instead of Str for Climb and Jump Checks, and may always Take 10 on a Climb or Jump Check.  They have a +8 Racial Bonus on Balance, Climb and Jump Checks.

Combat: Vampire Frogs hide in trees until suitable prey walks by.  They then glide down and attach to the victim to begin draining their blood.
« Last Edit: December 18, 2015, 02:31:00 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #87 on: November 17, 2015, 02:06:41 AM »
Wolf-in-Sheep's-Clothing
                      Medium Plant
Hit Dice:             9d8+27 (67 hp)
Initiative:           +3
Speed:                10 ft. (2 squares)
Armor Class:          16 (-1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +6/+9
Attack:               Root +10 melee (1d6+3)
Full Attack:          3 Roots +10  melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Low-Light Vision, Plant traits, Regeneration 1, Lure, Hide in Plain Sight, All-Around Vision
Saves:                Fort +9, Ref +2, Will +5
Abilities:            Str 17, Dex 8, Con 16, Int 6, Wis 14, Cha 9
Skills:               Hide +3 (+11 in forests), Knowledge (Nature) +2, Listen +4, Search+4, Spot +8, Survival +4
Feats:                Alertness, Improved Initiative, Power Attack, Weapon Focus (Root)
Environment:          Always Neutral
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          20-18 HD (Small)
Level Adjustment:     ---

"In all my years of covering this convention I have never seen anything like this."

"Thankee!"

"That wasn't necessarily a compliment."

The Wolf-in-Sheep's-Clothing appears to be an old tree stump with a scar on one side, and possibly a small animal atop it.  Those foolish enough to approach it will quickly see the scar open into a fanged maw, that it's roots are grasping tentacles, and that it has suddenly grown several eyestalks.  While it is doubted that this abomination has evolved naturally, no one has ever taken credit for it's invention.

Improved Grab (Ex): If the Wolf-in-Sheep's-Clothing makes a successful Root attack, it may immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If successful, it may then Constrict.

Constrict (Ex): A Wolf-in-Sheep's-Clothing does 2d6+4 damage with a successful Grapple Check.

Regeneration (Ex): Cannot regenerate fire damage.

Lure (Ex): At will as a Move Action the Wolf-in-Sheep's-Clothing can generate a lure on it's 'top' that resembles a furry animal or some sort of common local prey.  Living creatures with an Int of 2 or less (including Vermin) must make a DC 17 Willpower Save or believe it to be food.  If they are hungry enough they will approach the Wolf-in-Sheep's-Clothing. 

Hide in Plain Sight (Ex): Initially a Wolf-in-Sheep's-Clothing looks just like a tree stump, so in natural surroundings it can make Hide Checks even while observed (at least until it's opponents figure out it's not just a tree).

All-Around Vision (Ex): The Wolf-in-Sheep's-Clothing's many eyestalks give it a +4 racial bonus on Spot and Search checks, and it cannot be flanked.

Skills: The Wolf-in-Sheep's-Clothing has a +8 Racial Modifier to Hide checks in areas where there would conceivably be trees.

Combat: Against feral victims the Wolf-in-Sheep's-Clothing uses it's lure to get them close enough to grab.  Against more intelligent foes it simply pretends to be a stump until they are within grapple range.
« Last Edit: December 18, 2015, 03:30:15 AM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #88 on: November 21, 2015, 12:35:17 AM »
"Great Googly-Moogly, what the hell are those?"

"Y'all can't recognize Hamsters?"

"Sir...those are Hamsters only in the loosest sense...let us move on Thad Thad, lest the Gods curse us for being in his vicinity."


Giant Space Hamster (Extreme Mutations)(Spelljammer)

Giant Space Hamster is an Inherited Template that can be applied to any corporeal Animal, Dragon, Magical Beast, or Vermin of Large Size or bigger.

Size and Type:
Size is unchanged.  Type changes to Magical Beast if it isn't already. 

Hit Dice: All current and future Hit Dice become d10's, unless they are already higher.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Mostly unchanged (Animals and Vermins BAB is now equal to Hit Dice).  If the base creature has no Bite attack, it gains a Primary Nibble attack.

Damage: Damage for the Nibble attack varies depending on Size: Large is 2d4 plus Str Modifier, Huge is 2d6 plus Str Modifier, Gargantuan is 3d6 plus Str Modifier, and Colossal is 3d8 plus Str Modifier.

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

Improved Grab (Ex): If a Giant Space Hamster successfully Nibbles (or Bites if it has a Bite attack) an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may Swallow it's opponent.  Hamsters are fond of stuffing things in their mouths as it is.  Optionally it may just store the offender in it's cheek pouch.  If it does this all that is required to escape is a Grapple Check.

Swallow Whole (Ex): A Giant Space Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+Str Modifier (increase base damage to 1d8+Str for Huge, 2d6 plus Str for Gargantuan, and 3d6+ Str for Colossal) points of bludgeoning damage plus (Str Modifier) points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage (25 points for Huge opponents, 37 points for Gargantuan, and 50 for Colossal) to the Hamster’s digestive tract (AC is equal to 10 plus half Natural Armor Bonus to AC). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Hamsters gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.  A Huge Hamsters gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. A Gargantuan Hamsters gullet can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.  A Colossal Hamster's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

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

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 30 feet shorter than it truly is.  Increase their falling distance by +10 ft. for every Size Category over Large.

Darkvision 60 ft., Low-Light Vision and Scent if the Base Creature does not already have them.

Immunity to Disease (Ex)

Saves: Unchanged.

Abilities: +4 Cha.

Skills: The Base Creature gains the following as Class Skills if it doesn't already have them: Climb, Listen, Search, Spot.  Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Feats: The Base Creature gains Improved Grapple as a Bonus Feat.

Environment: Temperate Plains and Hills (domestication has spread them further)

Organization: Solitary or Pair

Challenge Rating: +1

Treasure: Usually none.

Alignment: Usually Neutral.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: December 15, 2015, 02:27:01 AM by bhu »

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Re: Monster Revisions
« Reply #89 on: November 21, 2015, 12:37:12 AM »
Miniature Giant Space Hamster (Spelljammer)
                      Diminutive Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), climb 15 ft.
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-16 (see text)
Attack:               Go For the Eyes! +8 melee  (1 point plus see text)
Full Attack:          Go For the Eyes! +8 melee  (1 point plus see text)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Attach, Go For the Eyes!
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Scent, Scent Trail, Fall Resistant, Immune to Disease, Just a Hamster
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 1, Dex 16, Con 11, Int 12, Wis 12, Cha 14
Skills:               Bluff +4, Climb +7, Hide +15, Listen +5, Move Silently +5, Search +5, Spot +2
Feats:                Weapon Finesse
Environment:          Temperate Plains and Hills ('domestication' has spread them further)
Organization:         Solitary, Pair, Family (2 Adults and 1-4 Juveniles, along with 2-8 Babies), or Colony (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating:     1/3
Treasure:             Standard
Alignment:            Usually some non-evil variation on Neutral
Advancement:          By Character Class (Psion)
Level Adjustment:     +0

"More Hamsters.  I swear this town has an obsession..."

'Fer Gawds sake hep me, they whisper to me at night they make me do terrible things.  NO FUDGE NUGGET!  NOOO HAVE MERCY!  AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!"

"Do you need a drink?  I need a drink."

Attach (Ex): Hamsters are useless in grappling combat, but they are masters of snatching hold of the big folk in order to get rides.  If a Hamster wishes to attach himself to an opponent of Small or larger Size, it can make a melee touch attack.  If it succeeds it has attached itself, and holds on with great tenacity.  While it has no combat effect it i technically grappling it's opponent, and follows the usual rules for doing so.  If it makes a opposed Hide vs Spot Check it's opponent doesn't even realize he has a stowaway.

Go For the Eyes! (Ex):  If attacked, mini hamsters leap directly at the opponents face while shrieking like the damned.  If the opponent fails a DC 12 Willpower Save it is Frightened for 1 round (Save DC is Charisma based).

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Fall Resistant (Ex): When taking damage from a fall, Space Hamsters count the fall as being 10 feet shorter than it truly is.

Just a Hamster (Su): Spells or abilities that would let one determine that this is anything but a normal animal hamster of Neutral Alignment automatically fail unless the opponent succeeds in an opposed Sense Motive vs Bluff Check, and has at least 4 more Hit Dice than the Hamster.

Skills: Hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Combat: Most Miniature Hamsters never have a reason for combat, as they don't give themselves away, nor does anyone see them as a threat.  Once they learn psionics however, some of them get uppity.
« Last Edit: December 16, 2015, 03:11:44 AM by bhu »

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Re: Monster Revisions
« Reply #90 on: November 21, 2015, 02:15:48 AM »
Mutant Dire Rat
                      Small Magical Beast
Hit Dice:             1d10+1 (7 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), climb 20 ft.
Armor Class:          15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-3
Attack:               Bite +5 melee (1d4 plus disease)
Full Attack:          Bite +5 melee (1d4 plus disease)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Disease, Mutation
Special Qualities:    Low-Light Vision, Darkvision 60 ft., Scent
Saves:                Fort +3, Ref +5, Will +3
Abilities:            Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills:               Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats:                Alertness, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary or pack (11-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment:     ---

"Rats?  These aren't minions, they're vermin."

"Why cain't they be both"

"Because they defecate everywhere."

"Sum Lords a' Evil ain't as snooty as yew."

Dire Rats are prone to mutation, and there are always Wizards and random crazies willing to help them along...

Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Mutation:  There are a variety of mutant Dire Rats.

Panzer Rats: These rats see their Natural Armor Bonus increase to +5.

Scaler Rats: These rats permanently have the benefits of the Spiderclimb spell as an exceptional ability, as well as a +4 Racial Bonus on Balance Checks.

Miner Rats: These rats gain a Burrow speed of 15 ft, as well as claws.  Their primary attack is a Claw +5 melee (1d4/19-20).  On a Full Attack they get 2 claws +5 melee (1d4/19-20) and 1 Bite +0 melee (1d4 plus disease).  They have Tremorsense 10 ft.

Stout Rats: These rats have Powerful Build, sometimes allowing them to act as if they were 1 Size Category larger.  Whenever the rat is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the rat is treated as one size larger if doing so is advantageous to him.  A rat is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Svelte Rats: These skinny rats have Slight Build, allowing them to sometimes act as 1 Size Category smaller.  Whenever the rat is subject to a size modifier or special size modifier for an opposed check (such as Hide), the rat is treated as one size smaller if doing so is advantageous to the beast. A rat is also considered to be one size smaller when "squeezing" through a restrictive space. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Magic Rats: Magic Rats have been bred to cast a single cantrip at will as a Spell-Like Ability.  They can choose from: Dancing Lights, Daze, Detect Disease, Detect Magic, Detect Poison, Flare, Ghost Sound, Mage Hand, No Light, Open/Close, Prestidigitation, Purify Food and Drink or Unnerving Gaze.  They Cha score is raised to 12.

Zombie Rats: Change Type to Undead.  The rest of it's stats remain the same except it has no Con score.  They aren't really zombies, but no one probably cares...

Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.  Dire rats use their Dexterity modifier for Climb and Swim checks.

Combat: Fairly similar to normal dire rats, with some modification due to their new abilities.
« Last Edit: December 18, 2015, 02:07:12 AM by bhu »

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Re: Monster Revisions
« Reply #91 on: December 15, 2015, 03:12:02 AM »
                      Wooly Rupert, the Giant Space Hamster of Ill Omen
                      Colossal Magical Beast
Hit Dice:             48d10+480 (744 hp)
Initiative:           +11
Speed:                50 ft. (10 squares), Climb 40 ft. Burrow 20 ft., Fly 200 ft. (Good)
Armor Class:          50 (-8 Size, +3 Dex, +45 Natural), touch 5, flat-footed 47
Base Attack/Grapple:  +48/+79
Attack:               Nibble +55 melee (4d6+15)
Full Attack:          1 Nibble +55 melee (4d6+15) and 2 Paws +50 melee (2d8+7)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Improved Grab, Constrict, Swallow Whole, Spells, Trample (8d20+22)
Special Qualities:    Darkvision 300 ft., Low-Light Vision, Scent, Scent Trail, Immunity to Disease and Falling Damage, DR 15/Epic, Spell Resistance 61, Regeneration 40, Air Generation, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic)
Saves:                Fort +40, Ref +29, Will +27
Abilities:            Str 40, Dex 16, Con 30, Int 25, Wis 25, Cha 25
Skills:               Bluff +27, Climb +43, Concentration +30, Diplomacy +27, Hide +26, Intimidate +27, Knowledge (Arcana) +31, Knowledge (Nature, Planetology*, Wildspace*) +27, Listen +31, Move Silently +23, Pilot Spelljammer* +23, Search +31, Sense Motive +27, Spellcraft +31, Spot +27, Survival +27, Swim +31, Tumble +23, Use Magic Device +27, Wildspace Survival* +27   
Feats:    Awesome Blow, Epic Fortitude, Epic Spellcasting, Epic Will, Flyby Attack, Freefall*, Hover, Improved Bull Rush, Improved Initiative, Improved Spell Capacity, Phlogiston Sense*, Power Attack, Ramming Focus*, Ramming Specialization*, Spacefarer*, Spelljamming Helm Proficiency*, Superior Initiative           
Environment:          Any
Organization:         Unique
Challenge Rating:     50?
Treasure:             Triple Standard
Alignment:            Neutral, with Evil tendencies regarding Gnomes
Advancement:          51+ hd
Level Adjustment:     ---

*These skills and feats can be found here:  http://www.spelljammer.org/chars/#h_SkillsandFeats

"Good Evening."

"Wooly Rupert?  Are you thee Wooly Rupert?"

"That's Mister Rupert to you."

"Are you now in the Evil Minion business?"

"No.  I have come to free my brothers."

"Try Cousin Jeb in aisle 12..."

"My thanks."

"Holy Jebus!"

"FILTHY GNOME SLAVERS!  LET ME SING YOU THE SONG OF MY PEOPLE!"

*BLAM*

"Run Chiffon! Run quite fast!"

Known as Tyrannohamstersaurus of Ill Omen, Wooly Rupert is the most feared of the Giant Space Hamsters.  Particularly by Gnomes, who he seems to take perverse glee in squishing in his paws.  While known most for his hatred of the Gnomes, it isn't considered wise for anyone else to meet him either.  He is quite capricious, and his prodigious spellcasting abilities make him quite dangerous.  He has nearly conquered entire portions of wildspace, and once took on the Neogi slavers with an Armada of intelligent Warhamsters in Hamster Ball ships in a fit of pique.

Improved Grab (Ex): If Wooly Rupert succeeds with a Paw attack he can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful he may Swallow his opponent, or Constrict.

Constrict (Ex): Wooly Rupert can do 4d8+15 damage with a successful Grapple Check.  He loves squishing Gnomes in his paws.

Swallow Whole (Ex): Rupert can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from Rupert’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Rupert’s digestive tract (AC 32). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Rupert’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Spells: Wooly Rupert may cast Spells as a Sorcerer whose Level equals his Hit Dice.  He will likely know some of the spells listed here: http://www.spelljammer.org/chars/#h_SpellsandPsionics

Trample (Ex): Reflex Save DC 49 for half damage, Save DC is Str based.

Scent Trail (Ex): Hamsters have Scent glands in their bellies that leave a trail wherever they go, allowing them to retrace their steps.  Alas this gives a +4 Circumstance Bonus to Survival Checks meant to track them by scent.

Air Generation (Ex): Wooly Rupert generates air as a Spelljammer of his size.  He never runs out.  Additionally he seems impervious to the problems of Phlogiston travel.

Skills: Hamsters have a +4 Racial Bonus on Listen and Search Checks.  Rupert also has a +9 Racial Bonus on Climb Checks, and can always Take 10 on a Climb Check.

Combat: Wooly Rupert can (in theory) be reasoned with, so long as you do not happen to be a Gnome, or be accompanied by a Gnome.  Additionally e seems to find rude or vulgar behavior in poor taste.  Initially he will simply squish victims wo anger him, but if they prove to be tough the spells come out.
« Last Edit: May 05, 2022, 02:13:06 AM by bhu »

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Re: Monster Revisions
« Reply #92 on: December 21, 2015, 01:31:14 AM »
Greater Mimic
                      Huge Aberration
Hit Dice:             16d8+80 (152 hp)
Initiative:           +4
Speed:                5 ft. (1 square)
Armor Class:          16 (-2 Size, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +12/+28
Attack:               Crush +18 melee touch (grapple)
Full Attack:          Crush +18 melee touch (grapple)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Adhesive, Crush
Special Qualities:    Darkvision 60 ft., Immunity to Acid, Mimic Shape, SR 20
Saves:                Fort +12, Ref +5, Will +13
Abilities:            Str 27, Dex 10, Con 21, Int 14, Wis 17, Cha 12
Skills:               Disguise +29, Hide +14, Knowledge (Dungeoneering) +18, Listen +17, Spot +17
Feats:                Ability Focus (Adhesive), Alertness, Great Fortitude, Improved Initiative, Skill Focus (Disguise, Hide)
Environment:          Underground
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          17-24 HD (Huge), 25-48 HD (Gargantuan)
Level Adjustment:    ---

"Good evening sir.  Your tent appears to be quite empty."

"Cause it hain't no tent.  It's a biggerer, betterer Mimic."

"Is there a call for that?"

"Ummmm...."

Greater Mimics are quite large cousins of the more common Mimic with a hard, rocky exterior.  Many block passages pretending to be walls, or lurk at dead ends appearing to be rooms with doors.  Their camouflage abilities now estend to appearing as furnished rooms.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.  A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.  Save DC is Con based.

Crush (Ex): The Greater Mimic does 4d6+12 damage with a successful Grapple Check.

Mimic Shape (Ex): A Greater Mimic can assume the general shape of any object that fills roughly 1000 cubic feet, such as a treasure horde, the end of a corridor with doors leading out to either side (while blocking the real way out), or a burial alcove/cave built into a wall. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.  Greater Mimics are more skilled than regular ones, able to create multiple colors and textures at once.  They can even appear as furnished rooms.

Skills: Mimics have a +8 Racial Bonus on Disguise Checks.

Combat: Mimics tend to ambush the foolhardy who enter them.  Truly powerful groups, however, can bargain with them, exchanging food or letting it live for information on the locale.
« Last Edit: April 08, 2016, 08:13:47 PM by bhu »

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Re: Monster Revisions
« Reply #93 on: December 21, 2015, 01:32:40 AM »
House Hunter, Young
                      Large Aberration
Hit Dice:             10d8+30 (75 hp)
Initiative:           +4
Speed:                5 ft. (1 square)
Armor Class:          20 (-1 Size, +11 Natural), touch 9, flat-footed 20
Base Attack/Grapple:  +7/+16
Attack:               Tentacle +11 melee (2d6+5)
Full Attack:          3 Tentacles +11 melee (2d6+5)
Space/Reach:          10 ft./5 ft. (10 ft with Tentacles)
Special Attacks:      Improved Grapple, Constriction
Special Qualities:    Darkvision 60 ft.,Tremorsense 120 ft., Energy Resistance 10 (Cold and Fire), Regenerate Limbs, Sunlight Vulnerability
Saves:                Fort +8, Ref +3, Will +9
Abilities:            Str 20, Dex 10, Con 16, Int 4, Wis 14, Cha 8
Skills:               Climb +10, Disguise +6 (+14 to appear as house), Listen +6, Spot +6
Feats:                Alertness, Great Fortitude, Improved Initiative, Skill Focus (Disguise)
Environment:          Any Land
Organization:         Solitary or Pack (2-4)
Challenge Rating:    7
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-14 HD (Large)
Level Adjustment:     ---

"Huts?  How are huts on sale as Evil Minions?"

"That hut just ate a bird..."

"Tain't huts ma'am, theys specialized Mimics."

"What is this places obsession with Hamsters and Mimics?"

House Hunters are distant relatives of the Mimics, living above ground as shelter to ambush prey.  They appear as stone or wooden huts or houses, but the stone or wood is actually their outside carapace.  Plates hide the openings they can use to extrude tentacles or eyestalks, or open it's mouth.  They can also produce dim, flickering light at their openings in order to simulate candles or lanterns at night, or mimic common domestic sounds (bells, chickens, muffled voices). 

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

Constriction (Ex): The House Hunter does 2d6+5 damage with a successful Grapple Check.

Regenerate Limbs (Ex): If a House Hunters limbs are cut off they regenerate in 1d4 rounds.

Sunlight Vulnerability (Ex): House Hunters are Dazzled in bright sunlight or within the radius of a Daylight spell.

Skills (Ex): House Hunters have a +8 Racial Bonus on Disguise Checks made to appear as dwellings or ruins.

Combat: Young House Hunters rarely lead the attack, only joining in once the adults have initiated the fray (r they have no choice).


House Hunter, Adult
                      Huge Aberration
Hit Dice:             15d8+75 (142 hp)
Initiative:           +3
Speed:                5 ft. (1 square)
Armor Class:          20 (-2 Size, -1 Dex, +13 Natural), touch 7, flat-footed 20
Base Attack/Grapple:  +11/+28
Attack:               Tentacle +19 melee (3d6+9)
Full Attack:          3 Tentacles +19 melee (3d6+9)
Space/Reach:          15 ft./10 ft. (15 ft with Tentacles)
Special Attacks:      Improved Grapple, Constriction
Special Qualities:    Darkvision 60 ft.,Tremorsense 120 ft., Energy Resistance 15 (Cold and Fire), Regenerate Limbs, Sunlight Vulnerability
Saves:                Fort +12, Ref +4, Will +14
Abilities:            Str 28, Dex 8, Con 20, Int 6, Wis 16, Cha 10
Skills:               Climb +10, Disguise +8 (+17 to appear as house), Knowledge (Nature) +2, Listen +9, Spot +9
Feats:                Alertness, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Disguise), Weapon Focus (Tentacle)
Environment:          Any Land
Organization:         Solitary or Pack (2-4)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          16-19 HD (Huge)
Level Adjustment:     ---

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

Constriction (Ex): The House Hunter does 3d6+9 damage with a successful Grapple Check.

Regenerate Limbs (Ex): If a House Hunters limbs are cut off they regenerate in 1d4 rounds.

Sunlight Vulnerability (Ex): House Hunters are Dazzled in bright sunlight or within the radius of a Daylight spell.

Skills (Ex): House Hunters have a +8 Racial Bonus on Disguise Checks made to appear as dwellings or ruins.

Combat: Adults wait until prey gets close, and then attempts to crush it in their tentacles.  Once it stops moving the House Hunter will reel it in and swallow it, but if the prey resists, it is spat back out and subjected to constriction again.


House Hunter, Ancient
                      Gargantuan Aberrations
Hit Dice:             20d8+140 (230 hp)
Initiative:           +3
Speed:                5 ft. (1 square)
Armor Class:          20 (-4 Size, -1 Dex, +15 Natural), touch 5, flat-footed 20
Base Attack/Grapple:  +15/+40
Attack:               Tentacle +25 melee (4d6+13)
Full Attack:          3 Tentacles +25 melee (4d6+13)
Space/Reach:          20 ft./15 ft. (20 ft with Tentacles)
Special Attacks:      Improved Grapple, Constriction
Special Qualities:    Darkvision 60 ft., Tremorsense 120 ft., Energy Resistance 20 (Cold and Fire), Regenerate Limbs, Sunlight Vulnerability
Saves:                Fort +15, Ref +5, Will +18
Abilities:            Str 36, Dex 8, Con 24, Int 10, Wis 18, Cha 12
Skills:               Climb +15, Disguise +11 (+19 to appear as house), Knowledge (Nature) +6, Listen +10, Spot +10
Feats:                Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Disguise), Weapon Focus (Tentacle)
Environment:          Any Land
Organization:         Solitary or Pack (2-4)
Challenge Rating:     11
Treasure:             Double Standard
Alignment:            Always Neutral
Advancement:          21-30 HD (Gargantuan, 31-60 HD (Colossal)
Level Adjustment:     ---

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

Constriction (Ex): The House Hunter does 4d6+13 damage with a successful Grapple Check.

Regenerate Limbs (Ex): If a House Hunters limbs are cut off they regenerate in 1d4 rounds.

Sunlight Vulnerability (Ex): House Hunters are Dazzled in bright sunlight or within the radius of a Daylight spell.

Skills (Ex): House Hunters have a +8 Racial Bonus on Disguise Checks made to appear as dwellings or ruins.

Combat: Elder House Hunters are cagier, but their basic tactics remain the same.
« Last Edit: April 08, 2016, 08:18:59 PM by bhu »

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Re: Monster Revisions
« Reply #94 on: December 21, 2015, 01:33:34 AM »
Forest Trapper
                      Huge Aberration
Hit Dice:             10d8+20 (65 hp)
Initiative:           +4
Speed:                10 ft. (2 squares), Burrow 20 ft.
Armor Class:          14 (-2 Size, +6 Natural), touch 8, flat-footed 14
Base Attack/Grapple:  +7/+23
Attack:               Grapple +13 melee touch (Grapple)
Full Attack:          Grapple +13 melee touch (Grapple)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison Barbs, Wrap
Special Qualities:    Darkvision 60 ft., Camouflage
Saves:                Fort +5, Ref +3, Will +9
Abilities:            Str 26, Dex 10, Con 15, Int 14, Wis 10, Cha 8
Skills:               Climb +14, Hide +16, Listen +11, Move Silently +12, Spot +11
Feats:                Alertness, Diehard, Endurance, Improved Initiative   
Environment:          Warm Forests
Organization:         Solitary
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          11-15 HD (Huge), 16-30 HD (Gaargantuan)
Level Adjustment:     ---

"Howdy!  Mind the dirt, you don't wanna step on it."

"Why?"

"There's suthin' under it what violates the laws of nature.  Tee hee!"

"I'm out."

Forest Trappers resemble tailless rays of a mottled brown and green color.  It's front and dorsal ridges are hard bone, and it's back has multiple extendible barbs that resemble twigs or grass. 

Poison Barbs (Ex): With the Trapper hiding just underground with it's barbs extended, any passing creature must make a DC 15 Reflex Save (Save DC is Dex based), or get stuck by one doing 1d3 damage plus poison.  Poison is Injury, DC 17 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Dexterity, Secondary Damage is Paralysis for 2d6 Minutes.

Wrap (Ex): When an opponent approaches the center of the Trappers area by walking on to it without noticing the monster, the Trapper can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  It can only do this to opponents whose Size Category is Huge or smaller.  A successful Grapple Check does 1d8+8 damage as it Constricts (as per the ability) it's prey.  Medium or smaller opponents also find their breathe cut off due to the constriction and begin to suffocate as per the DMG rules.

Camouflage (Ex): Trappers flatten out along the ground, and then alter the color and texture of their skin to match their surroundings.  The more gifted among them have a small protuberance they can shape like a box or dead animal to lure prey.  The Lurker can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment, even while being observed.  They do not take Size Penalties to Hide Checks.

Combat: The Forest Trapper burrows just enough to hide most of it's bulk underground, while extending barbs.  It then awaits an unlucky creature to walk along and poison itself on them.  After that it pretty much resembles the garden variety Trapper.
« Last Edit: April 08, 2016, 08:24:51 PM by bhu »

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Re: Monster Revisions
« Reply #95 on: December 21, 2015, 01:44:44 AM »
Space-Swine (Spelljammer)
                      Medium Magical Beast
Hit Dice:             4d10+16 (38 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 40 ft. (Average)
Armor Class:          16 (+6 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +4/+7
Attack:               Bite +7 melee (2d4+3)
Full Attack:          Bite +7 melee (2d4+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Power Dive
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Improved Scent
Saves:                Fort +8, Ref +4, Will +2
Abilities:            Str 16, Dex 10, Con 18, Int 3, Wis 13, Cha 8
Skills:               Listen +5, Spot +4
Feats:                Endurance, Diehard
Environment:          Any Land
Organization:         Solitary or herd (5-8)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral Good
Advancement:          5-6 HD (Medium, 7-12 HD (Large)
Level Adjustment:     ---

"So now pigs can fly..."

"Yes'm.  They're pretty versatile."

"Do they lack sphincters like birds, or can they control themselves?"

"We're working on it."

Initially bred by the Dohwar as garbage disposal, trackers, mounts, and sometimes lunch in desperate situations.  They appear as feral swine with birds wings and a horn, in varying colors.  Disturbingly they sometimes coo is a manner similar to pigeons.  Unsurprisingly, Tinker Gnomes love them.

Power Dive (Ex): If in flight the Space-Swine can do a steep Power Dive.  This works like am Overrun attack, with the exception that the opponent cannot just choose to step aside and it doesn't provoke an Attack of Opportunity.  If you succeed in knocking the opponent down, you also do 2d6+4 piercing damage, plus an additional 1d6 per 10 ft. it moved.  If the pig misses it takes 1d6 damage per 10 ft it moved, and must make a DC 20 Fortitude Check or be knocked Unconscious for 1d4 rounds.  If it has a rider without a very special saddle, the rider is thrown and suffers the same fate as the pig, as if it had missed.   

Improved Scent (Ex): When tracking via Scent, the Space Swines check DC does not increase if the trails grow cold.  In fact they have such range they can effectively Track an individual unerringly so long as he is on the same Plane of existence.

Combat: Normally the Space Swine fight in a manner similar to wild boars.  While in flight, and trained for war, they have a tendency to power dive, impaling victims with their horn.  Usually at the expense of their rider, who risks being thrown if they aren't prepared.
« Last Edit: April 08, 2016, 09:38:38 PM by bhu »

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Re: Monster Revisions
« Reply #96 on: December 21, 2015, 01:45:32 AM »
Spider-Horse
                      Large Magical Beast
Hit Dice:             3d10+3 (19 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +3/+9
Attack:               Hoof +4 melee (1d6+2)
Full Attack:          2 Hooves +4 Melee (1d6+2) and 2 Claws -1 Melee (1d3+1)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Webline
Special Qualities:    Darkvision 60 ft. Low-Light Vision, Scent, Tremorsense 60 ft.
Saves:                Fort +4, Ref +6, Will +2
Abilities:            Str 14, Dex 17, Con 12, Int 1, Wis 12, Cha 6
Skills:               Climb +11, Hide +9, Jump +4, Listen, Move Silently +11, Spot +3
Feats:                Endurance, Run
Environment:          Any Land but prefers Mountains
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          4-9 HD (Large)
Level Adjustment:     ---

"I think I'm going to be sick..."

"Don't listen to 'em Bessie.  Yer a good horse."

Spider-Horses appear as horses with a spider-like abdomen in place of it's tail, chitinous plates and 8 eyes.  It has 4 additional legs, which are also spiderlike.  Created by magic, Spider-Horses are sterile, but thankfully for their masters they are as sociable as any horse.  They are prized mounts as they can climb, lower themselves down drops via webline, and even spin tents for the evening.  Riding them requires a specialized saddle to strap the rider in though.

Webline (Ex):  A Spider-Horses webline is strong enough to support the Spider-Horse and one creature of the same size. Spider-Horses can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Spider-Horse. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Spider-Horses often create sheets of sticky webbing in a 30 feet square.  Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.

A Spider-Horse can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A Spider-Horse can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the Spider-Horse’s webs.

Skills: Spider-Horses have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb, Hide and Move Silently checks. A Spider-Horse can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-Horses use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Combat: Spider-Horses generally fight in a manner similar to most horses, with the addition of being able to tie up opponents via their webbing.
« Last Edit: April 08, 2016, 09:26:21 PM by bhu »

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Re: Monster Revisions
« Reply #97 on: December 21, 2015, 01:46:04 AM »
Zorbo
                      Small Magical Beast
Hit Dice:             4d10+4 (26 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +4/-2
Attack:               Claw +7 melee (1d4+2)
Full Attack:          2 Claws +7 melee (1d4+2) and 1 Bite +3 melee (1d2+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Drain Magic Item
Special Qualities:    Darkvision 60 ft., Absorption, Bear Speech, Bear Enmity, SR 15
Saves:                Fort +5, Ref +6, Will +2
Abilities:            Str 15, Dex 15, Con 13, Int 4, Wis 12, Cha 12
Skills:               Climb +10, Hide +6, Listen +2, Spot +2, Survival +7
Feats:                Ability Focus (Drain Magic Item), Weapon Finesse
Environment:          Any Warm or Temperate Land
Organization:         Solitary, Family (2-4), or Oh God! Oh God! The Bears! (10-60)
Challenge Rating:     4
Treasure:             See text
Alignment:            Usually Neutral
Advancement:          5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

"Aww, aren't they just adorable!"

"Careful, they eat people."

"Well, they are tiny bears, I thought that was a given..."

Zorbo resemble black and white furred Koalas.  The only thing distinguishing them besides color are their fangs (they are mostly carnivorous) and magical abilities.  Easily addicted to Humanoid meat, they have apparently evolved abilities allowing them to hunt their prey of choice.

Drain Magic Item (Su): Whenever the Zorbo successfully Claws or Bites an opponent with magical items that provide a Bonus of any kind to AC or Saving Throws, one item must make a DC 15 Willpower Save )Save DC is Cha based) or it crumbles to dust and the Zorbo gains the AC/Save Bonus it provided it's former owner for 1 Minute.  If the opponent has multiple items the Zorbo forces a new item Save each time it successfully Saves, and absorbed Bonuses stack with each other.  Items make a Save to avoid being destroyed in this order: Shield, Armor, Bracers, Cloaks, Rings, and then any other items.

Absorption (Su): As a Full Round Action the Zorbo can rub up against any object or material and magically absorb some of it's properties, gaining the object or materials Hardness for 1d4 hours.  Determine Hardness as if the material was an inch thick if it has a variable Hardness.

Bear Speech (Ex): Zorbos can communicate with Bear as though they were permanently under the benefit of the Speak with Animals spell.

Bear Enmity (Ex): Bears do not like Zorbos.  At all.  No reason has ever been discovered, and given that the Zorbo's cry sounds like an infant bear it doesn't make a lot of sense.  Regardless of this, Bears will attack Zorbos on sight.

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

Combat: Zorbos tend to use their Absorption ability to armor up before tearing into their victims.
« Last Edit: April 08, 2016, 09:49:59 PM by bhu »

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Re: Monster Revisions
« Reply #98 on: December 21, 2015, 01:49:05 AM »
Lock Lurker
                      Fine Aberration
Hit Dice:             1d8+3 (7 hp)
Initiative:           +3
Speed:                20 ft. (4 squares)
Armor Class:          21 (+8 Size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple:  +0/-
Attack:               Bite +11 melee (1 point) or Sting +11 melee (1d3 plus poison)
Full Attack:          Bite +11 melee (1 point) or Sting +11 melee (1d3 plus poison)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Coin Camouflage, Partially Ethereal, Regenerate Limbs
Saves:                Fort +3, Ref +3, Will +4
Abilities:            Str -, Dex 16, Con 16, Int 6, Wis 14, Cha 10
Skills:               Climb +2, Disguise +0 (+8 to appear as coin), Hide +19, Jump +2, Spot +2
Feats:                Weapon Finesse
Environment:          Any Land
Organization:         Solitary
Challenge Rating:     1
Treasure:             None (but see text)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"So you made a super poisonous critter that blends in with treasure hordes and likes to hide in locks?"

"Yes'm."

"How the hell do you keep track of them?"

"We don't.  Sunsabitches breed like mad.   Always make sure you got antivenom on hand."

The Lock Lurker resembles a large coin, with scorpion like legs, tail and fangs.  Given it's ability to partially shift into the Ethereal Plane, it's non-coinlike features are rarely observed.  Deliberately bred as a magical guardian, it is often placed in locks, treasure hordes, or any where else a coin might be.

Poison (Su): Injury, DC 13 Fortitude Save (Save DC is Con based), Initial damage is Slowed for 1 Minute, Secondary damage is Paralyzed for 1d6 hours.

Coin Camouflage (Ex): If it is present in a pile of coins or Treasure the Lock Lurker can use the Hide skill even if it is being observed.

Partially Ethereal (Ex): Lock Lurkers are partially present on both the Prime and Ethereal Planes, and their vision simultaneously extends into both.  Their ability to fully transfer parts of their body into the Ethereal Plane effectively allows them camouflage as a coin as the parts of their body that don't resemble a coin are invisible.  Well fed Lurkers have sacs they extend into the Ethereal while prey digest.  The Lurker can send/retrieve parts of itself once per round as a Free Action, but cannot fully withdraw into the Ethereal.  As it is simultaneously present on the Ethereal it may attack creatures there as well.

Regenerate Limbs (Ex):  Cut off or destroyed limbs may be regenerated by the Lurker in 1d6 days.

Skills: Lock Lurkers have a +8 Racial Bonus on Disguise Checks meant to pass as a coin.

Combat: The Lock Lurkers jaws cannot pierce metal, so it relies on it's sting against armored opponents.  Despite preying on small creatures, it's aggressively territorial and will attack anything that comes near.
« Last Edit: November 19, 2016, 01:13:52 AM by bhu »

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Re: Monster Revisions
« Reply #99 on: July 02, 2016, 12:20:35 AM »
                      DEATH LINEN

Flannel Beast
                      Medium Construct
Hit Dice:             4d10+20 (42 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          13 (+2 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +3/+5
Attack:               Bite +5 melee (1d3+5 plus poison)
Full Attack:          Bite +5 melee (1d3+5 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Suffocation, Poison
Special Qualities:    Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
Saves:                Fort +0, Ref +3, Will +3
Abilities:            Str 14, Dex 14, Con -, Int 10, Wis 14, Cha 10
Skills:               Hide +8, Listen +7, Move Silently +8, Spot +7
Feats:                Alertness, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

At rest Flannel Beasts resemble piles of towels or rags.  When moving they appear like a ragged cloth snake or ferret.

Improved Grab (Ex): If the Death Linen succeeds with it's Bite attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity.  If it succeeds it can use it's Suffocation ability next round.  Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves. 

Suffocation (Ex): If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air.  The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

Poison (Ex): Injury, DC 14 Fort Save (Save DC is Con based with a +2 Racial Bonus, Initial and Secondary Damage is 1d3 Con.

Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of.  Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed.  Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

Vulnerabilities: Death Linen have several vulnerabilities.  They take and additional point of damage per die from fire.  A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds.  If an opponent rolls a Natural 20 it is Stunned 1 Round.

Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items.

Combat: Flannel Beasts like to hide in places cloths or towels are stored and wait for prey to come closer...


                      Killer Pillow
                      Tiny Construct
Hit Dice:             2d10 (11 hp)
Initiative:           +1
Speed:                20 ft. (4 squares)
Armor Class:          14 (+2 Size, +1 Dex, +1 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-6 (+0 Attach)
Attack:               Bite +4 melee (1d2+1)
Full Attack:          Bite +4 melee (1d2+1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Suffocation
Special Qualities:    Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
Saves:                Fort +0, Ref +1, Will +2
Abilities:            Str 12, Dex 12, Con -, Int 10, Wis 14, Cha 10
Skills:               Disguise +8, Hide +10, Jump +9, Listen +7, Move Silently +4, Spot +7
Feats:                Alertness
Environment:          Any
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          3-4 HD (Small)
Level Adjustment:     ---

At rest this creature resembles a simple pillow, though when active it slowly moves like an amoeba.  It can manifest a sort of face, which it uses to bite opponents.

Improved Grab (Ex): If the Death Linen succeeds with it's Bite attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity.  If it succeeds it can use it's Suffocation ability next round.  Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves.  Death Linen take no Size Penalties to Grapple Checks.

Suffocation (Ex):  If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air.  The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of.  Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed.  Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

Vulnerabilities: Death Linen have several vulnerabilities.  They take and additional point of damage per die from fire.  A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds.  If an opponent rolls a Natural 20 it is Stunned 1 Round.

Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items.  Killer Pillows also have a +8 Racial Bonus on Jump Checks.

Combat: Killer Pillows can make leaps onto prey, but they prefer to lay still and simply let victims lay down on them before attaching themselves to their face.


                      Sheet
                      Medium Construct
Hit Dice:             6d10+20 (53 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          13 (+2 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +4/+6
Attack:               Slam +7 melee (1d4+2)
Full Attack:          2 Slams +7 melee (1d4+2) and 1 Bite +2 melee (1d2+1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fear, Improved Grab, Suffocate, Poison
Special Qualities:    Construct traits, Low-Light Vision, Darkvision 60 ft., Rejuvenation, Vulnerabilities
Saves:                Fort +2, Ref +4, Will +4
Abilities:            Str 14, Dex 14, Con -, Int 10, Wis 14, Cha 10
Skills:               Hide +9, Listen +8, Move Silently +9, Spot +8
Feats:                Ability Focus (Poison), Alertness, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

Sheets looks like normal sheets of linen until they move, flopping and flapping into a semi-humanoid form.

Improved Grab (Ex): If the Death Linen succeeds with it's Slam attack it can immediately make a Grapple attempt as a Free Action without provoking an attack of opportunity.  If it succeeds it can use it's Suffocation ability next round.  Since Death Linen appear to be normal household items, if a victim lays down on them or puts them on they can grapple a victim up to three size classes larger than themselves.

Suffocation (Ex):  If a Death Linen succeeds with a Grapple Check, the next round it attaches itself to it's victims face, cutting off his air.  The victim must make Saves to avoid Suffocation (see DMG for suffocation rules) until it can escape the Grapple.

Poison (Ex): Injury, DC 17 Fort Save (Save DC is Con based with a +2 Racial Bonus, Initial and Secondary Damage is 1d3 Con.

Rejuvenation (Su): The corrupted spirits animating Death Linens are hard to get rid of.  Even after the Death Linen is destroyed there is a small chance it will take over another item similar to the one it formerly possessed.  Roll a d20 each month for a year, and if a 19-20 appears it possesses a new item.

Vulnerabilities: Death Linen have several vulnerabilities.  They take and additional point of damage per die from fire.  A gallon or more of water sloshed on it Slows it as per the Slow spell for 1d6 rounds.  If an opponent rolls a Natural 20 it is Stunned 1 Round.

Skills: Death Linen have a +8 Racial Bonus on Disguise Checks to appear as normal household items.

Combat: Unlike most Death Linens, sheets actually wander the countryside looking for victims.

"Sir, why are you selling linens?  This convention is for Evil Minions."

"They is minions.  They's haunted linens."

"Were I to purchase one how do I avoid mistaking it for the non-haunted linens?"

"I ain't worked that part out yet."

Death Linens are rumored to be common household objects animated by nightmares, evil spirits, or whatever else people can dream up.  Truth is no one knows what they are, and they aren't keen on blabbing.
« Last Edit: May 24, 2017, 09:46:15 PM by bhu »