Brilliant Gameologists Forum

The Thinktank => When Inspiration Strikes => Topic started by: bhu on May 02, 2008, 10:05:24 AM

Title: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 02, 2008, 10:05:24 AM
A thread for my horror critters I have made.

Page 1

Corporeal Spirit
Demoniac Spirit
Ghost Feats
Ghostly Concubine
Ghost of the Deeps
Ghost Squid
Half Ghost
Legendary Ghost
Legendary Shade
Legendary Spectre
Legendary Wraith
Spectral Swarm
Spectral Vermin
The Gray Company

Page 2

Black Fly Swarm
Demon of the Seas
Face Eaters
Ghost Squidling Swarm
Jungle Ghost
Jungle Ghost Mob
Mansect Template
Scorpionfly Swarm
Spectral Ape
Spectral Dire Ape
The Black Eye
The Corrupt Template
The Darkness of Old Night
The Fly People
Vampire Squid


Page 3

Displacer Dragon
Displacer Drake
Displacer Eel
Displacer Fish Swarm
Displacer Newt
Displacer Wyrm
Rot Elemental
The Blighted
The Cannibal Baby
The Mother of Teeth
The Worm Men

Page 4

Adlet
Ahkiyyinni
Altamaha-Ha
Atmospheric Beast (Space Alien, Gasbag)
Beaver Women
Empusa
Ethiopian Bulls
Gougou
Mahambo
Serpentoid Template
Sucuriju Gigante
The Bouda Tribe
The Deer Woman
The Ghost Wrestler
The Serpent Woman

Page 5

Ammonoid Kraken
Atmospheric Beast (Dimensional Ghost, Cloud Beast)
Beast of Blackwater Moors
Big Owl
Black Render
Cattle Mutilator
Cirrate Kraken
Gayal
Ghost kraken
Pugwis
Tympanios
Vetala

Page 6

Bigfoot, Cinematic
Bloody Handed Jack
Brahmaparusha
Devil Beast Template
Dinosaur Satan
Enlightened Rakshasa Template
Kushtaka
Mmbyu
Pacu Pati
Rakshasa

Page 7

Beast of Busco
Buru
Con Rit
Dunak
El Chupacabra
Firespitter Template
Gazeka
Juggernaut Template
Minhocao
Mountain Boomer
The Terichik
Tiger Spirit of the Sundarbans
Umdhlebi

Page 8

El Chupacabra
Euryale
False God
Fear Liath Mor
Kalanoro
Mulilo
Stheno
Tatzelwurm
The Resurrection Women

Page 9

Algul
Alp
Buggane
Krampus
Mamlambo
Medusa
The Lake Flatwoods Monster
They Who Lie In Wait
Xolchixe

Page 10

Asanbosam
Aswang
DInogloth
Ptera-Gloth
The Angel of Death



Page 11

Bajang
Baobhan Sith
Drei
Dundas Island Black Flies
Polychaete Worm
The Burning Dead Template



Page 12

Alkali Lake Monster
Astral Siren
Bebarlang
Bibi
Fetid Abomination
Giant Leeches
Kiseichuu Yuurei
Orang-Bati
The Beast from Haunted Cave
The Black Scorpion

Page 13

Giant Trap Door Spider
Pale Shark
Rhedosaurus
Spirit Bird
The Inchworm

Page 14

Callicantzaros
Chordewa
Giant Gila Monster
Killer Shrews
Mutant Sewer Gators
Ninki Nanka


Page 15

Devilfish
Spinal Parasite
Sting
Woolly Ettercap
Wormfish


Page 16

Children of the Rose
Danag
Dearg-due
Elder Terror
Pale Horse


Page 17

Akkorokamui
Mimic, Concubine


Page 18

Doppelsauger



Page 19

Blood Daisy
Edimmu
Grub Servitor
Jellybats
Other Mother


Page 20


Page 21

Deep Ones
Ghouls
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 02, 2008, 10:07:44 AM
Legendary Ghosts are the most powerful and notorious of their kind. Only the most powerful of heroes should attempt to send them to their rest.

LEGENDARY GHOST

Template Type: Legendary Ghost is an acquired template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The Base Creature must also have a CR of at least 15.

A Legendary Ghost uses all the base creatures statistics and special abilities except as noted below:

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

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

Speed: Legendary Ghosts have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Legendary Ghost retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Legendary Ghost attacks normally. Against non ethereal targets the Legendary Ghost usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Legendary Ghost retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Legendary Ghost also gains the Manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Deadly Touch (Su):  This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Legendary Ghosts Strength Bonus). The Legendary Ghost may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).
Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the legendary Ghosts Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Legendary Ghosts Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Legendary Ghost may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Ghosts Charisma modifier instead (but is immune to further effects from this Legendary Ghosts Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Legendary Ghost that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Psychokinesis (Su): The Legendary Ghost may use the spell Telekinesis at will as a Supernatural ability.

Hallucinatory World (Su): The Legendary Ghost may cast Mirage Arcana 3 times per day, and Shadow Landscape once per day as a Supernatural ability.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Ghost is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.

Special Qualities: A Legendary Ghost has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts. A regular Ghost might want the death of the man that killed him. A Legendary Ghost requires the death of his murderer and every living relative no mater how distant. A regular Ghost might want you to rid the land of a monster that destroyed him and his people. A Legendary Ghost wants you to rid the land of a cabal of 8 Ancient Wyrm Red Dragons. A regular ghost wants you to return the magical weapon that was stolen from his grave. A Legendary Ghost wants you to do the same, but the weapon is currently being held by Lolth herself.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Ghost, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): Legendary Ghosts may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Legendary Ghost has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Ghost gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Ghost gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Necromantic Armor (Su): The Legendary Ghost wore a suit of powerful magical armor and appears to do so in death as well. This is not real armor and is a physical extension of the ghost. It cannot be targeted by effects or spells that normally target armor or equipment. The Legendary Ghosts Natural Armor bonus is double its Charisma modifier (minimum of +2, applies only to ethereal encounters, this stacks with any other natural armor the base creature may have). Against non ethereal encounters the Legendary Ghost has a Deflection bonus to it's Armor Class equal to double it's Charisma modifier, or equal to half it's Hit Dice, whichever is greater.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +2 Wis, +8 Cha. Legendary Ghosts have no Constitution Score.

Skills: Legendary Ghosts have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Legendary Ghosts get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, often as Base Creature.

Organization: Unique

Challenge Rating: Same as Base Creature +5

Treasure: None

Alignment: Any

Advancement: As Base creature

Level Adjustment: Same as Base Creature +8

Example of creature using template here:

"No one visits the old Mind Flayer city anymore. We thought since the assault that it was safe to burn down and forget. But rumors of something in the ruins drew our attention. We'd always heard that they'd conducted experiments on their own there. Odd behavior for the flayers.

Wouldn't you know one of the things lived on still. A mutant freak even by their standards. Killing it was a mercy, even though such monsters don't deserve mercy.

And then it came back..."

The Experiment (Mind Flayer/Fighter 7/Legendary Ghost)
Medium Undead (Incorporeal)
Hit Dice: 15d12 (97 hp)
Initiative: +4
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 24 (+4 Dex, +10 Natural), touch 14, flat-footed 20 against ethereal
21 (+4 Dex, +7 Deflection), touch 21, flat-footed 17 against corporeal
Base Attack/Grapple: +13/+16
Attack: Tentacle +17 melee touch (1d4+3) only vs ethereal
Full Attack: 4 Tentacles +17 melee touch (1d4+3) only vs ethereal
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Terror, Embrace, Manifestation, Deadly Gaze
Special Qualities: Spell Resistance 25, Telepathy 100 ft., Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Damage Reduction 10/Epic
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 17, Dex 18, Con -, Int 19, Wis 19, Cha 25
Skills: Bluff +15, Climb +13, Concentration +17, Craft (Weaponsmith) +9, Diplomacy +11, Disguise +7 (+9 Acting), Hide +20, Intimidate +28, Jump +13, Knowledge (any) +12, Listen +20, Move Silently +20, Search +12, Sense Motive +11, Spot +20, Swim +13
Feats: Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Power Attack, Weapon Finesse, Quicken Manifestation (B)
Challenge Rating: 20
Treasure: None
Alignment: Neutral Evil
Level Adjustment: +15


Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.  For the Experiment this only works against victims on the Ethereal Plane.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead. For the Experiment this only works against opponents on the Ethereal Plane.

Psionic Powers: A Mindflayer manifests psionic powers as an 9th level Psion (telepath). Save DC's are Charisma based. The Experiment must have Manifested to use these powers against opponents on the Material Plane.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 24 Willpower Save or be Stunned for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.  The Experiment must have Manifested to use this power against opponents on the Material Plane.

Terror (Su): Any living creature within 60 ft. of the Experiment that can see it must make a DC 24 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, DC 24 Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Embrace (Su): As a full round action, once a day the Experiment may attempt to kidnap a victim. It must be manifested and make a touch attack. If it is successful, the victim must make a DC 24 Willpower Save or he ends up adjacent to it on the Ethereal Plane. Assuming he defeats the Experiment, he must find his own way back to his home plane.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Unnatural Aura (Su): Animals will not come within 100' of the Experiment, and Panic if forced to do so (they remain Panicked so long as the Legendary Ghost is within Range).

Lifesense (Su): The Experiment may automatically sense Living creatures within 100' as thought it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Legendary Ghost because their goals are far more epic in scope than a regular ghosts.  To release the Experiment the PC's must find some of the Mindflayers that originally tormented it (they escaped the destruction) and bring them to it so it can murder them.  Communicating with it will be difficult, even if the PC's speak the Mindflayers language.

Combat: The Experiment usually opens with its Mind Blast and Psionic abilities to sow confusion. After which it will use Embrace to kidnap victims to the Ethereal Plane one by one where it can use its ability to Extract brains
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 04, 2008, 07:35:56 AM
Legendary Spectres are among the most powerful of their kind.  it is uncertain what events lead to a creation of a Spectre this powerful, but they are far more dangerous than their weaker brethren.  Only the most powerful of heroes should attempt to fight them. (which is a nice way of saying their intended to be Epic level Spectres).


LEGENDARY SPECTRE

Legendary Spectre is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

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

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

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.

Attacks: A Legendary Spectre retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage (damage changes depending on size).  Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Energy Drain, Create Spawn, and Terror (plus 1 more from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Legendary Spectres incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Legendary Spectre gains 5 temporary hit points.

Create Spawn (Su): Any living being killed by the Legendary Spectre rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su): Any living creature within 60 ft. of the Legendary Spectre that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Spectres within 24 hours.

Hellish Scream (Su): The Legendary Spectre may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Spectres Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Spectres Charisma modifier instead (but is immune to further effects from this Legendary Spectres Hellish Scream for 24 hours).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack on the victim without needing a to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Spectre is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus one from the following list).

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Spectre, and Panic if forced to do so (they remain Panicked so long as the Legendary Spectre is within Range).

Lifesense (Su): Legendary Spectres may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Spectres are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Spectre gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Spectre gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Int, +4 Wis, +8 Cha. Legendary Spectres have no Strength or Constitution score.

Skills: Legendary Spectre gains a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +5

Treasure: Unchanged.

Alignment: As Base Creature, but if it is not already Evil it becomes so.

Advancement: As Base Creature.

Level Adjustment: +9

"There used to be a Giant in the rocks up in the mountains in the old days.  An outcast.  hated even by his own kind.  We called him the Gray Man.  Lost a lot of people to him too.  He never did raid for food or possessions.  Always just to kill.  We called for help from Noble after Noble to put him down and they all failed.

Eventually the King decided the Giant was an embarassment, and possibly a threat to his sovereignty.  He sent his son, a great Knight, with a small army here.  They fought and killed the Giant after a long battle.  We feasted for days. 

The feasts were cut short when the Giant came back.  But different this time.  Like some kind of pale gray mist he was.  Not substantial.  Instead of pounding us from afar with boulders he openly walked into town, killing people with a touch.  After murdering the Kings son he set to destroying the rest of us.

A few of us escaped.  We've been trying to figure out what happened for years.  And how to reverse it.  Lucky for us he keeps to the rocks up there now.  We've had mages scrying the place to learn what they can.  My only hope is these priests with us are as good as they say.  I'm hoping prayer can put down what our swords didn't."

The Gray Man (Stone Giant/Barbarian 7/Legendary Spectre)
                      Large Undead
Hit Dice:             21d12 (252 hp)
Initiative:           +6
Speed:                50 ft. (8 squares), Fly 80 ft. (Perfect)
Armor Class:          26 (-1 Size, +6 Dex, +11 Deflection), touch 26, flat-footed 20
Armor Class:          24 (-1 Size, -2 Rage, +6 Dex, +11 Deflection), touch 24, flat-footed 18
Base Attack/Grapple:  +17/+29 (+31 Raging)
Attack:               Slam +22 melee touch (2d6 negative energy damage plus Energy Drain)
Full Attack:          2 Slams +22 melee touch (2d6 negative energy damage plus Energy Drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Energy Drain, Create Spawn, Terror, Hellish Scream, Rage 2/day
Special Qualities:    Dark Vision 60', Low Light Vision, Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Unnatural Vitality, Fast Movement, Illiteracy, Uncanny Dodge, Improved Uncanny Dodge, DR 1/-, Trap Sense +2
Saves:                Fort +14, Ref +12, Will +9 (+11 Raging)
Abilities:            Str 27(31 Raging), Dex 23, Con -, Int 14, Wis 16, Cha 19
Skills:               Climb +21, Hide +18 (+26 in rocky terrain), Jump +21, Listen +21, Move Silently +14, Search +10, Spot +20, Survival +15
Feats:                Ability Focus (Terror)(B), Combat Reflexes, Instantaneous Rage, Intimidating Rage, Iron Will, Mad Foam Rager, Point Blank Shot, Power Attack, Precise Shot
Challenge Rating:     20
Treasure:             Standard
Alignment:            Neutral Evil
Level Adjustment:     ---

Energy Drain (Su):  Each time an opponent is hit by the Gray Man's incorporeal touch attack it must make a DC 24 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Gray Man gains 5 temporary hit points.

Create Spawn (Su):  Any living being killed by the Gray Man rises as a Spectre under it's control within 1d4 days (assuming the victim qualifies for the Spectral Creature template).

Terror (Su):  Any living creature within 60 ft. of the Gray Man that can see it must make a DC 26 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Hellish Scream (Su):  The Gray Man may scream, causing all living opponents within 100 ft become Panicked for 12 rounds unless they make a DC 24 Will Save. If the opponent Saves successfully he is Shaken for 4 rounds  instead (but is immune to further effects from this Legendary Spectre's Hellish Scream for 24 hours).

Unnatural Aura (Su):  Animals will not come within 100' of the Gray Man, and Panic if forced to do so (they remain Panicked so long as the Gray Man is within Range).

Lifesense (Su):  The Gray Man may automatically sense Living creatures within 100' as thought they had Blindsight. It also automatically knows the strength of their life force as if it had cast Deathwatch.

Unnatural Vitality (Ex):  The Gray Man gains Maximum hit points per hit die.

Sunlight Powerlessness:  The Gray Man is powerless in natural sunlight and can only take a single move or attack action while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Gray Man relies on Terror and it's Hellish Scream to destabilize opposition before charging in with it's touch.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 04, 2008, 07:41:28 AM
Much like the Legendary Spectre the Legendary Shade is an Epic level Shadow.


LEGENDARY SHADE

Legendary Shade is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, or Monstrous Humanoid. The Base Creature must also have a minimum CR of 15.

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

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

Speed: Base Creature gains a Fly Speed of 60 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if it has a +5 Charisma Bonus it has a +8 Deflection Bonus to AC. (Unless it somehow already has a higher Deflection bonus).

Attacks: A Legendary Shade retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is based on the Base Creatures size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (2d8), Gargantuan (4d6), and Colossal (4d8).

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Strength Drain, Create Spawn, and Terrifying Appearance (plus 1 from the following list). Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Strength Drain (Su): Any living being struck by the Legendary Shades touch attack also takes Strength damage (if it's Strength is reduced to 0 it dies). Strength Damage depends on the Legendary Shades size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), and Colossal (4d6). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Legendary Shade must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Shades Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Shade rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll.

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Shade is automatically subjected to this ability and receives no Save.

Calling Darkness (Su): The Legendary Shade can cast Shades once per day as a Supernatural ability.

Shadowrun (Su): You may cast Shadow Walk 3 times per day as a Supernatural ability.

Banish Light (Su): You may cast Blacklight at will as a Supernatural ability.

Clutching Shadows (Su): You may cast Shadow Binding at will as a Supernatural ability.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (and 1 more from the following list).

Turn Resistance (Ex): Legendary Shades gain Turn Resistance +4.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Shade, and Panic if forced to do so (they remain Panicked so long as the legendary Shade is within Range).

Lifesense (Su): Legendary Shades may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Shade gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Legendary Shade gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +4 Wis, +8 Cha. Legendary Shades have no Strength or Constitution score.

Skills: Legendary Shades gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: As Base Creature.

Level Adjustment: +9

"We used ta have trouble with them Willy Wisps out in the swamps east a' town. Always killin' people. Causin' mischief. Took us hirin' a mage of some kind ta get rid of em.

Course now there's somethin' worse out there. A shadow that follows people. Do what I'm doin' young feller. Get the hell out of this place while you can."

The Black Spot (Will O' Wisp/Fighter 7/Legendary Shade)
Small Undead (air)
Hit Dice: 16d12 (104 hp)
Initiative: +17
Speed: Fly 60 ft. (12 squares), perfect
Armor Class: 33 (+1 Size, +13 Dex, +9 Deflection), touch 33, flat-footed 20
Base Attack/Grapple: +13/-
Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Full Attack: Blast + 27 melee touch (2d8 negative energy plus 1d4 Str Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength Drain, Create Spawn, Terrifying Appearance, Possession
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Deathly Power, Dark Vision 60', Natural Invisibility, Immunity to Magic
Saves: Fort +8, Ref +18, Will +12
Abilities: Str -, Dex 37, Con -, Int 15, Wis 20, Cha 20
Skills: Bluff +17, Diplomacy +7, Disguise +4 (+6 acting), Hide +17 (+25 in shade), Intimidate +24, Listen +19, Move Silently +5 (+13 in shade), Search +14, Spot +19, Swim +11, Survival +7 (+9 following tracks)
Feats: Alertness, Blindfight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Melee Evasion. Mobility, Spring Attack, Weapon Finesse (B), Empowered Ability Damage (B)
Challenge Rating: 20
Treasure: 1/10 Coins, 50% Goods, 50 % Items
Alignment: Chaotic Evil
Level Adjustment: -

Strength Drain (Su): Any living being struck by the Black Spot's  touch attack also takes 1d4 Strength damage (if it's Strength is reduced to 0 it dies). This is a negative energy effect.

Terrifying Appearance (Su): Any living being within 60' of the Black Spot must make a DC 27 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Black Spot's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Black Spot rises as a Shadow under it's control within 1d4 days (assuming the victim qualifies for the Umbral Creature template).

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your touch attack at will with no to hit roll. Save DC is 27.

Unnatural Aura (Su): Animals will not come within 100' of the Black Spot, and Panic if forced to do so (they remain Panicked so long as the Black Spot is within Range).

Lifesense (Su): The Black Spot may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all the Black Spot's special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Natural Invisibility (Ex): The Black Spot may become invisible (as per the spell) at will as a Free Action.

Immunity to Magic (Ex): The Black Spot is immune to any spell or spell-like ability that allows Spell Resistance except Maze and Magic Missile.

Skills: The Black Spot gains a +8 Racial Bonus on Hide, and Move Silently checks. It loses these bonuses in bright light.

Combat: The Black Spot is pretty similar to a regular Will O Wisp in combat, just much deadlier.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 04, 2008, 08:50:13 AM
LEGENDARY WRAITH

Legendary Wraith is an Acquired Template that can be applied to any Humanoid. The Base Creature must also have a minimum CR of 15.

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

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

Speed: Base Creature gains a Fly Speed of 80 ft. (Perfect) unless it already has better.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher) +3.  For example if their Charisma Bonus is +5, they have a Deflection Bonus to AC of +8. (Unless it somehow already has a higher Deflection Bonus to AC).

Attacks: A Legendary Wraith retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: If the Base Creature has multiple natural attacks they are now incorporeal touch attacks doing negative energy damage instead of physical damage. Otherwise it gains an Incorporeal touch attack whose damage is equal to its unarmed strike damage.

Special Attacks: Retains none of the Special Attacks of the Base Creature, and gains Constitution Drain, Create Spawn, and Terrifying Appearance, plus one from the following list. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Constitution Drain (Su): Any living being struck by the Legendary Wraiths touch attack also takes Constitution damage. Constitution Damage depends on the Legendary Wraiths size: Fine (-), Diminutive (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), and Colossal (2d8).

Terrifying Appearance (Su): Any living being within 60' of the Legendary Wraith must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Legendary Wraiths Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Legendary Wraith rises as a Wraith under it's control within 1d4 days (assuming the victim qualifies for the Wraith template).

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Wraiths within 24 hours.

Necromantic Weapon (Su): In life the Legendary Wraith wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Wraith and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Wraiths normal Constitution damage.  This is always a melee weapon.

Hellish Scream (Su): The Legendary Wraith may scream, causing all living opponents within 100 ft to become Panicked for 8 rounds plus 1 round per point of the Legendary Wraiths Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Legendary Wraiths Charisma modifier instead (but is immune to further effects from this Legendary Wraiths Hellish Scream for 24 hours).

Deadly Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Legendary Wraith is automatically subjected to this ability and receives no Save.


Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness (plus 1 other from the following list):

Turn Immunity (Ex): Legendary Wraiths are immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Legendary Wraith, and Panic if forced to do so (they remain Panicked so long as the Legendary Wraith is within Range).

Lifesense (Su): Legendary Wraiths may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Legendary Wraiths are powerless in natural sunlight and can only take a single move or attack action while in it. They will not willingly enter sunlight, and flee from it given the chance.

Damage Reduction: The Legendary Wraith has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Legendary Wraith gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Necromantic Armor (Su): The Legendary Wraith wore powerful magic armor in life, and appears to do so now.  It's Deflection Bonus to Armor Class doubles.

Saves: Unchanged, except for changes due to the new stats.

Abilities: +8 Dex, +6 Int, +6 Wis, +6 Cha. Legendary Wraiths have no Strength or Constitution score.

Skills: Legendary Wraiths gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +7

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: As Base Creature.

Level Adjustment: +11

"Your father?  He was a great man.  Was.  Best warrior we had.  Saved us from so many monsters I can't remember them all.  I wish we hadn't run into that Hag.  She cursed your father when he ran her through.  Nothing went right after that.  The crops failed on land he owned.  The animals in his fields withered and died.  And sometimes they came back.  Lots of things that died there came back.  And we put them all down again.  It took a toll on him after a while.  He went mad.  Killed himself one night, and the town buried him on his own land to prevent the curse from spreading.

We should have known better.  He came back like everything else did. But worse.  So much worse.  It's your job now.  Go out into the world and find out what can be done Adolphus.  Come back and kill your father.  For good this time."

The Old Baron (Human male, Fighter 15/Legendary Wraith)
                      Medium Undead
Hit Dice:             15d12 (97 hp)
Initiative:           +5
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          31 (+5 Dex, +16 Deflection), touch 31, flat-footed 26
Base Attack/Grapple:  +15/-
Attack:               Necromantic Sword +24 melee touch (2d6+2 negative energy/x3 plus 1d4 Con Drain) or Touch +20 melee touch (1d4 Con)
Full Attack:          Necromantic Sword +24/+19/+14 melee touch (2d6+2 negative energy/x3 plus Con Drain) or Touch +20 melee touch (1d4 Con)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Constitution Drain, Create Spawn, Terrifying Appearance, Necromantic Weapon
Special Qualities:    Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Necromantic Armor
Saves:                Fort +11, Ref +10, Will +9
Abilities:            Str -, Dex 20, Con -, Int 19, Wis 14, Cha 21
Skills:               Hide +13, Intimidate +23, Knowledge (Local, Nobility)+13, Listen +14, Move Silently +13, Ride +23, Search +13, Sense Motive +11, and Spot +14
Feats:                Weapon Focus (longsword), Weapon Specialization (Longsword), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Defensive Sweep, Overwhelming Assault, Lunging Strike, Power Critical (Longsword), Combat Expertise, Karmic Strike, Great Fortitude, Iron Will, Empowered Necromantic Weapon (B)
Challenge Rating:     21
Treasure:             None
Alignment:            Lawful Evil
Level Adjustment:   +11

Consitution Drain (Su): Any living being struck by the Baron's touch attack also takes 1d4 Constitution damage.

Terrifying Appearance (Su): Any living being within 60' of the Baron must make a DC 22 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Baron's Terrifying Appearance for 24 hours.

Create Spawn (Su): Any living being killed by the Baron rises as a Wraith under his control within 1d4 days (assuming the victim qualifies for the Wraith template).

Necromantic Weapon (Su): In life the Baron wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Baron and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon that is a touch attack. It criticals on a 20 doing x3 damage. It also does the Barons normal Constitution damage. 

Unnatural Aura (Su): Animals will not come within 100' of The Baron, and Panic if forced to do so (they remain Panicked so long as the Baron is within Range).

Lifesense (Su): The Baron may automatically sense Living creatures within 100' as thought he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Sunlight Powerlessness: The Baron is powerless in natural sunlight and can only take a single move or attack action while in it. He will not willingly enter sunlight, and flees from it given the chance.

Necromantic Armor (Su): The Baron wore powerful magic armor in life, and still appears to do so. His Deflection Bonus to Armor Class doubles.

The Old Baron appears to be a shadowy figure in heavy plate carrying a longsword.

Combat: The Old Baron usually just charges in swinging.  In death he seems to have abandoned tactics for simple butchery.  Of course he also hasn't fought anyone or thing that could give him trouble.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 05, 2008, 08:15:35 AM
Spectral Swarms are free roaming magically created guardians. Most outlive their creators and become randomly traveling destroyers eating all in their path afterwards.

SPECTRAL SWARM

Spectral Swarm is an Acquired Template that can be added to any Aberration, Animal, Magical Beast, or Vermin Swarm.

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

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

Speed: Spectral Swarms have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Unchanged.

Attacks: A Spectral Swarm retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Spectral Swarm attacks normally. Against non ethereal targets the Spectral Swarm usually cant physically damage them but can use special attacks (see below). When using its Swarm attack it does negative energy damage instead of physical damage against non ethereal targets.


Special Attacks: A Spectral Swarm retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Spectral Swarm also gains the following:

Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.


Special Qualities: A Spectral Swarm retains all Special Qualities of the Base Creature, plus all of the following:

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +2 Str, +8 Dex, +4 Cha (minimum Charisma of 10. If it is below 10, raise it to 10). Spectral Swarms have no Constitution Score.

Skills: Spectral Swarms have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Spectral Swarms gain no Bonus Feats.

Environment: Any, often as Base Creature

Organization: Unchanged.

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Depends on how many Swarms it can Consume (see above).

Level Adjustment: n/a

Example of creature using template here:

"Back in the old days we had locust problems every year. The famines they caused were horrible. Babies died in their cribs, while the cattle died in the fields. It was like the bugs were possessed.

And one day a man named Alister came to town with his young apprentice. He claimed to be a Wizard, and said for a fee he could fix our problem. We paid him half and the locusts didn't appear the next day. When he came to collect the last half he said he wanted more, or the locusts would come back. We agreed. And then tried to kill him in his sleep. he escaped, his apprentice didn't. Or should I say, his son didn't.

The town was terrified when he told us. We waited weeks for his revenge. Then months. When it didn't come we hoped he'd moved on. And then the locusts came back. At least we thought they were locusts at first. But they didn't eat crops anymore..."

The Swarm (Advanced Locust Swarm/Spectral Swarm)
Diminutive Undead
Hit Dice: 27d12 (175 hp)
Initiative: +8
Speed: Fly 50 ft. (10 squares), perfect
Armor Class: 22 (+4 Size, +8 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +20/-
Attack: Swarm (5d6 negative energy damage)
Full Attack: Swarm (5d6 negative energy damage)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, Consume Swarm
Special Qualities: Dark Vision 60', Immune to weapon damage, swarm traits, Dawn Flight, Turn Immunity, Lifesense, Unnatural Aura
Saves: Fort +15, Ref +17, Will +9
Abilities: Str 3, Dex 27, Con -, Int -, Wis 10, Cha 10
Skills: Hide +16, Intimidate +8, Listen +12, Move Silently +16, Search +8, Spot +12
Feats: -
Environment: Temperate Plains
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Neutral Evil
Advancement: Varies
Level Adjustment: --


Consume Swarm (Su): When a Spectral Swarm kills a Swarm of the same type as it's Base Creature (i.e. if a Spectral Spider Swarm kills a Spider Swarm) it adds that Swarms Hit Dice to it's own total 1d4 days later. Each time a new swarm is absorbed increase the Spectral Swarms Area by 5'.

Dawn Flight (Ex): When the sun rises at dawn, a Spectral Swarm cannot cross over from the Ethereal Plane. Instead of being Incorporeal beings stuck between the Prime and Ethereal, they shift fully into the ethereal and cannot manifest again until nightfall.

Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 23 Fortitude Save or be Nauseated 1 round.  Using skills that involve patience or concentration require a DC 20 Concentration check.  Casting or concentrating on spells requires a Concentration check (DC 20+spell level).

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Swarm, and Panic if forced to do so (they remain Panicked so long as the Spectral Swarm is within Range).

Lifesense (Su): Spectral Swarms may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Combat: The Swarm isn't subtle. It charges the nearest creature and attacks it until it dies. Rinse, Repeat. Given a chance it'll devour everything it can before the sun causes it to retreat.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 07, 2008, 08:44:50 AM
Demoniac Spirit

Demonic Spirit is an Acquired Template that can be applied to any humanoid (or native Outsider) with a fiendish ancestry. It mush have Fiendish Heritage Feats, or the Half Fiend or Unholy Scion Templates, or be a Tiefling, or something similar acceptable to the DM.

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

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

Speed: Gains a Fly speed equal to it's land speed (manouverability perfect)

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a legendary Ghost manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier or its Hit Dice divided by 3, whichever is higher (minimum of +1).

Attacks: A Demoniac Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal.

Damage: Against ethereal creatures, the Demoniac Spirit attacks normally. Against non ethereal targets the Demoniac Spirit usually cant physically damage them but can use special attacks (see below).


Special Attacks: A Demoniac Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Demoniac Spirit also gains the Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Gaze (Su): Gaze attack. Death, range 30 ft, Fortitude Save negates. Opponents slain in this manner rise as Ghosts within 24 hours.

Hungry Touch (Su): This is a melee touch attack using the Demoniac Spirits Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Demoniac Spirits Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Demoniac Spirit  may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Legendary Ghosts Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Shaken for 1 round per point of the Demoniac Spirits Charisma modifier instead (but is immune to further effects from this Demoniac Spirits Hellish Scream for 24 hours).

Terror (Su):Any living creature within 60 ft. of the Demoniac Spirit  that can see it must make a Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Possession (Su): This is identical to the Malevolence ability used by normal Ghosts (see page 118 of the Monster Manual) with one exception: While possessing a body you may use your Hungry Touch or Deadly Touch abilities if you have them, and the victims body gets no Saving Throw.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Demoniac Spirit is automatically subjected to this ability and receives no Save.

Embrace (Su): As a full round action, once a day you may attempt to kidnap a victim. You must be manifested and make a touch attack. If it is successful, the victim must make a Willpower Save or he ends up adjacent to you on the Ethereal Plane. Assuming he defeats you, he must find his own way back to his home plane.


Special Qualities: A Demoniac Spirit has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. It is much more difficult to release a Demoniac Spirit because their goals are far more epic in scope than a regular ghosts. Usually they will be tied to a specific place or object which must be destroyed to also destroy them. A common example is that the ghost can only be truly slain by a weapon it wielded in life, which must be used by a Good opponent. Optionally a Cleric can cast Miracle after destroying a Demoniac Spirit to get rid of it. Some can be banished to their Fiendish parents plane of existence, but they may come back.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Demoniac Spirit, and Panic if forced to do so (they remain Panicked so long as the Demoniac Spirit is within Range).

Lifesense (Su): Demoniac Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. They also can sense Good creatures within the same radius of effect.

Damage Reduction: The Demoniac Spirit has Damage Reduction 10/Epic.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Demoniac Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Demoniac Spirit gains Maximum hit points per hit die. Prerequisite: Base Creature must have a Base Fortitude Save of +9 or higher.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Dex, +2 Int, +2 Wis, +8 Cha. Demoniac Spirits have no Constitution Score.

Skills: Demoniac Spirits have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks.

Feats: Demoniac Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any.

Organization: Same as Base Creature.

Challenge Rating: +5

Treasure: As Base Creature.

Alignment: Unchanged, unless Base creature wasn't Evil, in which case it becomes Evil.

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"The DeLarosa's were always an evil family. Tyrants one and all. Murderers, rapists, thieves, and liars. When Baron DeLarosa and his wife left on holiday we were so glad to be rid of them, even if only for a while.

It was worse when they came back. Much worse. There was an unspoken wall between the Baron and his wife. Nothing went well in the Barony after that. Wells dried. The fields caught fire and burned in the suns light. The country was dying. But the Barons wife Emilie was doing well. Pregnant with child, and growing fatter by the day. A child, rumor finally had it, that wasn't the Barons.

He murdered the gossipers in the public square many times, but it didn't stop them all. It was said the baroness' child was cursed, a monster devouring the land to sustain its own hideous life. There were worse rumors. That the Baroness had taken to devouring children, and would no longer eat normal food. That she had gone mad.

Things continued to get worse until the child was born. The Baroness died giving birth, and in his 'grief' the Baron withdrew into himself. His underlings squabbled for power, further pressing the people down in their fighting and bloodshed. On his daughters 13th birthday we rose up and killed the Baron and all his court, down even to the children and the infirm.

Or so we thought. His daughter Elisha came back. At least we thought she was his daughter. Elisha was never truly human in life, and she's worse now in death."

Elisha (Human female, appears 13, Aristocrat 6/Unholy Scion/Demoniac Spirit)
Medium Undead (Evil, Incorporeal
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: Fly 30 ft. (6 squares), Perfect
Armor Class: 22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
22 (+4 Dex, +8 Deflection), touch 22, flat-footed 18 against non ethereal
Base Attack/Grapple: +4/+4
Attack: Claw +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Full Attack: 2 Claws +8 melee (1d4-1) against non ethereal or Hungry Touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell Like Abilities, Unholy Strike, Manifestation, Terror, Hungry Touch, Hellish Scream
Special Qualities: Damage Reduction 5/Good or Magic, Damage Reduction 10/Epic, Dark Vision 60', Fast Healing 4, Energy Resistance 5 (acid/cold/electricity/fire), Spell Resistance 16, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense,
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 8, Dex 18, Con -, Int 22, Wis 18, Cha 27
Skills: Bluff +17, Gather Information +17, Hide+21, Intimidate +25, Knowledge (Local +10, Nobility +11), Listen +21, Move Silently +21, Search +23, Sense Motive +17, Spot +21
Feats: Ability Focus (Hellish Scream)(B), Great Fortitude, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +13

Spell-Like Abilities (Sp): Elisha may cast the following as spell like abilities: Charm Person (DC 19), Dominate Person (DC 23), Enervation, and Protection From Good 3/day.  Desecrate 1/day. Caster Level is 6.

Unholy Strike (Su): Elisha's natural and melee weapons are treated as evil for purposes of overcoming Damage Reduction, and do +2d6 damage against good opponents.

Hellish Scream (Su): Elisha may scream, causing all living opponents within 100 ft become Panicked for 16 rounds unless they make a DC 21 Will Save. If the opponent Saves successfully he is Shaken for 8 rounds  instead (but is immune to further effects from Elisha's Hellish Scream for 24 hours).

Terror (Su): Any living creature within 60 ft. of the Elisha that can see her must make a DC 21 Willpower Save or be afflicted as though they had the Feeblemind Spell successfully cast on them.

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Hungry Touch (Su): This is a melee touch attack using the Elisha's Strength or Dexterity modifier, whichever is greater. If she successfully hits the opponent takes 1d6 negative energy damage for 8 rounds. The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Resurrected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To destroy Elisha it is necessary to kill the people responsible for her undeath, namely the peasants who revolted and murdered the Baron and his family.

Unnatural Aura (Su): Animals will not come within 100' of Elisha, and Panic if forced to do so (they remain Panicked so long as Elisha is within Range).

Lifesense (Su): Elisha may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically know the strength of their life force as if they had cast Deathwatch. She also can sense Good creatures within the same radius of effect.

Combat:  Elisha will usually try to corner and Charm or Dominate lone investigators to do her bidding or cause confusion.  Assuming her Terror ability doesn't render them senseless.  Then she brings the Touch into play.  If she faces a group she'll unleash the Hellish Scream, and then begin using her Touch.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 08, 2008, 09:35:25 AM

Corporeal Spirits are beings who have refused to accept their death and continue on as undead. Trapped on the Ethereal Plane, they come to the Prime Material Plane when blood is spilled on their grave, or when certain events transpire related to their life. For example, if they were a famous fighter, they may return if someone attempts to tarnish their reputation.
Above all Corporeal Spirits are great liars. They even lie to themselves in an attempt to convince themselves they're still alive. Corporeal Spirits refuse to believe they're dead, and say they are just victims of a curse for example. This unshakable belief is thought by some to be the source of their power. That and the blood they feast on to maintain their semblance of life.

CORPOREAL SPIRIT

Corporeal Spirit is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid or Plant.

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

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

Speed: Speed and movement remains unchanged. The Corporeal Spirit gains a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Corporeal Spirit retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that arent ethereal (unless it has manifested). The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Corporeal Spirits size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Corporeal Spirit is maintaining it's Lifelike Appearance (see below).

Damage: Against ethereal creatures, the Corporeal Spirit attacks normally. Against non ethereal targets the Corporeal Spirit usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Corporeal Spirit retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Corporeal Spirit can emerge from the Ethereal Plane when blood is spilled on it's physical remains, or during certain circumstances related to it's life decided by the DM. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until it can find a way through again.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Corporeal Spirit is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Corporeal Spirit successfully Grapples a victim that victim must make a  Fortitude Save or become Paralyzed until the Corporeal Spirit releases it's hold.

Slay Memory (Su): The Corporeal Spirit may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Corporeal Spirit may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Corporeal Spirit, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, they are immune to the Terrifying Appearance of this Corporeal Spirit for 24 hours.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).


Special Qualities: A Corporeal Spirit has all the Special Qualities of the Base Creature plus Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Blood Drinking (Ex): A Corporeal Spirit must consume the blood of living creatures to maintain it's ties to the material plane. After 2 weeks without blood the Corporeal Spirit cannot maintain it's lifelike appearance. After that it must make a DC 15 Fortitude Save each day it goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until the Corporeal Spirit fails. The amount of blood consumed is immaterial so long as some is drank each day, however most Corporeal Spirits feel compelled to gorge, often revealing themselves in the process.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30' of a Corporeal Spirit, and Panic if forced to do so (they remain Panicked so long as the Corporeal Spirit is within Range).

Lifesense (Su): Corporeal Spirits may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Iron Skin: The Corporeal Spirit has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Corporeal Spirit are at +2.

Spell Resistance (Ex): The Corporeal Spirit gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Corporeal Spirit may add its Charisma modifier to it's hit points instead of it's now nonexistent Constitution score.

Saves: Unchanged

Abilities: +8 Str, +4 Dex, +2 Wis, +4 Cha. Corporeal Spirits have no Constitution Score.

Skills: Corporeal Spirits have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Corporeal Spirits get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any, usually same as Base Creature.

Organization: Same as Base Creature, usually Solitary now.

Challenge Rating: +2

Treasure: Unchanged

Alignment: Unchanged, but many tend towards evil because of their feeding requirements.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

"No one has ever liked the house at the end of Salem Street. It's old, and run down, and even a little disturbing to look at. Strange cries have been heard from it at night, and many of the people in neighboring houses have long since left. In it lives the Old Man. No one remembers his name, and he was considered old during your fathers time. You recall the first time you saw him as a child. You knew something about him was wrong. Animals fled from him, and even the flies that swarmed in the summertime didn't bother him. And his eyes were strange. Terrifying. Like the eyes of someone who has looked into Hell, and found it wanting. His smile made you want to vomit.

Recently the Guild that adopted you decided to raid his house. The supposition was that he must have had a great deal of money to survive without working all this time. You even sent a low level Mage in just in case. Some of the more superstitious members thought he might be a mage himself due to his longevity. It's been 3 weeks. They haven't come back. Other Guild members have been found daily, drained of blood with their backs broken, hanging from the towns lamp posts. You are one of the few left, and in desperation you have turned yourself in to the Order of Saint Cuthbert. In return for swearing off a life of crime and devoting yourself to the Church they will help you rid the world of what you believe is some sort of monster. You can only hope the priest they sent with you is able to help. He looks young. Too eager to prove himself.

And then the Old Man steps out into the street. Even the driving wind and rain from the summer storms don't seem to bother him. He smiles. A mouth full of razors. And you think for the second time today: I am going to die tonite."


The Old Man (Male Human, apparent age undeterminable but very old, Hexblade 11/Corporeal Spirit)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Fly 50 ft (good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Armor Class Raging : 13 (-2 Rage, +1 Dex, +4 Natural), touch 9, flat-footed 12
Base Attack/Grapple: +11/+15
Attack: Bite +15 melee (1d6+4) or Grapple +15 or weapon +15
Bite +17 melee (1d6+6) or Grapple +17 or weapon +17when raging
Full Attack: 1 Bite +15 melee (1d6+4) or Grapple +15 or weapon +15/+9
1 Bite +17 melee (1d6+4) and 2 Claws +12 melee (1d4+3) or Grapple +17 or weapon +17/+12 when Raging
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Ghosts Curse, Numbing Touch, Bestial Rage, Greater Hexblades Curse 3/day, Spells
Special Qualities: Blood Drinking, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, DR 10/Magic, Mettle, Arcane Resistance
Saves: Fort +5, Ref +4, Will +11 (+13 Raging)
Abilities: Str 18 (22 Raging), Dex 12, Con -, Int 13, Wis 16, Cha 19
Skills: Bluff +19, Concentration +11, Diplomacy +19, Intimidate +19, Knowledge Arcana +8, Listen +11, Spellcraft +8, Spot +11
Feats: Combat Casting (B), Spell Focus (Necromancy) (B), Ability Focus (Hexblades Curse), Great Fortitude, Improved Initiative, Dodge, Empowered Ghosts Curse (B)
Challenge Rating: 13
Treasure: See below
Alignment: Chaotic Evil
Level Adjustment: +5

Spells Known: 1st (DC 15, 2/day): Charm Person, Disguise Self, Karmic Aura, Reaving Aura
2nd (DC 16, 2/day):Karmic Backlash, Blindness/Deafness
3rd (DC 17, 1/day): Hound of Doom, Vampiric Touch

Corporeal Manifestation (Su): The Old Man can emerge from the Ethereal Plane when blood is spilled on his physical remains, or if someone enters his house. He manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed he returns to the Ethereal Plane until he can find a way through again.

Ghost's Curse (Su): The Old Man may cast Bestow Curse (DC 19) at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending his existence without permanently getting rid of him)the Old Man is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): The Old Man's touch is cold and numbs the body of his victims. If he successfully Grapples a victim, that victim must make a DC 19 Fortitude Save or become Paralyzed until the Old Man releases ihis hold.

Bestial Rage (Su): If his Lifelike Appearance is lost the Old Man goes into a berserker frenzy attacking every living creature he can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except he also temporarily grows long claws which he can use as Secondary natural weapons. Damage is 1d4.

Blood Drinking (Ex): The Old Man must consume the blood of living creatures to maintain his ties to the material plane. After 2 weeks without blood he cannot maintain his lifelike appearance. After that he must make a DC 15 Fortitude Save each day he goes without food or return to the Ethereal Plane. The save DC gains a cumulative +1 each day until he fails. The amount of blood consumed is immaterial so long as some is drank each day.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  To permanently end the Old Man he must be shown proof of his demise, and be compelled to accept it.

Unnatural Aura (Su): Animals will not come within 30' of the Old Man , and Panic if forced to do so (they remain Panicked so long as the Old Man is within Range).

Lifesense (Su): The Old Man may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically knows the strength of their life force as if he had cast Deathwatch.

Lifelike Appearance (Su): When manifested corporeal spirits appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 19 for the Old Man) to see through it. In which case they see the Corporeal Spirit as he was when he died, with pale skin, and their eyes long gone. The Corporeal Spirit cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Corporeal Spirit has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said Progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Corporeal Spirit gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Corporeal Spirit has lost it's Lifelike Appearance.

Mettle: If the Old Man makes a successful Will or Fortitude Save against an attack that would normally have a lesser effect on a successful Save, he instead completely negates the effect.

Arcane Resistance: The Old Man gets a +4 bonus to saving throws against spells and spell like abilities.

Hexblades Curse: 3 times per day the Old Man may curse a visible target within 60'.  The target must make a DC 21 Willpower Save or take a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour.

The Old Man died peacefully in his sleep, but his spirit refused to accept it. he still has all the appropriate equipment for an 11th level PC, and all the money he's stolen from his victims.

Combat: The Old Man usually uses his Hexblade's Curse, Ghost's Curse,  and spells to soften up opponents from afar, before Grappling them and strangling them to death. After that he rips them apart to get to their blood.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 09, 2008, 11:30:16 AM
Ghostly Concubines are men or women who lived lustful lives and died regretting not finding love. they carry on as corporeal ghosts haunting the home they lived in, seducing any attractive members of the opposite sex that enter it, and destroying or driving off any others. They will slowly consume the life of their intended, hoping that he/she will be the true love they are looking for, so they can move on into the afterlife. They can even create half ghost children.


GHOSTLY CONCUBINE

Ghostly Concubine is an Acquired Template that can be added to any Humanoid or Monstrous Humanoid.

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

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

Speed: The Ghostly Concubine has a Flight Speed of 50 (Perfect) unless it already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters (unless the Ghostly Concubine has manifested).

Attacks: A Ghostly Concubine retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal (unless it has manifested).

Damage: Against ethereal creatures, the Ghostly Concubine attacks normally. Against non ethereal targets the Ghostly Concubine usually cant physically damage them but can use special attacks (unless it has manifested).

Special Attacks: A Ghostly Concubine retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Corporeal Spirit also gains the Corporeal Manifestation Ability, Loving Touch, and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Corporeal Manifestation (Su): A Ghostly Concubine can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghostly Concubine is automatically subjected to this ability and receives no Save.

Numbing Touch (Su): Your touch is cold and numbs the body of your victims. If a Ghostly Concubine successfully Grapples a victim that victim must make a Fortitude Save or become Paralyzed until the Ghostly Concubine releases it's hold.

Slay Memory (Su): The Ghostly Concubine may psychically assault victims to erase their memories. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Strike Dumb (Su): The Ghostly Concubine may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save or be rendered incapable of revealing anything it knows about the Ghostly Concubine, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Charm (Su): The Ghostly Concubine may cast Charm Monster as a Supernatural ability at will.

Loving Touch (Su): Any creature you make a touch attack against must make a Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but you can only drain 2 levels per victim per day. the touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a Willpower Save to even realize it is an attack.  If the victim truly loves the Ghostly Concubine (and dies from this), he will become a Ghost himself the following night, and the Ghostly Concubine and he will go on to the afterlife.

Special Qualities: A Ghostly Concubine has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 30' of a Ghostly Concubine, and Panic if forced to do so (they remain Panicked so long as the Ghostly Concubine is within Range).

Lifesense (Su): Ghostly Concubines may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Concubines appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Spell Resistance (Ex): The Ghostly Concubine gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unholy Grace (Su): The Ghostly Concubine adds a Profane Bonus to her AC and Saving Throws equal to her Charisma modifier.

Protective Charm (Su): The Ghostly Concubine can give her lover a charm to protect him. This can be virtually anything as long as the Ghostly Concubine has spent at least 24 hours with it. It must spend this time attuning itself to the object. As long as her lover carries it on his person (and the Ghostly Concubine still wants it too), he gains a +2 Profane Bonus on all Saving throws.

Improved Lifelike Appearance (Su): Feats, skills, or abilities that would normally key off your Constitution modifier (for example Rage or Concentration checks), may now use your Charisma modifier instead.

Saves: Saves remain unchanged except changes due to new stats.

Abilities: +4 Dex, +2 Int, +4 Wis, +6 Cha. Ghostly Concubines have no Constitution Score.

Skills: Ghostly Concubines have a +8 Racial Bonus to Bluff, Diplomacy, Intimidate, Listen, and Spot checks.

Feats: Ghostly Concubines get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any (usually same as Base Creature).

Organization: As Base Creature (usually Solitary).

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +5


"We camped in an abandoned town back in November. The war with the Flayers had gotten worse. We chose a crumbling brothel as our temporary shelter from the snows. It looked to be the sturdiest building still up. And surprisingly the cleanest. There was no dust inside. It had been kept up. That should have warned us. Especially when we found food and water but no one living.

Young James was the first to go. After the first heavy snows trapped us inside, he began to waste away. His health failed and his mind began to go. He couldn't remember things. Eventually he died, and we heard wailing in the night. A womans wailing. We found no one.

Then others began to go one by one the same way. Always the youngest, most attractive men. The guards swore they caught glimpses of a 'white lady' at night. We could never find her. And we tried day after day. Eventually it came down to myself, the priest, and a grizzled old killer named Karl. I didn't relish being with him at all, let alone trapped here with the thought that if the snow melted tomorrow I'd have to make the long trek to civilization with him lying next to me at night. Wondering when he'd murder me as well. The Flayers had done things to him. He wasn't much human anymore. Had no fear.

She came for us eventually and made us a deal. Said if one of us would stay with her to keep her company, she'd let the others go. Karl jumped at the chance. I knew his intentions weren't exactly what most men would call good, but the woman was a monster of some kind herself.

The priest and I fled. We came back after the war was over during the spring. We found Karls corpse laying on a bed, wasted away to a skeleton. We both ran when we heard a womans voice say 'He just wasn't the right one you know. He couldn't love me.' No one has gone into that town anymore. They know it's cursed, and it'll never be rebuilt. Your young and you have a long life ahead of you. Forget stories about taming ghost women boy. They're just stories. The only thing waiting for anyone in that place is death."

The Pale Woman (Human Female, indeterminate age, Beguiler 11/Ghostly Concubine)
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class: 23 (+3 Dex. +5 Natural, +5 Profane), touch 18, flat-footed 18
Base Attack/Grapple: +5/+5
Attack: Touch +8 melee touch (energy drain) or Grapple +5
Full Attack: Touch +8 melee touch (energy drain) or Grapple +5
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Surprise Casting, Cloaked Casting, Corporeal Manifestation, Loving Touch, Charm, Numbing Touch, Slay memory
Special Qualities: Armored Mage, Trapfinding, Rejuvenation, Turn Immunity, Unatural Aura, Lifesense, Lifelike Appearance, Unholy Grace, Advanced Learning (Serene Visage, Mesmerizing Glare, Illusory Feast)
Saves: Fort +8, Ref +11, Will +17
Abilities: Str 10, Dex 16, Con -, Int 19, Wis 17, Cha 20
Skills: Bluff +24, Concentration +16, Diplomacy +24, Disguise +15, Gather Information +16, Hide +14, Intimidate +13, Knowledge (Arcana, Local) +14, Listen +22, Move Silently +14, Sense Motive +14, Spellcraft +14, Spot +22
Feats: Silent Spell (B), Still Spell (B), Spell Focus (Illusion, Enchantment), Greater Spell Focus (Illusion, Enchantment), Ability Focus (Loving Touch)(B)
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Level Adjustment: +5

Spells: 0: 6/day, DC 14 (18 if Illusion, Enchantment)
1st: 7/day, DC 15 (19 Illusion, Enchantment)
2nd: 7/day, DC 16 (20 Illusion, Enchantment)
3rd: 7/day, DC 17 (21 Illusion, Enchantment)
4th: 7/day, DC 18 (22 Illusion, Enchantment)
5th: 4/day, DC 19 (23 Illusion, Enchantment)

Surprise Casting (Ex): The Pale Woman may make a Bluff check to feint in combat as a move action.  If successful her target is Denied it's Dex Bonus to AC for the next melee attack or spell cast.  She must remain in melee with the target. 

Advanced Learning (Ex): The spells listed are added to the Pale Womans spell list.

Cloaked Casting (Ex): The Pale Womans spells gain a +1 to their Save DC if your opponent is Denied his Dex Bonus to AC.  She also is +2 on rolls to overcome their Spell Resistance.

Corporeal Manifestation (Su): The Pale Woman can emerge from the Ethereal Plane at will. She manifests as a physical being temporarily losing her Incorporeal Subtype.

Charm (Su): The Pale Woman may cast Charm Monster as a Supernatural ability at will (DC 20).

Loving Touch (Su): Any creature she makes a touch attack against must make a DC 22 Fortitude Save or gain 1 negative Energy level. These levels are cumulative, but she can only drain 2 levels per victim per day. The touch does not need to look like an attack and actually feels quite pleasurable. The victim must make a DC 22 Willpower Save to even realize it is an attack. If the victim truly loves the Pale Woman (and dies from this), he will become a Ghost himself the following night, and the Pale Woman and he will go on to the afterlife.

Numbing Touch (Su): The Pale Womans touch is cold and numbs the body of her victims. If a she successfully Grapples a victim that victim must make a DC 20 Fortitude Save or become Paralyzed until she releases the hold.

Slay Memory (Su): The Pale Woman may psychically assault victims to erase their memories. As a Full Round Action she may choose 1 opponent within 30 feet, and that victim must make a DC 20 Willpower Save or lose all memory of the past 24 hours. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual, with one clarification. The only way to truly rid the world of a Ghostly Concubine is for the object of her affection to truly fall in love with her and join her willingly in the afterlife.

Unnatural Aura (Su): Animals will not come within 30' of The Pale Woman, and Panic if forced to do so (they remain Panicked so long as the Pale Woman is within Range).

Lifesense (Su): The Pale Woman may automatically sense Living creatures within 100' as though she had Blindsight. She also automatically knows the strength of their life force as if she had cast Deathwatch.

Lifelike Appearance (Su): When manifested Ghostly Concubines appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC 20 for the Pale Woman) to see through it. In which case they see the Ghostly Concubine as she was when she died. The Ghostly Concubine cannot maintain this facade on Hallowed ground. Ghostly Concubine's are even capable of producing children (see the Half Ghost template). Spells that would detect it's undead nature or health or alignment do not work upon it well. The Ghostly Concubine gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives. This does not work if the Ghostly Concubine has lost it's Lifelike Appearance.

Unholy Grace (Su): The Pale Woman adds a +5 Profane Bonus to her AC and Saving Throws.

Armored Mage (Ex): The Pale Woman does not suffer Arcane Spell failure chance in Light Armor.

Trapfinding (Ex): Identical to the ability listed on page 50 of the PHB.

Combat: The Pale Woman usually uses her spells from a distance to sow discord and confusion or trap interlopers. When she has separated a young man she desires she will attempt to seduce him into undeath.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 10, 2008, 11:33:17 AM
Half Ghosts are the children of Corporeal Spirits or Ghostly Concubines. Many devote their lives to destroying evil incorporeal undead due to the powers their half dead nature gives them. Unfortunately their lives usually end tragically. When a Half Ghost dies it is almost a given that the Half Ghost template will be replaced by one making them some sort of incorporeal undead, usually evil. At which points their comrades will have to destroy them.




Half Ghost

Half Ghost is an Acquired Template that can be applied to any Humanoid that has the Tomb Tainted Soul Feat.

Size and Type: Size and type remain unchanged. However spells or abilities that detect undead may detect the Half Ghost as such (see below).

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a Deflection Bonus to it's Armor Class equal to it's Natural Armor Bonus or it's Charisma modifier, whichever is higher. This Bonus ONLY applies to attacks made by incorporeal undead.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Half Ghost retains all the Special Attacks of the Base Creature, plus as follows:

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by the Half Ghost are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If a Half Ghost destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Special Qualities: The Half Ghost retains all the Special Qualities of the base Creature, plus as follows:

Ghost Touch (Su): The Half Ghosts armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): The Half Ghost can See Invisible as per the spell at will.

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Half Ghosts are immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): The Half Ghost automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Saves: The Base Creature gains a +2 Profane Bonus on all Saves against Undead attacks or abilities.

Abilities: +2 Cha

Skills: Unchanged

Feats: Unchanged.

Environment: As Base Creature.

Organization: As Base Creature.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: As Base Creature.

Level Adjustment: +2

"Your mother hasn't told you about your father has she? Years ago when she was young a man came to the village. He said his name was Wotan, and the warriors of his tribe had outcast him after his father had broken an oath. Him and all his family. He was the last one left, the journey from the frozen wastelands had killed the others. We fed and cared for him, and your mother nursed him back to health. She even fell in love with him after a time.

And then the deaths started. People found drained of blood. We suspected a wampir but could find none. Ogres began swarming from the mountains, and for a time there was war, and the deaths were forgotten. Until we found Ogre corpses drained the same way. The Jarl called for a meeting with the Ogres. A temporary truce until we found out who or what our common enemy was. The Ogres had an old witch woman who said she would track it down. She was the most terrifying hag I'd ever seen.

But not half so terrifying as what she found. She called the dead up to speak to them and they led her to my door. She died fighting Wotan, as did many others. The wounds I have that made me unfit for fighting I gained that night. The Ogres left the next day, calling our village cursed. Your mother and I were nearly burned for housing Wotan. And then it got worse when it was known that she was with child. We were nearly killed many times, and moved many times before you were born.

Your father was a monster. A dead thing that should have been in his grave. He is why you can see things no one else can. He is why you are cursed. He is why you will be the greatest help to the village when you learn to control what you can do. You are a ghost killer. Not human, but not yet a monster. I am sorry. But there is nothing else I can do for you. The shamans will take you today to train you for your destiny."

Example of creature using template here:

Slaine (Human, 24 years old, Fighter 12/Half Ghost)
Medium Humanoid (Human)
Hit Dice: 12d10+36 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +12/+15
Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Full Attack: Unarmed Strike +15/+10/+5 melee (1d10+3) or Grapple +16
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost Touch, Final Rest
Special Qualities: Ghost Touch, See Invisible, Partially Dead, Immunities, Detect Ghost, Save Bonus, AC Bonus
Saves: Fort +13, Ref +5, Will +8
Abilities: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
Skills: Climb +8, Handle Animal +5, Intimidate +5, Jump +8, Ride +6, Swim +8
Feats: Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Earths Embrace, Weapon Focus (Grapple), Improved Critical (Grapple), Power Critical (Grapple), Power Attack, Improved Initiative, Great Fortitude, Tomb Tainted Soul, Endurance, Iron Will
Challenge Rating: 13
Treasure: See below
Alignment: Neutral
Level Adjustment: +2

Slaine will have the money/equipment of a typical 12th level PC

Ghost Touch (Su): All weapons (including natural attacks, grapples and unarmed strikes) used by Slaine are considered to have the Ghost Touch ability so long as he is holding them (obviously his natural weapons and fists permanently have this ability).

Final Rest (Su): If Slaine destroys an incorporeal undead with the Rejuvenation ability (i.e. most Ghosts), that Ghost is permanently gone and doesn't return.

Ghost Touch (Su): Slaine's armor and equipment have the Ghost Touch special ability while he is wearing them.

See Invisible (Ex): Slaine can See Invisible as per the spell at will. 

Partially Dead (Ex): Half Ghosts do not sleep. They require one quarter as much food as normal for their race. They can hold their breath for 8 times their Constitution modifier before they risk suffocation. On the down side spells that detect whether or not they are alive (i.e. Deathwatch) register them as dead. Spells that detect Undead have a 50% chance of registering them as such. When a Half Ghost dies it loses the Half Ghost Template and immediately gains whatever template it's undead parent had.

Immunities (Ex): Slaine is immune to Paralysis, sleep effects, death effects, Ability Drain, Energy Drain, fatigue and exhaustion effects, and spells or effects similar to Magic Jar.

Detect Ghost (Su): Slaine automatically knows if an incorporeal Undead is within 50'. He does not know the exact location, only that it is nearby.

Combat: Slaine has specialized in destroying ghosts by grappling with them. he finishes many mortal opponents the same way.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 12, 2008, 03:41:50 AM
Spectral Vermin are monstrous vermin turned into undead monstrosities by powerful spellcasters through unholy rituals. They usually outlive their creators, killing and devouring anything that enters their territory. For each 10 Hit Dice of living creature they destroy they gain 1 Hit Die permanently. Theoretically there is no upper limit to the size (and number of hit dice) they can gain.

SPECTRAL VERMIN

Spectral Vermin is an Acquired Template that can be applied to any Vermin Size Class Medium or larger.

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

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

Speed: Base movement of all movement types increases by +20 feet. If the Base Creature has flight, manouverability changes to Perfect.

Armor Class: The Base Creature loses it's Natural Armor Bonus but gains a Deflection Bonus of equal value (or it's Charisma bonus, whichever is higher).

Attacks: A Spectral Vermin retains all the attacks of the Base Creature, but they become incorporeal touch attacks.

Damage: The damage of the Spectral Vermin's regular attacks is now negative energy damage instead of physical, and no longer adds it's Strength modifier for damage.

Special Attacks: Retains all of the Special Attacks of the Base Creature (if they are mentioned below), and gains Energy Drain, and Terrifying Appearance. Saves for all Special Attacks are 10 plus half hit dice plus Charisma modifier.

Energy Drain (Su): Each time an opponent is hit by the Spectral Vermin's incorporeal touch attack it must make a Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spectral Vermin gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spectral Vermin must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Spectral Vermin's Terrifying Appearance for 24 hours.

Energy Spray (Su): If the base creature has an acidic spray attack, it gains Energy Spray. The size and damage are the same, but damage is now negative energy damage instead of acid.

Death Attack (Su): If the Base Creature has a poisonous attack, it gains the Death Attack (so called because it appears to kill its opponent). If the Spectral Vermin successfully hits with the formerly poisonous attack the opponent must make a Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Please note I only looked at Vermin in the Monster Manual. Will add other Special Attacks as I look through the other Vermin.

Special Qualities: Retains all the Special Qualities of the Base Creature, and gains Turn Immunity, Unnatural Aura, Lifesense, and Sunlight Powerlessness.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Spectral Vermin, and Panic if forced to do so (they remain Panicked so long as the Spectral Vermin is within Range).

Lifesense (Su): Spectral Vermin may automatically sense Living creatures within 100' as though they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Sunlight Powerlessness: Spectral Vermin are powerless in natural sunlight and cannot move or attack while in it. They will not willingly enter sunlight, and flee from it given the chance.

Saves: Spectral Vermin receive a +4 Racial Bonus on Willpower Saves

Abilities: +4 Dex, Int becomes 4 (Spectral Vermin is still immune to mind affecting effects), +4 Wis, +10 Cha. Spectral Vermin have no Strength or Constitution score.

Skills: Spectral Vermin gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any, usually same as base Creature

Organization: Solitary

Challenge Rating: +4

Treasure: Standard. More depending on age and power.

Alignment: Always Neutral Evil

Advancement: As Base Creature, but there is no maximum size or Hit Die limit (see above).

Level Adjustment: ---


"There used to be a Wizard up on Black Peak. Built his spire right out of the mountain. Had no doors, and the only openings were when he wanted one to appear. We always assumed there was a way in somewhere in the mountain caves. He always got in by magic that we saw.

When he started calling things down from the sky the towns mayor decided he needed to go. Not that we could really do anything, so we puttered around the mountains roots looking in the caves. And wouldn't you know we did find one that led into the mountain. As black a pit as I've ever seen. Crawling with spiders and vermin. We lost a lot of men just finding the cave, let alone cleaning it out.

He knew what we were up to of course. He had something waiting for us as we hacked and burned our way to his sanctuary. We lost everyone. Everyone but me, coward that I was. I had run screaming while they fought and died. It got the Wizard too in the end. It's up there now. Still. Waiting for anything that comes it's way. And if the Gods are with us it'll stay in that damned mountain, and never come out."

The Spider of Black Peak (Advanced Gargantuan Monstrous Spider/Spectral Vermin)
Gargantuan Undead
Hit Dice: 20d12 (130 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 21 (-4 Size, +5 Dex, +10 Deflection), touch 21, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Full Attack: Bite +16 melee touch (2d8 negative energy plus death attack plus energy drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Energy Drain, Terrifying Appearance, Death Bite, Spectral Web
Special Qualities: Turn Immunity, Unnatural Aura, Lifesense, Sunlight Powerlessness, Dark Vision 60', Tremor Sense 60'
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 25, Dex 21, Con -, Int 4, Wis 14, Cha 12
Skills: Climb +16, Hide +5 (+13 when using webs), Jump +7, Listen +10, Move Silently +10 (+18 when using webs), Search +5, Spot +17
Feats: Positive Energy Resistance (B)
Environment: The Black Peak
Challenge Rating: 13
Treasure: See below
Alignment: Neutral Evil
Level Adjustment: ---

Energy Drain (Su): Each time an opponent is hit by the Spiders incorporeal touch attack it must make a DC 21 Fortitude Save or gain 2 Negative levels. For each such negative level bestowed the Spider gains 5 temporary hit points.

Terrifying Appearance (Su): Any living being within 60' of the Spider must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to the Spiders Terrifying Appearance for 24 hours.

Death Attack (Su): If the Spider successfully hits with it's Bite attack the opponent must make a DC 21 Fortitude Save or be paralyzed permanently. Any spell/effect that removes curses or Remove Paralysis will cure this condition. A DC 20 Spot check or a DC 15 Heal check will reveal the victim is still alive.

Spectral Web (Su): If the Base Creature has a Web attack, it gains the Spectral Web attack. When thrown, instead of entangling the opponent, the opponent must make a DC 21 Fortitude Save or lose 1d6 Dexterity (after which the web fades). The web may be thrown at will, not just 8 times per day.

Unnatural Aura (Su): Animals will not come within 100' of the Spider, and Panic if forced to do so (they remain Panicked so long as the Spider is within Range).

Lifesense (Su): The Spider may automatically sense Living creatures within 100' as though it had Blindsight. It also automatically know the strength of their life force as if it had cast Deathwatch.

Sunlight Powerlessness: The Spider is powerless in natural sunlight and cannot move or attack while in it. It will not willingly enter sunlight, and flee from it given the chance.

Combat: The Spider of Black Peak usually softens up its enemies with it's Spectral Webs, and then moves into to finish them off with it's bite attack.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 14, 2008, 09:15:57 AM
The Ghosts of the Deeps are chaotic ravagers, destroying all in their path. All of them thus far have been sea creatures, or beings who died at sea and sank to the bottom. It is thought that something at the bottom of the ocean brings them back in a grotesque parody of life. It is whispered perhaps that it may be a dead God, resting in the sea instead of the Astral Plane who sends them forth to bring back souls to feed upon...


GHOST OF THE DEEPS

Ghost of the Deeps is an Acquired Template that can be applied to any Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, or Plant that has died in the ocean.

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

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

Speed: Base Creature gains a Fly Speed of 50 ft. (Perfect) unless it already has better. It also gains a Swim Speed equal to it's Fly speed.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1), but only applies to ethereal encounters. When a Ghost of the Deeps manifests (see below), its natural armor bonus is +0, but it gains a Deflection bonus equal to its Charisma modifier (minimum of +1).

Attacks: A Ghost of the Deeps retains all the attacks of the Base Creature, but those relying on physical contact do not effect creatures that aren't ethereal.

Damage: Against ethereal creatures, the Ghost of the Deeps attacks normally. Against non ethereal targets the Ghost of the Deeps usually cant physically damage them but can use special attacks (see below).

Special Attacks: A Ghost of the Deeps retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures. The Ghost of the Deeps also gains the manifestation Ability and 3 others from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Deadly Touch (Su): This is a melee touch attack that Drains 1d6 Constitution unless the opponent makes a successful Fortitude Save. If the Save is successful the opponent still takes 1d6 points of negative energy damage (plus the Ghost of the Deeps Strength Bonus). The Ghost of the Deeps may use its Dexterity Bonus instead of Strength to make this attack. Opponents slain by this attack rise as Ghosts within 24 hours. With each successful attack the ghost gains 5 temporary hit points for 1 hour (10 if the attack was a successful critical).

Necromantic Weapon (Su): In life the Legendary Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium).

Hungry Touch (Su): This is a melee touch attack using the Ghost of the Deeps Strength or Dexterity modifier, whichever is greater. If it hits successfully the opponent takes 1d6 negative energy damage for 1 round per point of the Ghost of the Deeps Charisma modifier (minimum of 1 round). The victims skin begins to blacken and flake away, and if he is killed his body turns into ash. He may not be Raised or Ressurected. Hungry Touch will not work again on the same victim until the duration of the previous touch has expired.

Hellish Scream (Su): The Ghost of the Deeps may scream, causing all living opponents within 100 ft become Panicked for 8 rounds plus 1 round per point of the Ghost of the Deeps Charisma modifier unless they make a Will Save. If the opponent Saves successfully he is Frightened for 1 round per point of the Ghost of the Deeps Charisma modifier instead (but is immune to further effects from this Ghost of the Deeps Hellish Scream for 24 hours).

Horrific Appearance (Su): Identical to the regular Ghosts ability (see page 118 of the Monster Manual).

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Ghost of the Deeps is automatically subjected to this ability and receives no Save.

Call Storm (Su): The Ghost may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): The Ghost can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).

Crush of the Depths(Su): You may cast Drown once per day as a Supernatural Ability.

Red Tide (Su): Once per week you can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Special Qualities: A Ghost of the Deeps has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of a Ghost of the Deeps, and Panic if forced to do so (they remain Panicked so long as the Ghost is within Range).

Lifesense (Su): Ghosts of the Deeps may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all your special attacks are +4. If you have spells, spell-like abilities, or supernatural abilities from a class these are included as well.

Spell Resistance (Ex): The Ghost of the Deeps gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Energy Resistance (Ex): The Ghost gains Energy Resistance 10 to all Energy Types.

Fast Healing (Ex): The Ghost gains Fast Healing 5.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +6 Cha. Ghosts of the Deeps have no Constitution Score.

Skills: Ghosts of the Deeps have a +8 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, Spot, and Swim checks. They can always take 10 on a Swim check, even when distracted or endangered. Ghosts of the Deeps can use the Run action while swimming in a straight line.

Feats: Ghosts of the Deeps get 1 Ghost Feat as a Bonus Feat (Ghost Feats will be detailed soon)

Environment: Any Aquatic (only appears in oceans)

Organization: Unchanged, usually Solitary

Challenge Rating: +5

Treasure: Unchanged

Alignment: Always Chaotic Evil

Advancement: As Base Creature

Level Adjustment: +8

Example of creature using template here:

"Old Captain Obed, he was one of the best traders on the seas. I wouldn't be where I am now without him. It grieved me terribly to see him laid low in the end.

We were in a waterfront bar drinking after a successful run. Blowing off steam. Thinking about what next. And this madman comes in screaming he wants to hire a ship to take him into the middle of the ocean. Says he has a map that shows him where the Trench is. It's an old legend that there's a  trench on the ocean floor containing the body of a dead god that hungers for souls and pulls men down to it. He says that we can salvage all the wrecks around it and make a fortune.

Obed must have been out of his mind to listen, but he did. Says to me lets do it. His gold is as good as anyone elses, and we can throw him off ship if he is mad or causes too much trouble. Besides there were riches aplenty along the way.

My father fell ill.  I had to stay behind and take care of him.  He barely pulled through.

Lucky me. The trip was a wash. Months went by, and no one returned. 10 years later Obed came into town, saying all hands had gone down and that only he was left. He'd been rescued on a small island that shouldn't have had enough food or shelter to keep him going. He said his new God had kept him alive. He had found the Trench but the wrecks were too deep too salvage without magical help.

Apparently he'd convinced someone cause next I knew there was a big fancy expedition mounted. Wizards and Clerics in tow even. It didn't come back either. But Obed did. He flew in from the sea one night, dead as a beached whale. A big glowing skeleton flying around shrieking. But I knew it was him. He told me. He touched down by my side and called me by name. Said he'd become death itself. Said the world was ending. Said he'd given me the gift of being eaten last so I could watch it all.

We've tried everything to get rid of him. Priests, spells, magic weapons. Nothings worked. I don't want to see the world eaten. I've arranged to have my body burned tonite when it's found. Good luck nephew.

If you're sane you'll join me."

Captain Obed (Male Human, Rogue 8/Ghost of the Deeps)
Medium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +9
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 21 (+5 Dex, +6 Natural), touch 15, flat-footed 21
Agains non ethereal: 21 (+5 Dex, +6 Deflection), touch 21, flat-footed 21
Base Attack/Grapple: +6/+9
Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Full Attack: Necromantic Sword +14/+9 melee (2d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Manifestation, Call Storm, Whirlpool, Red Tide, Necromantic Weapon (Slashing)
Special Qualities: Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Deathly Power
Saves: Fort +2, Ref +11, Will +7
Abilities: Str 17, Dex 20, Con -, Int 10, Wis 16, Cha 22
Skills: Balance +5, Bluff +10, Climb +8, Diplomacy +10, Gather Information +10, Hide +18, Intimidate +18, Knowledge (Local) +10, Knowledge (Geography) +10, Listen +16, Move Silently +18, Profession (Captain) +9, Search +13, Spot +16, Swim +20
Feats: Weapon Finesse, Improved Initiative, Iron Will, Extra Special Attack (Slashing Necromantic Weapon)(B)
Challenge Rating: 13
Treasure: None
Alignment: Chaotic Evil
Level Adjustment: +8

Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual).

Call Storm (Su): Captain Obed may cast Control Weather once per day as a Supernatural Ability.

Whirlpool (Su): Captain Obed can create a Whirlpool once per week as a Supernatural Ability. The effects are similar to the Greater Whirlwind spell, but only effects creatures and objects in the water (and it cant be moved).
Save DC 22.

Red Tide (Su): Once per week Captain Obed can cerate a Red Tide as a Supernatural ability. The water in a 1 mile radius fills with deadly toxins and turns red. Anything swimming in it must make a DC 22 Fortitude Save or contract Slimy Doom (see DMG page 292). If they ingest any water the Save DC is +2. The water remains red for 4d12 hours.

Necromantic Weapon (Su): In life Captain Obed wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of his Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. A crackling black longsword it does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities (see pages 444-45 of the Magic Item Compendium).

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual. To date no one knows exactly what will lay to rest a Ghost of the Deeps. They all seem to be random destroyers but some believe that have a specific purpose. Unfortunately few are willing to risk their lives to discern that purpose. Most Ghosts of the Deeps are destroyed only after long effort.  In Captain Obed's case he is willed into existence by an Undead God.  Destroying his creator destroys him.

Turn Immunity (Ex): Captain Obed is Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 100' of Captain Obed, and Panic if forced to do so (they remain Panicked so long as Obed is within Range).

Lifesense (Su): Captain Obed may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if they had cast Deathwatch.

Deathly Power (Ex): The Save DC's of all Obed's special attacks are +4.

Combat: Captain Obed usually appears long enough to use one of his special attacks to disrupt shipping or destroy a vessel before disappearing again. If confronted by an opponent capable of flying after him he will rely on his sword or the storms he can call to dissuade them.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 17, 2008, 10:03:59 AM

Once upon a time in the dim past a God assembled 10,000 of his most ardent worshippers to inform them that he was going to battle with a being of unknown origin and power, and that he might not return to them. In the end the deity lost, not to the being he had bravely opposed, but by the treachery of his fellow deities, who wiped him from the collective memory of the world (as well as the reason for their deeds). But his servants remembered. Gathering around their dying master he imparted them with his power, slaying them all, but raising them again in horrible unlife. They would be his vengeance upon the world. He told them to march forth and slay the worshippers of his betrayers, for all Gods needed worshippers to exist. By destroying them his slayers would fade from memory just as he was. They killed everything living in their path, becoming forgotten after they were led to a portal dispersing them to other planes of existence. The trick only worked so long. They have gathered again on the Ethereal Plane and now cleanse world after world. They can be summoned by magic ritual to take revenge for someone they deem worthy, at the cost of his/her life. He/she gains revenge on those who have wronged him or her, but must join the Gray Company afterwards.  Unfortunately they then go on to wipe out everything in their path. The Gray Company is always at 10,000 members. Should one of them be destroyed, the next opponent they slay that qualifies for the template will join them.


THE GRAY COMPANY

The Gray Company is an Acquired Template that can be applied to any Giant, Humanoid, or Monstrous Humanoid that has a CR of at least 15.

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

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

Speed: All Base movement rates increase by +20. If the Base Creature has a Fly Speed and the Manouverability is less than Perfect, it becomes Perfect.

Armor Class: Members of the Gray Company lose their Natural Armor Bonus (if any) and gain a Deflection Bonus equal to their former Natural AC Bonus (minimum +16).

Attacks: Attacks are unchanged.

Damage: Physical attacks now do Negative Energy damage instead of physical damage, but the Gray Company must Manifest to use them.

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

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life the members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 2d6 negative energy damage and is considered a +3 weapon (1d8 damage and considered +1 if Twin weapons). It criticals on a 20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder ability (See page 30 of the Magic Item Compendium). it is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable ability (See page 37 of the magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing ability (See page 31 of the Magic Item Compendium).
4) Slashing Weapon. It has the Stygian and Vampiric abilities (See page 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating and Souldrinking abilities (See pages 34, 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending and Blurstrike abilities (See page 30 of the Magic Item Compendium)

Terrifying Appearance (Su): Any living being within 60' of the Gray Company must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular members Terrifying Appearance for 24 hours.

Godslayer (Su): The Gray Company gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a Divine Bonus to all Attack and Damage rolls equal to their Charisma modifier.

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

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualiffes for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): The Gray Company is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against members of the Gray Company.

Unnatural Aura (Su): Animals will not come within 100' of a member of the Gray Company, and Panic if forced to do so (they remain Panicked so long as the member is within Range).

Lifesense (Su): The Gray Company's members may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Damage Reduction: The Gray Company has Damage Reduction 10/Epic.

Spell Resistance (Ex): The Gray Company gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Saves: +3 Racial Bonus to all Saving Throws.

Abilities: +6 Strength, +4 Dex, +4 Wis, and +4 Cha. Members of the Gray Company have no Constitution Score.

Skills: Members of the Gray Company gain a +8 Racial Bonus on Hide, Listen, Move Silently, Search and Spot checks.

Feats: The Base Creature gains 1 Ghost Feat.

Environment: Any

Organization: The Gray Company has 10,000 members. If it should go below that it will recruit (see above).

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral.

Advancement: As Base Creature.

Level Adjustment: ---

Example of creature using template here:

                      Jerusalem (15th Level Neutral Male Human Fighter/member of the Gray Company)
                      Medium Undead (Incorporeal)
Hit Dice:             15d12 (97 hp)
Initiative:           +8
Speed:                50 ft. (10 squares)
Armor Class:          30 (+4 Dex, +16 Deflection), touch 30, flat-footed 30
Base Attack/Grapple:  +15/+21
Attack:               Necromantic Scimitar +25 melee (2d6+13/19-20)
Full Attack:          Necromantic Scimitar +25/+20/+15 melee (2d6+13/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal Manifestation, Necromantic Weapon (scimitar), Terrifying Appearance, Godslayer
Special Qualities:    Rejuvenation, Immunities, Unnatural Aura, Lifesense, Damage Reduction 10/Epic, Spell Resistance 21
Saves:                Fort +14, Ref +14, Will +13
Abilities:            Str 22, Dex 18, Con -, Int 11, Wis 16, Cha 18
Skills:               Climb +18, Hide +12, Intimidate +17, Jump +18, Knowledge (History, Planes, Religion) +2, Listen +11, Move Silently +12, Search +8, Spot +11, Swim +18
Feats:                Adaptable Flanker, Cleave, Combat Reflexes, Danger Sense, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Great Cleave, Great Fortitude, Improved Critical (Scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Critical (Scimitar), Power Attack, Vexing Flanker, Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Empowered Necromantic Weapon (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     18
Treasure:             None
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     ---

Corporeal Manifestation (Su): This is identical to the ability normal Ghosts use (see page 118 of the Monster Manual), except the Gray Company manifests as a physical entity and temporarily loses it's Incorporeal Subtype.  If destroyed temporarily the member fades back to the Ethereal Plane for 24 hours.

Necromantic Weapon (Su): In life members of the Gray Company wielded a powerful magical weapon, and they do so in death as well. This weapon is a physical extension of the ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Jerusalem uses a scimitar that does 2d6 negative energy damage and is considered a +3 weapon. It criticals on a 20 doing x3 damage. It also has the Stygian and Vampiric abilities.

Terrifying Appearance (Su): Any living being within 60' of the Jerusalem must make a DC 21 Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to Jerusalems Terrifying Appearance for 24 hours.

Godslayer (Su): Jerusalem gets bonuses when fighting anything that has a Deity as a Patron, is the servant of a deity (Archons, Angels, etc), or that IS a deity (or an Aspect of such).  When fighting these beings the Gray Company gains a +4 Divine Bonus to all Attack and Damage rolls.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. The Gray Company cannot be permanently destroyed until all the Gods involved in the betrayal of their creator are destroyed.  Destroyed members are replaced with anyone who petitions the Company for help, or anyone who qualifies for the template who died fighting them.  They can be beaten back temporarily, or sent away, but until the Gods themselves are dead, or interfere to bring about the Company's end they will never be destroyed.

Immunities (Ex): Jerusalem is Immune to Turn/Rebuke Undead attempts, positive energy damage or effects, and Exalted/Profane/Sacred/Vile damage.  Opponents who have Exalted, Profane, Sacred, or Vile bonuses to not get them against Jerusalem.

Unnatural Aura (Su): Animals will not come within 100' of Jerusalem, and Panic if forced to do so (they remain Panicked so long as Jerusalem is within Range).

Lifesense (Su): Jerusalem may automatically sense Living creatures within 100' as though he had Blindsight. He also automatically know the strength of their life force as if he had cast Deathwatch.

"So it's revenge you want is it? Well, I can't give you revenge on the King and his armies. But..there is something that can. If you're willing to pay the price. Are you willing to lose your soul for revenge? Are you willing to damn the world to an early grave for one selfish moment?  Are you willing to spend all eternity washing world after world in the blood of it's peoples?  If you are willing to pay such a price there are those who will help you..."

Combat: Jerusalem closes and begins swinging.  Being immortal and nearly invulnerable has made him cocky, and he doesn't always use the best tactics anymore.  It isn't too often something gives him a challenge.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 20, 2008, 11:24:51 AM
I know hte last one still need LA/CR done.  The 13th template is kinda complicated and slow going but i will get it up.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on May 26, 2008, 10:12:00 AM
Been slow on that last template but it's on the way I swear.  Got the CR/LA for the Gray Company done.
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on June 02, 2008, 08:54:54 AM
Edited a few things.  Anyone out there?
Title: Re: 13 Ghosts (not the movie, please PEACH)
Post by: bhu on June 14, 2008, 02:37:53 PM
Made some more tweaks.  13th template is underway this weekend with any luck.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 26, 2009, 03:04:24 PM
I'm resurrecting this thread since I said I'd start posting my horror critters (of which these were part).  Lemme spiff these up and I'll be adding new stuff.

When the templates refer to Ghost Feats they'll be referring to the following list, which is also in progress:

Extra Special Attack

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Attacks to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Attack than normal.


Extra Special Quality

Prerequisites: Any Incorporeal Undead Template that gives a list of Special Qualities to choose from, such as Ghost, Legendary Ghost, Ghost of the Deeps, etc.
Benefits: You may choose 1 more Special Quality than normal.


Empowered Necromantic Weapon

Prerequisites: Necromantic Weapon Special attack
Benefits: Weapon specific Feats such as Weapon Focus, Weapon Finesse, Weapon Specialization, Power Critical, etc may be used with your Necromantic Weapon.

Empowered Ghosts Curse

Prerequisites: Ghost's Curse Special Attack
Benefits: Once per day you may cast Greater Bestow Curse as a Supernatural Ability.


The following Feats from Libris Mortis may be taken as Ghost Feats: Baleful Moan, Contagious Paralysis, Death Master, Empowered Ability Damage, Endure Sunlight, Eviscerator, Fell Animate, Fell Drain, Fell Frighten, Fell Weaken, Ghostly Grasp, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond, Lifesense, Necrotic Reserve, Positive Energy Resistance, Quicken Manifestation, Spell Drain

The following Feats from Savage Species may be taken as Ghost Feats: Ability Focus, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 30, 2009, 01:37:17 PM
work in progess

Primordial Ghosts are ghosts of beings who are thousands, perhaps millions of years old. Most of them are of species that have gone extinct. This makes them particularly difficult to get rid of, as no one alive will likely know what they're motivation is. It may require the intervention of a God to permanently destroy a Primordial Ghost if the PC's cannot find a way to look back into time and figure out what is necessary to put it to rest.


Primordial Ghost

Primordial Ghost is an Acquired Template that can only be applied to a Ghost that has lived long enough to have gotten the Evolved Undead Template at least 12 times. This can be any type of Ghost (Ghost, Ghost Brute, Legendary Ghost, Ghostly Concubine, Ghost of the Deeps, Demoniac Spirit) so long as the Ghost cannot become Corporeal.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Primordial Ghost retains all the Special Attacks of the Base Creature, modified as follows:

If the Base Creature has Deadly Gaze or Corrupting Gaze, it gets Withering Gaze instead.
If the base Creature has Corrupting Touch or Hungry Touch it gets Aura of Black Dust instead.
If the Base Creature has Deadly Touch, Draining Touch, or Slavering Doom it gains Smite Soul instead.
If the Base Creature has Bloodcurling Howl, Frightful Moan, or Hellish Scream it gains Howl of Doom instead.
If the Base Creature has Horrific Appearance, Loom, or Terror it gains Walking Nightmare instead.
If the Base Creature has Malevolence or Possession it gains Inhabit Shell instead.
If the Base Creature has Necromantic Weapon it gains Epic Necromantic Weapon instead.
If the Base Creature has Telekinesis or Psychokinesis it gains Totengeist instead.
If the Base Creature has Ghosts Curse, it gains Mark of Doom instead.
If the Base Creature has Numbing Touch it gains Paralytic Aura instead.
If the Base Creature has Slay Memory the ability destroys all of the victims memories, not just the last 24 hours.
If the Base Creature has Charm it gains Aura of Beauty instead.
If the Base Creature has Loving Touch it does 1d3 Negative Levels, and the Ghost may drain up to 5 levels per day.
Any Spell Like or Supernatural Abilities that mimic spells may be used more often. 1/week is now 1/day.  1/day is now 3/day.  More than once per day gets an additional use per day.

Other abilities are otherwise unchanged.

Withering Gaze (Su): Gaze attack, 60', Death, Fortitude Save Partial (opponent takes 3d6 damage instead of dying), Save DC is Charisma based.  Opponents slain by the Withering Gaze become Ghosts in 1d4 rounds.

Aura of Black Dust (Su): Any living creature coming within 30' of the Primordial Ghost begins to die and shrivel away into dust.  It must make a Fortitude Save (Save DC is 10 plus Half Hit Dice plus Charisma Modifier) each round it is within range or die.  If the Save is successful the opponent takes 3d6 damage instead.  if he dies he may not be Resurrected unless Miracle or Wish is cast first.

Smite Soul (Su): By making a touch attack the Primordial Ghost can force it's opponent to make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or die as his soul is sundered from his body.  The opponent immediately gains the Legendary Spectre Template.

Howl of Doom (Su): When the Primordial Ghost howls every living being within 120' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Paralyzed for 2d6 rounds, and Frightened for 2d6 rounds after.  If the Save is successful the opponent is Frighted for 1d4 rounds, and Shaken for 24 hours.  If the opponent rolls a natural 1 on his Save, he dies instantly and rises as a Ghost the next day.

Walking Nightmare (Su): Any living creature within 120' of the Primordial Ghost must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or take 2d4 temporary Strength, Dexterity, and Constitution Damage.  If the Save is successful the opponent is immune to this Primordial Ghosts Walking Nightmare Ability for 24 hours.

Inhabit Shell (Su): This is identical to the Possession ability, but when you successfully possess a victim they're soul is displaced effectively killing them.  They go to the afterlife and you can inhabit the body as long as you wish, although it is now effectively a Zombie.

Epic Necromantic Weapon (Su): In life the Primordial Ghost wielded a powerful magical weapon, and does so in death as well. This weapon is a physical extension of the Ghost and cannot be disarmed, sundered, or targeted by spells or abilities that specifically target weapons. Regardless of appearance it does 3d6 negative energy damage and is considered a +5 weapon (2d6 damage and considered +2 if Twin weapons). It criticals on a 19-20 doing x3 damage. It also has one ability from the following list:

1) Reach weapon. It has the Bodyfeeder and Bloodfeeding abilities (See pages 29-30 of the Magic Item Compendium). It is also considered a Reach weapon of course.
2) Ranged weapon. It has the Implacable and Maiming abilities (See pages 37-38 of the Magic Item Compendium). Range increment is 80 feet regardless of appearance.
3) Exotic weapon. It has the Cursespewing and Paralyzing abilities (See pages 31 and 39 of the Magic Item Compendium).
4) Slashing Weapon. It has the Bloodfeeding, Stygian and Vampiric abilities (See page 29 and 44-45 of the Magic Item Compendium).
5) Piercing Weapon. It has the Enervating, Soulbreaker, and Souldrinking abilities (See pages 34 and 44-45 of the Magic Item Compendium).
6) Blunt Weapon. It has the Profane, Profane Burst, and Consumptive abilities (See pages 31, 40 of the Magic Item Compendium).
7) Twin Weapons. They have the Defending, Defensive Surge, and Blurstrike abilities (See pages 27 and 30 of the Magic Item Compendium).

Mark of Doom (Su): You may cast Greater Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Primordial Ghost is automatically subjected to this ability and receives no Save.

Totengeist (Su): You may use Telekinesis at will, with a few changes.  When using the Sustained Force or Violent Thrust options maximum weight is 75 pounds per caster level.  When using the Combat Maneuver you gain a +4 Bonus to the opposed roll.

Paralytic Aura (Su): Any living creature approaching within the Primordial Ghost must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d6 rounds.

Aura of Beauty (Su): Any creature within 60' of the Primordial Ghost who looks at her must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be permanently Charmed as per the Charm Monster spell.



Special Qualities: The Primordial Ghost retains all the Special Qualities of the base Creature, modified as follows:

If the Base Creature has Turn Resistance it gains Turn Immunity instead.
If the Base Creature has Unnatural Aura or Lifesense the ranges are doubled.
If the Base Creature has Damage Reduction it becomes DR 20/Epic.
If the Base Creature has Spell Resistance, it becomes 10 plus 1/2 Hit Dice plus double Charisma modifier.
If the Base Creature has Necromantic Armor, increase the Deflection Bonus by another +5.
If the Base Creature has Protective Charm, the Bonus is +4 instead.
Other Special Qualities are unchanged.


Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged

Feats: The Primordial Ghost gains 3 Ghost Feats as Bonus feats.

Environment: Any

Organization: Solitary (usually Unique)

Challenge Rating:

Treasure: Unchanged

Alignment: Unchanged if it is evil, otherwise it becomes evil

Advancement: As Base Creature

Level Adjustment:

Example of creature using template here:


"It is rare for anyone to go into the Red Valley. The plants there are unhealthy looking, and some seem to paw at you if you get too close. All the animals there eat meat. Rest is impossible.

And then there's the dragon. Scar. Called that because of the scar over his destroyed left eye. You'd always heard it was a dragon anyway. And now you have to find out how to kill it. An outcast member of the tribe fled into the Red Valley after being caught murdering the Chiefs daughter when she refused to go with him. That night you heard roars from the valley, and his screams. The next day a few braver souls ventured into the Valley and saw his corpse shriveling into dust and blowing away on the wind. But not before it looked at them and asked for help.

Since then something comes out of the Valley hunting at night, and more tribesmen have been found dead. The creature they describe isn't a dragon. A huge reptile with small forepaws and huge jaws. It looks like the paintings in the caves of the Old Ones. Old Ones who were dead before your tribes ancestors existed. An impossibility.

And yet tonight you are tracking it. Or trying to. It's then that the animals run by you, some of them dying on the spot. You hide in a nearby cave and wait for it. It doesn't take long. The thing walks out of the gloom, pale and insubstantial. Like a ghost. The plants die as it touches them, and shrivel into black dust. You smell nothing. It makes no noise. It's like it isn't there. And then it roars. Your ears bleed.

Your tribe cannot fight this. And you know it will not leave until you come out to face it. Better to fall on your own spear than die like the others have."

Scar (Tyrannosaurus Rex, Ghost Brute, Evolved Undead Template x12, Primordial Ghost)
Huge Undead
Hit Dice: 18d12 (126 hp)
Initiative: +1
Speed: Fly 30 ft. (6 squares), perfect
Armor Class: 26 (-2 Size, +1 Dex, +17 Natural), touch 9, flat-footed 25
Armor Class against Non Ethereal: 37 (-2 Size, +1 Dex, +28 Deflection), touch 37, flat-footed 36
Base Attack/Grapple: +13/+30
Attack: Bite
Full Attack: Bite
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell Like Abilities, Aura of Black Dust, Howl of Doom
Special Qualities: Fast Healing 36, Manifestation, Rejuvenation, Turn Immunity, SR 51
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con -, Int 2, Wis 15, Cha 42
Skills: Hide +6, Listen +22, Search +4, Spot +22
Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness x3, Track, Ability Focus (Aura of Black Dust), Extra Special Attack: Howl of Doom (B), Extra Special Quality: Spell Resistance (B)
Environment: The Red Valley
Organization: Unique
Challenge Rating: 22+
Treasure: None
Alignment: Neutral
Level Adjustment: ---


Spell Like Abilities (Sp): Caster Level 18
3/day:Circle of Death (DC 32), Confusion (DC 30), Contagion (DC 30), Greater Invisibility, Haste,
3/day: Creeping Doom, Hold Monster (DC 32)
4/day: Unholy Blight (DC 30)

Aura of Black Dust (Su):

Howl of Doom (Su):

will return to finish
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 05, 2009, 12:49:56 PM
a lil something to peek at whilst I revise the templates

The Ghost Squid
Huge Aberration (Incorporeal, Extraplanar)
Hit Dice: 15d8 + 75 (142 hp)
Initiative: +3 (-1)
Speed: 80 ft. flight( 16 squares, perfect)
Armor Class: 26 ( -2 Size, +3 Dex, +15 Deflection) touch 26,
flat-footed 23
Base Attack/Grapple: +11/+31
Attack: Tentacle + 12 melee touch attack(1 point of Wisdom damage)
Full Attack: 10 Tentacles + 12 melee touch attack (1 point of Wisdom
damage) and 1 Bite +7 melee touch attack ( 1d3 Wisdom
damage)
Space/Reach: 15 ft./15 ft.(30 ft. with tentacles)
Special Attacks: Horrifying Appearance, Rend Soul, Improved Grab,
Constrict (1d3 Wisdom Damage)
Special Qualities: Dimensional Sense 120', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight
Saves: Fort +10, Ref +10, Will +11
Abilities: Str 0 (26), Dex 17 (8), Con 20, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was Not
Meant to Know) +10, Listen +9, Move Silently +11, Spot +9
Feats: Flyby Attack, Great Flyby Attack, Improved Flyby Attack,
Dodge, Mobility, Lightning Reflexes*
Environment: Any
Organization: Solitary or School (3 - 20)
Challenge Rating: 15
Treasure: None
Alignment: Chaotic Evil
Advancement: 16 to 30 HD (Huge), 31 to 45 HD (Gargantuan), 46 to
60 HD (Colossal)
Level Adjustment: ----

* See Savage Species for some Feats

"We were camping at the North Ridge Mountains en route to the city. Everything seemed fine on my watch, until about 3 hours in when I had this feeling I was being watched. From all around me. I stood up but didnt see anything. I went to awaken the Mage, and that's when they appeared. Things..they..some looked like the squid and octopi we used to fish out of the seas for cooking. Some just barely resembled them. They swam in the air in and out of view constantly moving....parts of them just kept disappearing. I didn't hear anything but I could swear they were saying something. They were the most terrifying thing I've ever seen. Dozens of them like ghosts moving through the trees, us, each other..I couldn't move I was so scared. After a while the paralysis wore off and I was able to move when they were gone. And I turned to the mage again just in time to watch one of them pull his soul from his body...I don't remember much after that. I woke up in town the next day and I'm told I've been a raving madman ever since. After the priests spells I'm feeling a little better. So I guess..I guess I can ask if anyone else made it.."

Ghost Squid are called that because no one has thought of a better name, and no one seems to know their real one. They appear similar to earthly cephalopods sometimes with as many as no or a thousand eyes, and as many as 6 to a hundred tentacles or more. The tentacles can be barbed, rasped, suckered, etc.. The mouth may be a beak, a lamprey like sucker, or full of sharks teeth. They simultaneously exist in several different dimensions at once, and bits and pieces of them seem to swim in and out of view. For the most part they are invisible unless something in a particular dimension warrants their attention and only then are they visible at all. Because their attention is spread so thin, their behavior seems to be random as they may be reacting to something somewhere or somewhen else. Some things focus their attention though, and that attention is always murderous. Anything that mucks about with space or time for example, such as spells like Teleport or Time Stop. Most are inveterate wanderers, and it is assumed they're looking for something but no one as yet knows what. The Illithids and Aboleth have encountered them, and know some of their secrets if anyone dares ask them. Otherwise it would be necessary to go to the Far Realms. Ghost Squid have never been known to speak or communicate with any being, nor have they ever shown that they understood communication attempts.

Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an Invisible Ghost Squid must make a Will Save (DC=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 20) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I haven't made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 20, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Improved Grab (Ex): If the Ghost Squid hits with 3 or more Tentacle attacks on one opponent it may initiate a grapple as a free action without provoking an attack of opportunity. It may grapple a target of any size. Normally Incorporeal creatures may not grapple. However the Ghost Squid is not grappling the physical character, but his soul instead. Both the squid and the PC roll 1d20 + their Cha bonus. If the victim wins the Ghost Squids tentacles have found no purchase. This ability does not work on soulless beings such as some corporeal animated undead and some constructs. It does still effect purely magical beings such as Outsiders and Elementals. If the grapple is successful the Ghost Squid establishes a hold and may constrict. Ghost Squid have a +4 Racial Bonus to Grapple checks, including incorporeal grappling.

Constrict (Ex): The Ghost Squid does 1d3 temporary Wisdom damage.

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent Constricted, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 120'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 120 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 35' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 17 (-2 Size, -1 Dex, +10 natural), touch 7, flat footed 17. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Tentacle +17 melee (1d6+8 acid)
Full Attack: 10 Tentacles +17 melee (1d6+8 acid) and a Bite +12 melee (2d6+8 acid)
Constrict: 3d6+8 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Generally Ghost Squid attack randomly for one round and move on while under the influence of their confusion. When their attention is focused enough to concentrate on an opponent, they tend to attack whatever drew their attention first, and whatever is actually able to affect them after ripping out the soul of their first opponent. They drop out of invisibility, lash the bejeezus out of whoever attracted their attention with a full attack, and then go for constriction the next round. If a spell causes them to become solid, they will concentrate exclusively on the person(s) responsible.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 06, 2009, 01:03:09 PM
Ghost Squidling Swarm
Diminutive Aberration (Incorporeal, Extraplanar, Swarm)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7 (+3)
Speed: Flight 40 ft. (8 squares, perfect)
Armor Class: 26 (+4 Size, +7 Dex, +5 Deflection), touch 26, flat-
footed 19
Base Attack/Grapple: +9/-4
Attack: Swarm (1 point of Wisdom Damage)
Full Attack: Swarm (1 point of Wisdom Damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Horrifying Appearance, Rend Soul
Special Qualities: Dimensional Sense 60', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight, Swarm Traits,
Immune to Weapon Damage
Saves: Fort +6, Ref +13, Will +10
Abilities: Str 0 (1), Dex 27 (17), Con 14, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was
Not Meant To Know) +11, Listen +10, Move Silently +16,
Spot +10
Feats: Dodge, Mobility, Lightning Reflexes, Flyby Attack, Improved
Flyby Attack
Environment: Any
Organization: Solitary or Giant Swarm (8-12 Swarms)
Challenge Rating: 14
Treasure: None
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: ----

"...Private Johnson will not be returning for this reason.  Neither will any member of my crew.  I could still hear what they pulled from him screaming even after his body had long fallen to the ground, and I no longer believe in the Gods ability to protect us.  Please give my regards to my wife and children, as after I send this message by courier I intend to take up a ball and pistol and end my life.  Sincerely, Captain Wickham."

Ghost Squidling Swarms are even rarer than Ghost Squid, and understood even less. It is unknown if they are younger Ghost Squid, or a similar species, or even some other possibility entirely. They do seem to be more aggressive, and usually devour souls instead of just ripping them apart.


Horrifying Appearance (Ex): Ghost Squid generate a feeling of wrongness around them. People claim they can hear voices, but there is no sound. They know they are being watched, but there is no watcher. Anyone within 30' of an invisible Ghost Squid must make a Will Save (Dc=10 + half Ghost Squids Hit Dice+Cha modifier, in this case DC 19) or be Shaken until the Squid is no longer in range. Anyone able to see a Squid because it has dropped its invisibility must make a Will Save (Same DC), or be Paralyzed for 1d6 rounds. Anyone making the Save is immune to that Ghost Squids Horrifying Appearance for 24 hours. Anyone witnessing a swarm of Ghost Squid must also make a Will Save (Same DC) or contract some form of insanity (DM's discretion on this one, I havent made up rules for it yet). This insanity can be cured by Remove Curse. If an opponent uses True Sight or a similar ability, or Detect Thoughts or an ability that allows it to see into the Ghost Squids mind, he must make a Will Save (DC = 19, Save is Cha based) or be affected as if by a Feeblemind spell (effective caster level equal to Ghost Squids Hit Dice)

Rend Soul (Su): At the beginning of any round in which the Ghost Squid has an opponent swarmed, and at 0 Wisdom, it may automatically pull out his soul and rip it to pieces. The victim may not be Raised or Resurrected. Optionally they may only be Raised or Resurrected after the Miracle or Wish spell has been used to restore their soul. Some Squid eat the souls of their opponents, and if they are Raised or Ressurected they may have acquired the Pseudonatural or Half-Farspawn Template.

Distraction (Ex): Any living (or incorporeal undead such as ghosts) creature (solid or incorporeal) that begins its turn with a Ghost Squid Swarm in its space must make a DC 18 Fortitude save or be Nauseated for 1 round. The Save DC is Constitution based.

Pan-Dimensional (Su): Ghost Squid exist simultaneously on the same point in multiple planes. Should someone cast spells or use abilities similar to Etheral Jaunt or Astral Projection to escape to another plane they have a 50% chance that the Ghost Squid is already there waiting for them. If not there is a 50% chance it will arrive within 1d6 rounds.

Dimensional Sense (Ex): The Ghost Squid has a sort of 3 dimensional spatial sense that allows it to 'see' everything within 60'. This includes invisible creatures, and even ones behind walls if they are within range. This effectively means that anything within 60 feet has no concealment , and automatically fails all Hide rolls. The Ghost Squid cannot be flanked.

Invisibility (Su): The Ghost Squid can become Invisible at will as per the spell. Truthfully invisibility is their natural state, and they only become even partially visible when attacking.

Partial Invulnerability (Ex): The Ghost Squid is Immune to the following: Critical hits, ability drain or damage, energy drain, mind affecting effects, non lethal damage, poison, sleep effects, paralysis, stunning, posion, paralysis, polymorph, death effects, energy drain, disease, and fatigue/exhaustion. It does not breathe, eat or sleep. There are some exceptions to these rules spelled out below.

Improved Incorporeality (Ex): Unlike normal Incorporeal beings, Force effects and positive/negative energy still have the standard 50% miss chance when targeting the Ghost Squid, and it can pass through Forcewalls. They may also pass through other Incorporeal beings and even one another.

Confusion (Ex): Because of their Pan-Dimensional nature Ghost Squid seem to always be distracted or performing random actions, or simply acting in ways not understood by others. It effectively permanently suffers from the Confusion spell, unless something narrows its attention. Things that would narrow its attention would be spells or effects that effect space/time (Time Stop, Ethereal Jaunt, Plane shift, Gate, Summoning, etc.), powerful items that can alter reality (most artifacts, Spheres of Annihilation), being attacked effectively, or beings of great power (exceptionally powerful Oustiders mostly). If such a thing is within the Squids Dimensional Sense Range, the Squid gets a Willpower Save (DC 20) to shrug off the Confusion effect until the end of the encounter.

Vulnerabilities (Ex): Ghost Squid are vulnerable to specific spells, and other powers or abilities that mimic their effects. Spells or effects that would send an Extraplanar creature back to its home plane (Banishment, Dismissal, Holy Word, etc.) cause it to flee from the caster at full speed for 1d6 minutes instead. If a Ghost Squid is summoned via Greater Planar Binding it remains present after the spell ends. Targeting a Ghost Squid with Plane Shift Stuns it for 1d6 rounds. Ghost Squids will not enter Antimagic Fields. If a Ghost Squid enters a Gate it teleports 1d00 miles in a random direction. Temporal Stasis and Time Stop do not effect the Ghost Squid. They gain the same benefits as the caster in the case of Time Stop. Ghost Squid may not enter the area of effect of a Forbiddance Spell. Dispel Magic targeted on a Ghost Squid Nauseates it for 1 round if it fails a Will Save (DC 10 Spell level + appropriate caster stat). Greater Dispel Magic Nauseates it for 1d4 rounds, and Mordenkainen's Disjunction Nauseates it for 1d6 rounds, and Dazes it for 1d6 rounds after that. Casting Dimensional Lock or Dimensional Anchor on a Ghost Squid casues it to become solid for the spells duration. While solid it loses the Incorporeal subtype and gains the following changes to its stats:

It uses the stats and initiative listed in parentheses. Flight speed becomes 15' (poor). The Ghost Squid can concentrate so it no longer suffers from Confusion. Armor Class becomes a 19 (+4 Size, +3 Dex, +2 natural), touch 17, flat footed 16. Its touch corrodes matter, so instead of Wisdom Damage its attacks do acid damage.

Attack: Swarm 3d6 acid
The Ghost Squid may not use its Rend Soul ability while solid.

Flight (Ex): The Ghost Squids ability to fly is unexplained. Gravity apparently offers no hold on the Squid and it simply hovers in mid air until it wills itself to move in a direction. This means it cannot fall below its current position, and is immune to effects like the Reverse Gravity spell.

Combat: Pretty much the same as a regular Ghost Squid.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 07, 2009, 12:39:59 PM

Vampire Squid
Large Aberration (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +4
Speed: 40 ft. swim(8 squares)
Armor Class: 21 (-1 Size, +4 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +6/+16
[B}Attack:[/B] Tentacle +11 melee (1d6+6)
Full Attack: 8 Tentacles +11 melee (1d6+6) and 1 Bite +6 melee
(1d8+3)
Space/Reach: 10 ft./10 ft. (20 ft with tentacles)
Special Attacks: Improved Grab, Blood Drain
Special Qualities: Blindsight 120', Vulnerability to Light, Poison Cloud, Partial
Invisibility, Fast Healing 3, Immune to Cold
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 23, Dex 18, Con 20, Int 15, Wis 15, Cha 14
Skills: Escape Artist +18, Knowledge (Arcana, The Planes, Things
Man Was Not Meant to Know) +7, Listen +6, Move Silently +12,
Search +7, Spot +6, Swim +18
Feats: Multigrab, Greater Multigrab, Lightning Reflexes
Environment: Cold Aquatic
Organization: Solitary, Hunting Pack (3-5), Mass Swarm (10-100)
Challenge Rating: 10 ??
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 9-15 HD (Large), 16-25 HD (Huge)
Level Adjustment: ----


"I...am sorry Paul.  I know your family fortune is in that wreck at the bottom of the trench.  But I can't go back down there.  I know what lives down there in the dark.  it took my arm, and I won't let it get the rest of me.  You'll have to find someone else.  And Paul? May the Gods protect you.  Even though they didn't do me much good..."

The Beings referred to as Vampire Squid in some rare books live in the deepest parts of the ocean where there is never any light. They are one of the few things feared by the Anguilians and rightly so. They and their Sahuagin relatives refer to them as "The Hungering Dark". Swarms of Vampire Squid have destroyed their cities. No one has ever really seen one, but the very very rare victim to escape their clutches described it as being similar to wrestling with an Octopus except the flesh was more fluid and elastic, covered with what felt like hooked barbs and noxious boils. Vampire Squid have never attempted to communicate with anyone and it is unknown if they understand any form of language. For the most part they stay in the depths other than rare feeding frenzy's which bring them closer to the surface.

Improved Grab(Ex): If a Vampire Squid hits an opponent of any size with its tentacle attack it may attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the Grapple attempt it may use its Blood Drain ability.

Blood Drain (Ex): If a Vampire Squid succeeds with its Improved Grab it constricts with its tentacles. The barbs from the tentacles do 1d6+6 damage per round, and the mouths lining the tentacles drain 2 Con worth of blood per round as long as the Grapple is maintained

Partial Invisibility (Ex): The material that Vampire Squid are composed of renders it invisible to Dark Vision. They do not become visible when attacking. Combined with the lack of light in the areas it normally inhabits this usually makes it completely invisible.

Vulnerability to Light(Ex): If exposed to even the tiniest amount of light the Vampire Squid begins to boil and rot away, losing 1d4 Con a round from something similar to torch light and taking double damage from all spells with the Light descriptor. A Daylight spell destroys it instantly. It is for this reason no one has ever truly described one. And unfortunately it also leads to other problems...

Poison Cloud (Ex): Whenever the Vampire Squid is exposed to Light or dies it begins to rot away turning into a thick poisonous cloud of oil that causes anything in it to bleed from its pores. Anything within 10' of the Vampire Squid must make a DC 19 Fortitude Save (Save is Con based). Initial and Secondary Damage is 2d6 Constitution. The cloud lasts as long as the Squid is losing Con due to light exposure, and for 1d4 rounds thereafter.

Skills: A Vampire Squid receives a +10 Racial Bonus to Escape Artist checks, and a +8 Racial Bonus to Swim checks.  It may always Take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Vampire Squids immediately close to Grapple.  They flee immediately from light or any creature that puts up a serious fight.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 10, 2009, 11:06:09 AM
Amanga Impisi (False Hyena)
Medium Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (1d6+3)
Full Attack: Bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Madness Gaze, Spell-like abilities
Special Qualities: Alternate Form, Summon Pack, Regeneration 5, Damage
Reduction 5/Good, Telepathy 100', Scent, Dark Vision 60',
Immunities
Saves: Fort +8, Ref +6, Will +12
Abilities: Str 16, Dex 15, Con 18, Int 16, Wis 18, Cha 18
Skills: Bluff +9, Diplomacy +9, Hide +7, Intimidate +9, Knowledge
(Arcana) +8, Knowledge (Religion) +8, Listen +9, Move
Silently +7, Search +8, Sense Motive +9, Spot +9, Survival +7
Feats: Ability Focus (Madness Gaze), Track, Narrowed Gaze,
Pervasive Gaze, Improved Initiative
Environment: Warm Deserts or Plains
Organization: Solitary or traveling with hyena pack
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: 13-30 HD (Medium)
Level Adjustment: ---

"We used to make sure the Hyenas never came near our villages.  We knew they were evil back then.  We knew what would happen.  But the young people these days, they've forgotten the old ways for money and material things.  And they think having the Hyenas as pets are a symbol of status.  Back in the old days I killed a Hyena out on the plains at night, and when it died it...changed.  I haven't slept much at nights since.  Especially since they've been bringing them into the city.  I know they're watching me.  Take this machete boy.  It's special.  When I die, you know what to use it for."

The Amanga Impisi is a creature from the depths of space that arrived on the world many millenia ago. It has been confused with demons and other such creatures for a long time. The Amanga's goals appear to be uncertain as they travel not with each other but with packs of Hyenas. It is rumored they feed on the fear and madness of mortal men, and work to disrupt societies and cause massive bloodshed. They appear as vaguely hyena like in shape with hooved feet. The skin is armor plated with fleshy tendrils of some kind running down the back and sides like some sort of perverse mane. The heavily armored head is much like a hyenas skull with split nostrils and random thornlike growths. The face is blood red turning to green near the mane, with the body mostly yellow. Natives in areas inhabited by them tend to believe the Hyena is an evil creature. Amanga speak their own language.

Madness Gaze (Su): Become permanently Insane, range 30', Willpower Save DC
22 Negates. Save is Charisma Based. If the Willpower Save
is failed the victim acquires some sort of permanent insanity.
See the Unearthed Arcana or D20 Call of Cthulhu for
examples of Insanity. The DM should pick one appropriate to
the moment.

Spell Like Abilities (Sp): The Amanga is considered an 8th level Sorcerer, and can
cast spells like one. Spells per Day and Spells known are
the same as an eighth level Sorcerer except they are
considered Spell Like Abilities. It may only choose spells
from the Enchantment, Divination, and Illusion schools.

Alternate Form (Su): At will the Amanga can appear to be a normal Hyena. This
is an effect, and has no effects on stats. Creatures
unaffected by Glamers are immune to this ability and see
the Amanga as it is. Turning this ability on or off is a
free action.

Summon Pack (Su): Once per day the Amanga can summon a pack of 8 Hyenas.
This works like the spell Summon Natures Ally V in all
other respects.

Immunities (Ex): The Amanga is immune to poison, paralysis, polymorph, sleep
and death affects, and stunning.

Side note: Amanga means "lie" in Zulu. Impisi is their name for the Hyena.

Combat: The Amanga will stalk its prey in the bush for weeks slowly destroying its mind with its spell like abilities before using its gaze to drive it over the brink. After that it and the pack tear the victim apart.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 11, 2009, 12:23:31 PM
not quite sure I like this one as is.  Needs some tweaking

The Corrupt

(http://i212.photobucket.com/albums/cc70/bhutastan/monsters/corrupted.jpg)

This is an Acquired Template that can be applied to any Animal, Humanoid, or Vermin (It’s in a pretty restricted campaign, in yours you may wish to expand it to any living being) size Small or bigger.

Size and Type: Size is Unchanged, Type changes to Outsider. The base Creature gains the Chaotic, Evil, and Aquatic subtypes if it doesn't have them.  It loses the Lawful or Good Subtypes if it has those.

Hit Dice: All current and future Hit Dice are d8’s.

Speed: Unchanged.  If the creature does not have a Climb Speed it gains one equal to half it’s base speed.  If it doesn’t have a Swim move it gains one equal to it’s land speed. 

Armor Class: Unchanged.

Attacks: BAB is now equal to the Base Creatures hit dice if it has Racial Hit Dice.
It also gains several tentacle attacks.  When making a Full Attack it can also make a number of extra tentacle attacks (these are secondary attacks) depending on it's size (these are secondary attacks).  Small: 1 tentacle attack doing 1d3 plus 1/2 Strength bonus. Medium: 2 Tentacle attacks doing 1d4 plus half Strength bonus.   Large: 3 tentacle attacks doing 1d6 plus half Strength bonus.  Huge: 4 tentacle attacks doing 1d8 plus half Strength bonus.  Gargantuan: 5 Tentacle attacks doing 2d6 plus half Strength bonus.  These extra tentacle attacks emerge from the creatures mouth so it loses it's bite attack (if it has one) and wishes to use them.

Damage: Unchanged.

Special Attacks: The Corrupt retains all Special Attacks of the Base Creature, and gains the following:

Improved Grab (Ex): If the Corrupt hits with one of it's tentacle attacks, or one of the Base creature's primary natural attacks it may immediately make a grapple attempt as a free action without provoking an attack of opportunity.  If it is successful it may constrict.

Constrict (Ex): If the corrupt succeeds in a grapple attempt it vomits tentacles around it's victim rending their flesh.  The Constriction does a certain amount of damage based on the Base Creatures size class plus double it's Strength modifier.  Small: 1d6, Medium: 1d8, Large: 2d6, Huge:2d8, Gargantuan: 4d6.

Psychoactive Slime (Ex): The Corrupts tentacles are covered in a slime that causes mild hallucinations in it's victims, and makes them susceptible to commands.  It also produces a mild aphrodisiac effect.  The combination basically allows the Corrupt to seduce it's opponent into allowing it to be converted into another Corrupt.  The poison is a contact poison.  Initial and Secondary damage is 1d4 Wisdom (Save DC is 10 plus i/2 the Corrupts Hit Dice plus it's Constitution modifier).

Kiss (Ex): If a Corrupt can seduce a victim into allowing the Corrupt to kiss it, the Corrupt will extrude tentacles down it's throat.  The victim can make a Grapple Check to escape, but the Corrupt gains a +8 Circumstance Bonus to it's Grapple Check.  Each round the Grapple is maintained the victim begins to suffocate, and is poisoned by the tentacles Psychoactive Slime.  If the victim dies it will reanimate as a Corrupt within 1d4 days.

Hypnotic Call (Su): Once a creature has fallen victim to it's psychoactive slime the Corrupt will use it's telepathy to coerce the creature to submit willingly to it's Kiss.  If the victim escapes it may also use the ability to entice him back.  As a full round action the Corrupt may telepathically call any victim that has been poisoned by it's psychoactive slime.  The victim must be within 1 mile of the Corrupt.  The Corrupt sends telepathic messages attempting to coerce the victim who must make a Willpower save (DC 10 + 1/2 the Corrupts Hit Dice + it's Charisma modifier) or willingly submit to the Kiss for 1 round.  Optionally it may also attempt to force an escaped victim to return if he is within the 1 mile range (Save DC is same).

Special Qualities: The Corrupt retains all Special Qualities of the Base Creature, and gains the following:

Amphibious (Ex): The Corrupt can exist easily in both water and air.

Regeneration 5

Damage Reduction 5/Slashing or Piercing

Blooming Wounds (Ex):[/B] If the Corrupt takes a Critical Hit from a Slashing or Piercing weapon it's true nature is revealed.  It also allows it to bring more tentacles to bear, giving it one extra tentacle attack for every critical hit it receives.

Immunities: The Corrupt is immune to Poison, Sleep effects, Paralysis, Stunning, Disease, Death effects, Critical Hits, Non lethal damage, fatigue and exhaustion effects, aging effects, and polymorph.

Telepathy (Su): The Corrupt can communicate telepathically with any being in 100'.

Unnatural (Ex): The Corrupt do not eat, drink, age, or sleep.

Dark Vision(Ex)  60'

Saves: All Saves are now Good Saves, and Saves from racial hit dice must be recalculated..

Abilities: +4 Str, +4 Dex, +4 Con, +6 Int, +6 Wis, +6 Cha

Skills: If the base creature has racial hit dice, skill points are now (8+Int) per level, with x4 for the 1st level.  Class skills are whatever skills are listed in the base creatures entry.

Feats: Mention any changes in Feats or Bonus Feats here.

Environment: Any

Organization: Solitary, Pair, Group (3-6), or City (several hundred)

Challenge Rating: +3?

Treasure: Double Standard

Alignment: Becomes Chaotic Evil

Advancement: By class level

Level Adjustment: +6?

The Corrupt are a relatively new creature, created by the sacrifice of insane cultists to powers beyond that they do not understand.  The Corrupt appears to be a perfectly normal man or woman, but in reality it is a suit of skin and artifice.  The skin is filled with the power of creatures from beyond this world which manifests itself as slimy octopus like tentacles.  So long as the 'suit' isn't damaged beyond repair, the Outsider within it can remain in this world, infecting and converting others.  If it takes too much damage, or is rent apart somehow the truth is revealed to the world, and the tentacles inside burrow into the Earth making a loud keening sound.  The ruse is difficult to penetrate.  A DC 35 Spot check will occasionally detect an undulating under the skin, or a joint bending in a way it shouldn't.   The concentration of the corrupt isn't infallible.  Under water or in extremely high winds the check drops to DC 20.  A critical hit with any weapon reveals the Corrupt immediately, as tentacles will protrude from any open wound, and a strong blunt blow will bend the outside suit in odd ways. 

                      The Lady Alessa (Female Human Aristocrat 5/Corrupt)
                      Medium Outsider (Chaotic, Evil, Aquatic)
Hit Dice:            5d8+10 (32 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 15 ft., Swim 30 ft.
Armor Class:          13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple:  +3/+4
Attack:               Weapon +4 melee
Full Attack:          Weapon +4 melee, and 2 tentacles -1 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Kiss, Psychoactive Slime, Constrict, Hypnotic Call
Special Qualities:    Amphibious, Regeneration 5, Damage Reduction 5/Slashing or Piercing, Blooming Wounds, Telepathy, Unnatural, Dark Vision 60', Immunities
Saves:                Fort +3, Ref +4, Will +9
Abilities:            Str 12, Dex 16, Con 14, Int 19, Wis 20, Cha 22
Skills:               Bluff +15, Diplomacy +15, Gather Information +13, Intimidate +16, Knowledge (Local, Nobility) +11, Listen +12, Sense Motive +14, Spot +12
Feats:                Negotiator, Persuasive
Environment:          Any
Challenge Rating:     8
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          by character class
Level Adjustment:     +6

The Lady Alessa is a human noble and a typical example of a Corrupt made for gathering information and political power.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 12, 2009, 01:11:06 PM
Demon of the Seas
Medium Aberration (Aquatic, Chaos, Evil)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Swim 50 ft.
Armor Class: 21 (+1 Dex, +10 Natural), touch 11, flat-footed 20
Base Attack/Grapple: +7/+12
Attack: Pincer + 12 melee (1d8+5)
Full Attack: 2 Pincers +12 melee (1d8+5) and I Bite +7 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend (2d8+10), Poison, Improved Grab, Special Attack
Special Qualities: Amphibious, Dark Vision 60', Regeneration 5, Special Defense
Saves: Fort +8, Ref +4, Will +9
Abilities: Str 21, Dex 12, Con 21, Int 4, Wis 15, Cha 15
Skills: Climb +8, Intimidate +5, Listen +5, Spot +5, Survival +5, Swim +13
Feats: Ability Focus (Poison), Power Attack, Cleave, Improved Initiative
Environment: Any Aquatic
Organization: Solitary, Pair, Gang (3-6), Horde (100-1000)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always Chaotic Neutral
Advancement: 11-16 HD (Large), 17-24 HD (Huge), 25-35 HD (Gargantuan), 36-50 Hit Dice (Colossal)
Level Adjustment: -----

You man the watch as every year at this time. They will come when the tides rise. By the hundreds maybe, and you must warn the towns when they surface. The wind and rain lash the waves and you with equal fervor for hours. And then the calm comes, and the things begin to crawl from the sea. Tall, and barrel chested they are, like the brutish apes of the southern forests. But these apes are covered in hard shell, not fur, and their forelimbs end in lobster like claws, not hands. The face is vaguely lobsterlike as well but for the multiple eyes and all the tendrils coming from the lower part of it's face like one of the Nautiloids you used to fish for as a child. Anemone like tendrils sprout from it at random like parasitic growths. And these are merely the newborns...

It's uncertain what the origin of the Sea Demons is.  Every year during the summer storms they swarm from the ocean killing and devouring everything in sight.  Coastal regions and island nations have until the next year to rebuild, and harden their defenses before the next wave.  it is assumed that the Demons are the newborns, as larger versions are encountered on the open seas if any members of the swarm survive. But no one has ever encountered the parents of these creatures...

Improved Grab (Ex): If a Sea Demon hits with it's Pincer attack it may make a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may do it's Rend damage each round it maintains the Grapple.

Rend (Ex): With a successful Grapple check (or if both Pincers hit) the Sea Demon may rend for 2d8+10 damage.

Poison (Ex): Injury, Fort Save 22, Initial damage 1d6 Dex, Secondary damage is paralysis for 1d6 minutes. Save DC is Con based.

Special Attack (Su): Sea Demons are very prone to mutation, and none look alike entirely. Each has spells seemingly linked to its appearance it can cast as Supernatural Abilities. They have a 1st level spell they can use at will, a 3rd level spell they can use 3 times per day, and a 5th level spell they can use once a day. They get one set form the following list:

1)Shark:1st level (Critical Strike), 3rd level (Manyjaws), 5th (Vortex of Teeth)

2)Whale: 1st level (Shock and Awe), 3rd level (Thunderous Roar), 5th level (Draconic Might)

3)Eel: 1st level (Lesser Orb of Electricity), 3rd level (Scintillating Sphere), 5th level (Ball Lightning)

4)Jellyfish: 1st level (Babau Slime), 3rd level (Amorphous Form), 5th level (Acid Sheath)

5)Cephalopod: 1st level (Camouflage), 3rd level (Girallons Blessing), 5th level (Rejuvenation Cocoon)

6)Crustacean: 1t level (Mage Armor), 3rd level (Jagged Tooth), 5th level (Indominability)

7)Echinoderm: 1st level (Doom), 3rd level (Quillfire), 5th (Poison Thorns)

8)Worm:1st level (Spirit Worm), 3rd level (Infestation of Maggots), 5th level (Crawling Darkness)

See Spell Compendium for spells

Special Defense: Sea Demons are very prone to mutation. They get one defense from the following list:

1) Increase Natural Armor Bonus by +5
2) Energy Resistance 10 to one energy Type or Energy Resistance 5 to 2 energy Types.
3) Scent
4) Spell Resistance Equal to 10 plus Hit Dice
5) Blindsight 60'
6) Damage Reduction 5/Magic
7) Fast Healing 3
8) May cast any 1 Abjuration Spell of 3rd level or less 3 times per day as a Supernatural ability.

Combat: Combat varies with what attack/defense the Demon has chosen.  Most simply rush forward into their foes and begin ripping.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 13, 2009, 12:53:40 PM
Spectral Ape
Size/Type: Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +11 melee (1d6+6) or Rock +11 ranged (1d6)
Full Attack: 2 Slams +11 melee (1d6+6) and 1 Bite +6 melee (1d4+3) or or Rock +11 ranged (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+12)
Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 14, Con 17, Int 5, Wis 12, Cha 5
Skills: Climb +14, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Power Attack, Spectral SKirmisher
Environment: Warm forests
Organization: Solitary, Hunting Party (3-6), Colony (10-20), or City (50-75)
Challenge Rating: 6
Treasure:  Standard
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: --

"We could hear them in the night.  That's when they came out, despite us not being able to see them.  We started getting picked off one by one, until we fled the jungles.  We went back in with a Wizard who claimed he could see the invisible.  Said we were just fighting apes.  Helped us fight them even, until something we couldn't see plucked him from the ground and crushed him like a grab 20 feet up in the air.  We won't go back now.  No matter what you or anyone else is willing to pay.  You want whats in that ruin it's yours.  I'll give you the map.  But my help ends there."

In the Jungles of (insert name here) there is a legend that long ago a wizard was destroyed by his own creations, and that his former palace is now a rotting hulk, eaten by the jungle, and haunted by the remains of what he left behind. The truth is that there is a large fortress somewhere in the jungle, and it is haunted not by apparitions, but by great apes that can walk unseen. When slain they appear, and are white, horribly malformed and misshapen gorilla like hominids. The apes are highly territorial, and omnivorous. They are smart enough to know that they are invisible, and are often quiet knowing that hearing and smell are the only ways most beings can find them. Adventurers will often blindly walk unawares into the entire colony of them.  Spectral Apes are similar in size to Dire Apes, and do not appear to be capable of speech despite their higher intelligence.

Skills: Spectral Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

Greater Invisibility: This ability is constant allowing the Spectral Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

Improved Grab: If a Spectral Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

Constrict: The Spectral Ape does 2d6+12 with a successful Grapple check.

Combat: Spectral Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Sometimes if there are groups they'll fling rocks, but generally they like to be up close and personal
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 16, 2009, 01:06:35 PM

Spectral Dire Ape
Size/Type: Huge Magical Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Climb 30 ft.
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (1d8+10) or Rock +19 ranged (2d8+10)
Full Attack: 2 Slams +26 melee (1d8+10) and 1 Bite +21 melee (1d6+3) or Rock +19 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved Grab, Constrict (2d8+20)
Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
Saves: Fort +16, Ref +12, Will +7
Abilities: Str 31, Dex 12, Con 21, Int 5, Wis 12, Cha 5
Skills: Climb +18, Listen +8, Move Silently +8, Spot +8
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Greater Multigrab, Multigrab, Power Attack, Spectral Skirmisher*
Environment: Warm forests
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment: --

* See Savage Species and PHB 2 for some Feats.

"I warned you not to go in there! I warned you! Now it's followed you back, and it'll get us all! Get off my land and don't come back you fools!  Go spend what time you have left regretting what you've done."

Every so often there's a nasty mutation of sorts among the Spectral Apes. Or perhaps they just keep getting bigger with age. There are few recorded instances of s Spectral Dire Ape (possibly due to their invisibility), but slain specimens have been 20-30' tall.

Skills: Spectral Dire Apes have a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check even if rushed or threatened.

Greater Invisibility: This ability is constant allowing the Spectral Dire Ape to remain Invisible even while attacking. It works like the spell Greater Invisibility, and lasts as long as the Spectral Dire Ape is alive (it becomes visible 1 minute after death). This ability is not subject to Invisibility Purge.

Improved Grab: If a Spectral Dire Ape hits with it's Slam attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict the next round.

Constrict: The Spectral Ape does 2d8+10 with a successful Grapple check.

Combat: Spectral Dire Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Usually one in each hand.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on February 17, 2009, 04:12:56 AM
Did you get the ideas from Libris Mortis? veeery similar.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 17, 2009, 03:06:58 PM
Did you get the ideas from Libris Mortis? veeery similar.

There are invisible apes in Libris Mortis?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on February 18, 2009, 02:35:32 AM
Just ghost ones. pg. 146. the weird thing is, they exist for the exact same reasons!
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 19, 2009, 01:36:49 PM
Wow.  That's eerie...
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 19, 2009, 01:43:59 PM
The Fly People
                      Medium Aberration
Hit Dice:             5d8+35 (57 hp)
Initiative:           +9
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 50 ft., Good
Armor Class:          23 (+5 Dex, +4 Natural, +4 Insight), touch 19, flat-footed
Base Attack/Grapple:  +3/+11
Attack:               Bite +11 melee (1d8+8 plus disease)
Full Attack:          1 Bite +11 melee (1d8+8 plus disease) and 4 Claws +9 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Vomit, Improved Grab
Special Qualities:    All-Around Vision, Scent, Droning Flight, Spider Climb, Danger Sense, Immune to Disease and Poison, Alien Mind
Saves:                Fort +8, Ref +10, Will +7
Abilities:            Str 26, Dex 20, Con 24, Int 8, Wis 16, Cha 4
Skills:               Balance +13, Climb +16, Hide +6, Intimidate +3, Listen +3, Search +4, Spot +7, Survival +11
Feats:                Hover, Multiattack, Multiweapon Fighting (B)
Environment:          Any
Organization:         Solitary, Group (3-6), or Swarm (10-100)
Challenge Rating:     9??
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          By Character Class (favored Class is Rogue)
Level Adjustment:     +10?


"We don't go into the tunnels out by the old city anymore.  In my youth a couple of us wondered why it had been abandoned and set off in the night to find out.  I'm the only one of us who made it back.  My arm wasn't cut off in the wars like I told you.  It was dissolved in the vomit of the thing we met there.  I'll never return near the old city again.  So forget the bets you made boy.  You can't go to that city.  Not for any amount of money..."

The Fly People are hideous malformed Aberrations with 4 arms, stunted fly wings, and a massive fly-like head with dripping mouthparts.  They spread disease and death, and are considered by many to be a sign of ill omen, since where one is more will follow. Most worship evil deities or Fiends, and are unusually dedicated to spreading their faith, converting followers at sword point if necessary.  Despite their light build they are unusually strong, overpowering even Ogres in hand to hand fights.  The Fly People stand just over 6 feet tall, and speak their own language.  They have never made any indication of being able to understand the speech of other races, but it is believed they can.

Disease (Ex): Bite, Fortitude DC 19, Incubation period 1d3 days, Filth Fever, see DMG page 292.

Acid Vomit (Ex): Once ever 1d4 rounds the Fly People may vomit acid on an opponent they have Pinned in a Grapple.  They are immune to damage from their own acid.  By making a successful Grapple check the Fly people can do 2d6 Acid damage.  Each round for 1d6 rounds thereafter the victim takes an additional 1d6 acid damage until he can wash the stuff off somehow.

Improved Grab (Ex): The Fly People can make a Grapple without provoking an Attack of Opportunity.

All-Around Vision (Ex): The Fly People cannot be flanked, and have a +4 Racial Bonus on all Search and Spot checks.

Droning Flight (Ex): The Fly People cannot make Move Silently checks while flying.

Spider Climb (Ex):  The Fly People may use Spider Climb at will (self only).

Danger Sense (Ex): The Fly People gain a +4 Racial Balance on Initiative checks, a +4 Insight Bonus to AC, and a +4 Racial Bonus to Reflex Saves.

Alien Mind (Ex): The Fly People gain a +4 Racial Bonus on all Saving Throws against Mind-Affecting effects.

Skills: The Fly People have a +8 Racial Bonus on Balance, Climb, and Survival checks. They may always Take 10 on a Climb or Balance check.

Combat: The Fly People will immediately close to Grapple so they can use their Acid Vomit, before biting and inflicting the character with disease.  They will then fly away and let the disease take its course, and weaken them.  They will attack again when the PC seems to  have weakened (they will be stalking him all the while).  If the PC's seem stubborn or disease resistant they will go all out for an assault, fleeing if they are reduced to half hp or less. 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 21, 2009, 10:32:34 AM
Black Fly Swarm
                      Fine Outsider (Extraplanar, Lawful, Evil
Hit Dice:             12d8+12 (66 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6 plus disease)
Full Attack:          Swarm (3d6 plus disease
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Panic, Waken the Dead, Dark Magic
Special Qualities:    Damage Reduction 10/Magic, Dark Vision 60', Immune to Weapon Damage, Low Light Vision, Swarm Traits, Immunities (Fire, Poison, Disease)
Saves:                Fort +11, Ref +13, Will +11
Abilities:            Str 1, Dex 20, Con 12, Int 3, Wis 12, Cha 12
Skills:               Hide +28, Listen +8, Knowledge (Arcana, Religion, The Planes) +4, Intimidate +9, Search +3, Spot +8
Feats:                Ability Focus (Diseased Bite, Panic), Great Fortitude, Hover, Iron Will
Environment:          Any, usually the 9 Hells
Organization:         Solitary, Scourge (2-4), Blight (5-8)
Challenge Rating:     8
Treasure:             None
Alignment:            Always Lawful Evil
Advancement:          None
Level Adjustment:     ---

"Flies are more than just biting vermin Jericho.  Their origin is in a place darker than this world."

Black Flies are the swarms that abide in the 9 Hells, and are rarely seen elsewhere unless summoned or sent for a purpose.  They are often used to torment the opponents of Devilish cults. 
They are also an incredible nuisance, poisoning the land, waking the dead, and increasing evils power in general. They understand Common and Infernal, but cannot speak either.


Distraction (Ex): Any opponent that begins its turn within a swarm of Black Flies must make a DC 17 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution Based.

Diseased Bite (Ex): Any opponent damaged by the swarms Swarm attack must make a DC 19 Fortitude Save or contract Devil Chills (see DMG page 292, Save DC is Constitution based).

Panic (Su): Any opponent that begins it's turn within a swarm of Black Flies must make a DC 19 Willpower Save or be Panicked for 1d6 rounds.  Save DC is Charisma based, if the opponents Save is successful he is immune to this Black Fly Swarms Panic ability for 24 hours.

Waken the Dead (Su): Any corpse touched by the swarm or within it's area animates as per the Animate Dead spell.  However the undead aren't controlled by the Swarm (although they will not attack it), and their is no limit to how many Undead they can animate.  This ability is continuous and requires no action on the part of the swarm.

Dark Magic (Su): All spells or spell like abilities from the Necromancy school or that have the Evil descriptor have their Save DC increased +4 while cast within 30' of a swarm of Black Flies (unless the spell is being cast on the swarm).

Combat: Black Flies pretty much attack the way all swarms do, by swarming.  Despite their slightly higher Intelligence they still aren't very tactical.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 24, 2009, 12:11:36 PM
(If youve seen the Mist, you know what this one is):

                      Scorpionfly Swarm
                      Tiny Vermin (Swarm)
Hit Dice:            12d8+24 (78 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 30 ft., Good
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +9/-
Attack:               Swarm (3d6 plus poison)
Full Attack:          Swarm (3d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Poison
Special Qualities:    Half Damage from Slashing and Peircing, Dark Vision 60'. Swarm Traits, Vermin Traits
Saves:                Fort +10, Ref +6, Will +5
Abilities:            Str 3, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills:              --
Feats:                --
Environment:          Any
Organization:         Solitary, Cluster (3-6 Swarms)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          --
Level Adjustment:     --

"They came out of the Mist when the sun went down.  Shelly was the first one to die.  I can still see her body bloating on the roadside..."

Scorpionflies are horrible alien dragonflies with scorpion stings.  Their venom is quite deadly, and they sting readily if provoked.  And they provoke easy.

Distraction (Ex): Any opponent that begins its turn within a swarm of Scorpionflies must make a DC 18 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution Based.

Poison (Ex): Injury, Fortitude DC 18, initial and Secondary Damage 1d6 Con.  Save DC is Con Based.

Combat: Scorpionflies generally sting their victims and retreat.  Swarms are more persistent though, and will repeatedly sting victims to death.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 25, 2009, 12:26:20 PM
Face Eater
                      Tiny Magical Beast
Hit Dice:             5d8+10 (30 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Size, +1 Dex, +8 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +5/+11
Attack:               Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Full Attack:          Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Anesthetic, Attach, Bore
Special Qualities:    Mindless, Dark Vision 60', Scent
Saves:                Fort +6, Ref +2, Will +2
Abilities:            Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills:               Climb +10, Hide +3, Listen +3, Move Silently +3, Spot +3
Feats:                Dodge, Mobility
Environment:          Any Warm and Underground
Organization:         Solitary, Swarm 3-6
Challenge Rating:     3??
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Small)
Level Adjustment:     --

"Some things are better left alone Derek.  I think it's time I tell you why I never go into the swamps east of here.  Forget your friend.  He won't be there when you go in looking for him."

Face Eaters are small Mite like arthropods that have iron hard shells.  They typically try to attack sleeping, wounded, or vulnerable prey by attaching themselves to the victims face and boring through it to eat his brain.  They lay their eggs in what's left of the body. 

Anaesthetic (Ex): If the Face Eater finds a sleeping victim it will make a Move Silently roll to approach it.  If successful it will then spray anaesthetic into the victims face.  Creatures immune to poison are immune to this ability.  Range of the spray is 0.  Sprayed creatures must make a DC 14 Fortitude Save (Save DC is Constitution based), or lose all sense of touch for 1d6 rounds.  Effectively it means the victim is immune to pain based effects during this time (such as Symbol of Pain), and damaging or touching him has no chance of waking him up.  He can still make a Listen check vs his opponents Move Silently roll to notice something is going on.

Attach (Ex): Face Eaters have a +12 Racial Bonus to Grapple Checks.  If they hit with a Grapple, they attach themselves to the victim.  While attached it loses it's Dexterity Bonus to AC.  To remove it it must be successfully Pinned in a Grapple or take damage that reduces it to less than half it's hp.

Bore (Ex): Face Eaters have a drill like radula they use to bore into opponents they've attached themselves to.  If it can maintain being attached to a victim for 3 rounds the victim dies as its brain is pierced (it takes 1d6 damage the first 2 rounds).  This is not instantly fatal to foes with multiple heads; and is useless against constructs, elementals, oozes, plants, and undead.

Combat: Face Eaters generally only fight unconscious victims.  They will grapple with awake victims, but only as long as they aren't taking any real damage.  If the opponent proves difficult they flee.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 26, 2009, 01:39:19 PM
Mansects are vermin magically enhanced to be able to disguise themselves as humans well enough to infiltrate human society.  Most are ambush predators who pose as attractive women, or infirm/vulnerable people long enough to get someone to approach close enough to ambush.  They are often used by spellcasters who despise human society as minions.




MANSECT

Template Type: Mansect is an Acquired Template that can be applied to any Vermin of Small to Large size.

Size and Type: Size is unchanged, Type becomes Magical Beast.

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: Recalculate BAB due to Type change.

Damage: Unchanged.

Special Attacks: Retains all attacks of the Base Creature.

Special Qualities: Retains all Special Qualities (except Mindless) of the Base Creature, and gains the following:

Mimicry (Su): The Mansect may cast Alter Self at will.  Caster level is equal to Hit Dice or 5, whichever is greater.

Saves: Recalculate Saving Throws due to Type change.

Abilities: +2 Str, +4 Dex, +2 Wis.  Int and Cha become 2d6+6.

Skills: Recalculate skills due to Type change and loss of Mindless.  Class skills are Balance, Bluff, Climb, Disguise, Hide, Listen, Move Silently, Search, Spot, and Survival (along with any skills it has Racial bonuses in).  Retains any Racial Bonuses from the Base Creature.

Feats: Now that it is no longer mindless the Base Creature gains a number of Feats as normal per it's Hit Dice level.

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +1

Treasure: Standard.

Alignment: Remains Neutral, but many eventually become either Neutral Evil, Lawful Neutral, or Chaotic Neutral.

Advancement: Unchanged or By Character Class.

Level Adjustment: ---


"I was patrolling the docks with my partner when we came across a woman in rags who had been savagely attacked.  She was covered in blood and bruises.  Or at least that's what we thought until we got closer.  The blood she was covered in wasn't hers, and the bruises were some sort of skin disease or something.  Her arms and face split open, and she tore Paul into ribbons.  It was like she was a huge thing hiding in a human skin.  Some kind of insect..."

The origin of Mansects is unknown.  Despite the name, any giant arthropod (and most invertebrates really) can become one.  How isn't known.  They appear to be intelligent, and actively malicious.  Besides food and finding a mate they don't seem to have many concerns or goals.  Or at least none that anyone knows of.  The Mansects "spin" or create a fleshy disguise meant to make them look human at a distance.  Once they're close the disguise is shed, and they attack.
Example of creature using template here:


                      The Mantis Woman
                      Large Magical Beast (Mantis with Mansect Template)
Hit Dice:             4d8+12 (30 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Fly 40 ft. (poor)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +4/+13
Attack:               Claw +8 melee (1d8+5)
Full Attack:          2 Claws +8 melee (1d8+5) and 1 Bite +3 melee (1d6+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Mimicry
Saves:                Fort +6, Ref +5, Will +4
Abilities:            Str 21, Dex 12, Con 14, Int 12, Wis 16, Cha 12
Skills:               Bluff +5, Climb +5, Disguise +5, Hide +8, Listen +6, Move Silently +5, Spot +8, Survival +6
Feats:                Improved Initiative, Improved Toughness
Environment:          Temperate Forests
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

Improved Grab (Ex): If the Mantis Woman hits with her Claw attack she can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she does her Bite damage each round the Grapple is maintained.

Mimcry (Su): The Mantis Woman may cast Alter Self at will.  Caster level is 5.

Skills: The Mantis Woman has a +4 Racial Bonus has a +4 Racial Bonus to Hide and Spot checks.

Combat: The Mantis Woman tries to appear as a diseased beggar, or helpless woman who has been attacked to lure victims close.  Then she grapples and tries to finish them off as quickly as possible, fleeing if the battle attracts attention.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 27, 2009, 01:47:14 PM
"Before the time of Men and Beasts there was a Darkness in the World, and when the Gods made Men and Beasts that Darkness was jealous, for before it had the entire world to itself. 

And the Darkness hid in the Quiet Places, avoiding the clamor and the sound of Men and the grunting of the Beasts.  And it thought.  And as eons past it thought some more.  And one evening it ventured forth into the moonlight and heard the Gods laughing, and mocking it as a dim memory, and it was angry.

And it walked across the Earth, seeing the plains and cities, and it came upon a Man who showed great fear.  And the Darkness said to him: 'Were the years before we met intolerable to thee?  The years to come shall be no less'.  And the Darkness laid it's hand upon the Man, and the Man no longer knew the terror of years.

At the end of the Forest, and in all the Houses of Men, and in the Caves of the Earth there is Darkness.  Always does it walk among us.  Sometimes the Darkness visits the poorest of Men, and sometimes it visits the very greatest, and on those days the lives of all Men, poor or great, go out into the world.

And the Darkness said: 'The Gods have given every Man and Beast a Road upon the Earth, and at the end of each Road I will wait for them in Time'.

And one day as a Man walked along the Road the Gods had given him he came suddenly upon the Darkness.  And when the Darkness said 'I am the Darkness of Old Night come upon thee', the man cried out 'Alas that I had walked this Road, for that I had taken another I would not have met with thee.'

And the Darkness said: 'Had it been possible for thee to go by any other way then the Gods would not be Gods. Perhaps they will send thee into other Worlds, and then thou mayest choose another way, and so not meet with me.'

And the Darkness laid it's hand upon him. And the life of the Man went forth like yesterday's sorrows, and dwelt among the lost and forgotten things of the world.

And the Darkness went on with it's work to end the life of all things made by the Gods, and it came upon a Man stricken with sorrow and regret.  And that Man said: "Lay now your hand upon my shoulder for my family is dead, and I have no more use for life or happiness, and I will feel no sorrow at their passing'.  And the Darkness said: 'None have gone willingly before me, and none ever shall'.  And the Darkness made it's mark upon him, and he was as one possessed.  And for many years he laid madness and woe at the feet of his people until a great Priest came. 

And that Priests name was Sebahattin, and he laid a Great Seal upon the Man possessed by the Darkness.  And the Darkness was put away for many years.  Years beyond counting.  Until at last it was forgotten.

And when Sebahattin passed from the World Men said unto his acolyte  Izzedin: 'Be thou our Priest, and be as wise as Sebahattin'. 

And Izzedin said: 'I am as wise as Sebahattin', and Men were glad.

And Izzedin said of Life and Death: 'These are the affairs of Izzedin', and men brought many gifts to him.  And he grew fat off their charity.

And one day in revelry he cried to the Gods: 'I know all things, for truly there is none so great as I'.  And the Gods broke the Great Seal in their wrath at Izzedin's presumption.

And in the banquet hall of his city Izzedin cried aloud: 'I am Izzedin, and I know all things.'

And the Darkness laid it's hand upon his shoulder and said 'Knowest thou all things then Izzedin'?  And Izzedin became among the things that were.

And Men were sore afraid of this apparition they had long forgot.  And they asked 'Who are you that you would take our Priest from us without prior offense?'

And the Darkness said unto them:

"I am the Pain all living things feel as they first enter this world."

"I am the suffering which plagues your every waking step."

"I am the Darkness of Old Night, and none such as you may gainsay me."

And Men fled before him, and for a brief moment the Darkness knew joy.

                      The Darkness of Old Night
                      Colossal Outsider (Native, Chaotic, Evil, Incorporeal)
Hit Dice:             25d8+275 (387 hp)
Initiative:           +11
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          40 (-8 Size, +7 Dex, +20 Deflection, +11 Profane), touch 40, flat-footed 33
Base Attack/Grapple:  +25/-
Attack:               -
Full Attack:          -
Space/Reach:          30 ft./20 ft.
Special Attacks:      The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence
Special Qualities:    Damage Reduction 15/Epic, Dark Sight, Immunities, Dark Endurance, Telepathy 250 ft., Primordial Speech, Living Darkness, Energy Resistance 20 (all types), Regeneration 10, Spell Resistance 33
Saves:                Fort +36, Ref +38, Will +37
Abilities:            Str -, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills:               Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats:                Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence), Epic Reflexes, Epic Will, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any
Organization:         Solitary
Challenge Rating:     23??
Treasure:             None
Alignment:            Neutral Evil
Advancement:         
Level Adjustment:     ---


The Darkness of Old Night appears to be nothing more than a great shadow.  It cannot be seen so much as experienced, for when it envelops the living, darkness is all they can see.  At times it has possessed a living creature.  Initially the creature appears no different, but when angered the Darkness manifests, and the possessee appears to grow to twice it's size, and appear as a shadow shaped vaguely like itself. It does not appear to show any preference or mercy, all offend it equally from the most innocent babe to the vilest of demons.  It hates the Gods especially, and will murder or possess any priest or cleric crossing it's path no matter how long it takes. Despite the preceeding legend the Darkness rarely communicates.  It's origin is unknown, and the Gods have at times claimed to have nothing to do with it's Creation, and have expressed bafflement at it's existence.  So far as they know it may even predate their own existence.


The Mark of Darkness (Su): This works like the Ghosts Malevolence Ability (see MM page 118) with a few exceptions.  The Darkness may possess any being within it's area, but may only try to possess one at a time.  Caster Level is 25.  Will Save to resist is DC 28. Marked Creatures gain the Marked Template (which will follow this entry).

Envelop (Su): Anything that enters the area occupied by the Darkness must make a DC 35 Fortitude Save each round it is there or take 1 point of temporary Constitution damage.  If it is an undead or has no Con score it takes Charisma Damage instead (and is destroyed upon reaching 0). Save DC is Charisma Based.

Hand of Darkness (Su): Once per turn, the Darkness may "lay it's hand" upon one creature it has enveloped.  It must make a DC 35 Fortitude Save or die (Save DC is Charisma Based).  If the creature makes it's saving throw, is immune to Death effects it still takes 3d6 damage.  If used against a Deity this power does 3d6 damage on a Failed Save, or nothing on a successful one.

Frightening Presence (Su): Beings with less Hit Dice than the Darkness must make a DC 35 Willpower Save (Save DC is Charisma Based) or be Frightened for 2d6 rounds after being Enveloped.  If the save is successful they are instead Shaken for 2d6 rounds, and do not need to save against this ability again for 24 hours.

Dark Sight (Su): The Darkness may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: The Darkness is immune to Poison, Sleep effects, Death effects, paralysis, petrification, polymorph, poison, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage.  The Darkness is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep.  In addition the Darkness cannot be permanently killed by a mortal being.  Only an immortal, unaging being like itself may permanently destroy the Darkness.  Otherwise it merely reforms in 24 hours.

Dark Endurance (Su): The Darkness gets a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Primordial Speech (Ex): The Darkness can read, write, and speak all languages.  It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).

Living Darkness (Ex): The Darkness is a patch of sentient incorporeal darkness for all intents and purposes.  At night or in conditions of darkness, or even bad lighting it is effectively invisible. All non magical light sources in it's area are immediately extinguished.  Light sources get an object Save or are doused until out of the area.

Skills: The Darkness has a +8 Racial Bonus to Hide and Move Silently checks.

Combat:  Normally the Darkness will simply envelop opponents until they have been destroyed by it's mere presence.  If the opponents are known to it to dwell in a nearby city, it may use it's Mark of Darkness ability to possess one and use him to wreak havoc.




Marked

Marked is an Acquired Template that can be applied to any Corporeal being.

Size and Type: Unchanged (but see below).

Hit Dice: If the Base Creature has more Hit Dice than The Darkness, Hit Dice are unchanged.  Otherwise it increases to 25 Hit Dice.

Speed: Unchanged.

Armor Class: Base Creature gains a +11 Profane Bonus to Armor Class.

Attacks: Base Creature uses the Darknesses BAB instead of it's own.  If the Base Creature as no Natural Weapons, it gains a Slam Attack doing damage based on the Base Creatures Size: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6). 

Damage: Recalculate Damage due to Strength Increase. It also does an extra 2d6 Profane damage with each hit from it's natural weapons.

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

Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over the Marked creature it has possessed.  The creature becomes a shadowy version of itself 1 Size Class Larger.  it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.

Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself.  If any being within 30' has less Hit Dice it must make a Will Saving Throw (DC 10 plus half level plus Charisma Modifier) or be Frightened for 2d6 rounds.  If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.

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

Dark Sight (Su): The Marked may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: The Marked is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage.  The Marked is immune to any spell or effect that allows a Fortitude Saving throw. It does not breathe, eat, age, or sleep. If the Marked is destroyed somehow the Darkness merely leaves the body unharmed.  Purely mental attacks affect the Darkness itself, not the possessed creature. 

Primordial Speech (Ex): The Marked can read, write, and speak all languages.  It does not need the Decipher Script skill as it can decipher virtually anything created after it in the world (which is nigh well everything).

Saves: Base Creature uses the Saving Throws for the Darkness instead of it's own.

Abilities: Base Creature gains the Ability Scores of the Darkness (except Strength).  If the Base Creatures Con or Dex are higher it retains them.  Str +20.

Skills: Base Creature uses the Skills listed for the Darkness instead of it's own.

Feats: Base Creature gains any Feats the Darkness has.

Environment: Any

Organization: Solitary

Challenge Rating: +6, with an additional +1 for every 3 HD gained.

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: n/a

Level Adjustment: ---

Example of creature using template here:

                      Khalid
                      Commoner 5/Marked by the Darkness
                      Medium Humanoid (Human)
Hit Dice:             25d4+275 (337 hp)
Initiative:           +11
Speed:                30 ft. (6 squares)
Armor Class:          28 (+7 Dex, +11 Profane), touch 28, flat-footed 21
Base Attack/Grapple:  +25/+35 (+39 Manifested)
Attack:               Slam +35 melee (1d6+10+2d6 Profane)
Full Attack:          Slam +35 melee (1d6+10+2d6 Profane)
Space/Reach:          5 ft./5 ft. (10 ft./10 ft. when manfested)
Special Attacks:      Manifest, Frightening Presence
Special Qualities:    Dark Sight, Immunities, Primordial Speech
Saves:                Fort +36, Ref +38, Will +37
Abilities:            Str 30, Dex 24, Con 32, Int 18, Wis 23, Cha 32
Skills:               Bluff +28, Concentration +28, Diplomacy +27, Gather Information +27, Hide +32, Intimidate +28, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion) +21, Listen +23, Move Silently +32, Search +21, Sense Motive +23, Spellcraft +20, Spot +23, Use Magic Device +28
Feats:                Endurance, Great Fortitude, Ability Focus (The Mark of Darkness, Envelop, Hand of Darkness, Frightening Presence) (B), Epic Reflexes (B), Epic Will (B), Improved Initiative (B), Iron Will (B), Lightning Reflexes (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     18?
Treasure:             None
Alignment:            Neutral Evil
Advancement:          n/a
Level Adjustment:     ---

Manifest (Su): When angered the Darkness will manifest itself, displaying it's power over Khalid.  Khalid becomes a shadowy version of himself 1 Size Class Larger.  it retains all the normal bonuses for being a bigger Size Class, but none of the penalties ro AC or to hit rolls.

Frightening Presence (Su): When Manifested and attacking the Darkness causes fear in any being with less hit dice than itself.  If any being within 30' has less Hit Dice it must make a DC 35 Will Saving Throw or be Frightened for 2d6 rounds.  If it is successful it is Shaken for 1d6 rounds instead, and does not need to save against this ability again for 24 hours.

Dark Sight (Su): Khalid may see perfectly in any Darkness, even Magical darkness, or that created by Dieties.

Immunities: Khalid is immune to Poison, Sleep effects, Death effects, paralysis, disease, mind-Affecting effects, critical hits, non lethal damage, Ability Damage or Drain, Energy Drain, Fatigue and Exhaustion Effects, and death by Massive Damage.  Khalid is immune to any spell or effect that allows a Fortitude Saving throw. Khalid does not breathe, eat, age, or sleep. If Khalid is destroyed somehow the Darkness merely leaves the body unharmed.  Purely mental attacks affect the Darkness itself, not the Khalid. 

Primordial Speech (Ex): Khalid can read, write, and speak all languages.  He does not need the Decipher Script skill as he can decipher virtually anything created after the Darkness in the world (which is nigh well everything).

Khalid was a simple beggar exiled into the forests for offending a vain noblewoman.  Possessed by the Darkness he has returned to the city causing chaos and destruction.  No one is certain how he gained his incredible power or why he seems to be of 2 fairly distinct personalities, but everyone agree he is utterly terrifying.


okay so it's not so much a Dunsanian pastiche as a brutal ripoff but I thought you'd like it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 28, 2009, 10:40:41 AM
The Black Eye
Gargantuan Aberration
Hit Dice:  36d8+288 (450 hp)
Initiative:  +3
Speed:  10 ft. (2 squares), Fly 30 ft. (good), Swim 50 ft.
Armor Class:  26 (-4 Size, -1 Dex, +21 Natural), touch 5, flat-footed
26
Base Attack/Grapple:  +27/+52
Attack:  Eye Rays +22 ranged touch and 1 Tentacle +37 melee
(2d6+13)
Full Attack:  Eye Rays +22 ranged touch, 10 Tentacles +37 melee
(2d6+13), and 1 Bite +34 melee (3d6+6)
Space/Reach:  20 ft./15 ft. (tentacles 30 ft)
Special Attacks:  Baleful Flash, Constrict 3d8+13, Eye Rays, Improved
Grab, Persistent Image
Special Qualities:  All-Around Vision, Dark Vision 60', Flight, Damage
Reduction 15/-, Black Skin
Saves:  Fort +22, Ref +11, Will +26
Abilities:  Str 36, Dex 8, Con 26, Int 12, Wis 18, Cha 24
Skills:  Hide +7, Listen +41, Search +40, Spot +45, Survival +3 (+5 following
tracks)
Feats:  Ability Focus (Baleful Flash), Alertness, Damage Reduction
(Epic, x5), Fling Enemy, Great Fortitude, Improved
Initiative, Iron Will, Large and In Charge, Multiattack,
Multigrab, Weapon Focus (Tentacle)
Environment:  Cold Aquatic
Organization:  Unique
Challenge Rating:  17 or 18?
Treasure:  Double Standard
Alignment:  Neutral Evil
Advancement:  37+ HD
Level Adjustment:  ---

"I won't risk pirates.  We'll change course and head into the South Ocean.  They won't chase us there."

"But what about the rumors about the South Ocean sir?  About the ships disappearing and the monsters?"

The creature known as the Black Eye began life as a humble Eye of the Deep. Upon being spawned it was jet black with milky pupil less eyes. Instead of the normal claws it had 10 long ropey black tentacles, 2 of which had functional hands. Normally such a freak would have been eaten by its parent, but the Eye was lucky and rivals had determined to take out his progenitor when it was at its weakest. The Eye was the only member of his brood to escape in the chaos. It grew enormous over time, intelligent but still feral. The Eye is now a legend in the ocean it haunts, plaguing the shipping lanes.

Baleful Flash (Su):  As a free action the Eye can generate a gigantic flash of light in a 120' cone from its central eye. Opponents in the cone must make a DC 38 Fortitude Save or be Blinded for 3d6 rounds and Stunned for half that duration. A successful save negates the Stun and reduces the blindness to Dazzled. Sightless creatures are immune to this effect. Save DC is Constitution based.

Constrict (Ex):  The Eye deals 3d8+13 damage with a successful Grapple check.

Eye Rays (Su):  The Eye has 2 eye rays with a range of 250 feet, and a Save DC of 35 (Save DC is Charisma based) that it can use once per round as a free action. Caster Level equals the Eye's Hit Dice (Currently 36). The first eye produces a Hold Monster effect (Will Save), the second produces a Cone of Cold (Reflex Save, only effects target touched by the ray).

Improved Grab (Ex):  If the Eye hits with a tentacle attack it can attempt a Grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it may constrict.

Persistent Image (Sp):  As a standard action the Eye may create a Persistent Image as the spell of the same name (caster level equals the Eyes current Hit Dice, currently 36). Willpower Save DC is 21. It cant use the Eye rays in the same round it casts Persistent Image.

All-Around Vision (Ex):  The Black Eyes many eyes give it a +4 racial bonus on Spot and Search checks, and it cannot be flanked.

Black Skin (Ex): At night or in Dark Areas the Black Eye has a +8 Circumstance Bonus to Hide checks, and does not receive a penalty to Hide checks due to Size.

Flight (Ex): The Eyes body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.

Combat: Initially the Eye will use it's Persistent Image to distract guards on a ships crew at night.  It will then use it's Flash to blind them, and pull them over the side to drown.  It will do this on multiple nights to whittle down the crew it's facing before finally attacking.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 01, 2009, 01:07:04 PM
Jungle Ghost
Small Ooze
Hit Dice: 1d10+3 (8 hp)
Initiative: +0
Speed: Flight 30 ft. (6 squares)
Armor Class: 11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+4
Attack: Grapple +4 melee touch (attach)
Full Attack: Grapple +4 melee touch (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease), Blindsense 60'
Special Qualities: Mindless, Ooze traits
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5), Swarm (10-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Wee do not go into that part of the jungle kind sir.  if you wish to travel there we will not stop you, but we do not pass by these warning posts."

In some jungles there are dark corners avoided by even the hardiest of tribal warriors.  Rumors abound of flying apparitions of the dead that devour the living.  The truth is that they are simply large amoeba like predators.  And unfortunately for anyone entering their domain, they tend to be brutally efficient predators.  The semisolid substance making up their body is the perfect medium for bacterial and viral growth, and grappling one can be dangerous.  Especially since it will start to bore tendrils into your body by sweating an acidic substance at the tips of cilia it extends.  The means by which they fly is unkown at this time, but it doesn't appear to be magical.

Skills: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks.  They may use Dexterity instead of Strength for Grapple checks.

Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them.  It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

Poison: Contact, Fortitude DC 14, initial and secondary damage 1d2 Con.

Disease: Injury, Fortitude DC 14, incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible.  They have little to no tactical ability, and will flee if damaged badly.  It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 02, 2009, 09:19:31 AM
Jungle Ghost Mob
Gargantuan Ooze
Hit Dice: 30d10+90 (255 hp)
Initiative: +0
Speed: Flight 20 ft. (4 squares)
Armor Class: 6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple: +22/+37
Attack: Mob (5d6 and Attach)
Full Attack: Mob (5d6 and Attach)
Space/Reach: 20 ft./0 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease, Save DC 28), Blindsense 60', Expert Grappler, Trample (2d6-3, DC 22)
Special Qualities: Mindless, Ooze traits, Mob Anatomy
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 10, Cha 2
Skills: -
Feats: Improved Bull Rush (B), Improved Overrun (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Gang (3-12 mobs)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

See DMG 2 for Mob traits

Skills: Jungle Ghosts do not take Size penalties to Grapple checks, and have a +4 Racial Bonus to Grapple checks.  They may use Dexterity instead of Strength for Grapple checks.

Attach (Ex): Jungle Ghosts can make a touch attack to attach themselves to opponents, effectively grappling them. In the case of Jungle Ghost Mobs, anything subjected to their Mob attack is also Attached. It loses its Dexterity Bonus to AC while attached, and to remove it the opponent must Pin it in a Grapple or do enough damage to kill it (the opponent may Grapple with the Jungle Ghost or strike it with a Light Weapon).

Constrict(Ex): Jungle Ghosts do 1d6 acid damage with a successful Grapple check plus the opponent must make 2 Fortitude Saves against Poison and Disease.

Poison: Contact, Fortitude DC 28, initial and secondary damage 1d2 Con.

Disease: Injury, Fortitude DC 28, incubation period 1 day, damage is 1d2 Str and 1d2 Dex.

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible.  They have little to no tactical ability, and will flee if damaged badly.  It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 04, 2009, 09:32:29 AM
Winner of GitP Monster Competition XXX

(http://i212.photobucket.com/albums/cc70/bhutastan/monsters/motherofteeth.jpg)

The Mother of Teeth
Large Outsider (Extraplanar, Chaotic, Evil, Shapeshifter, Water), Psion (Telepath) 10, Wizard 10
Hit Dice: 30d8+10d4+10d4+500 (685 hp)
Initiative: +13
Speed: 50 ft (10 squares), Swim 150 ft.
Armor Class: 43 (-1 Size, +9 Dex, +15 Natural, +12 Profane), touch 29, flat-footed 34
Base Attack/Grapple: +40/+51
Attack: Tentacle +46 melee (1d6+7+2d6 Profane)
Full Attack: 8 Tentacles +46 melee (1d6+7+2d6 Profane)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of Madness, Frightening Presence, Manifest, Improved Grab, Caress, Sinful Touch
Special Qualities: Immunities, Dark Vision 60’, Bargain, Forbidden Knowledge, Unearthly Grace, Immortal, Telepathy, SR 45, Damage Reduction 25/Epic, Fast Healing 20
Saves: Fort +45, Ref +44, Will +52
Abilities: Str 25, Dex 28, Con 30, Int 25, Wis 28, Cha 35
Skills: Autohypnosis +28, Bluff +42, Concentration +44, Diplomacy +31, Gather Information +31, Hide +24, Intimidate +31, Knowledge (Arcana, Dungeoneering, Geography, Local, Nature, Psionics, Religion, The Planes, Things Man Was Not Meant To Know) +41, Listen +28, Move Silently +28, Perform (Sing, Dance) +31, Psicraft +26, Search +26, Sense Motive +38, Spellcraft +26, Spot +28, Swim +34
Feats: Combat Casting, Combat Manifestation, Combat Reflexes, Defensive Sweep, Improved Combat Casting*, Improved Combat Reflexes*, Improved Initiative, Master Manipulator, Mobile Spellcasting, Multigrab, Greater Multigrab, Power Penetration, Greater Power Penetration, Greater Spell Penetration, Spell Focus (Enchantment), Spell Penetration, Swim-By Attack, Enlarge Power (B), Extend Power (B), Quicken Power (B), Chain Spell (B), Scribe Scroll (B), Transdimensional Spell (B)
* Epic Feats
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 31+ HD (Medium)
Level Adjustment: -----

”I know what you’ve been up to with that book Daniel.  I tried it once meself when I was younger.  She always makes fine promises, but those promises don’t mean much when she comes for you.  I had someone who helped me once.  I’d return the favor if  I could, but I’m no Wizard.  Quit what you’re up to now boy, or lose your soul.  And maybe this world along with it.  I…I don’t want to hurt you.  I’ve looked after you since you’re momma passed away.  You’re like my own son.”

“But I’ll kill you if I have to…”


The Mother of Teeth’s origin is unknown.  Locked away on a watery Demiplane meant to be her prison she eternally schemes to one day escape out into the world again.  Who locked her away is unknown (although the Gods are a safe bet).  Not many beings even know she exists.  Her Demiplane is all but inaccessible to anyone, and she can only leave it temporarily if someone has bargained with her, and even then she only leaves long enough to devour them and wreak some local havoc. 

Her appearance varies significantly.  She has been depicted as a greenish woman with tentacled hair and mouths in her hands (or other places).  She has been shown as a mermaid with long tentacles instead of a fishes tail.  There are hundreds of other variations, but they all include tentacles, fanged mouths, and the face of a woman of unearthly beauty.  It is said anyone looking at her will fall in love with her, or at least lust for her.  Many go mad upon seeing her, and are locked away for the rest of their days, or commit horrible acts to weaken the bonds of her prison to be with her.  If they manage to do so, she devours them body and soul, and they forever remain a part of her (or so she claims).  Despite this, there are no shortage of volunteers once they have found out she exists.  Someone always seems to have problems, and she is always to willing to lend a sympathetic ear. 

Her cult (such as it is) actively works to create items that will let her communicate outside of her prison, or to print books that detail how to summon her if one is worthy.  Many wonder why she never consumes these cultists.  Some believe it's because they're of more use to her working for her outside, because she can gain far more victims this way than she would by people stumbling on her by blind chance.  Some think it's because she doesn't truly love them, so she doesn't devour their soul.  She has been very particular, never devouring anyone she didn't claim to love.  of course it's easy to be cynical about this once you know more about her.

It isn’t known exactly what kind of being she is.  A prominent necromancer once referred to her as a parasite who fed on the Gods, and her power seems to be dwarfed only by such beings and the most powerful Demon or Devil Lords.  Most go quiet when asked about her, and tell their worshipers it’s better off if they forget her name.  Many look towards the Far Realms when researching her, as she seems to have much in common with the inhabitants there, despite her extensive knowledge of humanity, and similar beings.  The possibility that an alien being of the Far Realms has a perfect understanding of people, while they have no understanding of her makes her even more frightening as she knows exactly how to manipulate mortals, but no one really understands her motives for doing so.  The Mother of Teeth speaks and understands all known languages.

Spells: The Mother of Teeth may cast spells as a Wizard of 10th level.  She can cast this many spells per day:

0: 6 (DC 17)
1: 6 (DC 18)
2: 6 (DC 19)
3: 4 (DC 20)
4: 4 (DC 21)
5: 3 (DC 22)
She knows most Divination, Enchantment, and Illusion spells, as well as any spells with the Chaotic, Evil or Water descriptors.

Psionics: The Mother of Teeth may Manifest powers as a 10th level Psion with the Telepath Discipline:

1: (DC 18) Mindlink, Missive, Psionic Charm, Sense Link, Telempathic Projection
2: (DC 19) Aversion, Brain Lock, Psionic Suggestion, Read Thoughts
3: (DC 20) Dispel Psionics, False Sensory Input, Mind Trap, Psychic Containment
4: (DC 21) Correspond, Implanted Suggestion, Psionic Dominate, Psionic Modify Memory
5: (DC 22) Cranial Deluge, Mind Probe, Psychic Crush, Shatter Mind Blank
She has 123 power points

Manifest (Su): If the correct sacrifices and rituals are performed the Mother of Teeth can physically Manifest in the Plane of her Summoner.  She is, of course, ever eager to teach these rituals.  She can Manifest for a period of 1 hour per point of Constitution possessed by the beings sacrificed to her in the final ritual.  If any of the rituals are interrupted, they must be begun again.  Each one requires the sacrifice of an intelligent victim of varying genders, certain magical materials of 1000 GP, and takes at least 1 hour.  At least 1 ritual must be performed every month for 1 year for her to Manifest.

Improved Grab (Ex): If the Mother of Teeth successfully hits with her Caress attack, she may immediately make a Grapple Check without provoking an Attack of Opportunity as a Free Action.  If successful she does her Caress damage each round.

Caress (Ex): The tentacles (and most of her bodily surface really) of the Mother of Teeth can sprout lamprey like mouths at will, doing massive trauma to victims. With a successful Grapple Check the Mother of Teeth begins to erode away her victims life, doing 1d6 Constitution Drain.  If her opponent has no Constitution, she Drains 1d6 Charisma instead.  If her opponent is immune to Ability Drain (for example Deities or Undead) she instead does 3d6 Vile damage.  Every round she successfully Drains a victim she temporarily gains a +1 to all rolls for 1 week.  This effect is cumulative.

Sinful Touch (Su): All Natural Weapon attacks, grapple checks, or unarmed strikes made by the Mother of Teeth do an additional 2d6 profane Damage. 

Aura of Madness (Ex): Any creature seeing the Mother of Teeth (living, dead, mindless, or otherwise) must make a DC 47 Willpower Save, or go insane.  At first it begins to show as mild nervousness and paranoia (-1 on all rolls), and an obsession with the Mother of Teeth.  Eventually the victim believes he is in love with her, although this usually comes after events of severe mental stress (possibly even orchestrated by her through her cultists), or a second exposure to her.  Eventually it will blossom into suicidal depression, and the desire to be with the Mother of Teeth.  Sometimes other forms of insanity occur (see Unearthed Arcana and Cthulhu d20 for ideas), but usually the victim becomes very obsessive compulsive, paranoid, and sees the Mother as the only being who truly understands him, or that he can relate too.  The idea of being removed from her presence forever causes suicidal depression.  With the exception of Miracle or Wish this effect cannot be cured.  Virtually all beings seeing her either summon her within a few years or die by their own hand.

Frightening Presence (Ex): Any living creature within 120' seeing the Mother of Teeth attack must make a DC 47 Willpower Save or end up Cowering for 2d6 rounds if they have fewer Hit Dice than her, or Shaken for 2d6 rounds if they have more Hit Dice.  If the Save is successful opponents with half her Hit Dice or less are still Shaken for the encounter.

Immunities (Ex): The Mother of Teeth is immune to damage from electricity, cold, and acid.  She is also immune to disease, poison, stunning, death effects, sleep effects, paralysis, petrification, polymorph, energy drain, ability drain or damage, critical hits, nonlethal damage, and Mind-Affecting effects.  She does not eat, sleep, drink, age, or breathe.

Bargain (Su): The Mother of Teeth makes a Bargain with her would be lovers.  She grants them a Wish (as per the spell), if they contract with her.  She may only perform one Wish per Bargain.  In return they must perform a series of sacrificial rituals that will open the Gates of her prison long enough to be with them.  Usually she mates with them, and devours them afterwards before returning to exile.  She devours them for a reason: they become a part of her, and worship her forevermore.  Eventually when she gains enough worshipers over the eons, she will gain Divine Rank.  This is important to her, as only a being with Divine Ranks can permanently release her from her prison, and no God will willingly do so.  She may cast spells or manifest psionic powers or use any Special Attacks she has on bargainers regardless of distance  once they have committed their first sacrifice in her name.  She uses this to enforce the Bargain after she has granted her Bargainers wish.  A Bargain can be broken by a Miracle or Wish spell, leaving the victim free of her influence, but he loses the benefits of whatever wish she previously granted him.

Forbidden Knowledge (Su): The Mother of Teeth has immense knowledge of things unknown to many, and is willing to share it for a price.  This is similar to the bardic Knowledge ability listed on page 28 of the PHB, but the Mother can be questioned on just about anything (she rolls 1d20+60).  If she can't get  someone petitioning her for knowledge to agree to a Bargain (if they know enough to ask her questions, they know enough to avoid looking at her and contact her in another way), she will demand that they assist her cult in her plans in some way.  Usually helping craft or rescue some item or steal an artifact of some significance, or assist in the rituals to summon her.

Unearthly Grace (Su): The Mother of Teeth adds her Charisma Modifier as a Profane Bonus to Saving Throws and to Armor Class.

Immortal (Ex):  The Mother of Teeth is older than the current universe, and cannot be destroyed permanently by any being who does not have Divine Rank.  Should she be destroyed she will regenerate to full power inside her prison over a period of several decades.  Beings who temporarily destroy her still gain full XP, but have made a very powerful, and very permanent enemy.

Telepathy (Su): The Mother of Teeth has Telepathy 1 Mile.  If someone has entered into a Bargain with her, her range is nigh well infinite.  She can contact him from virtually any distance, and even across dimensions from her prison.  She may also telepathically contact anyone who fails a Save against her Aura  of Madness once per month for up to 5 minutes at any range as well, usually in the form of a dream.  She uses this ability to prod people into further insanity, and to eventually Bargain with her.

Skills: The Mother of Teeth has a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check.  She may use the Run action while swimming in a straight line.

Combat: The Mother of Teeth usually  attempts to Grab and finish off opponents.  Her spells and Psionics are occasionally used in combat, but she prefers to use them to intimidate and terrify.  Unless she's vastly outnumbered or outpowered she really does prefer the physical approach.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (The Planes) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Mother of Teeth. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
60|The Mother of Teeth is a rarely encountered being of vast power, neither God nor Demon, who seduces men and eats them.  She is unsafe to look upon.  Her cult is small, but significantly more decadent than even the worst demon worshipers. 
65|She claims to love all her victims, and the ones who she devours forever remain a part of her.  She will bargain with anyone, and give them power in exchange for them letting her out of her prison some day.  She contacts people through artifacts created by her cult.  Usually crystals, gems, or mirrors.  Any kind of reflective surface.  Any being looking upon her risks madness and permanent obsession with the Mother of Teeth.
70|The Mothers ultimate goal is to leave her prison and she requires a certain number of souls to do this.  How many exactly isn’t known, maybe not even to her. Making a Bargain with her leaves you vulnerable to her powers until the Bargain is filled, at which point you will be eaten.
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 05, 2009, 01:02:48 PM
Cannibal

Cannibal is an Inherited or Acquired Template that can be applied to any Giant or Humanoid.

Size and Type: Unchanged. 

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Increase Natural Armor Bonus by +2.

Attacks: Cannibals without bite attacks gain a Bite as a Secondary weapon.  Damage depends on Size Class: Fine=1 point, Diminutive=1d2, Tiny=1d3, Small=1d4, Medium=1d6, Large=1d8, Huge=2d6, Gargantuan=3d6, Colossal=4d6.  Add half Strength modifier to damage. 

Damage: Unchanged.

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

Devour (Su): By devouring the raw flesh of an opponent killed in battle the Cannibal can gain knowledge and power, if that opponent is the same species.  What exactly he can gain depends on what he can eat.  He must have killed an opponent in battle himself, or helped with it's defeat.  He must then eat the necessary portions of his opponent within 1 hour.  The Bonus gained by Devour lasts for a number of hours equal to the Cannibal's Hit Dice divided by 4.

Brain: The Cannibal gains all of the opponents memories for 24 hours.  This is often used to gain information about the tribes enemies, or the plans of potential meals.  During this time the Cannibal may make a Skill Check in any skill the victim possessed, even if he has no ranks in it himself, and can speak any language the victim spoke. 

Eyes: The Cannibal gains an Enhancement Bonus to Spot and Search Checks equal to the victims Hit Dice for 24 hours.

Heart: The Cannibal gains an Enhancement Bonus to Willpower Saves equal to half the victims Hit Dice for 24 hours.

Lungs: The Cannibal gains an Enhancement Bonus to Constitution equal to half the victims Hit Dice for 24 hours.

Liver: The Cannibal gains an Enhancement Bonus to Fortitude Saves equal to half the victims Hit Dice for 24 hours.

Muscle: The Cannibal gains an Enhancement Bonus to Strength equal to half the victims Hit Dice for 24 hours.

Bone Marrow: The Cannibal gains an Enhancement Bonus to his Armor Class equal to the victims Hit Dice for 24 hours.


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

Low Light Vision

Scent

Saves: Unchanged

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

Skills: Gains a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Spot, and Survival checks.

Feats: Unchanged

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Alignment becomes Evil.

Advancement: Unchanged

Level Adjustment: +2


"The Southern Tribes don't keep prisoners long boy.  Unless you want to end up being eaten alive, make sure they have to kill you in combat.  If they take you alive, your dying will take a very long time."

Some primitive tribes have learned to gain power by eating their own species.  Many worship Demons or evil gods.  Their secrets of power were handed down to them by these patrons long ago, and hte tribes continue to flourish despite living in some of the harshest, most remote territories in the world.


                      Bok
                      Human, 5th level Scout, Cannibal template
                      Medium Human, Humanoid
Hit Dice:             5d8+15 (37 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +3/+6
Attack:               By weapon +6 or Bite +6 melee (1d6+1)
Full Attack:          By weapon +6 or Bite +6 melee (1d6+1)
Space/Reach:          5 ft./ ft.
Special Attacks:      Skirmish (+2d6, +1 AC), Devour
Special Qualities:    Battle Fortitude +1, Evasion, Fast Movement, Trackless Step, Trapfinding, Uncanny Dodge, Low Light Vision, Scent
Saves:                Fort +5, Ref +7, Will +1
Abilities:            Str 16, Dex 16, Con 17, Int 8, Wis 10, Cha 4
Skills:               Balance +8, Climb +8, Hide +13, Intimidate +1, Jump +9, Knowledge (Nature) +4, Listen +10, Move Silently +13, Spot +10, Survival +10, Swim +8
Feats:                Blind-Fight, Improved Initiative, Hear the Unseen (B)
Environment:          Warm Forest
Challenge Rating:     6
Treasure:             See below
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +2
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 07, 2009, 10:37:04 AM
Displacer Fish Swarm
Size/Type: Tiny Magical Beast
Hit Dice: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 20 ft. (4 squares)
Armor Class: 17 (+4 size, +2 Dex, +1 Natural), touch 16, flat-footed 15
Base Attack/Grapple: +8/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10'/0'
Special Attacks: Distraction (DC 15)
Special Qualities:Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Swarm Traits, Half Damage from Slashing and Piercing weapons
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 5, Wis 12, Cha 6
Skills: Hide +18, Listen +9, Spot +8, Swim +5
Feats:  Alertness, Improved Initiative, Toughness
Environment: Warm Aquatic
Organization: Solitary or school (2-4 Swarms)
Challenge Rating: 5?
Treasure: None
Alignment: Usually Lawful Evil
Advancement:
Level Adjustment: --

"The jungles rivers had always had an evil reputation.  Many times natives entered them and never came back.  And some of the fish were strange things without scales, and random numbers of eyes..."

Displacer fish are vaguely fishlike creatures that share the Displacer Beasts ability to deflect light.  They are also incredibly voracious carnivores.  There are a great many rumors regarding them, as no spawning behavior has ever been observed, and they don't seem to migrate like many fish do.  In fact their behavior is disturbingly un-fishlike and suggests higher intelligence.  Rarely are they caught in fishing nets, and they seem to be able to remember people, even going so far as to stalk fishermen who have caught one of their own...

Displacer Fish understand Common but cannot currently speak.

Distraction (Ex): See Monster Manual page 318.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Fish has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Fish have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Fish get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat: Displacer Fish use pretty much the same tactics as any Pirhana swarm.  Their enhanced intelligence means they aren't dumb brutes though.  They know when they're outmatched. and when fleeing is a good idea.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 08, 2009, 12:45:36 PM
Displacer Eel
                      Large Magical Beast (Aquatic)
Hit Dice:             6d10+12 (45 hp)
Initiative:           +5
Speed:                Swim 50 ft. (10 squares)
Armor Class:          15 (-1 Large, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +6/+9
Attack:               Bite +9 melee (1d8+3)
Full Attack:          Bite +9 melee (1d8+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent
Saves:                Fort +7, Ref +6, Will +3
Abilities:            Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8
Skills:               Hide +8, Listen +6, Spot +6, Swim +11
Feats:                Alertness, Improved Initiative, Swim-By Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3?
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:          7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment:     --

"Worse than the fish in the local rivers are the eels.  Some of them have heads as big as horses..."

Displacer Fish are, it turns out, merely the larval form of a much nastier brute.  When the swarm begins to get to the appropriate age the fish turn on each other, mindlessly killing and devouring one another until only one is left, ignoring everything else until this is accomplished.  At least it's assumed to be age.  No one knows how old Displacer Fish get, or how to tell what age they are.  It could simply be a chemical stimuli.  It finds a hiding place and enters a state of suspended animation while it metamorphoses into it's adult form.  The time for metamorphosis is up to a few weeks.  Scholars aren't certain because of the difficulty in watching a Displacer Eel in the wild.  Displacer Eels get up to 12 feet long and can weigh several hundred pounds.  They still do not have the ability to speak yet.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Eel has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Eels have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Eels get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat:  Displacer Eels tend to rely on Swim-By attacks, snipping at opponents bit by bit.  Or luring them into traps, or against deadlier opponents that will allow the Displacer Eel to scavenge remains.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 09, 2009, 11:36:12 AM
Displacer Newt
                      Huge Magical Beast (Aquatic)
Hit Dice:             18d10+90 (189 hp)
Initiative:           +4
Speed:               30 ft. (6 squares), Swim 30 ft.
Armor Class:          21 (-2 Large, +11 Natural, +2 Deflection), touch 10, flat-footed 21
Base Attack/Grapple:  +18/+40
Attack:               Bite +26 melee (2d6+15/19-20)
Full Attack:          Bite +26 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious
Saves:                Fort +16, Ref +11, Will +8
Abilities:            Str 30, Dex 11, Con 20, Int 10, Wis 14, Cha 10
Skills:               Balance +7, Climb +15, Hide +5, Listen +9, Move Silently +5, Search +5, Spot +9, Swim +18, Survival +7
Feats:                Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     9?
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:         19-27 HD (Huge), 28-36 HD (Gargantuan)
Level Adjustment:     --

"Watch out for some of the Eels.  Not all of them are restricted to the water.  Some of them have learned to crawl.  And they aren't picky about what they eat..."

After several decades in Eel form, a Displacer Eel once again goes into suspended animation for a few weeks, and emerges as a Displacer Newt.  Much bulkier, and with stubby legs, it now begins to hunt on land as well as the rivers.  It reminds many of a pudgy salamander the size of a dinosaur. Most are now capable of speech and speak Sylvan or Common, depending on which language they have encountered first.



Displacement (Su): Any melee or ranged attack targeting the Displacer Newt has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Newts have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Newts get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatend or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Newts usually Charge directly into melee and bite away until their opponent falls or they take more than half their hit points in damage.  If hurt they will retreat, and track the opponent until it goes to sleep, when the Displacer Newt will ambush.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on March 10, 2009, 01:48:06 AM
Quote
Cannibal

Omnomnomnomnom, must eat teh deelishous peeples...  :p
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: veekie on March 10, 2009, 02:17:36 AM
Omnomnomicon?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 11, 2009, 11:16:31 AM
Displacer Wyrm
                      Gargantuan Magical Beast
Hit Dice:             36d10+288 (486 hp)
Initiative:           +4
Speed:               40 ft. (8 squares)
Armor Class:          31 (-4 Size, +21 Natural, +4 Deflection), touch 10, flat-footed 31
Base Attack/Grapple:  +36/+61
Attack:               Bite +45 melee (4d6+13)
Full Attack:         1 Bite +45 melee (4d6+13) and 2 Claws +45 melee (2d6+6) and 1 Tail Lash +46 melee (2d8+6/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 5/Cold Iron
Saves:                Fort +28, Ref +22, Will +17
Abilities:            Str 37, Dex 10, Con 27, Int 14, Wis 20, Cha 18
Skills:               Climb +35, Hide +10, Intimidate +18, Knowledge (Local, Nature) +17, Listen +19, Move Silently +14, Search +16, Spot +19, Swim +35, Survival +19
Feats:                Cleave, Great Cleave, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Rend, Snatch, Weapon Focus (Tail)*
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         37-54 HD (Gargantuan)
Level Adjustment:     --

* Feats not found in the PHB may be found in the Draconomicon.

"There are many great Wyrms sleeping in the depths of the jungle.  If you come across one do not awaken it for they are ravenous, and not easily dealt with."


After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer fish).  The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail roughly the same size and shape as a Purple Worm.  By now they usually speak Common, Sylvan, and at least one other language.

Displacement (Su): Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Wyrms have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Wyrms are more intelligent but have changed little.  They still prefer to close and begin ripping away like animals of some sort.  The difference is they now usually have some form of tactics to fall back on if brute force isn't enough to win the day.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 13, 2009, 02:55:46 PM
Displacer Drake
                      Colossal Magical Beast
Hit Dice:             55d10+605 (907 hp)
Initiative:           +6
Speed:               Fly 80 ft. (16 squares), Perfect
Armor Class:          43 (-8 Size, +2 Dex, +31 Natural, +8 Deflection), touch 12, flat-footed 41
Base Attack/Grapple:  +55/+88
Attack:               Bite +64 melee (4d8+17)
Full Attack:         1 Bite +64 melee (4d8+17) and 2 Claws +64 melee (2d8+8) and 1 Tail Lash +65 melee (4d6+8/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision
Saves:                Fort +40, Ref +33, Will +24
Abilities:            Str 45, Dex 15, Con 32, Int 18, Wis 22, Cha 25
Skills:               Climb +46, Hide +23, Intimidate +36, Knowledge (Local, Nature) +33, Listen +35, Move Silently +31, Search +37, Spot +39, Swim +54, Survival +35
Feats:                Cleave, Devastating Critical (Tail), Flyby Attack, Great Cleave, Hover, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Dive, Rend, Snatch, Weapon Focus (Tail) *
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     27??
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         55-110 HD (Colossal)
Level Adjustment:     --

* Feats not found in the PHB are in the Draconomicon.

"There are dragons in the jungle if you look for them hard enough.  Likely they'll find you first..."


After several centuries a Displacer Wyrm begins to take to the skies as a Displacer Drake.  Incredibly large and sinuous they are a more frightening version of their Wyrm incarnation with multiple eyes, a spinier back, and an ability to fly without wings or visible locomotion.  They have picked up an additional language by now as well.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Drake can breathe a 70' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Any creature in the Cone must make a DC 48 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 48 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Drake is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Drake attacks, charges, or flies overhead anything within 360' has to make a DC 44 Willpower Save (Save DC is Charisma Based. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Drake's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Drake is surrounded by an Anti-Magic Field that only works against Illusion spells or effects.  They cannot be cast within 10' of a Displacer Drake.

Displacement (Su): Any melee or ranged attack targeting the Displacer Drake has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Drakes have a +6 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Drake cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Drakes levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
 
Skills: Displacer Drakes get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Drake's love using their Snatch Feat in conjunction with Flyby attacks, or their devastating spined tail.  Most don't stand and fight, they'll make multiple passes slowly chipping away at opponents, using their breath weapon to soften them up a little first.

Life Cycle:  Displacer Drake eggs take 4-6 weeks to hatch, giving birth to swarms of voracious Displacer Fish.  The Fish add to their weight with every meal (roughly half an ounce per meal at the start, but rapidly gaining stride as they get bigger).  The metabolic side effects from their rapid growth drive them blood-mad, and by the time they are up to 50 pounds they begin slaughtering one another.  The last surviving member of the swarm is roughly 400+pounds.  They will then pupate for 1-3 weeks depending on how much they've ate.  A Displacer Fish swarm that eats well will turn on itself within a few weeks.  But they are otherwise nearly immortal, and poorly fed swarms can live for hundreds of years.  They will then spend 10-40 years as a Displacer Eel before pupating again, to rise as a Displacer Newt and move onto land.  Their metabolism will have stabilized by now and growth is fairly regular as long as they can eat.  After another 10-40 years the Newt will become a Wyrm.  Most never make it beyond this state, and spend their lives eating and rutting.  If they aren't killed after a few hundred years they become a Drake and begin a true reign of terror, possibly leaving the Jungle behind.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 14, 2009, 11:36:48 AM
Displacer Dragon
                      Colossal+ Magical Beast
Hit Dice:             110d10+1430 (2035 hp)
Initiative:           +8
Speed:               Fly 150 ft. (30 squares), Perfect
Armor Class:          60 (-16 Size, +4 Dex, +50 Natural, +12 Deflection), touch 10, flat-footed 56
Base Attack/Grapple:  +110/+162
Attack:               Bite +114 melee (8d6+20/19-20)
Full Attack:         1 Bite +114 melee (8d6+20/19-20) and 4 Claws +114 melee (4d6+10/19-20) and 1 Tail Lash +115 melee (4d8+10/18-20)
Space/Reach:          100 ft./50 ft. (75 ft. with claws)
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath, Spiny, Unnatural Sharpness
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Warp Field
Saves:                Fort +70, Ref +65, Will +47
Abilities:            Str 50, Dex 18, Con 36, Int 24, Wis 32, Cha 35
Skills:               Bluff +69, Climb +75, Concentration +68, Decipher Script +62, Hide +51, Intimidate +72, Knowledge (Arcane, Geography, History, Local, Nature) +67, Listen +66, Move Silently +59, Search +66, Sense Motive +66, Spot +61, Swim +73, Survival +66
Feats:                Adroit Flyby Attack, Awesome Blow, Cleave, Clinging Breath, Devastating Critical (Tail), Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tail), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Lingering Breath, Maximize Breath, Mobility, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Climb, Power Critical (Tail), Power Dive, Quicken Breath, Recover Breath, Rend, Shape Breath, Snatch, Tempest Breath, Weapon Focus (Tail), Wingover
Environment:          Any
Organization:         Solitary
Challenge Rating:     40??
Treasure:             Triple Standard
Alignment:            Usually Lawful Evil
Advancement:        111-220 HD (Colossal+)
Level Adjustment:     --

"It is done with our world at last.  All that remains for us are ashes, but from ashes perhaps a new world can emerge...and other worlds will die."


After a millenium a Displacer Drake begins to become it's final form, the Displacer Dragon.  Ribbons of spiny flesh hundreds of feet long, they're claws are now at the end of 4 long tentacle like appendages. They leave worlds after scavenging them of life, and fly to others to spread their kind. Displacer Dragons usually speak Common, Sylvan, Draconic, and at least 4 other languages. They are rare in the extreme, and only 3 such beings are currently known.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Dragon can breathe a 300' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Any creature in the Cone must make a DC 78 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 78 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Dragon is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Dragon attacks, charges, or flies overhead anything within 700' has to make a DC 77 Willpower Save (Save DC is Charisma Based).  If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Dragon's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Dragon is surrounded by an Anti-Magic Field that only works against Illusion spells or effects.  They cannot be cast within 30' of a Displacer Drake. At will it may drop this Field to become Invisible  instead (as per the spell) until it attacks or restores the Distortion Field.

Spiny (Ex): The Displacer Dragon is now covered in many small sharp barbs hidden in it's hide (much like a shark).  Anything attempting to grapple the Dragon takes it's own Strength modifier in damage each round it maintains the grapple.  If the Displacer Dragon grapples something it does +1d6 damage with a successful grapple.

Unnatural Sharpness (Ex): The critical threat range of all the Displacer Dragons natural weapons is increased by 1.

Warp Field (Su): Displacer Dragons may warp time and space around them, effectively traveling through space as quickly as any ship (we'll assume this means roughly light speed).  Exact effects are up to the DM depending on how he handles space travel in his campaign (which is a nice way of saying I don't know of any official space travel rules, and I don't have the time to make any).

Displacement (Su): Any melee or ranged attack targeting the Displacer Dragon has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Dragons have a +8 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Dragon cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Dragons levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
  
Skills: Displacer Dragons get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Life Cycle:  After a 1000 years or so of life a Displacer Drake will pupate for 4 months, after which it will emerge as a Displacer Dragon, and leave for the stars to spread its species to other worlds.

Colossal+: The Displacer Dragon has double the usual Size Bonuses/Penalties due to size.

Immortal (Ex): The Displacer Fish that lives to see Dragon status effectively becomes Immortal.  It is immune to aging, even by magic.  It is also immune to poison, paralysis, polymorph, sleep effects, fear or morale effects, fatigue/exhaustion, and disease.  They are immune to extremes of temperature that occur naturally, but are still capable of being effected by magical attacks such as cold and fire if they are powerful enough.  Likewise it is immune to vacuum, or the extreme pressures of the ocean depths. It does not sleep or breathe anymore, but must still eat.

Combat: Displacer Dragons will usually lurk invisibly until a sizable prey appears, then decloak and move in for the kill, blasting away with their Fetid Breath.  The Tail Lash is usually reserved for the most troublesome opponents.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 15, 2009, 12:59:11 PM
Rot Elemental

Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Water Subtype that doesn't also have the Fire Subtype.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Rot Elemental gains a Profane Bonus to Armor Class equal to it's Charisma Bonus (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

Rotting Touch (Su): Anything the Rot Elemental touches rots, falls apart, and dies.  Any plant it touches dies as per the Blight spell.  Other corporeal opponents who aren't undead must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or take 1d6 temporary Constitution damage.  If the opponent has no Con score (i.e. most Constructs) it damages Charisma instead, and the Construct is destroyed when it reaches Cha 0. 

The Rot Elemental also gains one of the following attacks depending on what Subtype it has:

Rotting Mist (Su): Once per week a Rot Elemental with the Air Subtype can create a 100' cloud of poisonous mist.  Anything traveling through the mist must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Wisdom).  Any plants the mist passes over will die, and the cloud lasts for 1 day.

Dead Soil (Su): Once per week a Rot Elemental with the Earth Subtype can 'blight' the soil around it in a 100' radius.  Any plants in the soil will begin to die, and once they are gone nothing will grow there again.  Anything burrowing in the soil must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Strength).

Tainted Water (Su): Once per week a Rot Elemental with the Water Subtype can 'blight' the water around it in a 100' radius.  This water is permanently spoiled, and anything drinking it or swimming through it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Dexterity).  If the water is part of a lake or other body of water too big to completely effect it will dissipate within 1 day.

Special Qualities: The Base Creature retains it's Special Qualities, and gains the following:

Detect Living (Su): The Rot Elemental effectively has 120' Blindsight, but it only detects living beings.

Immunities: Immune to disease, death effects, nonlethal damage, ability damage or drain, energy drain, and Fatigue and Exhaustion effects.

Necrotic (Ex): The Rot Elemental is healed by Negative energy instead of Positive energy as though it were undead.

Saves: The Rot Elemental gains a Profane Bonus to Saving Throws equal to it's Charisma Bonus (minimum +1).

Abilities: +2 Int, +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Forest

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Do not call up that which you can't put down again."

Rot Elementals are elemental beings personifying the decay of all things found within nature.  Plants blight and die at their touch, animals become ill and their wounds fester into gangrene.  Entire forest wither and die if their presence is maintained long enough in this world.  Their origin is unknown, but it is suspected to be unnatural, and other elementals do not like to speak of Rot Elementals, and will try to destroy them on sight if possible.

Example of creature using template here:

                      Large Earth Elemental w/Rot Elemental Template
                      Large Elemental (Earth, Extraplanar)
Hit Dice:             8d8+32 (68 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          19 (-1 Size, -1 Dex, +10 Natural, +1 profane), touch 9, flat-footed 19
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (2d8+7 plus Rotting Touch)
Full Attack:          Slam +12 melee (2d8+7 plus Rotting Touch)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Earth Mastery, Push, Rotting Touch (DC 18), Dead Soil (DC 18)
Special Qualities:    Damage Reduction 5/-, Earth Glide, Dark Vision 60', Elemental traits, Immunities, Detect Living, Necrotic
Saves:                Fort +11, Ref +2, Will +4
Abilities:            Str 25, Dex 8, Con 19, Int 8, Wis 13, Cha 13
Skills:               Listen +6, Spot +5
Feats:                Cleave, Great Cleave, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          9-15 HD (Large)
Level Adjustment:     ---
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: veekie on March 15, 2009, 06:09:37 PM
Quote
Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Fire Subtype that doesn't also have the Fire Subtype.
Uh, wut.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 16, 2009, 01:49:55 AM
Quote
Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Fire Subtype that doesn't also have the Fire Subtype.
Uh, wut.

Fixed.  THis is what I get for doing these without sleep  :banghead
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 19, 2009, 01:27:13 PM
The Blighted

The Blighted is an Acquired Template that can be applied to any Plant.

Size and Type: Type changes to Undead.

Hit Dice: All current and future Hit Dice become d12's.  Bonus hit points are now based off Charisma Modifier instead of Constitution modifier.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).  It's Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

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

Spore Cloud (Ex): The Blighted are surrounded by clouds of spores, extending out 10 feet from the squares they occupy.  Anything encountering the spores has difficulty breathing, and effectively must hold it's breath while inside the spores area.  If it remains there long enough it will suffocate.  Anything breathing in the spores must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier.  Each round spent in the spore cloud increases the Save DC by +1) each round inside the cloud.  If it fails it is infected, and begins to suffer symptoms similar to disease (Incubation 1 day, Damage 1d6 Constitution, successful Saves do not allow recovery, only magical healing will help).  If the victim is a plant, it rises in 1d6 days as a Blighted.

Special Qualities: Retains all Special Qualities of the Base Creature (except any vulnerability to fire), plus gains the following:

Dual Nature (Ex): The Blighted are considered to have both the Undead and Plant types for spells that are beneficial/harmful to them. 

Immunities: Immune to polymorph and all attacks specifically involving fungus, such as Myconid Spores. 

Blindsight 120'

Blind (Ex): The Blighted are Blind, relying on their Blindsight to find food or foes.  They are immune to an attack/effect requiring them to have sight.

Saves: The Base Creature gains a Profane Bonus to all Saving Throws equal to it's Charisma Modifier (minimum +1).

Abilities: +4 Str, +4 Cha. The Base creature no longer has a Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but usually Warm Forest

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Some things are better off left alone where they are."

In the hidden corners of truly gigantic rain forests there are often pockets of fungus.  But some have a rare white fungus, a blight of fine white strands that chokes the life from vegetation, and even other fungi like some sort of parasite.  it's discoverers find out all too well that it devours animal life as well.  But at least it devours animals whole.  Plants are reanimated to carry the fungus, and spread it across the world like a living cancer.  Particularly problematic are large, powerful Plants like Treants.  Communication with the hulking remains of these beings hints that the fungus may have an intelligence and purpose.  And that purpose seems to be eliminating all life in the world save itself...

Example of creature using template here:



                      Treant w/Blighted Template
                      Huge Undead
Hit Dice:             7d8+21 (52 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          26 (-2 Size, -1 Dex, +16 natural, +3 Profane), touch 10, flat-footed 23
Base Attack/Grapple:  +5/+24
Attack:               Slam +14 melee (2d6+11)
Full Attack:          2 Slams +14 melee (2d6+11)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Animate trees, double damage against objects, trample 2d6+16), SPore Cloud (DC 16)
Special Qualities:    Damage Reduction 10/Slashing, Low Light Vision, Immunities, Dual Nature, Blindsight 120', Blind
Saves:                Fort +8, Ref +4, Will +13
Abilities:            Str 33, Dex 8, Con -, Int 12, Wis 16, Cha 16
Skills:               Diplomacy +3, Hide -9, Intimidate +6, Knowledge (Nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 below ground)
Feats:                Improved Sunder, Iron Will, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          8-16 HD (Huge), 17-21 HD (Gargantuan)
Level Adjustment:     +10
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on March 19, 2009, 11:40:40 PM
Quote
The Blighted
Counter: +5 sacred holy  weedwhacker.  :P
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 21, 2009, 12:18:40 PM
Rot Elemental and Blighted are done if you guys agree with CR/LA.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 26, 2009, 01:16:24 PM
From Inuit myth

The Worm Men
Medium Aberration (Shapechanger, Cold)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Bite +7 melee (1d6)
Full Attack: Bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form (Man), Immunities, Blindsight 50', Tremor Sense 120', Quick Healing
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 24
Skills: Concentration +10, Hide +6, Intimdate +12, Knowledge (Arcana, Nature) +7, Listen +6, Move Silently +6, Spellcraft +10, Survival +7
Feats: Combat Casting, Fearsome Necromancy, Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Environment: Any Cold
Organization: Solitary, Pair, group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ Hit Dice (Medium)
Level Adjustment: --


"Large intelligent worms with the ability to take on the form of a man. Found throughout the Far North they use their vast supernatural powers to destroy Inuit villages by poisoning wells, murdering livestock, and killing crops."

So says the only book source i can find on them. Hopefully i can find more or I'll have to wing it.

Spells: Worm Men can cast spells as a Sorcerer whose level is equal to their Hit Dice. Certain Divine spells may be cast by them as an Arcane Spell of the same level. These spells are:

1st: Bane, Curse Water, Deathwatch, Detect Animals and Plants, Detect Snares and Pits, Doom, Inflict Light Wounds
2nd: Curse of Ill Fortune, Death Knell, Diminish Plants, Inflict Moderate Wounds,
3rd: Inflict Serious Wounds
4th: Inflict Critical Wounds, Poison
5th: mass Curse of Ill Fortune, Mass Inflict Light Wounds
6th: Harm Mass Inflict Moderate Wounds
7th: Mass Inflict Serious Wounds
8th: Mass Inflict Critical Wounds

Immunities: Worm Men are immune to Cold, Poison, sleep effects, paralysis, and stunning.

Alternate Form (Su): Worm Men can transform into the shape of a human of any gender (the worm men themselves are both genders) at will. The transformation is a move equivalent action. It's stats and abilities are effectively unchanged (it cant use it's bite), but in human form it can now wear armor and use weapons if it knows how.

Quick Healing (Ex): Worm Men that are resting heal 1 hit point per hour.

Combat: Worm Men rarely fight. They sneak into villages in the dead of night and wreak havoc with their spells, or pretend to be men via their Alternate Form ability and claim to be lost so they can infiltrate and sow disorder.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on March 27, 2009, 02:13:05 AM
Do you get a bonus on atk with fishhooks?  :D
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Chemus on March 27, 2009, 05:47:39 AM
Since the Worm Men are sorcerers of their HD (sorcerers have no class features), have higher HD, higher BAB, really good senses, a disguise and better natural defenses, I'd put them at at least CR 11 or 12. Truly defeating one would be a job and a half, since they'd look like a man, run away, come back as another human...
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 29, 2009, 12:54:40 PM
It's fixed

From Native American Myth

The Cannibal Baby
Tiny Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (+2 Size, +4 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Grab +9 melee (Grapple)
Full Attack: Grab +9 melee (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Inhale Flesh, Charm
Special Qualities: Immune to Cold, Dark Vision 60'
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 15, Cha 15
Skills: Bluff +12, Climb +4, Hide +8, Listen +6, Move Silently +3, Spot +6, Survival +4
Feats: Ability Focus (Charm), Alertness, Great Fortitude, Track
Environment: Temperate or Cold Forest or Plains
Organization: Unique
Challenge Rating: 4??
Treasure: None
Alignment: Chaotic Evil
Advancement: 11+ HD (Tiny)
Level Adjustment: ---


"Do you hear a baby crying?"

This Native American creature is most often mentioned in the Dakotas, Nebraska, and Montana. It lives in caves, and comes out to hunt, pretending to be a human baby.  In actuality it is some sort of demon or spirit that inhales the flesh off the bones of anyone unfortunate enough to pick it up.

Skills: Cannibal Babies have a +8 Racial Bonus to Bluff checks. They also do not take Size Penalties for Grapple checks.

Inhale Flesh (Su): When picked up the Cannibal Baby will coo and attempt to suckle a finger. If it is offered a finger or can Grapple it then begins to inhale the victims flesh off his body rapidly killing him. The Cannibal Baby does 1d6 Constitution Drain per turn with a successful Grapple check.

Charm (Su): Any being hearing the Cannibal Babies cries must make a DC 19 Willpower Save or take pity on it. The effect is similar to Charm Person, but lasts until the Cannibal Baby attacks. This is a sonic mind-affecting effect. Save DC is Charisma based.

Combat: The Cannibal Baby crawls outside on cold nights and wails just like a human child.  When someone picks it up, it grabs hold of them, and begins sucking the flesh from their bones. 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 30, 2009, 12:22:11 PM
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm (http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm)

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html (http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html)

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment:  Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island.  Not even for revenge on what lives there.  No one here will take you across.  Swim if you like.  You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence.  She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders.  She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex):  See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered.  Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward.  She rushes up, tries to grab, and then pulls victims under to drown them.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on March 31, 2009, 04:19:10 AM
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm (http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm)

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html (http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html)

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment:  Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island.  Not even for revenge on what lives there.  No one here will take you across.  Swim if you like.  You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence.  She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders.  She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex):  See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered.  Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward.  She rushes up, tries to grab, and then pulls victims under to drown them.
WHOOT CANADA! :thumb  :cloud9
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 04, 2009, 02:10:01 PM
From Native American Myth

The Beaver Women
Medium Fey (aquatic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Full Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Space/Reach: 5 ft./5 ft.
Special Attacks: Seduce, Drain Wits, Swift Grappler
Special Qualities: Low Light Vision, Wild Empathy, Unearthly Grace, Amphibious
Saves: Fort +7, Ref +13, Will +11
Abilities: Str 12, Dex 19, Con 12, Int 14, Wis 15, Cha 19
Skills: Bluff +12, Handle Animal +12, Heal +10, Hide +12, Knowledge (Nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10, Swim +9
Feats: Ability Focus (Seduce), Improved Initiative, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 4??
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Beware any women you find in the water here, especially if you cant see her back..."

The Beaver Women are beautiful murderous water nymphs from Blackfoot myth. They will not leave the water and go naked, using their long hair to conceal themselves. Some of them cover themselves in red paint. They will not leave the water because their back and lower extremities are covered in beaver fur. They are adept at bewitching men into the water, and will do so at every opportunity. The fate of these men is unknown, but it is assumed they are either drowned or held captive. Beaver Women despise human women, and will attack them at every opportunity. They will never harm children, and even protect them if possible. Some are a little too fond of children, kidnapping them. The kidnapped girls grow up to become Beaver Women themselves, the fate of the boys is unknown.

Seduce (Su): The Beaver Women may cast Charm Monster on male opponents at Will as a Supernatural ability.

Drain Wits (Su): Gaze Attack, 1d3 temporary Wisdom Damage, 30 ft., DC 17 Wisdom Save to Negate. Save DC is Charisma based. only works on male opponents.

Swift Grappler (Ex): The Beaver Women may use their Dex or Str modifier for Grapple checks, whichever is better. beaver Women may make Grapple checks without provoking an attack of opportunity.

Unearthly Grace (Su): The Beaver Women ad their Charisma modifier as a Defelection Bonus to their AC, and as a Bonus on all her Saving Throws.

Wild Empathy (Ex): This works like the Druids class ability except the Beaver Woman has a +6 Racial modifier.

Skills: Beaver Women get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim check even if threatened or endangered. They may take the Run Action while swimming in a straight line.

Combat: Against males the Beaver Women will immediately try to Charm them after a few rounds of their Gaze attack doing it's work. They will then use magic to give the male the ability to live underwater (if its available to them), or simply grapple him and attempt to pin him underwater. Against women they will try to use their charmed minions to effect her murder, or simply attack her with whatever weapons they have available (Beaver Women are proficient with all Simple weapons). Many Beaver Women are either Shamans or Druids.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 07, 2009, 01:04:51 PM
From Native American Myth


The Serpent Woman
Colossal Monstrous Humanoid (Aquatic)
Hit Dice: 40d8+760 (940 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Swim 100'
Armor Class: 30 (-8 Size, +1 Dex, +27 Natural), touch 3, flat-footed 29
Base Attack/Grapple: +40/+81
Attack: Claw +57 melee (2d6+25)
Full Attack: 2 Claws +57 melee (2d6+25) and 1 Bite +52 melee (1d10+13)
Space/Reach: 30 ft./20 ft.
Special Attacks: Serpent Curse, Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze, Improved Grab, Constrict (4d6+50)
Special Qualities: Low Light Vision, Dark Vision 60', Amphibious, Telepathy (1 mile, Serpentoids only), Scent, Immunities, Damage Reduction 10/Epic, Spell Resistance 40
Saves: Fort +32, Ref +29, Will +35
Abilities: Str 60, Dex 12, Con 48, Int 20, Wis 24, Cha 35
Skills: Balance +9, Bluff +30, Climb +45, Concentration +27, Heal +25, Hide +9, Intmidate +32, Knowledge (Arcana, History, Local, Nature) +25, Listen +32, Move Silently +21, Search +25, Sense Motive +27, Spot +31, Survival +25, Swim +28, Use Magic Device +23
Feats: Ability Focus (Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze), Blind-Fight, Epic Reflexes, Epic Will, Greater Multigrab, Improved Initiative, Improved Scent, Iron Will, Lightning Reflexes, Multigrab, Narrowed Gaze, Pervasive Gaze, Uncanny Scent
Environment: Cold or temperate aquatic
Organization: Unique, plus 10-30 humanoid males with the Serpentoid Template
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Neutral
Advancement: 41+ HD (Collosal)
Level Adjustment: ----

"If your wife disappeared near the lakes, you will not be seeing her again.  For the sake of everyone it is best you forget about her as best you can.  Don't go to the Lakes, or you may find yourself with a new wife not of your choosing..."

The Serpent Woman is a 100' long monster living in the Great Lakes. She appears to be a beautiful woman from the waist up, and a monstrous serpent from the waist down. Her haunting beauty is marred slightly by the fangs protruding from her lips, clawed hands, and the scales covering her skin. Long ago her one true love (a human man) was murderd by the tribal shamans for consorting with her (apparently monster/human love is forbidden), and she has hated humanity ever since. Using her movements, voice, and gaze she mesmerizes humans who come near the lakes taking them as lovers. After a few days in her company they start to become snake men, leaving their tribe behind forever.

Serpent Curse (Su): Any humanoid spending time with the Serpent Woman (i.e. in close proximity) for several days begins to turn into a serpent man. Effectively every day the humanoid spends within 60' of her (which is likely because she probably wont let go of him) must make a DC 42 Fortitude Save or he gains the Serpentoid Template permanently. It may not be removed once gained except by a Wish or Miracle spell. Since the Serpent Woman usually kills women it is unknown if it affects them. She is in constant telepathic contact with all victims of her curse, and only loses touch with them if they are over 1 mile away from her. Unlike many monsters the Serpent Woman actually cares for her victims providing thm with food, shelter, and affection. Killing one means her undying wrath, and anyone doing so will have to kill her as well or be pursued for the remainder of their days.

Mesmerizing Appearance (Su): Anyone able to see the Serpent Woman must make a DC 44 Willpower Save (Save DC is Charisma based), or be unable to attack her. They will instead merely stand there Fascinated until either she is out of sight, or notices them. If they succeed they are immune to this ability for 24 hours.

Mesmerizing Presence (Su): Once the Serpent Woman is aware of her Fascinated prey she will begin to talk to it. Anyone hearing the Serpent Woman's voice must make a DC 44 Willpower Save (Save DC is Willpower based) or be affected as if by a Charm Monster spell.

Mesmerizing Gaze (Su): Dominate Monster, 120', Willpower Save DC 44 negates. Mesmerizing Gaze only works on opponents that have been Charmed by her already.

Improved Grab (Ex): If the Serpent Woman successfully hits with her claw attack she may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful she may Constrict the next round.

Constrict (Ex): The Serpent woman may do 4d6+50 damage with a successful Grapple check.

Immunities (Ex): The Serpent Woman is immune to Sleep effects, poison, paralysis, disease, and fear/morale effects.

Skills: The Serpent Woman has a +4 Racial Bonus on Hide, Listen, and Spot checks. She also has a +8 Racial Bonus on Balance, Climb, and Swim checks. She can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered.

Combat: The Serpent Woman usually isn't required to be in combat. Opponents usually end up Fascinated or Charmed, and end up her servants/lovers if men. Females however she will generally approach, and not break her Charm/Domination until grappling the female victim. At which point she will grapple her, pull her underwater, and then drown her while constricting at the same time. And she usually has several servants to help as well.

SERPENTOID

Serpentoid is an Acquired Template that can be added to any humanoid.

Size and Type: Type becomes Monstrous Humanoid with the Reptilian and Aquatic subtypes. Size is unchanged.

Hit Dice: Unchanged.

Speed: If the Base Creature doesn't have a Swim or Climb speed, it gains them equal to it's Land Speed

Armor Class: Natural Armor Bonus increases by +2.

Attacks: If the Base Creature doesn't already have a Primary Bite and Secondary Claw attack it gains them. Damage depends on Size. Bite is 1d4 for Small, 1d6 for Medium, and 1d8 for Large. Claws are 1d3 for Small, 1d4 for Medium, and 1d6 for Large. When performing a Full Attack they get 1 Bite and 2 Claws.

Damage: Unchanged

Special Attacks: Keeps all Special Attacks of the Base reature and gains the following:

Improved Grab (Ex): If the Serpentoid hits with it's Bite attack it may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Constrict the next round.

Constrict (Ex): A Serpentoid does double it's Bite damage plus one and a half times it's Strength modifier with a successful Grapple check.

Special Qualities: Keeps all Special Qualities of the Base Creature and gains the following:

True Love (Ex): Anything acquiring the Serpentoid Template is the willing and complete slave of the Serpent Woman. They will not disobey any of her orders and will gladly die for her. The only way to change this is to remove the Serpentoid Template, which can be done by Miracle or Wish. If removed from the Serpent Woman the Serpentoid will attempt to get back to her side at all costs, and take his own life if it becomes obvious he cannot. Should she be killed he will do his best to murder those resposnible, and take his own life after they are gone. Even victims who have been cured sometimes willingly return to her, saying that life with her was better than it was with their tribe (especially considering the prejudices they sometimes face upon return).

Amphibious (Ex): Serpentoids can breathe in water and air equally well.

Scent (Ex)

Saves: Recalculate any Saves you get from Racial Hit Dice since your type has changed.

Abilities: +6 Str, +6 Dex, +2 Con, +2 Wis, -2 Int, -6 Cha

Skills: Serpentoids have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. They can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered. Serpentoids may use their Str or Dex modifier for Climb checks, whichever is better.

Feats: Unchanged.

Environment: Cold or Temperate Aquatic

Organization: Single, Pair, Group (3-6), or Mob (12-20)

Challenge Rating: +1?

Treasure: Unchanged

Alignment: Becomes the same as the Serpent Woman's (currently CN).

Advancement: Unchanged

Level Adjustment: +2

Example of creature using template here:

Walking Snake (Human Fighter 5)
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (8 squares), Swim 30', Climb 30'
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d3+5) or by weapon +10
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (1d6+2) or by weapon +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+7)
Special Qualities: Dark Vision 60', Amphibious, Scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 6, Wis 14, Cha 8
Skills: Balance +11, Climb +15, Hide +7, Intimidate +1, Jump +7, Listen +6, Spot +6, Swim +15
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By characrer class
Level Adjustment: +2
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 08, 2009, 01:09:41 PM
http://www.endicott-studio.com/rdrm/rrwoman.html (http://www.endicott-studio.com/rdrm/rrwoman.html)

http://en.wikipedia.org/wiki/Deer_Woman (http://en.wikipedia.org/wiki/Deer_Woman)

http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm (http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm)

http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm (http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm)



The Deer Woman
                      Medium Fey (Native)
Hit Dice:          10d6+60 (95 hp)   
Initiative:           +7
Speed:                 50 ft. (10 squares)
Armor Class:          29 (+7 Dex, +5 Natural, +7 Deflection Bonus), touch 24, flat-footed 22
Base Attack/Grapple:  +5/+9
Attack:               Slam +12 melee (1d6+4)
Full Attack:          2 Slams +12 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trample (2d6+8)
Special Qualities:    Unearthly Grace, Hypnotic Eyes. Alternate Form, Woodland Stride, Trackless Step
Saves:                Fort +18, Ref +22, Will +22
Abilities:            Str 18, Dex 24, Con 22, Int 18, Wis 24, Cha 24
Skills:               Bluff +15, Concentration +10, Diplomacy +15, Hide +10, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +15, Move Silently +10, Perform (Dance) +15, Sense Motive +15, Spot +15, Survival +15, Swim +11
Feats:                Weapon Finesse, Ability Focus (Hypnotic Eyes), Great Fortitude, Power Attack
Environment:          Any (prefers Forests)
Organization:         Unique
Challenge Rating:     8??
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          11+ HD (Medium)
Level Adjustment:     ----

"Who is that woman outside the circle?"

The Deer woman is a destructive apparition from Native American Myth.

Alternate Form (Su): At will Deer Woman can appear to ba a deer. This is a mostly cosmetic change, and does not alter her stats in any significant way.

Trackless Step (Ex): Identical to the Druid ability listed on page 36 of the Players Handbook.

Woodland Stride (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Unearthly Grace (Su): The Deer Woman adds her Charisma Bonus as a Deflection Bonus to her Armor Class and as a bonus to all her saving throws.

Trample (Ex): DC 19 Reflex Save for half damage, save DC is Strength based.

Hypnotic Gaze (Su): Hypnosis, 60', DC 24 Willpower Save to negate.  Save DC is Charisma Based.  Anyone meeting the Deer Woman's gaze must save or be enthralled (and subsequently not notice she has a deers legs).  Upon choosing a suitable male, he must make another Willpower Save (same DC) or follow her alone into the woods.

Combat: The Deer Woman usually snags a male with her Hypnotic Gaze and leads him far away from his tribe before brutally beating him to death with her hooves.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 10, 2009, 11:16:55 AM
http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm (http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm)

http://en.wikipedia.org/wiki/Empusa (http://en.wikipedia.org/wiki/Empusa)

http://www.theoi.com/Phasma/Empousai.html (http://www.theoi.com/Phasma/Empousai.html)

http://www.eaudrey.com/myth/lamia.htm (http://www.eaudrey.com/myth/lamia.htm)

                       Empusa
                      Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:              10d8+50 (95 hp)
Initiative:            +5
Speed:                 40 ft. (8 squares)
Armor Class:           23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:   +10/+15
Attack:                Slam +15 melee (1d6+5)
Full Attack:           2 Slams +15 melee (1d6+5)
Space/Reach:           5 ft./5 ft.
Special Attacks:       Blood Drain, Terrify
Special Qualities:     Alternate Form, Weakness. Planewalker
Saves:                 Fort +12, Ref +12, Will +13
Abilities:             Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills:                Bluff +17, Hide +17, Intimidate +17, Knowledge (Arcana,
                       Religion, The Planes) +13, Listen +14, Move Silently +17,
                       Sense Motive +14, Spot +14
Feats:                 Ability Focus (Terrify), Iron Will, Persuasive, Stealthy
Environment:           Any
Organization:          Solitary (Possibly in groups if encountered with Hecate)
Challenge Rating:      7 or 8??
Treasure:              Standard
Alignment:             Chaotic Evil
Advancement:           By Character Class
Level Adjustment:     ----

"Hello young man.  Would you care to walk me home? It's just over that hill..."

The Empusa are the daughters of Hecate.  They appear as hideous women with flaming hair, one leg made of brass, and the other leg that of a donkey.  The Empusa are sent to scare travellers to death.  If hungry they also sometimes become beautiful women to lure travelers to them in an effort to feed  on them.

Blood Drain (Ex): If an Empusa succeeds in a successful Grapple check and manages to pin its victim it drains 1d4 Constitution each round the Pin is maintained.  The Empusa gains 5 temporary hit points with each successful attack.

Terrify (Sp): Once per night the Empusa may attempt to use this ability which works like the Phantasmal Killer spell (Caster Level 10th, Fortitude Save DC 21).

Alternate Form (Su): At will the Empusa may appear to be either a beautiful young human woman, or a cow.  This appearance is purely cosmetic and does not alter their abilities in any way.

Weakness: If an Empusa is insulted directly to her face she must make a Willpower Save DC 38 or flee to her home plane for the next 24 hours.

Planeswalker (Su): The Empusa may freely cross between her home plane and the mortal realm at will.  If she was forced to flee due to being insulted she cannot use this ability for 24 hours.

Combat: Empusa tend to try to lure victims off alone, or ambush those traveling by themselves or only in small groups.  Then they open with their Terrify ability, and run down whoever isn't affected and pins them down to drink their blood.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on April 10, 2009, 10:37:23 PM
Quote
Planeswalker (Su):
Nice...  :rollseyes
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 11, 2009, 02:00:24 PM
http://en.wikipedia.org/wiki/Bouda (http://en.wikipedia.org/wiki/Bouda)

http://en.wikipedia.org/wiki/List_of_shapeshifters (http://en.wikipedia.org/wiki/List_of_shapeshifters)

http://www.jh-author.com/werehyena.htm (http://www.jh-author.com/werehyena.htm)

http://www.obakemono.com/cgi-bin/yabb/YaBB.cgi?board=monsters;action=display;num=1137808664 (http://www.obakemono.com/cgi-bin/yabb/YaBB.cgi?board=monsters;action=display;num=1137808664)

Wasn't easy to find much on the Bouda as most of the information was repetitive of what was on wiki.

                      Bouda Tribesman
                      Medium Humanoid (Shapechanger)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                 50 ft. ( 10 squares)
Armor Class:          14 (+2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +1/+3
Attack:               Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Full Attack:          Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trip
Special Qualities:    Low Light Vision, Scent. Night Time Transformation
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 14, Dex 15, Con 15, Int 10, Wis 13, Cha 10
Skills:              Hide +3, Listen +6, Spot +4
Feats:                Alertness
Environment:          Warm Plains
Organization:         Single, Pair, War Party (5-10)
Challenge Rating:     1
Treasure:             Standard (usually has at least 1 magic item made from metal)
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +2

"Listen...don't deal with the Bouda tribe.  Don't go to their villages.  There are things about them you don't know..."

The Bouda are a tribe of mystical healers, blacksmiths, and woodcutters in Ehiopia who assume the form of hyenas at night.  They are rumored to be cannibals and grave robbers.

Night Time Transformation (Su): At night the Bouda may transform into a Hyena at will.  The change does not change your type, and all equipment you wish to wear in Hyena form must be enchanted to change with you or it must be removed so you can change.  You may stay in Hyena form all night long, but will revert to human form at dawn.  The Bite attack may only be done in the Hyena form.

Trip (Ex): A Bouda that hits with it's Bite Attack can make a trip attempt at +2 to the roll as a free action without making a touch attack or provoking an attack of opportunity.  If the attempt fails the opponent may not react to trip the  Bouda.

Combat: The Bouda fight much like any human warrior would, but at night they fight as hyenas.  They use pack tactics, swarming opponents and bringing them to the ground.


As a race:

Medium Humanoid

Age/Height/Weight: Same as human

Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom

Base Speed: 50 feet
+2 Natural Armor Class Bonus
Bite Attack in Hyena Form doing 1d6 plus one and a half times Strength bonus
Trip attack in Hyena form
Low Light Vision
Scent
Night Time Transformation
Proficient with Simple Weapons

2 Racial Hit Dice: 2d8.  This also gives it a +3 Reflex Save, 1 Feat, and (2 + Intelligence bonus) skill points per hit die (with x4 for the first die).

Favored Class: Artificer (The Bouda are known for being magic metalsmiths).

Level Adjustment:+2
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 13, 2009, 09:14:57 AM
Ahkiyyinni
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Claw +12 melee (1d6+7)
Full Attack: 2 Claws +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance
Special Qualities: Dark Vision 60', undead traits, Tied to water, Immune to Turning
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 24, Dex 15, Con -, Int 13, Wis 16, Cha 18
Skills: Balance +7, Climb +10, Concentration +10, Hide +10, Knowledge (Local, Nature) +9, Listen +10, Move Silently +10, Perform (Dance) +12, Spot +10, Swim +7
Feats: Ability Focus (Dance), Improved Initiative, Skill Focus (Perform), Daunting Presence
Environment: Any Cold
Organization: Unique
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+HD
Level Adjustment: --

"Avoid the rivers.  HE travels by the rivers.  Along all the waters.  Only far from water on land are you safe from him, for once he has decided to take you he will look for you forever."

Ahkiyyinni was once an athletic and handsome Inuit hunter whose one true love was dancing.  He died young, and was interred in a hill overlooking a nearby river.  Many years after his death a group of young hunters were sailing by in a boat making jokes about how he couldnt dance now that he was in his grave.  After several cruel remarks Ahkiyyinni clawed his way from his grave and ripped off his own shoulder blade to use as a drum while he danced.  Ahkiyyinni's footsteps made the earth tremble, and his drumbeats caused the river to rise, eventually toppling the boat and drowning the hunters.  Ahkiyyinni then went to explore the world but learned he was bound to the water, and could not venture far from it.  He went mad, and vowed to slay any who crossed his path.

Dance (Su): As a Full Round action Ahkiyyinni can dance.  This will cause localized earth tremors and the level or nearby rivers will rise as long as he dances.  Effects are identical to the Earthquake spell for any opponents on land.  On water they are different.  Any lake or river within 200' of Ahkiyyinni will rise each turn he dances.  Eventully this will cause serious flooding.  Anyone in a boat on this body of water must make a DC 21 Reflex Save (Save is Charisma based) when the river rises or fall into the water.  The rivers edge will progress 5' outwards each round he dances.  The first round it will effectively be shallow bog.  The second round, it will be deep bog, and the next new 5' will be shallow bog.  After that it will be deep water.  Once Ahkiyyinni stops dancing, he may return the river to normal as a Free Action.  If he does not the excess flood water drains slowly away.

Tied to Water (Su): So long as he is within 150' of a river or lake Ahkiyyinni cannot be permanently killed.  If he ventures more than 150' from a body of water he will lose 1 hit point per round.  If he goes to 0 hp, he is dead.  However if he is within 150' of a river or lake he simply disappears when destroyed, and reappears within 24 hours in a random spot along the river.  While standing in the river or lake he effectively has Fast Healing 10, but cannot dance.

Combat: Ahkiyyinni will begin dancing as soon as possible, especially if opponents are on or in the river or lake he's nearby.  If he can't drown them in the river he'll approach physically, but it's rare that he does so.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 14, 2009, 12:56:00 PM
THE GHOST WRESTLER

The Ghost Wrestler is a phantom appearing to lone braves on the prairies or woods at night. He offers to wrestle them in a match. If they lose, he kills them. If they win he will grant their fondest desire. He is a Fighter whose level is the same as his opponent.  If they try to cheat or summon help he will attack in his full power (20 HD) and kill everyone in sight. The opponent and he must wrestle without weapons or armor or outside help. Whoever can pin the other for 3 consecutive rounds wins. If they are interrupted by the rising of the sun the Ghost Wrestler will vanish, and reappear when his opponent is alone. 

The Ghost Wrestler is a Template that can be applied to a Human Fighter of any level with the Improved Grapple Feat.

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

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

Speed: Unchanged.

Armor Class: The Base Creature gains a Natural Armor Class Bonus equal to it's opponents AC -10.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:

Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.


Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.

Saves: Recalculate due to improved stats.

Abilities: +2 Str, +2 Dex, +2 Cha.  The Ghost Wrestler has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Plains

Organization: Unique.  The Ghost Wrestler tailors his power to his opponents, and although this is a Template encounters with the Ghost Wrestler are always the same being.

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral

Advancement: By Character Class

Level Adjustment: ---

Example of creature using template here:

                      Ghost Wrestler
                      3rd Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             3d12 (19 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +3/+10
Attack:               Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Full Attack:          Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 17, Dex 16, Con -, Int 10, Wis 12, Cha 15
Skills:               Bluff +3, Escape Artist +4, Intimidate +4, Knowledge: History +1, Listen +2, Spot +2
Feats:                Combat Reflexes, Earth's Embrace, Impoved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---



Ghost Wrestler
                      20th Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             20d12+20 (150 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +20/+28
Attack:               Grapple +28 melee (Grapple) or Unarmed Strike +24 melee (2d6+4)
Full Attack:          Grapple +28 melee (Grapple) or Unarmed Strike +24/+19/+14/+9 melee (2d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +12, Ref +19, Will +8
Abilities:            Str 18, Dex 18, Con -, Int 10, Wis 14, Cha 15
Skills:               Bluff +4, Escape Artist +8, Intimidate +12, Knowledge: History +4, Listen +6, Spot +6
Feats:                Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Fists of Iron, Improved Initiative, Improved Toughness, Impoved Unarmed Strike, Improved Grapple, Improved Trip, Stunning Fist, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     21
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---


Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone. The Ghost Wrestler gains a Natural Armor Bonus to his AC equal to his opponents Armor Class -10.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 16, 2009, 10:07:18 AM
http://www.cryptozoology.com/glossary/glossary_topic.php?id=371 (http://www.cryptozoology.com/glossary/glossary_topic.php?id=371)

                      Mahambo
                      Gargantuan Animal
Hit Dice:             20d8+140 (230 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +15/+39
Attack:               Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Full Attack:          Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Space/Reach:           20 ft./15 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low-Light Vision, Hold Breath
Saves:                Fort +18, Ref +13, Will +7
Abilities:            Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills:               Hide +0, Listen +10, Spot +10, Swim +20
Feats:                Alertness, Endurance, Skill Focus (Hide), Improved Toughness, Power Attack, Brutal Strike, Cleave
Environment:          Warm Marshes
Organization:         Solitary (Unique?)
Challenge Rating:    10
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-28 HD (Gargantuan)
Level Adjustment:     ----

"We will take you anywhere in the Congo you wish to go sir, but not the swamps.  There is a devil that lives there."

The Mahambo appears to be a 50' (or bigger) Crocodile.

Skills: Mahambo have a +4 racial bonus to Hide checks in water.  If they lie still with only their eyes and nostrils showing they gain a +10 cover bonus to Hide checks.  They also gain a +8 Racial bonus to Swim checks and can always take 10 on a swim check even if distracted or endangered.  They may use the Run action while swimming if they move in a straight line.

Hold Breath (Ex): The Mahambo can hold its breath underwater a number of rounds equal to 4 times it's Constitution Score before it risks drowning.

Combat: Mamlambos fight in a manner similar to other crocodilians.  But with their size they often ram rafts, knocking their occupants into the water.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 19, 2009, 01:53:10 PM
http://www.cryptozoology.com/glossary/glossary_topic.php?id=4 (http://www.cryptozoology.com/glossary/glossary_topic.php?id=4)

http://en.wikipedia.org/wiki/Altamaha-ha (http://en.wikipedia.org/wiki/Altamaha-ha)

                      Altamaha-Ha
                       Large Animal (Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +6
Speed:                Swim 40 ft. (8 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +4/+12
Attack:               Bite +8 melee (1d8+4)
Full Attack:          Bite +8 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision
Saves:                Fort +8, Ref +7, Will +3
Abilities:            Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills:               Listen +9, Spot +9, Swim +15
Feats:                Alertness, Endurance, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:    2 (3???)
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment:     ----

"How many times ah gotta tell you damn kids to stay away from tha river?  You'll lissen one day! One day when it's too late!"

The Altamaha-Ha is a river predator in Southern Georgia.

Skills: The Altamaha-Ha gets a +8 Racial bonus on swim checks and may always take 10 on a swim check even if endangered or distracted.  It may use the run action while swimming as long as it moves in a straight line.

Hold Breath (Ex): The Altamaha-Ha may hold it's Breath a number of rounds equal to 6 times it's Constitution Score before it risks drowning.

Combat: The Altamaha-Ha fights similarly to eels.  They can be fairly savage in nature, but many stay well away from large groups of humanoids.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 22, 2009, 01:29:44 PM
http://www.fortunecity.com/roswell/siren/552/souam_anaconda.html (http://www.fortunecity.com/roswell/siren/552/souam_anaconda.html)

http://www.cryptozoology.com/cryptids/anaconda.php (http://www.cryptozoology.com/cryptids/anaconda.php)

                      Sucuriju Gigante
                      Colossal Animal
Hit Dice:             40d8+350 (530 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), 30 ft. c;imb, 30 ft. swim
Armor Class:          15 (-8 Size, +3 Dex, +10 Natural), touch 5, flat-footed 12
Base Attack/Grapple:  +30/+63
Attack:               Bite +40 melee (3d6+17)
Full Attack:          Bite +40 melee (3d6+17)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Constrict 3d6+25, Improved Grab, Swallow Whole
Special Qualities:    Scent
Saves:                Fort +35, Ref +25, Will +15
Abilities:            Str 45, Dex 17, Con 25, Int 2, Wis 14, Cha 7
Skills:               Balance +16, Climb +30, Hide +11, Listen +11, Spot +11, Swim +30
Feats:                Alertness, Endurance, Skill Focus (Hide), Improved Toughness,
                         Power Attack, Crush, Gape of the Serpent, Great Fortitude,
                         Improved Initiative, Lunging Strike, Large and In Charge, Epic
                         Fortitude, Epic Toughness, Epic Prowess                   
Environment:          Warm Forest or Swamp
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          41-60 HD (Colossal)
Level Adjustment:     ----

"Do not swim in the river.  Boats are risky enough, but never swim in the river."

The Sucuriju Gigante is a creature resembling an 80+ foot long anaconda that spends most of it's time in water.

Constrict (Ex): The Sucuriju does 3d6+25 damage with a successful grapple check.

Improved Grab (Ex): If the Sucuriju successfully bites an opponent of any size it may immediately attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful it can then use its Constriction or Swallow Whole attacks in the next round.

Swallow Whole (Ex): If the Sucuriju succeeds with a grapple check it may swallow its opponent.  Once inside opponents take 2d8+8 poitns of crushing damage and 2d8+8 points of acid damage per round.  A swallowed creature may cut its way out by doing 50 points of damage to the Sucuriju's digestive tract (AC 15).  Muscular action closes the whole immediately afterward so other opponents must cut their own way out.  It's gullet may hold 1 Collosal or Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills: The Sucuriju has a +8 Racial bonus on Balance, Climb, and Swim checks.  It also has a +4 Racial bonus on Hide Listen and Spot checks.  It may always take 10 on a Climb check even if rushed or threatened.  It can always take 10 on a Swim check even if distracted or endangered.

Combat: The Sucuriju fights in a similar manner to most constrictor snakes.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 24, 2009, 11:09:18 AM
from Inuit myth

http://en.wikipedia.org/wiki/Adlet (http://en.wikipedia.org/wiki/Adlet)

http://www.americanmonsters.com/monsters/hyrbid/index.php?detail=article&idarticle=63 (http://www.americanmonsters.com/monsters/hyrbid/index.php?detail=article&idarticle=63)

                      Adlet
                      Medium Monstrous Humanoid (Cold)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +2/+4
Attack:               Claw+4 melee (1d6+2)
Full Attack:          2 Claws +4 melee (1d6+2), and 1 Bite -1 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Howl
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Tough Digestion, Fear of Fire
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 15, Dex 15, Con 15, Int 8, Wis 12, Cha 6
Skills:               Hide +3, Listen +2, Move Silently +3, Spot +2, Survival +2
Feats:                Great Fortitude, Track B
Environment:         Cold Mountains, Hills, Forests, and Plains
Organization:         Solitary, Pair, or Pack (7-16)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

"Never let the fire die down at night.  Fire is the only thing that keeps the wolves at bay.  And some wolves walk on two legs."

The Adlet are red furred lupine humanoids standing 7' tall and weighing up to 300 ponds.  They have long tails, yellow eyes, and terrible fangs and claws.

Howl (Su): An Adlet can unleash a horrifying howl once every minute.  Any living creature within 30' that can hear you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be froze in place (Paralyzed) for 1d3 rounds.

Tough Digestion (Ex): Adlet can eat any form of organic matter, and are immune to non magical poison and disease.

Fear of Fire (Ex): Adlet are deathly afraid of fire, and must make a DC 15 Willpower Save to approach an open flame.

Combat: Adlet generally howl, and then carry off or slaughter paralyzed opponents.  Other members of the pack charge opponents who didn't fall to their howl, and distract them long enough to carry off the 'meat'.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 26, 2009, 12:02:24 PM
http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html (http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html)


                       Ethiopian Bull
                       Huge Magical Beast
Hit Dice:             11d10+55 (115 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          24 (-2 Size, +16 Natural), touch 2, flat-footed 24
Base Attack/Grapple:  +11/+29
Attack[/B]:               Gore +19 melee (2d6+15/19-20)
Full Attack:          Gore +19 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Trample 2d8 +15
Special Qualities:    Damage Reduction 10/Magic, Dark Vision 60', Scent
Saves:                Fort +12, Ref +7, Will +3
Abilities:            Str 30, Dex 10, Con 20, Int 3, Wis 11, Cha 7
Skills:                Listen +7, Spot +7
Feats:                Cleave, Improved Initiative, Power Attack, Improved
                             Critical (Gore)
Environment:          Warm Forest, Hills, and Plains
Organization:         Solitary, Pair, or Herd (3-5)
Challenge Rating:     6???
Treasure:             Usually none
Alignment:            Usually neutral
Advancement:          12-22 HD (Huge)
Level Adjustment:     ----

"Holy crap Bert, that is the biggest cow evah ah has seen'"

"I'm tired of eatin' birds.  Let's catch 'im."

"With whut?  All we got are shortbows?"

Apparently they make some pretty nasty cattle in Ethiopia.

Trample (Ex): Reflex Save for half damage, DC=25.  DC is Strength based.

Combat: Pretty much like normal bulls, with the addition of being nearly immune to harm from non magical critters.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 28, 2009, 12:50:02 PM
http://en.wikipedia.org/wiki/Atmospheric_beast (http://en.wikipedia.org/wiki/Atmospheric_beast)

http://www.newanimal.org/a-beasts.htm

This version of the atmospheric beast is the alien bioship.  A self-aware spacecraft that is grown or bred as opposed to being put together mechanically.  It's assumed most have no passengers, and what they are made for is unknown.

ATMOSPHERIC BEAST (Space Alien version)

Atmospheric Beast is an Inherited Template that can be applied to any Abberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native).  Creatures with the Aquatic Subtype gain the Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 200 (Good).

Armor Class: Any Natural Armor Class bonus the Base Creature has become Deflection bonuses.  If it has a Natural Armor and Deflection Bonus add them together.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base Creature.

Special Qualities: Retains all Special Qualities of the base Creature, and gains the following:

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resitance 20 to Electricity and Acid Damage.

Damage Reduction (Ex): DR 10/Magic

Telepathy (Su): The Atmospheric Beast can communicat telepathically with any creature within 100 ft.

Saves: Unchanged.

Abilities: +8 Dex, +8 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

                      Space Raptor (Juvenile Arrowhawk, Atmospheric Beast Template
                      Small Outsider (Air, Native)
Hit Dice:           3d8+3 (16 hp)
Initiative:           +9
Speed:                200 ft. (40 squares), Good
Armor Class:          24 (+1 Size, +9 Dex, +4 Natural), touch 20, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Full Attack:          Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Electricity Ray
Special Qualities:    Dark Vision 60', Immunities, Telepathy, Damage Reduction/10 Magic
Saves:                Fort +4, Ref +12, Will +8
Abilities:            Str 12, Dex 29, Con 12, Int 10, Wis 21, Cha 13
Skills:               Diplomacy +3, Escape Artist +15, Knowledge (The Planes) +6, Listen +11, Move Silently +15, Search +6, Sense Motive +11, Spot +11, Survival +7 (+9 following tracks, +9 on Plane of Air)
Feats:                Dodge, Weapon Finesse
Environment:         Any
Organization:         Solitary or Clutch (2-4)
Challenge Rating:     6
Treasure:              None
Alignment:             Always Neutral
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Electricity Ray (Su): Can be fired once per round with a range of 50'.

Immunities: Atmospheric Beasts are immune to the following: Cold/Acid/Electricity/Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 29, 2009, 01:40:54 PM
Gasbags are odd inflated version of regular animals or plants, or that maneuver through the sky through the use of inflatable gasbags.


ATMOSPHERIC BEAST (Gasbag version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Ooze, Plant, or Vermin.

Size and Type: Size is unchanged, Type becomes Aberration. Aquatic Subtype is lost.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 20 (Clumsy), unless its already better. manouverability can't be better than Poor.

Armor Class: Unchanged

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

Special Qualities: Retains all Special Qualities of the base Creature and gains the following:

Flight (Ex): The Atmospheric Beast is naturally buoyant, and it permanently is under the effects of a Feather Fall spell with personal range.

Blindsight (Ex): The Atmospheric Beast has 60' Blindsight.

Saves: Unchanged.

Abilities: -2 Str, -8 Dex (minimum 3), +2 Con, +2 Wis

Skills: Unchanged.

Feats: Unchanged. Weapon Finesse is replaced with Weapon Focus (primary attack) if possessed.

Environment: Any

Organization: Unchanged

Challenge Rating: +0

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +0



Example of creature using template here:

                      Podshark (Medium Shark, Atmospheric Beast template)
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           -2
Speed:                Fly 20 ft. (4 squares), Clumsy
Armor Class:          11 (-2 Dex, +3 Natural), touch 8, flat-footed 11
Base Attack/Grapple:  +2/+3
Attack:              Bite +3 melee (1d6)
Full Attack:          Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Flight, Blindsight 60', Keen Scent
Saves:                Fort +5, Ref +1, Will +2
Abilities:            Str 11, Dex 7, Con 15, Int 1, Wis 14, Cha 2
Skills:               Listen +7, Spot +7, Swim +8
Feats:                Alertness, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary, School (2-5), or Pack (6-11)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on April 30, 2009, 01:35:24 AM
And what exactly are these based on?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Chemus on April 30, 2009, 02:13:31 AM
And what exactly are these based on?


http://en.wikipedia.org/wiki/Atmospheric_beast (http://en.wikipedia.org/wiki/Atmospheric_beast)
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Nanshork on April 30, 2009, 05:07:46 AM
And what exactly are these based on?


http://en.wikipedia.org/wiki/Atmospheric_beast (http://en.wikipedia.org/wiki/Atmospheric_beast)

I bet you just make wikipedia articles to support your creations.   :P
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 30, 2009, 11:33:49 AM
No believe it or not I got a lot of requests for the Atmospheric beasts.  Somehow they're popular.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 30, 2009, 01:37:44 PM
Dimensional Ghosts are strange, incorporeal life from other realms that aren't entirely made of matter as we know it


ATMOSPHERIC BEAST (Dimensional Ghost version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider. Gains Extraplanar and Incorporeal Subtypes. Creatures with the Aquatic subtype also become Amphibious.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Perfect), unless its already better

Armor Class: The Base Creatures natural Armor Class Bonus becomes a Deflection Bonus instead.

Attacks: Unchanged.

Damage: Attacks that are purely physical are no longer usable. Instead their Natural weapons become melee touch attacks doing untyped damage based on size (Tiny=1d2, Small=1d3, Medium=1d4, Large=1d6, Huge=1d8, Gargantuan=2d6, Colossal=3d6). Strength bonuses do not add to this attacks damage.

Special Attacks: Retains all Special Attacks of the Base Creature, but purely physical attacks are no longer useful. 

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

Immunities: Atmospheric Beasts are immune to the following: Critical hits, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to all energy types.

Telepathy (Su): The Atmospheric Beast can communicate telepathically with any creature within 100 ft.

Shifter (Su): The Atmospheric Beast can cross from any 1 Plane to another as a Standard Action at will.

Saves: Unchanged.

Abilities: Due to being Incorporeal the Atmospheric Beast has no Strength score.  +4 Int, +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudsquid (Squid w/Dimensional Ghost Template)
                      Huge Outsider (Extraplanar, Incorporeal, Aquatic)
Hit Dice:             12d8+18 (72 hp)
Initiative:           +3
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          17 (-2 Size, +3 Dex, +6 Deflection), touch 17, flat-footed 14
Base Attack/Grapple:  +9/-
Attack:               Tentacle +10 melee (1d8)
Full Attack:          10 Tentacles +10 melee (1d8)
Space/Reach:          15 ft./15 ft. (30 ft. with Tentacles)
Special Attacks:      -
Special Qualities:    Amphibious, Ink Cloud, Jet, Low Light Vision, Immunities, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Telepathy, Shifter
Saves:                Fort +9, Ref +11, Will +7
Abilities:            Str -, Dex 17, Con 13, Int 5, Wis 17, Cha 7
Skills:               Listen +12, Spot +13, Swim +8
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment:     ----
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 03, 2009, 01:12:22 PM
Cloudbeasts are apparently animate patches of fog or mist, or that appear to be creature formed primarily of some sort of vapor.


ATMOSPHERIC BEAST (Cloudbeast version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native). Gains Air and Incorporeal Subtypes.  Creatures with Aquatic Subtype gain Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 80 (Good), unless its already better

Armor Class: Unchanged. No longer has a Natural armor bonus.

Attacks: Unchanged.

Damage: Unchanged. Attacks that are purely physical are no longer useable.  

Special Attacks: Retains all Special Attacks of the base Creature, but purely physical attacks are no longer useable.  It also gains the following:

Engulf (Ex): The Cloudbeast may engulf any creature by moving into it's square.  The gases making up the Cloudbeast cause the opponent severe problems.  Anything inside the Cloudbeasts area must make a Fortitude save each round (DC is 10 plus half hit dice plus Constitution modifier) or take 1 point of Constitution damage.  Other gaseous beings are not immune to this effect, and opponents have a -6 circumstance penalty to all Wisdom based skill checks while inside the Cloudbeast.

Special Qualities: Retains all Special Qualities of the base Creature, and gains the following:

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resistance 20 to Electricity and Acid Damage.

Blindsight (Ex): The Atmospheric Beast has 120' Blindsight.

Saves: Unchanged.

Abilities: Due to Incorporeal status the creature no longer has a Strength score.  -2 Dex, +2 Con.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudwhale (Baleen Whale, Atmospheric Beast Template)
                      Gargantuan Outsider (Native, Air, Incorporeal)
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                Fly 80 ft. (16 squares), Good
Armor Class:          6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple:  +9/-
Attack:               Engulf
Full Attack:          Engulf
Space/Reach:         20  ft./15 ft.
Special Attacks:      Engulf
Special Qualities:    Immunities, Energy Resistance (acid and electricity), Blindsight  120', Hold breath, Low light Vision
Saves:                Fort +15, Ref +8, Will +5
Abilities:            Str -, Dex 11, Con 24, Int 2, Wis 12, Cha 6
Skills:               Listen +15, Spot +14, Swim +20
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ---
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on May 03, 2009, 07:13:41 PM
I personally like the second one best.  :p
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 05, 2009, 12:46:51 PM
from Native American myth

Big Owl
Gargantuan Outsider (Shapeshifter), Divine Rank 0
Hit Dice: 25d8+225 (850 hp)
Initiative: +1
Speed: 120 ft. (24 squares)
Armor Class:  24(-4 Size, +1 Dex, +13 Natural, +4 Deflection), touch 11, flat-footed 23
Base Attack/Grapple: +25/+52
Attack: Slam +36 melee (1d8+15)
Full Attack: 2 Slams +36 melee (1d8+15)
Space/Reach[/B]: 20 ft./20 ft.
Special Attacks:  Glowing Eyes
Special Qualities: Low Light Vision, Scent, Dark Vision 120', Owl Form, Immunities, Damage Reduction 35/Epic, Fire Resistance 20, Spell Resistance 32, Immortality, Divine Rank 0, Fast Healer, Hard to Kill
Saves: Fort +23, Ref +15, Will +18
Abilities: Str 40, Dex 12, Con 28, Int 12, Wis 18, Cha 18
Skills: Climb +39, Intimidate +29, Jump +39, Knowledge (Local, Nature) +26, Listen +29, Search +26, Spot +29, Survival +29
Feats: Snatch, Improved Snatch, Multisnatch, Rend, Power Attack, Flyby Attack, Hover, Power Dive
Environment: Warm Plains
Organization: Unique
Challenge Rating: 21?
Treasure: None
Alignment:  Neutral Evil
Advancement: 26+ HD (Collosal)
Level Adjustment: ---

"If you wish to go to the mountain tonight we cannot stop you.  But my people will not guide you.  Big Owl has been seen near there, and we will not risk meeting him."

Big Owl appears as a gigantic White Owl or as a sallow skinned giant with greasy hair and round yellow eyes.  He is a cannibal spirit hunting the White Mountain Apache, and is well nigh indestructible. Despite being defeated and even wounded by his brother (a Demigod), he is never killed.

Owl Form (Su): At will Big Owl can assume the form of a gigantic owl, and remain in that form for 1 hour per point of Constitution modifier.  His Size and Type do not change.  He gains a Flight speed of 160 ft. (Good). Instead of his slam he has Talon +29 melee (2d8+15).  If he makes a Full attack he may use 2 Talons +36 melee (2d8+15) and 1 Bite +31 melee (2d8+7). He may not speak in Owl Form, but may use his Glowing Eyes attack.

Glowing Eyes (Su): Charm Monster or Hold Monster (Big Owl's choice), 50', Willpower Save DC 26 to Negate (Save DC is Charisma based).

Fast Healer (Su): Big Owl heals 25 hit points per hour, whether he rests or not.

Immunities (Ex): Big Owl is immune to polymorphing, petrification or any other attack that alters his form.  He is also immune to Ability Drain/Damage, Energy Drain, Mind Affecting Effects, and Acid/Cold/Electricity Damage.   

Immortality (Ex): Big Owl is Immortal and cannot die from old age.  He does not need to sleep, eat, or breath

Hard to Kill (Ex): Big Owl has proven to be almost imposible to kill during his lifetime (and many  have tried).  He is immune to Death Effects, and cannot be permanently destroyed by any being without at least Divine Rank 1. If destroyed by a mortal he returns again 24 hours later at half hit points.

Combat: Big Owl likes to hypnotize or paralyze victims with his great glowing eyes before taking them off to be tortured and devoured at leisure.  If it comes down to a fight he is direct in his attacks, wading into melee and killing off anyone who manages to hurt him first.  In some stories he is a more accomplished shapeshifter.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 09, 2009, 12:35:28 PM
http://www.cryptomundo.com/cryptozoo-news/pugwis/ (http://www.cryptomundo.com/cryptozoo-news/pugwis/)

http://www.americanmonsters.com/monsters/aquatic/index.php?detail=monster&idmonster=32 (http://www.americanmonsters.com/monsters/aquatic/index.php?detail=monster&idmonster=32)

http://en.wikipedia.org/wiki/Thetis_Lake_monster (http://en.wikipedia.org/wiki/Thetis_Lake_monster)

Pugwis
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 2d10+6 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30'
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charge
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 16, Int 6, Wis 14, Cha 8
Skills: Climb +6, Listen +5, Spot +5, Swim +11
Feats: Alertness
Environment: Temperate Aquatic
Organization: Solitary, Pair, or Group (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class (most likely Scout)
Level Adjustment: +2

"Why don't you go to the lake and fish if you need food?"

"Because there's that which lives in the lake that we do not wish to awaken.  It has forgotten we exist, and we do not intend to allow it to remember."

The Pugwis are a race of violent fishlike humanoids from Indian myth that have made their way into the world of cryptozoology in the form of the Thetis Lake Monster.

Charge (Ex): When making a charge attack the Pugwis slams the razor sharp fin on it's head into it's opponent doing 2d6+6 damage.

Skills: Pugwis get a +8 Racial Bonus to Swim checks, and may always take 10 on a Swim check, even if distracted or endangered.  They may use the Run option while swimming in a straight line.

Combat: Pugwis are ferocious combatants, but not very subtle.  Generally they charge and begin flailing at their opponents.   If this doesn't work they will flee once it becomes the opponent isn't going to fall down dead.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 10, 2009, 11:00:35 AM
http://en.wikipedia.org/wiki/Baykok (http://en.wikipedia.org/wiki/Baykok)

http://www.monstropedia.org/index.php?title=Baykok (http://www.monstropedia.org/index.php?title=Baykok)

http://www.jimrage.com/Pagukpage.html (http://www.jimrage.com/Pagukpage.html)

The Baykok

Baykok is an Acquired Template that can be added to any humanoid.

Size and Type: Size remains same, type changes to Undead. Subtypes are kept.

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.
 
Speed: Base land and Climb speed is doubled.  If the base creature has no Climb speed it gains one equal to it's land speed.

Armor Class: Natural Armor class Bonus increases by +5.

Attacks: If the Base Creature doesn't already have a claw attack it gets one (Small:1d4, Medium: 1d6, Large: 1d8).  Any foe injured by the claw attack must make a Fortitude Save (DC is 10 plus half hit dice/levels plus Charisma modifier) or be paralyzed for 1d4+1 rounds.  When doing a full attack without weapons he Baykok gets 2 claw attacks. BAB remains the same, do not recalculate for Undead type.  Baykok are proficient with all Simple and Martial weapons, but not armor and shields (unless they get armor proficiency from a class).

Damage: Unchanged

Special Attacks: The Baykok retains all Special Attacks of the base creature and gains the following:

Paralysis (see above)

Special Qualities: The Baykok retains all the Special Qualities of the Base Creature, and gains the following:

Immune to Turn Attempts

Fast Healing: 3

Saves: Unchanged, except for differences in stats (do not recalculate because of Undead type).

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

Skills: Unchanged

Feats: Unchanged

Environment: Any

Organization: Unchanged

Treasure: Unchanged except for it's equipment

Challenge Rating: As Base Creature +2

Advancement: By character class

Level Adjustment: As Base Creature +4

Almost all Baykok are armed with a magical Club and Short Bow, and they are always proficient with these items.

The club is a +1, Impact, Warrior Bane Club.  Warrior Bane acts liek teh Bane ability, and warrior is defined as anyone possessing levels in a class whose Base Attack Bonus is equal to it's class level (i.e. Fighter, Paladin, Ranger, Hexblade, etc.).

The Short Bow is a +1 Invisible Short Bow.  All ammunition fired from this bow is invisible.  Opponents lose any Dexterity bonus to Armor Class against attacks from this weapon.

These weapons only work when held by a Baykok, otherwise they function as normal non magical weapons.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 12, 2009, 01:31:12 PM
http://en.wikipedia.org/wiki/Cattle_mutilation (http://en.wikipedia.org/wiki/Cattle_mutilation)

 Cattle Mutilator
                      Colossal Aberration
Hit Dice:             40d8+400 (580 hp)
Initiative:           +6
Speed:                Fly 240' ft. (48 squares), Perfect
Armor Class:          25 (-8 Size, +6 Dex, +10 Natural, +7 Deflection), touch 15, flat-footed 19
Base Attack/Grapple:  +30/+63
Attack:               Tendril +55 melee (1d6+17/18-20)
Full Attack:          8 Tendrils +55 melee (1d6+17/18-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Blood Drain, Experimental Weapons, Surgical Tendrils, Blight Area, Anesthesia Ray
Special Qualities:    Flight, All-Around Vision, Immunities, SR 30, Fast Healing 5
Saves:                Fort +23, Ref +25, Will +28
Abilities:            Str 45, Dex 24, Con 30, Int 18, Wis 24, Cha 24
Skills:               Disable Device +10, Heal +10, Knowledge (Arcana, Geography, Nature, The Planes) +12, Listen +10, Move Silently +10, Search +14, Spot +14
Feats:                Ability Focus (Anesthesia Ray), Adroit Flyby Attack, Dodge, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Lightning Reflexes, Mobility, Multisnatch, Power Climb, Snatch, Wingover
Environment:          Temperate Plains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     21
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          41+HD (Colossal)
Level Adjustment:     ---

"What could do something like this?"

Cattle Mutilators are horrifying aberrations created by alien races to conduct research and experiments on the livestock of the humanoid races in preparation fro something.  it is assumed to be an invasion.  Many cattle bear the signs of chemical or biological infection, or some other oddities.  Predators will not touch their corpses, nor will herbivores touch the ground near the corpse (which soon rots all plant life in it). Appearance varies, but most resemble some sort of nightmarish jellyfish.

Blood Drain (Ex): Once a victim is paralyzed, the Mutilator extends a proboscis to drain the carcass of blood.  As long as the victim is Paralyzed or Pinned in a grapple the proboscis does 1d4 temporary Constitution damage per round.

Experimental Weapons (Ex):  The Mutilators often carry many experimental weapons for testing.  These are either a 30' Cone or a 30' Radius, and may be used as a Standard Action.  Anything within the Area of Effect must make a DC 40 Fortitude Save or take one of the following effects:

Contract a disease (see DMG page 292, all versions of the disease used are assumed to be Contact or Inhaled)

Become Poisoned (see DMG page 296, all versions of the poisons used are Inhaled or Contact).

Surgical Tendrils (Ex): The Mutilators Tendrils are razor sharp, and critical on an 18 or higher.  They are considered Magical and Adamantine for purposes of overcoming Damage Reduction.

Blight Area (Ex): If a Mutilator spends more than 3 rounds hovering no more than 20' over a patch of vegetation, it kills all plant life there (creatures with the Plant Type get a Fortitude Save, DC 40 Fortitude Save, Save DC is Constitution based).  Additionally it seems to permanently poison the ground, and nothing will grow there again until a Miracle or Wish spell is cast.

Anesthesia Ray (Su): Ray, range 240', target must make a DC 39 Fortitude Save or be Paralyzed for 2d6 rounds (Save DC is Charisma based).

Flight (Ex): The Mutilators fly through unknown means, and if they become unconscious they simply float where they were (i.e. they have a permanent Feather Fall spell on their person).

All-Around Vision (Ex): Mutilators can't be flanked, and gain a +4 Racial Bonus on Spot and Search checks.

Immunities (Ex): Mutilators are immune to the vacuum of space and are not required to breathe.  They are also immune to Cold and Fire damage.

Combat: A Mutilator generally suddenly dives out of the sky towards livestock blasting them with the anesthesia ray.  It then drains their blood and dices them up.  If they should be troublesome it will flee before attention is drawn to it.  The best defense Mutilators have is that no one knowing what they are, or what they're up to.  They will not fight a determined foe, and will seek to escape and return later, unless ordered to by their superiors.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Prak, the Mad on May 12, 2009, 10:51:08 PM
holy fuck I'm definitely using the Cattle Mutilator in my game when it gets going again and is higher level...
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 13, 2009, 12:58:18 PM
http://www.sapphire-steele.com/tim/06_05.jpg (http://www.sapphire-steele.com/tim/06_05.jpg)

http://www.ohmboy.com/blog/uploaded_images/22deep_eye-740274.jpg (http://www.ohmboy.com/blog/uploaded_images/22deep_eye-740274.jpg)

http://www.zmescience.com/wp-content/uploads/2007/10/071015214545.jpg (http://www.zmescience.com/wp-content/uploads/2007/10/071015214545.jpg)

http://www.abdn.ac.uk/octopod/stasyr.jpg (http://www.abdn.ac.uk/octopod/stasyr.jpg)

http://olympiccoast.noaa.gov/images/bodypic_dsc_octopus_lg.jpg (http://olympiccoast.noaa.gov/images/bodypic_dsc_octopus_lg.jpg)


                      Cirrate Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d10+180 (290 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
Base Attack/Grapple:  +20/+42
Attack:               Engulf +42 melee touch (grapple)
Full Attack:          Engulf +42 melee touch (grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Constrict (8d6+10)
Special Qualities:    Blindness, 360' Blindsight, Psi-Like Abilities
Saves:                Fort +21, Ref +13, Will +15
Abilities:            Str 30, Dex 12, Con 29, Int 24, Wis 20, Cha 20
Skills:               Autohypnosis +20, Concentration +29, Hide +12, Intimidate +20, Knowledge (Psionics) +22, Knowledge (Nature) +22, Listen +22, Search +22, Sense Motive +20, Spot +22, Survival +20, Swim +33, Use Psionic Device +22
Feats:                Alertness, Blind-Fight, Combat Manifestation, Improved Initiative, Iron Will, Skill Focus: Hide, Power Penetration
Environment:          Cold Aquatic
Organization:         Solitary
Challenge Rating:     12??
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We are NOT steering this ship into deeper waters.  I've seen whats down there, and I barely escaped the last time..."

Cirrate Kraken live 7000 meters or more below the surface.  Due to being nearly blind, and having no ink or jets, many believe them to be among the most primitive of Krakens.  This is untrue, they are merely better adapted to their lightless environment. 

Improved Grab (Ex): Cirrate Kraken can make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Ex): The Cirrate Kraken does 8d6+10 with a successful Grapple check.

Blindness (Ex): The Cirrate Kraken is blind despite having eyes, and relies on it's Blindsense to "see".  It is immune to effects that cause Blindness.

Psi-Like Abilities (Ps): The Kraken may manifest the following powers as Psi Like abilities once per day: Chameleon, False Sensory Input, Insanity, Psychotic Break.  Manifester Level is 13.

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: While the webbing between their tentacles discourages grappling multiple foes, one on one fights are deadly as it can bring all it's mucous lined tentacles to bear against one opponent.  Cirrates tend to hide, and ambush opponents one by one.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 15, 2009, 12:36:37 PM
http://www.youtube.com/watch?v=O5hEmZCuX0Y (http://www.youtube.com/watch?v=O5hEmZCuX0Y)

                      Ghost Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d8+180 (270 hp)
Initiative:           +1
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Deflection), touch 21, flat-footed 20
Base Attack/Grapple:  +20/+56
Attack:               Tentacle +26 melee (1d6+9)
Full Attack:          10 Tentacles +26 melee (1d6+9) and 1 Bite +21 melee (3d6+4)
Space/Reach:          20 ft./15 ft. (60 ft. with Tentacles)
Special Attacks:      Improved Grab, Constrict (1d6+9)
Special Qualities:    Dark Vision, Low Light Vision, Spell-Like Abilities, Ethereal Jaunt
Saves:                Fort +21, Ref +15, Will +15
Abilities:            Str 30, Dex 12, Con 28, Int 20, Wis 20, Cha 24
Skills:               Concentration +22, Hide +2, Intimidate +20, Knowledge (Geography, Nature, Arcane) +17, Listen +19, Search +17, Sense Motive +17, Spot +20, Survival +17, Swim +30, Use Magic Device +20
Feats:              Alertness, Blind-fight, Combat Expertise, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any Aquatic
Organization:         Solitary (possibly unique)
Challenge Rating:     14
Treasure:             Triple Standard
Alignment:            Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We find new things in the sea all the time.  Considering some of them, it might be preferable if we simply left it alone..."

The Ghost Kraken is a nearly legendary Kraken like squid that seems to shift between the Material and Ethereal Planes.  Few people have ever seen it, or perhaps simply few living people have seen it.  It's unknown if it's a single mutated individual, or a new species. 

Improved Grab (Ex): If the Ghost Kraken hits with a Tentacle attack it may perform a Grapple check as a Free Action without provoking an attack of opportunity.  If it is successful it may Constrict.

Constrict (Ex): A Ghost Kraken does 1d6+9 damage with a successful Grapple check.

Spell-Like Abilities (Sp): A Ghost Kraken may cast Blackwater Tentacle, Dark Tide, Evard's Black Tentacles, and Pressure Sphere 1/day.  Caster Level is 9th, Save DC's are Charisma Based.

Ethereal Jaunt (Su): A Ghost Kraken can shift from the Ethereal Plane to the Material as a Free Action, and move back again as a Move Action (or during a Move Action). The ability is otherwise identical to the spell of the same name (Caster Level i equal to Hit Dice).

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: Ghost Krakens tend to phase into the Material Plane, unleash a spell or two to wreak havoc, and then shift back.  Or they'll shift in an out making tentacle attacks.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 19, 2009, 01:02:59 PM
http://theseventhvoyage.com/thecephalopod.htm (http://theseventhvoyage.com/thecephalopod.htm)

                      Kraken, Ammonoid
                     Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d8+220 (310 hp)
Initiative:           -1
Speed:                Swim 15 ft. (3 squares)
Armor Class:          30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 20
Base Attack/Grapple:  +20/+45
Attack:               Tentacle +31 melee (1d8+13)
Full Attack:          6 Tentacles +31 melee (1d8+13) and 1 Bite +29 melee (4d6+6)
Space/Reach:          20 ft./15 ft. (30 ft. with tentacles)
Special Attacks:      Improved Grab, Constrict (1d8+13)
Special Qualities:    Dark Vision 60', Ink Cloud, Low Light Vision, Spell Like Abilities, Hard Shelled
Saves:                Fort +22, Ref +11, Will +10
Abilities:            Str 36, Dex 9, Con 30, Int 18, Wis 18, Cha 18
Skills:               Concentration +20, Diplomacy +14, Hide +1, Intimidate +18, Knowledge (Geography, Nature) +14, Listen +16, Search +14, Sense Motive +14, Spot +16, Survival +14, Swim +33, Use Magic Device +14
Feats:                Alertness, Blind-Fight, Defensive Sweep, Improved Initiative, Improved Toughness, Multiattack, Multigrab
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---


"If you see any large shells on the sea floor during the dive, get out of there immediately".

There are reports of odd Kraken like beings with spiraled shells protecting their bodies.  If possible they may even be more surly and aggressive than their counterparts, but do not display as much intellectual prowess (which is not to say that they are dumb, they still tend to make plans for ambushes).  Ammonoid Krakens tend to live in shallow waters, and are therefore a bit more of a threat than usual.

Improved Grab (Ex): If the Kraken successfully hits with a tentacle attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): A Kraken does 1d8+13 damage with a Grapple check.

Ink Cloud (Ex): Once per minute as a Free Action a Kraken can emit a cloud of ink in an 80' spread.  Creatures within the cloud are considered to be in Darkness, and it provides total concealment.  Krakens usually use it to escape fights going badly.

Spell Like Abilities (Sp): 1/day: Control Winds, Forestfold, Turbidity, Waterspout.  Caster Level 9, Save DC's are Charisma Based.

Skills: Krakens have a +8 Racial Bonus to Swim checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Hard Shelled (Ex): The krakens hard shell give it a 75% chance of ignoring a Critical Hit.

Combat: An opponent can make Sunder attempts against a Krakens tentacles (they have 10 hp).  If an opponent severs a limb the Kraken takes 5 hp damage.  It will usually withdraw if it loses 3 limbs, and can regrow severed ones in 1d10+10 days.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 20, 2009, 12:33:04 PM
The Beast of Blackwater Moors
                      Large Monstrous Humanoid
Hit Dice:             10d8+50 (95 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          21 (-1 Size, +12 Natural Armor), touch 9, flat-footed 21
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (1d8+6/19-20)
Full Attack:          2 Claws +15 melee (1d8+6/19-20) and 1 Bite (1d10 +3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Assimilate, Living Juggernaut, Improved Grab, Rend 2d8+12
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, DR 5/Adamantine, Regeneration 5 (may be killed by fire or acid)
Saves:                Fort +8, Ref +7, Will +9
Abilities:            Str 22, Dex 10, Con 20, Int 2, Wis 14, Cha 14
Skills:               Climb +12, Hide +2, Intimidate +4, Jump +12, Listen +7, Move Silently +6, Search +1, Spot +7, Survival +7, Swim +7
Feats:                Cleave, Improved Bull Rush, Improved Critical (Claw), Improved Initiative, Power Attack
Environment:          Temperate Marsh or Plains
Organization:         Unique
Challenge Rating:     9
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Did you hear that?"

The Beast of Blackwater Moor is a large hairy anthropoid with a mixture of various features of ape, goat, man, and other animals.  It is said to have clawed hands and feet, fanged teeth with tusks jutting from its mouth, pointed ears, and long horns.  Many dismiss it as simply a rogue minotaur that has escaped an underground maze and ended up on the moors.  Others point out that Minotaurs are very obviously Bull men, and have cloven hooves for feet.  Nor do they occasionally change in appearance.  Some wonder if it's the creation of a dead Mage, a curse gone wrong, or a punishment by the Gods. Thankfully there only seems to be one.

Assimilate (Su): Whenever the Beast of Blackwater Moor eats a creature it gains one Exceptional ability listed under either Special Attacks or Special Qualities for 1 week.  It also temporarily changes appearance based on what this ability is.  For example if it gains a poisonous Bite from eating gant spiders, it may take on a spiderlike face and mandibles. It may only absorb 1 ability at a time, but may switch out at will when it consumes a new opponent.  If the victim has no Exceptional Abilites (or none that the Beast doesn't already possess), it may gain 1 of the following: A move type it doesn't currently have, a Secondary Natural Attack it doesn't currently have (modify damage based on Size), a +4 Bonus to 1 Saving Throw, a +4 Bonus to one Skill, a +2 Bonus to 1 Ability, or it's Natural Armor Bonus increases by +4.

Living Juggernaut (Ex): The Beast is immune to Feats (such as Large and in Charge) or Class Abilities that would interrupt or prevent its attack when it is Charging.  It is immune to Slow or any similar effect that lowers it's movement when Charging. The Beast does 2d10+12 damage with a successful Charge Attack. Instead of the normal charge modifiers, it's bonus to hit is +4, and it receives no AC penalty.   
It does not need to move in a straight line when Charging, but it does still need to move at least 10'.

Ferocity (Ex): The Beast may fight normally when at negative hit points.

Improved Grab (Ex): If the Beast hits successfully with a claw attack it may make a Grapple check as a Free Action without provoking an attack of opportunity.  If it succeeds it may Rend the next round.

Rend (Ex): The Beast does 2d8+12 with a successful Graple check.

Skills: The Beast has a +4 Racial Bonus to Climb, Hide, Jump, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: The Beast charges into the nearest opponent, and begins to tear it to pieces.  It will concentrate on this opponent unless another proves itself to be more of a problem (i.e. does more damage).  If reduced to half or less hit points it will flee and try to hide in the moors.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 22, 2009, 01:05:40 PM
Black Render
                      Huge Magical Beast
Hit Dice:             16d10+144 (232 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +16/+34
Attack:               Bite+24 melee (2d8+10)
Full Attack:          1 Bite +24 melee (2d8+10) and 2 Claws +19 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Rend (2d8+15)
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Determined Fury
Saves:                Fort +19, Ref +9, Will +6
Abilities:            Str 31, Dex 8, Con 28, Int 5, Wis 12, Cha 10
Skills:               Hide +3, Spot +10, Survival +5
Feats:                Cleave, Great Cleave, Power Attack, Improved Bull Rush, Track
Environment:          Warm Marshes
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Usually Neutral
Advancement:          17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"Looks like Harvey made it into the swamps.  Poor bastard.  He might've preferred the gallows to what' waiting for him out there."

Black Renders are much much taller than the typical Gray Render, and inhabit warmer feeding areas as well.  Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention.  Rarely spotted it is currently unknown if this is a separate species or simply an occasional mutation as no specimen has ever been brought in for study, dead or otherwise.

Improved Grab (Ex): If the Black Render successfully attacks with its Bite it may immediately attempt a Grapple Check as a Free Action without provoking an attack of opportunity.

Rend (Ex): If the Render succeeds in grappling after a bite it automatically does 2d8+15 damage with its claws each round until the grapple is escaped by it's opponent.

Determined Fury (Ex): 3 times per day whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round.  It may fight normally even at negative hit points.

Skills: Black Renders gain a +6 Racial Bonus to Spot checks.

Combat: Black Renders are unsurprisingly not so different from Gray Renders when it comes down to the point of fighting and killing.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 23, 2009, 12:10:45 PM
http://en.wikipedia.org/wiki/Vetala (http://en.wikipedia.org/wiki/Vetala)

http://www.deardeath.com/vetala.htm (http://www.deardeath.com/vetala.htm)

                      Vetala
                      Medium Undead (Evil, Incorporeal)
Hit Dice:             8d12 (52 hp)
Initiative:           +8
Speed:                Fly 90 ft. (18 squares), Perfect
Armor Class:          19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Base Attack/Grapple:  +4/-
Attack:               -
Full Attack:       -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Touch of Death, Frightful Presence, Corpse Possession
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +2, All Knowledge
Saves:                Fort +4, Ref +6, Will +11
Abilities:            Str -, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Ability Focus (Frightful Presence), Great Fortitude, Improved Initiative,
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"There is...something that may know about how to fix your problem.  But whether or not it will wish to cooperate I cannot say.  I can't even say if you will come back alive..."

Vetala are evil spirits who possess corpses and use them as vehicles.

Touch of Death (Su): If the Vetala comes within 60' of a pregnant woman, her unborn child is slain and will miscarry.  A Vetala can cast Finger of Death at will as a Supernatural ability on any child (child is defined as the human equivalent of 12 or younger, this only works on actual children, not people polymorphed or age-regressed due to a spell or effect).

Madness (Sp): The Vetala can cast Insanity as a Spell-like ability 3 times per day.

Frightful Presence (Su): Any creature attcked or charged by the Vetala that has less Hit Dice than it must make a DC 21 Willpower Save (Save DC is CHarisma based) or be Frightened for 2d4 rounds.  If it saves successfully the opponent is immune to this Vetala's Frightful Presence for 24 hours.

Corpse Possession (Su): The Vetala can possess any one corpse within 60' as a Standard action.  The corpse has the physical stats of the original creature with the Zombie template, and can't be of a CR higher than the Vetala (i.e. at most it can animate a CR 7 zombie).  However it is immune to turning (though a successful Turning attempt will expel the Vetala from the corpse, after which a second Turn attempt affects the Vetala normally provided it can be done before it possesses another corpse.), and instead of mindless it has the mental stats/skills/Feats of the Vetala.  If the corpse is destroyed or damaged the vetala is unharmed (and expelled if it's destroyed). 

All Knowledge (Su): This is similar to the Bardic Knowledge ability on page 28 of the PHB, but the Vetala adds it's Hit Dice plus Int Modifier.  However due to the Vetala's odd ability to know the past, present, and future, it has a straight DC 20 check for any question.

Rejuvenation: This is identical to the Ghost ability listed on page 118 of the Monster Manual.  The only way to truly get rid of the Vetala is to find it's body and give it the proper burial rites.

Combat: The Vetala will cast Madness on anyone entering it's graveyard or attacking it's village.  It will then animate a corpse to attack, and repeat until available corpses run out.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 24, 2009, 10:17:15 AM
http://www.delcarsdungeon.com/mels/Vampire/india.htm (http://www.delcarsdungeon.com/mels/Vampire/india.htm)

http://enchanteddoorway.tripod.com/vamp/india.html (http://enchanteddoorway.tripod.com/vamp/india.html)

Vetala manbat version
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 80 ft., Good
Armor Class:         19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +4/+5
Attack:               Bite +9 melee (1d4+1)
Full Attack:          Bite +9 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Improved Grapple, Blood Drain
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +4
Saves:                Fort +2, Ref +6, Will +11
Abilities:            Str 12, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Daunting Presence, Death Master, Weapon Finesse
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     4?
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"You can't go that way stranger.  The graveyard is that way, and it's not safe at night."

This version of the Vetala is a manbat that haunts graveyards at night.

Improved Grapple (Ex): If a Vetala successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action, without provoking an Attack of Opportunity.  Vetala do not take Size Penalties to Grapple Checks.

Blood Drain (Ex): If the Vetala can Pin it's victim in a Grapple it does 1d4 temporary Constitution Damage each round the Pin is maintained.  Whenever it succeeds it gains Fast Healing 5 for 1 round.

Combat: The Vetala will use hit and run tactics to weaken foes before closing for the grapple, especially if there are many of them.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 26, 2009, 01:56:06 PM
http://www.vampirerave.com/member_articles2.php?entry=180 (http://www.vampirerave.com/member_articles2.php?entry=180)

http://www.vampgirl.com/vampmyth.html (http://www.vampgirl.com/vampmyth.html)

http://theshadowlands.net/vamp3.htm (http://theshadowlands.net/vamp3.htm)



Gayal

Gayal is an Acquired Template that can be applied to any male humanoid whose family has not performed the proper burial rites for him.

Size and Type: Size is unchanged.  Type changes to Undead.  Base Attack Bonus,Skills, and Saving Throws are not recalculated.

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

Speed: Gayals have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Gayal retains all the attacks of the Base Creature. The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Gayals size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Gayal is maintaining it's Lifelike Appearance (see below).

Damage: Unchanged.

Special Attacks: A Gayal retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Gayal also gains  Blood Drain, and 1-3 abilities from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, tehy are immune to the Terrifying Appearance of thsi Corporeal Spirit for 24 hours.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Gayal is automatically subjected to this ability and receives no Save.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).

Blood Drain (Ex): If a Gayal can Pin an opponent with a successful Grapple Check it can Drain 1d4 Con each round the Pin is maintained. On each such sucessful attack it gains 5 temporary hit points.

Unseen (Su): The Gayal may cast Invisibility at will or Greater Invisibility 3 times per day as a Supernatural ability.


Special Qualities: A Gayal has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. A Gayal may be laid to rest by performing the proper burial rites and continuing to show it respect.  If the proper respect is not maintained it may return.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 60' of a Gayal, and Panic if forced to do so (they remain Panicked so long as the Gayal is within Range).

Lifesense (Su): Gayal may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch, and whether or not that creature is a relative.
 
Lifelike Appearance (Su): Gayals appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Gayal as he was when he died. The Gayal cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Gayal has fed within the last hour it's Lifelike Appearance cannot be seen through. After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Gayal gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribue modifier) to control what information its opponent receives. This does not work if the Gayal has lost it's Lifelike Appearance.

Iron Skin: The Gayal has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Gayal are at +2.

Spell Resistance (Ex): The Gayal gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Gayal may add its Charisma modifier to it's hit points instead of it' now nonexistent Constitution score.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +4 Cha. Gayal have no Constitution Score.

Skills: Gayal have a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks

Feats: Unchanged.

Environment: Any

Organization: usually Solitary.

Challenge Rating: +2

Treasure: As Base Creature.

Alignment: Becomes Evil.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

original stats 15 Str  (+1 at level 4), 12 Dex, 14 Con, 8 Int, 10 Wis, 13 Cha

                       Pradu, Commoner 5
                       Medium Undead
Hit Dice:             5d12 (32 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class:          16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+7
Attack:               Bite +7 melee (1d6+5) or Grapple +7 melee
Full Attack:          Bite +7 melee (1d6+5) or Grapple +7 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Terrifying Appearance, Bestial Rage
Special Qualities:    Rejuvenation, Turn Immunity, Lifelike Appearance, Lifesense, Unnatural Aura, Iron Skin
Saves:                Fort +3, Ref +4, Will +3
Abilities:            Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 17
Skills:               Climb +7, Hide +7, Intimidate +7, Listen +8, Move Silently +7, Profession (Farmer) +4, Search +3, Spot +8
Feats:                Improved Unarmed Strike, Improved Grapple
Environment:          Any
Organization:         Solitary
Challenge Rating:     7? (what is the CR for a Commoner?)
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +5
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 27, 2009, 12:50:23 PM
Tympanios

Tympanios is an aquired template that can be added to any human. 

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

Hit Dice: Increase all current and future Hit Dice to d12's.

Speed: Same

Armor Class: Increase Natural Armor Class by +1

Attack: A Tympanios' unarmed attacks and grapples do lethal instead of subdual damage.

Special Attacks: The Tympanios retains all class abilities it had while alive.  Abilities that were based on Con are now based on Cha.  i.e. if the base creature were formerly a Barbarian, the duration of your rage is based on Cha insead of Constitution.  It also gains the following:

Horrific Appearance (Su): If it wishes a Tympanios may appear bloodstained and obviously dead.  Any living creature within 60' immediately must make a Fortitude Save DC (10+ 1/2 Ghosts Hit Dice + Charisma modifier) or take 1d4 points of Strength, Dexterity, and Constitution Damage.  A creature who saves cannot be affected by the same Tympanios' Horrific Appearance for 24 hours. 

Special Qualities: The Tympanios retains all class abilities it had while alive.  Abilities formerly based on Constitution are also now based on Charisma like Special Attacks are above.  It also gains the following:

Damage Reduction (Su): Damage Reduction 5/-

Immunities (Ex): A Tympanios is immune to being turned like most undead.

Resistances (Ex): Resistance 10 to Cold and Fire.

Rejuvenation (Su): Most Tympanios are immune to destruction.  Regardless of what is done to them they will return in 2d4 days after being destroyed.  The only sure way to get rid of a Tympanios is to find out what it wants (most have come back for a purpose) and see to it they get it or are at least shown that what they want is unnattainable.  If the ghost is appeased it leaves for the afterlife.  If it is thwarted in tis desires and realizes they are impossible to achieve they go into a rage for up to (Charisma modifier, minimum 1) hours before disappearing destroying all in their path.  During this time their DR increases to Damage Reduction 10/-.

Weaknesses: Some Tympanios (especially evil ones) are compelled to either drink the blood of the living or eat their flesh.  Many attack their own relatives.  They have no fangs or claws like vampires or other undead so they must beat their victims to death before ripping them open to feed.  A Tympanios who spends time among the living must make a Willpower save DC 15 (+1 cumulative per hour or day they go without blood) every hour if Evil or every day if otherwise or go mad and attack someone for blood.  Feeding a Tympanios blood willingly will abate this madness.  Relatives may also feed it animal blood in an attempt to trick it, but if the Tympanios discovers this it will go mad and attack.

Abilities: Increase from the Base Creature as follows: Str +6, Cha +2.  As an undead creature the Tympanios has no Constitution score.

Feats: The Tympanios gains Improved Unarmed Strike and Improved Grapple as Bonus Feats.

Environment: The afterlife, or their former home.

Organization: In Greece its Solitary, in the afterlife 10-100

Challenge Rating:+2

Treasure: usually None

Alignment: Becomes Chaotic Evil if formerly any Evil alignment, Chaotic Neutral if any other Chaotic alignment, or Neutral if any other non evil, non chaotic alignment.

Advancement: By character class.

Level Adjustment: +5

The Tympanios is not quite a vampire despite its predilection for blood and more of an 'embodied ghost'.  The solid manifestation of a dead relative that visits the earth one month out of the year.  While their living relatives are sometimes happy to see them they understand the fickle and violent nature of their dead ancestors and placate them as much as they can wth food and drink and offerings of blood.  Below is an exampel of a famous Tympanios called Philocritus:

                      Philocritus
                      Medium Undead, Expert 3, Aristocrat 2
Hit Dice:           5d12 (32 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          11 (+1 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +3/+5
Attack:               Slam +5 melee (1d3+2)
Full Attack:          2 Slams +5 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Horrifying Appearance Save DC 17
Special Qualities:    Damage Reduction 5/-, immune to Turning, Cold and Fire
                           Resistance 10, Rejuvenation, Weaknesses
Saves:                Fort +0, Ref +0, Will +8
Abilities:            Str 14, Dex 10, Con -, Int 12, Wis 14, Cha 17
Skills:               Appraise +7, Bluff +13, Dipomacy +17, Gather Information +10,
                       Knowledge (History, Local, Nobility) +5, Listen +6, Sense
                       Motive +11, Spot +6, Intimidate +12
Feats:                Improved Unarmed Strike, Improved Grapple, Negotiator,
                         Persuasive, Ability Focus (Horrific Appearance)
Environment:          Hades, or his home city
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:             Neutral
Advancement:          as per character class
Level Adjustment:     ---
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on May 28, 2009, 06:14:19 AM
Idea: Xenomorphs, as per Alien (the movie)  :evillaugh :plotting
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 28, 2009, 09:45:59 AM
Idea: Xenomorphs, as per Alien (the movie)  :evillaugh :plotting
I've thought about it.  Kinda tricky to pull off.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 28, 2009, 01:50:31 PM
http://remainsofthedesi.wordpress.com/2007/07/18/vampires-of-indiafor-the-blood-is-the-life/

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.vampirerave.com/member_articles2.php?entry=159

http://www.answers.com/topic/vampires-in-india

I can't seem to find if the Brahmaparusha is a demonic or undead vampire anywhere, so I'm proceeding a though it were undead:

Brahmaparusha

Brahmaparusha is an Acquired Template that can be applies to any humanoid,

Size and Type: Size remains the same, Type changes to Undead. 

Hit Dice: All current and future hit dice become d12's, and hit points are recalculated.

Speed: Base land speed increases +10 ft.

Armor Class: The Brahmaparusha gains a Profane armor class bonus equal to its Charisma Bonus.

Attacks: A Brahmaparusha keeps all the attacks of the Base Creature, and gains a Claw attack if it didn't have one. When making a Full attack unarmed the Brahmaparusha makes 2 Claw attacks. Base Attack Bonus is not recalculated.

Damage: The claw attack gained by the Brahmaparusha does 1d4 damage if small, 1d6 if medium, and 1d8 if large.  It also gains a Profane Bonus to all damage rolls equal to it's Charisma Bonus.

Special Attacks: The Brahmaparush retains all special attacks of the Base Creature, and gains the following:

Dark Power (Ex): The Brahmaparusha are very powerful undead.  Once per day they may add their Charisma modifier to a single attack roll; or to the Save DC of any spell, spell like ability, supernatural ability, or special attack they may have.

Lord of the Dead (Su): Brahmaparusha are known as the Lords of the Dead in some stories.  This ability works the same as the spell Dominate Monster, but only works on undead (and bypasses their immunity to mind affecting effects).  They still get a Saving Throw.

Special Qualities: The Brahmaparush retains all special abilities of the Base Creature, and ggaisn the following:

Damage Reduction (Ex): Brahmaparusha have Damage Reduction 10/good and magic

Fast Healing (Ex): Brahmaparusha have Fast Healing 5.

Immunities (Ex): In addition to the usual Undead Immunities, Brahmaparusha are Immune to being Turned.

Saves: Fortitude Saves no longer get a Constitution bonus, but otherwise do not get recalculated.  The Brahmaparusha gains a Profane Bonus on all saving throws equal to its Charisma modifier (minimum +1).

Abilities: Str +6, Dex +6, Wis +2, Cha +6

Skills: Brahmaparusha gain a Profane bonus on all skills equal to their Charisma Bonus.

Feats: Unchanged.

Environment: Any

Organization: Usually Solitary

Challenge Rating: 3

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: By character Class.

Level Adjustment[/B]: +6


Example Brahmaparusha (original Stats 12 Str, 14 Dex, 13 Con, 10 Int, 8 Wis, 15 Cha, +3 Cha for levels)

Musharaff (Dwarf, Level 12 Sorcerer)
                      Medium Undead
Hit Dice:             12d12 (78 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          22 (+5 Dex, +7 Profane), touch 22, flat-footed 17
Base Attack/Grapple:  +6/+10
Attack:               Claw +10 melee (1d6+11)
Full Attack:          2 Claws +10 melee (1d6+11)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dark Power, Lord of the Dead, Spells
Special Qualities:    Damage Reduction 10/good and magic, Immunities, Fast Healing 5
Saves:                Fort +11, Ref +16, Will +15
Abilities:            Str 18, Dex 20, Con -, Int 10, Wis 10, Cha 24
Skills:               Concentration +10, Knowledge (Arcana) +10, Spellcraft +10
Feats:                Combat Casting, Greater Spell Focus (Enchantment, Necromancy), Spell Focus (Enchantment, Necromancy)
Environment:          Any
Organization:         Solitary
Challenge Rating:     15
Treasure:             Standard
Alignment:            Always neutral Evil
Advancement:          By character class
Level Adjustment:     +6


Spells Known:
1st: Cause Fear, Charm Person, Chill Touch, Hypnotism, Obscuring Mist,
2nd: Blindness/Deafness, Comand Undead, Detect Thoughts, Fog Cloud, See Invisibility
3rd: Dispel Magic, Hold Person, Non Detection, Vampiric Touch
4th: Animate Dead, Bestow Curse, Fear
5th: Feeblemind, Hold Monster
6th: Create Undead
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 30, 2009, 10:21:26 AM
http://www.vampirerave.com/member_articles2.php?entry=180 (http://www.vampirerave.com/member_articles2.php?entry=180)

once again there wasnt much info, so I'm winging it.  Pacu Pati is also known as Mmbyu and may be a personification of Death itself.  Accordingly I'm making him almost a deity.

                       Pacu Pati
                      Medium Outsider 20/Sorcerer 20/Rogue 10, Divine Rank 3
Hit Dice:             20d8+20d4+10d6+500 (800 hp)
Initiative:           +8
Speed:                60 ft. (12 squares), Fly 120 ft. (Good)
Armor Class:          47 (+8 Dex, +16 Natural, +13 Deflection), touch 31, flat-footed 39
Base Attack/Grapple:  +37/+46
Attack:               Claw +49 melee (1d8+9 plus) or by weapon +49/+44/+39/+34
Full Attack:          2 Claws +49 melee (1d8+9 plus), and 1 Bite +44 melee (2d6+5 plus) or by weapon +60/+55/+51/+46
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Summon the Dead, Lord of Darkness, Sneak Attack +5d6
Special Qualities:    Damage Reduction 35/ Epic,  Dark Vision 250', Telepathy 250', Immunities, Spell Resistance 35, Fire Resistance 23, Immortality, Divine Rank 3, Trapfinding, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +3, Improved Evasion
Saves:                Fort +34, Ref +36, Will +40
Abilities:            Str 28, Dex 24, Con 26, Int 24, Wis 24, Cha 36
Skills:               Bluff +59, Concentration +51, Craft (Alchemy) +53, Diplomacy +49, Gather Information +48, Hide +43, Intimidate +49, Knowledge (Arcana) +50, Knowledge (Geography, History, Local, Nature, Nobility, Religion) +32, Listen +43, Move Silently +43, Search +43, Sense Motive +43, Spellcraft +50, Spot +43
Feats:                Bolster Resistance, Corpsecrafter, Deadly Chill, Destruction Retribution, Enervate Spell, Fell Animate, Fell Drain, Hardened Flesh, Necromantic Might, Necromantic Presence, Nimble Bones, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Combat Casting, Craft Wondrous Item, Iron Will, Great Fortitude, Fearsome Necromancy
Salient Divine Abilities: Hand of Death, Know Death, Undead Qualities
Environment:          Any
Organization:         Unique (always accompanied by a retinue of 10-100 undead from CR 8-13)
Challenge Rating:     
Treasure:             Quadruple Standard
Alignment:            Always Neutral Evil
Advancement:          51+ HD (Medium)
Level Adjustment:     ----

"There is a being who can teach you to defeat the vampires of the mountains.  But he will ask a terrible price, and in the end you may prefer the bloodsuckers to him..."[/B]

Pacu Pati is the Lord of all evil things, and all Undead pay him homage.  I can't find a description of him, but one assumes like most Indian deities or beings he is humanoid with some monstrous features.

Summon the Dead (Su): The Pacu Pati can cast Summon Monster IX at will as a Supernatural ability.  However, instead of the usual creatures, the Pacu Pati can only summon 1 Undead of CR 10, or 1d3 undead of CR 8, or 1d4+1 of CR 7 or less.

Lord of Darkness (Su): The Pacu Pati can cast Dominate Monster at will as a Supernatural ability, but only on creatures with an Evil alignment.  This even effects Mindless undead who are normally immune to it's effects.

Combat: Anyone wishing to fight Pacu Pati must first cut their way through crowd of undead and monsters eternally at his side.  He can be bargained with, but doing so is a treacherous thing.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 31, 2009, 12:59:23 PM
Mmbyu
                      Medium Outsider (Native, Incorporeal, Evil)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +8
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +10/-
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Possession
Special Qualities:    Dark Vision 120', Telepathy 100', Spell Resistance 20, Immunities, Regeneration 5
Saves:                Fort +12, Ref +11, Will +13
Abilities:            Str -, Dex 18, Con 20, Int 16, Wis 18, Cha 18
Skills:               Bluff +17, Hide +17, Intimidate +17, knowledge (Local, Arcane, Geography, History, Planes) +16, Listen +17, Move Silently +17, Spot +17
Feats:           Ability Focus (Possession), Eyes in the Back of Your Head, Improved Initiative, Iron Will
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     8??
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          11-15 HD (Medium)
Level Adjustment:     ---

"Don't go to the cemetary at night.  You won't come back the same."

Mmbyu are a race of demonic vampires that possess the living (and sometimes the dead) to kill and torment people.

Possession (Su): Identical to the Malevolence ability used by Ghosts on page 118 of the Monster Manual, with one exception. It can also be used to possess a corpse, in which case the Mmbyu uses the physical stats of a zombie of the appropriate size.  While possessing this corpse the Mmbyu can make it appear as it did in life, and has some access to it's memories.  It does not possess the skills of a dead architect for example, but would remember his relatives and what their names/relationships to him were.

Immunities: Mmbyu have all the immunities possessed by the Undead, but aren't vulnerable to Turning like them.

Combat: Mmbyu have no means of attacking opponents other than possessing them.  More often they possess fresh corpses to cause trouble.  If the body is destroyed they do not care.  they can always find another one.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 01, 2009, 12:42:31 PM
Bloody Handed Jack
Medium Fey (Chaos, Evil)
Hit Dice: 20d6+140 (210 hp)
Initiative: +7
Speed: 50 ft (10 squares), Climb 50 ft.
Armor Class: 30 (+7 Dex, +5 Deflection, +8 natural), touch 22, flat-footed 23
Base Attack/Grapple: +10/+17
Attack: Claw +17 melee (1d6+7) or Knife +22 melee (3d6+12/19-20, Vorpal)
Full Attack: 2 Claws +17 melee (1d6+7) or Knife +22/+17 melee (3d6+12/19-20, Vorpal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jack’s Knife, Frightening Presence, Control City, +5d6 Sneak Attack
Special Qualities: Low Light Vision, Traveler, Immunities, Forbidden Knowledge, Unearthly Grace, Immortal, Enhanced Senses, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Regeneration 5, Spell Resistance 25
Saves: Fort +13, Ref +19, Will +17
Abilities: Str 25, Dex 25, Con 25, Int 18, Wis 20, Cha 20
Skills: Balance +20, Bluff +21, Climb +20, Concentration +120, Hide +20, Intimidate +21, Jump +20, Knowledge (Local) +17, Listen +18, Move Silently +20, Search +17, Sense Motive +21, Sleight of Hand +20, Spot +18, Survival +18, Swim +20, and Tumble +20
Feats: Blind-Fight, Combat Reflexes, Eyes in the Back of Your Head, Flick of the Wrist, Improved Feint, Improved Initiative, Quick Draw
Environment: Any City
Organization: Unique
Challenge Rating: 18
Treasure: None
Alignment: Chaotic Evil
Advancement: 21+ HD (Medium)
Level Adjustment: -----

”I saw him last night in the rain.  Everyone else was inside because of the storm.  I was out walking my beat like usual.  Staying out of the squall as much as I could.  While I was hiding under a patio roof at the Rumhouse, I saw a woman running down the street.  She fell, and  I started to go help her, when something just sort of glided down from the rooftops to stand next to her.  Something dark.  I’d heard the stories about Jack.  And they’re all true.  I can still hear her screaming.  I made a bargain with him to escape my fate. He…he’ll be coming for you soon son.  And he’ll ask you to go with him.  Do what he says, and try to be strong.”

“Because we’re all dead or worse if you don’t…”


Not all Fey are put off by construction.  There are those who help with household chores, or with mining or other industries. But even these fairies are found in rural communities.  Even they avoid the larger cities, the sprawling, stinking metropolis’ that humans seem to create in their wake.

It’s always been thought that they simply prefer the natural world.  But one at least, does not.  He is called by many names, in many places.  He can be found in every large city in the world.  The origin of Bloody Handed Jack is unknown, and he first appeared after cities large enough to be lost in were made.  Cities so large people only knew the residents of their own neighborhood and workplace, and the rest of the city was no man's land to them.   To some he is considered the patron saint of slaughter.  Others say he appears to personify the random acts of violence and crime that occur in urban areas.  He certainly commits enough of them himself.

Jack appears to be a male humanoid of undetermined race.  He is tall, thin, and very pale.  He has long sharp nails and teeth, and his eyes are like a sharks, blank and reflecting.  Jacks clothing is always of a style unacceptable to the higher class, and always torn and stained with blood.  His hands are also permanently stained with dried blood.  Jack is never seen without his knife, a large fairly ordinary looking blade meant for butchering meat that nevertheless makes people who look at it uneasy.

Roofwalker (Ex): Jack permanently seems to have a Spider Climb spell in effect on his person, but only so long as he is in a manmade village or city.

Traveler (Su): As a Standard Action Jack may travel from one village/town/city to another, regardless of the amount of distance between them.  It makes him very hard to track, and keeps people from figuring out who’s really behind the murders he commits.   He can move through any difficult terrain that would slow movement as if it didn’t exist, so long as it’s inside a city (stairs, piles of garbage, crowds, etc).  This also means he can effectively teleport anywhere within a city as a Standard Action.

Jack’s Knife (Su): Jack's Knife is a large butcher's knife, doing 3d6 damage.  It is a +5 Unholy Vorpal weapon, threatens a critical on a 19-20, and if it is taken from Jack he can teleport it back into his hand as a move equivalent action regardless of the distance it is from him, or even across other Planes of existence.  His Knife may inflict damage from critical hits on targets that are normally immune to them, such as undead or Oozes.  On occasion he will let someone steal his knife and pretend to be chasing them in order to get it back, but in reality the knife is cursed.  Anyone who actually uses it in combat must make a DC 25 Willpower Save (Save DC is 10 plus half Jack's Hit Dice plus Jack's Charisma Modifier unlike most items), or permanently become a Chaotic Evil Psychopath as if they had accepted Jack's Bargain (see below).  If they commit an act of murder or torture with it, they receive no save and are cursed immediately.  As with accepting the Bargain, they do not realize anymore that they are different, and have no sense of right or wrong.  Nor do they wish to be cured.  Jack's Knife is considered a Major Artifact.

Frightening Presence (Ex): Any living creature who sees Jack must make a DC 25 Willpower Check or be Frightened for 2d6 rounds.  If the Save is successful they are immune to Jack’s Frightening Presence for 24 hours.

Sneak Attack (Ex) Identical to the class ability listed on page 50 of the PHB.

Immunities (Ex): Jack is immune to poison, paralysis, polymorph, disease, sleep effects, and mind-affecting effects.

Bargain (Su): Jack is occasionally willing to let an opponent go when he wants some amusement.  He tells them that he will let them live as long as they (or optionally whoever is closest to them) returns to the point he met them at within 7 days.  If the victim agrees, he knows their location (or the location of whoever is supposed to meet him) at all times until the 7 days is over.  During the 7 days Jack will secretly be keeping watch on his victim, and he will murder everyone close to them if he fails to keep the Bargain.  Should his victim show up, Jack will tell them that he will let them go so long as they perform a task for him.  Sometimes the victim gets "lucky", and he is made to perform something that Jack needs done, but doesn't wish to do (or cant do) himself (an example would be "go into the forest, and bring back this person", or "remove this protective talisman from the door of this person").  At other times, he is doomed.  Jack rarely lets anyone go unscathed.  he will give them his Knife and ask them to perform some horrifying task they might not normally do in exchange for their life and the lives of everyone they know.  This act is always extremely horrifying, and it often is enough to drive the victim mad or cause an alignment change under normal circumstances.  An example would be "Take your neighbors infant son, carve all the flesh from it's skull, and eat it raw".  If the unfortunate victim can't do this, Jack will murder him immediately, and his loved ones will follow. If he can perform the act, he is cursed until a Miracle or Wish spell is cast.  If he cannot get a cure he will live his life as a broken shell of a man, driven permanently insane. His alignment changes to Chaotic Evil, and he effectively becomes a psychopath (see here http://en.wikipedia.org/wiki/Psychopathy (http://en.wikipedia.org/wiki/Psychopathy) ), with an especial hatred for his former friends and family.  He no longer remembers what it is like to be anything other than what he is (an insane killer), nor does he wish to be cured, and will actively fight anyone attempting to do so.  Some are smart enough to hide their condition for a time, but all of them eventually lose patience and kill someone they shouldn't.  Jack considers it a great joke to permanently corrupt others into beings like himself.

Forbidden Knowledge (Su): This is in all ways identical to the Bardic Knowledge Ability, except that Jack uses his Hit Dice instead of his Bard level.

Control City (Su): Jack can control the city he is in to some extent.  As a Swift Action he can silently open, close, or lock any portal (windows,doors, etc).  If locked they remain closed as if by an Arcane Lock spell.  If he is in a modern city he can turn any utility (gas, electricity, water, etc) on or off as a Swift Action.  If the city is modern enough to have computers he can learn anything in the cities records as a Standard Action (which basically means he can learn anyone's personal information as a standard action).  He can also cause short circuits, or redirect water or power in such a way as to cause electrical panels to catch fire or pipes burst as a Standard Action.  Range is 120'.

Unearthly Grace (Su): Jack gains a Deflection Bonus to his Saving Throws and Armor Class equal to his Charisma Modifier.

Immortal (Ex):: Jack does not appear to age or be affected by aging effects.  So long as he is not killed he appears to be effectively immortal.

Enhanced Senses (Ex): Jack knows the location of all living creatures within 60’ as if he had Blindsight.  He also knows the location of all man made traps within 120’.  He can see in normal and magical darkness as if it were daylight, and fog or smoke does not provide concealment from him.  He may also Detect Good by sight as per the spell.

Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the class ability listed on page 50 of the PHB.

Evasion: Identical to the class ability listed on page 50 of the PHB.

Regeneration (Ex): Jack regenerates 5 points of damage per round, unless that damage comes from natural sources.  For example a man made trap would not kill him, but he could not regenerate damage from an avalanche, or if hit by lightning in a storm.  Likewise he cannot regenerate damage from weapons made without manufacturing (i.e. using a tree branch as a club).  Natural weapons and unarmed strikes bypass his regeneration if they are not enhanced by spells or supernatural effects.  If in doubt, assume any spell, spell like ability, or supernatural ability is affected by his regeneration, and extraordinary abilities are not.  Druid spells are a manipulation of nature, but are still an unnatural enough creation that they cannot bypass Jack's regeneration.

Skills (Su): Jack has a +6 Racial Bonus to all skills he has at least one rank in while within the limits of a village, town, or city.  He also appears capable of speaking almost any language flawlessly and with a native accent.

Combat: Combat generally depends on Jack's mood.  If he wants to go slow, he'll merely chip away at his opponent and use fear to drive them to flee for their lives, slowly torturing them to death once he has waited long enough.  He seems to crave acts of cruelty almost like a drug, so whatever would be worst for his victims mental state is usually the path he pursues.  On the odd chance he's simply irritable and impatient he just walks up to someone random and slaughters them on the spot.  Usually he's scouted a target days in advance, so he knows what they're capable of.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Local) or the Bardic Knowledge ability may have heard the stories about Bloody Handed Jack. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
30| Bloody Handed Jack is a legendary murderer that people claim haunts every city in the known world.  A personification of humanities greed, violence, and sadistic desires made manifest.
35| Jack is actually one of the Faerie, and can be bargained with to escape death at his hands.  But if you doublecross him, or don’t come through on your end of the deal, he’ll slaughter everyone you know.   
40| Jack is actually vulnerable to forces that are natural such as storms, drowning in water (as long as it isn’t summoned by magic), or using dead tree limbs as clubs.  The Bargain he offers is a lie in an effort to cause more misery and anguish than simply killing his victim would.
45| Jack's Knife is a cursed artifact and may be the cause of him being what he is.  It cannot be taken from him, and it is unknown if it can be destroyed.  it is certainly older than he is.
50| Jack's origin is tied to Asmodeus in an unknown way.  The Lord of Hell refuses to discuss him, and speculation is rife among the few beings with any knowledge of this.
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: veekie on June 02, 2009, 04:27:16 AM
Quote
Jack can control the city he is in to some extent.  As a Swift Action he can silently open, close, or lock any portal (windows,doors, etc).  If locked they remain closed as if by an Arcane Lock spell.  If he is in a modern city he can turn any utility (gas, electricity, water, etc) on or off as a Swift Action.  If the city is modern enough to have computers he can learn anything in the cities records as a Standard Action (which basically means he can learn anyone's personal information as a standard action).  He can also cause short circuits, or redirect water or power in such a way as to cause electrical panels to catch fire or pipes burst as a Standard Action.  Range is 120'.
I think you should add the ability to turn any street, window or doorway into a portal to another within range. A Mazing streets.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 02, 2009, 11:35:58 AM
the puns...the puns they are killling meee...

Bigfoot, Cinematic
                      Large Monstrous Humanoid
Hit Dice:            10d8+60 (105 hp)
Initiative:           +2
Speed:                40 ft. (8 squares)
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +10/+24
Attack:               Slam +19 melee (1d6+10)
Full Attack:          2 Slams +19 melee (1d6+10) and 1 Bite +14 melee (1d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rend (2d6+20), Frightful Presence
Special Qualities:    Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-
Saves:                Fort +10, Ref +9, Will +9
Abilities:            Str 30, Dex 14, Con 24, Int 5, Wis 15, Cha 24
Skills:               Listen +7, Spot +7, Survival +5
Feats:                Awesome Blow, Improved Bull Rush, Large and in Charge, Power Attack
Environment:         Cold or Temperate Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          11-20 HD (Large)
Level Adjustment:     ---

Hello this is 911, what is your emergency?"

"THERE'S SOMETHING OUT IN THE YARD!  YOU GOTTA HELP US!"

"What is it?'

"IT'S BIG!"

"What's it doing?"

"IT'S LOOKIN' AT ME!!!"

Movies inevitable portray Sasquatch as horrifying rapists who eat people.   It's amazing they haven't sued for defamation of character yet.

Improved Grab (Ex): If Bigfoot successfully hits with it's Slam attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful, it can Rend.

Rend (Ex): Bigfoot does 2d6+20 damage with a successful grapple check.

Frightful Presence (Ex): Whenever Bigfoot  attacks or charges all opponents within 30' must make a DC 22 Willpower Save (Save DC is Cha Based) or be Shaken for 5d6 rounds.  If they succeed they are immune to this Bigfoots Frightful Presence for 24 hours.

Combat:  Sasquatch divide their time between leisurely beating their opponents to death, or grabbing them and tearing them to pieces.

This is Bigfoot as represented by bad horror movies like Abominable.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Agita on June 02, 2009, 06:45:23 PM
BHJ looks like he could stand being buffed up a little spec-wise. Unless I'm missing something, 3d6+5d6 SA+12 at +22 to hit isn't much against a party of level-appropiate characters. Even with all his awesome SAs and SQs, he seems a bit lacking in direct combat as far as pure specs are concerned, but maybe it's just me.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 04, 2009, 12:11:11 PM
He's not really a toe to toe combatant.  He was intended to be a sneaky bastard who murders or tempts lone people, and then disappears.  His ability to teleport to virtually any city in the known world makes it hard to track him unless you have the right spells and get thru his SR. 

I do welcome ideas on boostin' him tho...  :D
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 04, 2009, 12:21:34 PM
http://en.wikipedia.org/wiki/Rakshasa (http://en.wikipedia.org/wiki/Rakshasa)

http://www.mythfolklore.net/india/encyclopedia/rakshasa.htm (http://www.mythfolklore.net/india/encyclopedia/rakshasa.htm)

http://www.monstropedia.org/index.php?title=Rakshasa (http://www.monstropedia.org/index.php?title=Rakshasa)

http://i-see-them.blogspot.com/2008/09/rakshasa-hindu-mythology.html (http://i-see-them.blogspot.com/2008/09/rakshasa-hindu-mythology.html)

http://www.absoluteastronomy.com/topics/Rakshasa (http://www.absoluteastronomy.com/topics/Rakshasa)

 Rakshasa
                      Medium Outsider (Native, Evil)
Hit Dice:             20d8+100 (190 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft., Burrow 30 ft., Swim 30 ft.
Armor Class:          30 (+5 Dex, +10 Profane, +5 Natural), touch 25, flat-footed 25
Base Attack/Grapple:  +20/+25
Attack:               Weapon +25
Full Attack:          Weapon +25/+20/+15/+10
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapeshifter, Spells
Special Qualities:    Dark Vision 60', Dark Power, Military training
Saves:                Fort +27, Ref +27, Will +29
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 24, Cha 30
Skills:               Bluff +26, Climb +19, Concentration +19, Diplomacy +24, Disguise +24, Hide +19, Intimidate +24, Jump +19, Knowledge (Arcana, History, Religion) +20, Listen +21, Move Silently +19, Search +19, Sense Motive +21, Sleight of Hand +19, Spellcraft +19, Spot +14, Survival +21, Swim +19, Use Magic Device +24
Feats:                Adaptable Flanker, Battlecaster Defense, Battlecaster Offense, Combat Casting, Combat Reflexes, Improved Initiative, Vexing Flanker
Environment:          Any
Organization:         Solitary, Pair, Group (3-6), or Army (100 to 720 million)
Challenge Rating:     21
Treasure:             Triple Standard
Alignment:            Almost always Chaotic Evil, but some have other alignments
Advancement:          21+ HD (Medium)
Level Adjustment:     ---

"There is an army camped at the foot of the mountain that guards the thing you seek.  An army that once opposed the gods themselves.  An army of fiends who devour men..."

This version of the Rakshasa are the illusion wielding nobles/warriors who fought against the armies of the Gods in Indian myth.

Shapeshifter (Su): The Rakshasa can cast Shapechange at will as a Supernatural Ability.

Spells: The Rakshasa can cast spells as a 20th level Sorcerer, and know all spells belonging to the Illusion school.

Dark Power (Su): The Rakshasa gains a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Bonus.

Military Training (Ex) The Rakshasa are proficient with all Simple and Martial Weapons, and one exotic weapon of their choice.  They are proficient with all armor and shields except tower shields.

Combat: Rakshasa are professional warriors, and most belong in various armies opposing the Gods.  Many fight with traditional (albeit magical) weapons and armor, some fight by shapeshifting, and some specialize in illusion spells.  They are quite versatile and unpredictable.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 05, 2009, 11:12:36 AM

                      Rakshasa
                      Large Outsider (Native, Evil)
Hit Dice:             10d8+70 (115 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          24 (-1 Size, +5 Dex, +5 Profane, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+24
Attack:               Claw +19 melee (1d8+10)
Full Attack:          2 Claws +19 melee (1d8+10) and 1 Bite +15 melee (1d8+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Beautiful Form, Improved Grab, Rend (2d8+20)
Special Qualities:    Dark Vision 60', Dark Power
Saves:                Fort +19, Ref +17, Will +17
Abilities:            Str 30, Dex 20, Con 24, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Climb +18, Concentration +15, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +18, Knowledge (Arcana, History, Religion) +13, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +13, Spot +13, Survival +13, Swim +18, Use Magic Device +13
Feats:                Improved Initiative, Large and In Charge, Power Attack, Spell Focus (Enchantment or Illusion)
Environment:          Any
Organization:         Solitary, Pair, Group (3-6), or Army (100 or more)
Challenge Rating:     12
Treasure:             Double Standard
Alignment:            Almost always Chaotic Evil
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Don't go into the forests.  They live in the forest.  If you must trust nothing you see, or anyone you meet.  Especially any women you meet..."

These are the forest dwelling Rakshasa who devour men mentioned in the stories.  The men are msot often incredibly large and fight by wrestling, while the women appear as incredibly beautiful.

Beautiful Form (Su): At will as a Swift Action the Rakshasa can appear to be a beautiful humanoid of any race.  While it's Size Class changes, the rest of it's stats and abilities do not.  It gains a +4 Circumstance Bonus to all Charisma Based checks (including skill checks) while in Beautiful Form.

Improved Grab (Ex): If the Rakshasa hits any creature its own Size Class or smaller with a Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

Rend (Ex): The Rakshasa does 2d8+10 with a successful Grapple Check.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, but all spells they learn must be from the Enchantment or Illusion schools.

Dark Power (Su): The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Combat: The Rakshasa will use beautiful Form to gain information, and then begin causing trouble with it's illusions if outnumbered.  Otherwise it Grapples as soon as possible.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 07, 2009, 08:51:07 AM
Rakshasa
                      Large Outsider (Native, Chaotic, Evil)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          26 (-1 Size, +5 Dex, +7 Profane, +5 Natural), touch 21, flat-footed 21
Base Attack/Grapple:  +10/+19
Attack:               Claw +14 melee (1d8+5 plus poison)
Full Attack:          2 Claws +14 melee (1d8+5 plus poison) and 1 Bite +9 melee (1d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Poison, Blood Drain, Form of Terror, Form of Beauty, Stench, Possession
Special Qualities:    Dark Vision 60', Weakness, Power of the New Moon
Saves:                Fort +19, Ref +19, Will +24
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 30, Cha 24
Skills:               Bluff +16, Climb +13, Concentration +13, Diplomacy +15, Disguise +15, Hide +9, Intimidate +15, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +18, Move Silently +13, Search +13, Sense Motive +18, Sleight of Hand +13, Spellcraft +13, Spot +18, Survival +18, Swim +13, Use Magic Device +15
Feats:                Ability Focus (Form of Beauty, Form of Terror, Poison), Spell Focus
Environment:          Any
Organization:         Solitary, Pair, Group (3-6)
Challenge Rating:     13
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Look, it's night.  I don't go into the local graveyards at night.  I'm not ending up like the towns last gravedigger, I don't care if you need to find somebody's headstone.  You look for it.  I'll stay here and continue living."

This version of the Rakshasa are the graveyard haunting demons who drink the blood of the living, and possess them to cause trouble.

Spells: Rakshasa can cast spells as a 10th level Sorcerer, usually from the Enchantment, Illusion, and Necromancy schools.

Poison (Ex) Injury, DC 22 Fortitude Save, Initial and Secondary Damage 1d6 Constitution.  Save DC is Constitution based.

Blood Drain (Ex): If the Rakshasa can successfully Pin it's opponent in a Grapple it Drains 1d4 points of Constitution each turn the pin is maintained.

Form of Beauty (Su): As a Standard Action the Rakshasa can assume the form of an incredibly beautiful member of the opponents species (this is usually done before the opponent notices the Rakshasa is there).  Any living creature within 60' that can see the Rakshasa (that would reasonably find it attractive) must make a DC 24 (Save DC is Charisma Based) Willpower Save, or be Fascinated for 2d6 rounds or Charmed (as per the Charm Monster spell), the Rakshasa chooses when deciding to use this ability.  If the Save is successful, the opponent is immune to this Rakshasa's Form of Beauty ability for 24 hours.

Form of Terror (Su): As a Standard Action the Rakshasa can assume a shape it's opponents find terrifying.  Any living creature that can see it within 60' must make a DC 24 (Save DC is Charisma Basd) Willpower Save or be Frightened for 2d6 rounds.  If the Save is successful the opponent is Shaken instead, but is immune to further uses of this Rakshasa's Form of terror for 24 hours.

Stench (Ex): Unless it is using it's Form of Beauty the Rakshasa smells like rotting meat.  Any living creature with a sense of smell within 30' must make a DC 20 Fortitude Save or be Nauseated fro 1d6 rounds.  A successful Save means that opponent is immune to this Rakshasa's Stench ability for 24 hours.

Possesssion (Su: This is identical to the Malevolence ability used by Ghosts on page 118 of the MM.

Power of the New Moon (Su): All spells cast by the Rakshasa at the time of the New Moon are at +2 Caster Level.

Dark Power (Su):The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

Weakness: Rakshasa vanish at the coming of the morning sun as it rises over the horizon.  They reappear at the same spot when the sun goes down.

Combat: Rakshasas usually try to seduce lone opponents using their Form of Beauty, or terrify groups using their Form of Terror.  Judicious use of their spells are then used to whittle the group down, before closing in for the kill with it's poison.  Curious Rakshasa will use their possession ability ot hitch a ride in someone.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Agita on June 07, 2009, 01:02:10 PM
He's not really a toe to toe combatant.  He was intended to be a sneaky bastard who murders or tempts lone people, and then disappears.  His ability to teleport to virtually any city in the known world makes it hard to track him unless you have the right spells and get thru his SR. 

I do welcome ideas on boostin' him tho...  :D
About the SR, SR 25 is a joke. A level 14 Wizard can get through that without needing to roll if he just casts one of two spells. One of them is a 1st-level spell. Though maybe that's more of a problem with Wizards in general. :D

Perhaps put him under a Nondetection effect instead, or something like that?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 07, 2009, 01:18:52 PM
I could just raise the SR to say, 50.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 08, 2009, 12:13:36 PM
no thoughts on the increased SR?


Every so often a Rakshasa finds enlightenment, and becomes a holy being, usually a servitor of the Buddha or one of the Hindu deities.

Enlightened Rakshasa

Enlightened Rakshasa is an Acquired Template that can be applied to any Rakshasa.

Size and Type: Loses Evil Subtype and gains Good Subtype. 

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Any Profane Bonuses to AC become Sacred Bonuses instead.

Attacks: Unchanged

Damage: Unchanged

Special Attacks: Retains all Special Attacks except Stench, Poison, Form of Terror, and Possession, and gains the following abilities instead:

Form of Divinity (Su): As a Standard Action the Rakshasa can assume the form of a Buddha, emanating an Aura of Calm.  This is identical to the Calm Emotions spell in effect.

Smite Evil (Su): Your attacks do +1d6 damage to Evil beings.

Divine Aura (Su): Evil beings that approach within 30' must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Modifier) or be Shaken for the duration of the encounter.  If the Save is successful the opponent is immune to your Divine Aura for 24 hours.

Spells: Instead of casting spells as a Sorcerer the Rakshasa now casts spells as a Favored Soul

Expel (Su): The Rakshasa can expel a possessing entity from it's victim (i.e. ghosts, other Rakshasas, etc) by making an opposed level check.

Special Qualities: Retains all Special Qualities of the Base Creature, but all Profane Bonuses become Sacred Ones instead.  It also gains the following:

Aura of Protection (Su): All allies within 30' of the Rakshasa gain a +2 Sacred Bonus on all Saving Throws.

Saves: Any Profane Bonuses to Saves become Sacred Bonuses instead.

Abilities: +4 Wis, -4 Cha

Skills: Unchanged.

Feats: Any Feats requiring an Evil Alignment are replaced with Feats requiring a Good Alignment.  Similarly Vile Feats are replaced with Exalted Feats. Ability Focus with abilities the Rakshasa no longer has may be swapped out for other Feats it qualifies for.

Environment: Unchanged

Organization: Usually Solitary.  Enlightened Rakshasas are pretty rare.

Challenge Rating: Unchanged.

Treasure: Unchanged, unless the Rakshasa takes Vow of Poverty.

Alignment: Alignment changes to Neutral Good.

Advancement: Unchanged.

Level Adjustment: +1

Example of creature using template here:


Ajita
                      Large Outsider (Native, Chaotic, Good), Enlightened Rakshasa Template
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          24 (-1 Size, +5 Dex, +5 Sacred, +5 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+19
Attack:               Claw +15 melee (1d8+5)
Full Attack:          2 Claws +15 melee (1d8+5) and 1 Bite +10 melee (1d8+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spells, Blood Drain, Form of Beauty, Form of Divinity, Smite Evil, Divine Aura, Expel
Special Qualities:    Dark Vision 60', Weakness, Power of the New Moon, Aura of Protection
Saves:                Fort +19, Ref +19, Will +26
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 34, Cha 20
Skills:               Bluff +14, Climb +13, Concentration +13, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +20, Move Silently +13, Search +13, Sense Motive +20, Sleight of Hand +13, Spellcraft +13, Spot +20, Survival +20, Swim +13, Use Magic Device +13
Feats:                Consecrate Spell, Improved Smiting, Spell Focus (Good), Spontaneous Healer
Environment:          Any
Organization:         Solitary
Challenge Rating:     13
Treasure:             Double Standard
Alignment:            Always Neutral Good
Advancement:          11+ HD (Large)
Level Adjustment:     ---
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 09, 2009, 12:03:50 PM
http://www.geocities.com/area51/vault/6990/namer.html (http://www.geocities.com/area51/vault/6990/namer.html)

http://www.palmtreegarden.org/fp/2007/06/07/kushtaka-alaskas-otter-hominid/ (http://www.palmtreegarden.org/fp/2007/06/07/kushtaka-alaskas-otter-hominid/)

http://en.wikipedia.org/wiki/Kushtaka (http://en.wikipedia.org/wiki/Kushtaka)

http://www.bigfootforums.com/index.php?showtopic=2074&pid=47293&mode=threaded&show=&st=& (http://www.bigfootforums.com/index.php?showtopic=2074&pid=47293&mode=threaded&show=&st=&)

http://www.monstropedia.org/index.php?title=Arulataq (http://www.monstropedia.org/index.php?title=Arulataq)


Kushtaka
Medium Fey (Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By weapon +6
Full Attack: By weapon +6
Space/Reach: 5 ft./5 ft.
Special Attacks: Otter Curse, Illusions
Special Qualities: Low Light Vision, Wild Empathy, Immune to Cold, Otter Form, Read Thoughts, Hold Breath
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con 12, Int 14, Wis 15, Cha 19
Skills: Hide +12, Knowledge (Nature, Local) +11, Listen +13, Move Silently +12, Search +11, Spot +11, Survival +11, Swim +9
Feats: Ability Focus (Otter Curse), Great Fortitude, Weapon Finesse
Environment: Cold or temperate  aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic
Advancement: By character class
Level Adjustment: ----


"Beware of the Otter People.  There are stories of them being helpful, but they are not always merciful."

This version of the Kushtaka are the shape shifting otter tricksters from Inuit legend.
Otter Curse (Su): 3 times per day the Kushtaka may cast Baleful Polymorph as a Supernatural ability, but can only use the spell to turn it's victim into an otter.

Illusions (Su): The Kushtaka can cast Major Images at will as a Supernatural Ability.

Read Thoughts (Su): The Kushtaka can continuously use Detect Thoughts as the spell (caster level 18th, Will Save DC 17 negates).

Otter Form (Su): At will the Kushtaka can assume the form of an otter.  This works like Alternate Form, but the Kushtaka can only assume the form of an Otter (see Stormwrack page 167).

Wild Empathy (Ex): This works like the Druids class ability except the Kushtaka has a +6 Racial modifier.

Hold Breath (Ex): A Kushtaka may hold it's breath underwater for 8 times it's COnstitution modifier in rounds before it risks drowning.

Skills: Kushtaka have a +8 Racial Bonus on Swim checks, and may always Take 10 on Swim checks even if threatened or endangered.  It may use the Run action while swimming in a straight line.

Combat: Kushtaka use their Illusions to save lost people, or (more likely) to send them to their death.  Many save lost tribesmen by turning them into otters.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 10, 2009, 12:22:48 PM
Kushtaka
Large Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 Claws +7 melee (1d6+4) and 1 Bite +2 melee (1d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Whistle Lure, Howl, Steal Soul
Special Qualities: Low Light Vision, Immune to Cold, Dark Vision 60'
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 18, Dex 12, Con 18, Int 14, Wis 15, Cha 19
Skills: Hide +3, Knowledge (Nature, Local) +6, Listen +7, Move Silently +6, Search +6, Spot +7, Survival +7
Feats: Alertness, Ability Focus (Whistle Lure, Howl)
Environment: Cold or temperate aquatic
Organization: Solitary, Pair, or Group (4-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Do not listen to any sounds you may here at night.  And if anything whistles, bar your doors, and do not let anyone go outside..."

This is the sasquatch like clawed Kushtaka.

Whistle Lure (Su): Any creature within 100' of the Kushtaka when it whistles must make a DC 19 Will Save or immediately cease what they are doing and head towards the sound.  They regain control once attacked (which usually means by the Kushtaka) or something prevents the Kushtaka from whistling.  Whistling is a Standard action.

Howl (Su): The Kushtaka may cast Fear at will as a Standard action.

Steal Soul (Su): The Kushtaka may cast Finger of Death 3 times per day as a Supernatural ability.

Combat: Usually the Kushtaka will use it's whistle to lure victims to it before using it's Steal Soul ability.  If approached by groups it will Howl, and then attempt to Steal Souls.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 11, 2009, 12:36:20 PM
Dinosaur Satan
                      Gargantuan Outsider (Chaotic, Evil, Fire, Extraplanar)
Hit Dice:             30d8+510 (645 hp)
Initiative:           +5
Speed:                50 ft. (10 squares), Fly 150 ft. (Good)
Armor Class:          37 (-4 Size,+1 Dex, +30 Natural ), touch 7, flat-footed 36
Base Attack/Grapple:  +30/+62
Attack:               Claw +46  melee (2d8+20 plus 2d6 fire)
Full Attack:          2 Claws +46 melee (2d8+20 plus 2d6 fire), and 1 Bite +41 melee (4d6+10 plus 2d6 fire and 1d6 acid), and 1 Tail Lash +41 melee (2d8+10 plus 2d6 fire)
Space/Reach:         20 ft./20 ft.
Special Attacks:      Spells, Flame Sheath, Call Horde, Reptile Mind
Special Qualities:    Damage Reduction 15/ Good and Epic, Immunities, Telepathy 100 ft., True Seeing, Energy Resistance 50 (Electricity)
Saves:                Fort +34, Ref +18, Will +27
Abilities:            Str 50, Dex 12, Con 45, Int 24, Wis 30, Cha 30
Skills:               Bluff +43, Concentration +50, Diplomacy +43, Intimidate +43, Knowledge (Arcana, History, Nature, Religion, The Planes) +40, Listen +43, Search +40, Sense Motive +43, Spellcraft +40, Spot +43, Use Magic Device +43
Feats:                Awesome Blow, Corrupt Spell, Improved Bull Rush, Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Rend, Snatch, Spell Focus (Evil), Transdimensional Spell
Environment:          Any
Organization:         Unique
Challenge Rating:     30?
Treasure:             Triple Standard
Alignment:            Chaotic Evil
Advancement:          31+HD (Gargantuan)
Level Adjustment:     ----

"Something is behind these dinosaur attacks.  Something...Evil..."

Those of you who collected the old Dinosaurs Attack cards will recognize this one.

Spells: Dinosaur may cast spells as a Wizard equal to his Hit Dice Level (however he requires no spell book).

Flame Sheath (Su): Dinosaur Satan is surrounded by flames.  They add 2d6 fire damage to his grapple attacks and unarmed strikes.  In addition anyone attacking him with a grapple, unarmed strike, or natural weapon takes 2d6 fire damage.

Immunities: Dinosaur Satan is Immune to Cold, Fire, and Acid Damage. he is also immune to poison, polymorph, sleep effects, paralysis, and stunning.

True Seeing (Su): Dinosaur Satan has a continually operating True Seeing spell (20th level caster).

Call Horde (Su): Once per day Dinosaur Satan may call up to 100 Hit Dice worth of Dinosaurs.  They remain with him permanently until destroyed.  This otherwise works like Summon Monster IX.  He cannot have more than 100 Hit Dice present at any one time.

Reptile Mind (Su): Any dinosaur or prehistoric reptile coming within sight of Dinosaur Satan must make a DC 35 Willpower save or permanently become his servant (Save DC is Charisma Based).  Servants will do anything he commands, up to and including taking their own lives.

Combat: Dinosaur Satan prefers to use summoned Dinosaurs and remain behind the scenes.  If confronted he actually likes physical combat as opposed to spells, and unless he believes the opponent is a  threat he will attempt a Grapple.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 12, 2009, 01:46:05 PM
Devil Beast

Devil beast is an Inherited Template that can be applied to any Animal that is herbivorous and Medium or larger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: Unchanged

Armor Class: Natural AC Bonus increases by +1.

Attacks: The Base Creature gets a bite attack as a Primary Attack (Secondary if it already has a weapon other than a Slam that it uses already such as the Stegosaurs tail attack). Damage depends on Size. Medium=1d6, Large= 1d8, Huge= 2d6, Gargantuan=3d6, Collosal=3d6 (plus one and a half times Str Modifier).

Damage: Unchanged

Special Attacks: Retains all Special Attacks of the Base Creature.

Special Qualities: Retains all Special Qualities of the Base Creature and gains Scent.

Saves: Unchanged

Abilities: +4 Str, +4 Con

Skills: Unchanged

Feats: Doesn't gain new Feats, but may swap out Feats from the Base Creature's entry for more appropriate ones.

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Always Neutral Evil.

Advancement: Unchanged

Level Adjustment: ---


Devil Beasts are strange offshoots of normal animals that dwell in dark places.  In some dark corner of the world death is so common that the ground is cursed, and all the animals there are bloodthirsty carnivores.  This seems particularly common in primitive worlds (remember those old dinosaur comics where they were all meat eaters).  While no more intelligent than the average animal they are quite crafty.

Example of creature using template here:


                      Triceratops
                      Huge Animal
Hit Dice:             16d8+144 (216 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
Base Attack/Grapple:  +12/+32
Attack:               Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Full Attack:          Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Trample (2d12+18)
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +21, Ref +9, Will +6
Abilities:            Str 34, Dex 9, Con 29, Int 1, Wis 12, Cha 7
Skills:               Listen +13, Spot +12
Feats:                Alertness, Great Fortitude, Toughness x4
Environment:         Temperate Plains
Organization:         Solitary, Pair, or Herd (5-8)
Challenge Rating:     10
Treasure:             None
Alignment:            Neutral Evil
Advancement:      17-32 HD (Huge), 33-48 HD (Gargantuan)   
Level Adjustment:     ---

Powerful Charge (Ex): On a successful charge the Triceratops does 4d8+24 damage.

Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on June 12, 2009, 11:54:10 PM
Quote
Kushtaka

Would this be the whistleing grandmother of B.C. native myth?

nice job btw.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 13, 2009, 05:02:00 AM
Quote
Kushtaka

Would this be the whistleing grandmother of B.C. native myth?

nice job btw.

I think.  Source is i nthe links in the alternate Kushtaka posted above it
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 13, 2009, 11:19:03 AM
The Juggernaut

Juggernaut is an Inherited  or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large of bigger.

Size and Type: Unchanged

Hit Dice: Unchanged

Speed: -10 from all movement rates, minimum of 10 ft.  If the Base Creature has Flight its maneuverability Rating becomes clumsy.

Armor Class: The Base Creatures Natural Armor Class Bonus increases by +5 per Size Class over Medium (Minimum Natural Armor Bonus of +20).

Attacks: Unchanged

Damage: Unchanged

Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

Energy Resistance (Ex): The Juggernaut has Energy Resistance 20 to all energy types.

Damage Reduction (Ex): The Juggernaut has Damage Reduction 15/-.

Immunities (Ex): The Juggernaut is immune to being stunned, poisoned, critical hits, disease, death effects, nonlethal damage, and any effect requiring a Fortitude Save.

Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

Abilities: +4 Str, +4 Con, -4 Dex (Maximum possible Dex is 6).  It also gains an additional +2 Con per Size Class above Medium.

Skills: Unchanged

Feats: Unchanged

Environment: Unchanged

Organization: Usually Solitary

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +5

Example of creature using template here:

                      Seismosaurus Juggernaut
                      Colossal Animal
Hit Dice:             32d8+512 (656 hp)
Initiative:           -3
Speed:                10 ft. (2 squares)
Armor Class:          29 (-8 Size, -3 Dex, +30 Natural), touch 0, flat-footed 29
Base Attack/Grapple:  +24/+57
Attack:               Tail Slap +34 melee (4d10+25/19-20)
Full Attack:          Tail Slap +34 melee (4d10+25/19-20)
Space/Reach:          30 ft./20 ft. (30 ft. with Tail)
Special Attacks:      Trample (10d10+25, Save DC 45)
Special Qualities:    Energy Resistance 20 (All types), Damage Reduction 15/-, Immunities, Low Light Vision, Scent
Saves:                Fort +33, Ref +15, Will +12
Abilities:            Str 44, Dex 5, Con 41, Int 1, Wis 14, Cha 14
Skills:               Listen +19, Spot +20
Feats:                Ability Focus (Trample), Awesome Blow, Cleave, Devastating Critical (Tail Slap), Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Overwhelming Critical (Tail Slap), Power Blow, Weapon Focus (Tail Slap)
Environment:          Warm Forests, Hills, Plains, and Marsh
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          33-64 HD (Colossal)
Level Adjustment:     ---

"The guns have no effect sir!"

"Just keep firing dammit!"

Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books.  The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 18, 2009, 12:52:49 PM
http://en.wikipedia.org/wiki/Umdhlebi (http://en.wikipedia.org/wiki/Umdhlebi)

http://adsabs.harvard.edu/abs/1882Natur..27....7P (http://adsabs.harvard.edu/abs/1882Natur..27....7P)

this is the tree version
                      Umdhlebi
                      Gargantuan Plant
Hit Dice:             24d8+288 (396)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (-4 Size, +10 Natural), touch 6, flat-footed 16
Base Attack/Grapple:  -/-
Attack:               -
Full Attack:          -
Space/Reach:          20 ft./20 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 10/Slashing, Immobile
Saves:                Fort +26, Ref +0, Will +10
Abilities:            Str -, Dex -, Con 35, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment:     ---

"Do not approach any trees that grow where no trees should grow.  Especially trees with corpses growing around them like a profane garden."

This is the large treelike version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 30' area centered on itself.  The Poisons is Inhaled, DC 34 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Lifesense (Ex): The Umdhlebi can sense any movement within 120' of itself similar to having Blindsense.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed.  They do not have a Strength or Dex score.  They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air.  This is their only method of defense against predators, and the only way they can feed.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 19, 2009, 12:10:31 PM
http://en.wikipedia.org/wiki/Umdhlebi (http://en.wikipedia.org/wiki/Umdhlebi)

http://adsabs.harvard.edu/abs/1882Natur..27....7P (http://adsabs.harvard.edu/abs/1882Natur..27....7P)

this is the shrub version
                      Umdhlebi
                      Small Plant
Hit Dice:             1d8+2 (6 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  -/-
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison Aura
Special Qualities:    Blind, Plant Traits, Mindless, Lifesense, Weaknesses, Damage Reduction 5/Slashing, Immobile
Saves:                Fort +5, Ref +0, Will +2
Abilities:            Str -, Dex -, Con 14, Int -, Wis 14, Cha 4
Skills:               -
Feats:               -
Environment:          Any Warm except Aquatic
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-30 HD (Gargantuan) 31-36 HD (Colossal)
Level Adjustment:     ---

"Do not approach any shrubs that grow where no shrubs should grow.  Especially shrubs with corpses growing around them like a profane garden."

This is the small shrubbery version of the Umhdlebi.

Poison Aura (Ex): As a standard action the Umhdlebi can release a colorless and scentless gas covering a 20' area centered on itself.  The Poisons is Inhaled, DC 13 Fortitude Save (Save DC is Con based), Initial Damage is 1d6 Int and Wis, Secondary Damage is 2d6 Constitution.

Mindless (Ex): The Umdhlebi has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Lifesense (Ex): The Umdhlebi can sense any movement within 60' of itself similar to having Blindsense.

Weaknesses (Ex): Due to their immobile nature the Umdhlebi they automatically fail all Reflex Saves, and are always considered to be Flat-Footed.  They do not have a Strength or Dex score.  They take double damage from fire.

Combat: If the Umdhlebi sense anything with their Lifesense they begin releasing a poisonous invisible gas into the air.  This is their only method of defense against predators, and the only way they can feed.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 21, 2009, 03:12:15 PM
http://www.meta-religion.com/Paranormale/Cryptozoology/Other/minhocao.htm (http://www.meta-religion.com/Paranormale/Cryptozoology/Other/minhocao.htm)

http://en.wikipedia.org/wiki/Minhoc%C3%A3o (http://en.wikipedia.org/wiki/Minhoc%C3%A3o)

                     Minhocao
                      Colossal Animal
Hit Dice:             35d8+350 (507 hp)
Initiative:           -2
Speed:                30 ft. (6 squares), 30 feet burrowing, 40 feet swim
Armor Class:          20 (-8 Size, -2 Dex, +20 Natural), touch 0, flat-footed 20
Base Attack/Grapple:  +25/+58
Attack:               Bite +35 (3d6+17)
Full Attack:          Bite +35 (3d6 +17)
Space/Reach:          30 ft./20 ft.
Special Attacks:      -
Special Qualities:    Amphibious, Blindsense 60', Tremor Sense 60'
Saves:                Fort +35, Ref +17, Will +10
Abilities:            Str 45, Dex 6, Con 30, Int 1, Wis 8, Cha 8
Skills:               Listen +32, Swim +30
Feats:                Awesome Blow, Cleave, Improved Bull Rush, Power Attack,
                         Weapon Focus (Bite), Snatch, Improved Snatch,Crush,
                         Multisnatch, Epic Fortitude, Great Fortitude, Lunging Strike
Environment:          Warm Aquatic, Underground, Forest, or Swamp
Organization:         Solitary
Challenge Rating:     18?
Treasure:             None
Alignment:            Always Neutral
Advancement:          36-50 (Collosal)
Level Adjustment:     ---

"From what subterranean hell it crawled in the long ago I know not, nor what black age it represented. But it was not a beast, as humanity knows beasts. I call it a worm for lack of a better term. There is no earthly language that has a name for it."

The Minhocao are giant wormlike cryptids.

Skills: The Minhocao has a +8 racial bonus on swim checks, and may always take 10 on a swim check even if distracted or endangered.  It may use the run action if swimming in a straight line.

Combat: The Minhocao prefers to snatch it's prey and drag it underwater to drown it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 22, 2009, 10:47:53 AM
http://en.wikipedia.org/wiki/Beast_of_Busco (http://en.wikipedia.org/wiki/Beast_of_Busco)
http://www.everything2.com/index.pl?node_id=1782670 (http://www.everything2.com/index.pl?node_id=1782670)

Beast of Busco
                      Large Animal
Hit Dice:           8d8+40 (76 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 20 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (2d6+8/18-20)
Full Attack:          Bite +13 melee (2d6+8/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low Light Vision, Scent, Hold Breath
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 8, Con 21, Int 1, Wis 12, Cha 2
Skills:               Hide +4, Listen +3, Spot +3, Survival +3, Swim +16
Feats:                Improved Natural Attack (Bite), Skill Focus (Hide), Track
Environment:          Temperate Aquatic
Organization:         Unique??
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Where's your brother Bobby?"

"He went fishin' down ta the lake."

"WHAT!!"

The Beast of Busco is an enormous legendary Snapping Turtle.

Improved Grab (Ex): If the Beast hits successfully with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds in it's grapple it may do Bite damage each round, or attempt to pin it's victim underwater.

Hold Breath (Ex): The Beast may hold it's Breath for 8 times it's Constitution modifier before it risks drowning.

Skills: The Beast of Busco has a +8 Racial Bonus on Swim checks.  It also has a +4 Racial Bonus on Hide checks in the water.  When submerged with only it's nostrils and eyes above water it gains a +10 Cover Bonus to Hide checks.

Combat: The Beast of Busco prefers to grab it's opponent and drag it into the lake. 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 24, 2009, 02:09:04 PM
Tiger Spirit of the Sundarbans

Tiger Spirit is a template that can be applied to any Tiger that has passed on due to being trapped and killed by hunters who have disrespected the tiger in some way (i.e. killed it for reasons other than self defense, made it die slowly, mutilated the body, taking trophies, etc).

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal subtype. 

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.

Speed: The Base Creature gains a Flight Speed equal to it's land speed with Perfect Maneuverability.

Armor Class: Unchanged for encounters on the Ethereal Plane.  When the Ghost Tiger Manifests in the Material Plane it's Natural Armor Bonus becomes a Deflection Bonus instead, and it's Deflection Bonus to AC improves by an amount equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged, but those relying on physical damage cannot effect corporeal creatures that aren't also on the Ethereal Plane.  Base Attack Bonus remains the same despite the Type Change.

Damage: Unchanged, but the Ghost Tigers physical attacks cannot effect non ethereal beings (although it still has it's Special Attacks.

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

Horrific Appearance (Su): Identical to Ghost ability on page 118 of the MM.

Malevolence (Su): Identical to Ghost ability on page 18 of the MM, but it can only be used on Tigers. 

Influence (Su): All Tigers within 10 miles of the Tiger Ghost are always hostile to human beings.  Handle Animal checks and Wild Empathy cannot change this, spells are required.  This only works against animals, so Were Tigers or Awakened Tigers are immune, as are undead.  If the Tiger in question is a Class Feature such as an Animal Companion it gains a Willpower Save (DC is 10 plus Half Hit Dice plus Charisma Modifier) to avoid this ability for as long as it remains within range.

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

Manifestation (Su): This is identical to the ability on MM page 118.

Rejuvenation (Su): This is identical to the ability on MM page 118.  Generally removing a Ghost Tiger is pretty straightforward: capture and sacrifice to it everyone involved in it's killing, or who made a profit from it, or who received pieces of the tigers body (such as the fur) as a gift.

Turn Resistance (Ex): +4

Unnatural Aura (Su): Animals other than Tigers will not come within 60' of a Tiger Ghost, and Panic if forced to do so (they remain Panicked so long as the Tiger Ghost is within Range).

Lifesense (Su): Tiger Ghosts may automatically sense Living creatures within 60' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Tracking (Su): Tiger Ghosts always know the general direction of their killers, even if they are on another plane of existence. 

Saves: Unchanged, despite the change in Type.

Abilities: The Base Creature no longer has a Constitution Score, and effectively has no Strength Score against non ethereal creatures. +3 Int, +8 Charisma.

Skills: +8 Racial Bonus to Hide, Listen, Move Silently, Search, and Spot Checks.  These Bonuses stack with any gained from being a tiger.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary, but usually found in the company of one or more living tigers.  Sometimes a mated pair is encountered as they were slain together, but this is rare.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged, but Hit Dice have no theoretical upper limit.  The Spirit becomes more powerful over time.

Level Adjustment: ---


The Tigers of the Sundarbans marsh have always been known for going out of their way to kill humans.  The reason is the Ghost Tigers.  Something in the Sundarbans returns tigers who have been slain in an inappropriate manner to torment the living.


Example of creature using template here:


                      Tiger Ghost of the Sundarbans
                      Large Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (-1 Size, +2 Dex, +5 Deflection), touch 16, flat-footed 14
Armor Class Ethereal:          14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +4/- (+14 Ethereal)
Attack (ethereal only):               Claw +9 melee (1d8+6)
Full Attack (ethereal only):          2 Claws +9 melee (1d8+6), and 1 Bite (2d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Pounce, Rake 1d8+3, Horrific Appearance, Malevolence, Influence
Special Qualities:    Low Light Vision, Scent, Manifestation, Rejuvenation, Turn Resistance +4, Unnatural Aura, Lifesense, Tracking
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str - (23 ethereal), Dex 15, Con -, Int 5, Wis 12, Cha 14
Skills:               Balance +6, Hide +11, Listen +11, Move Silently +17, Search +5, Spot +11, Swim+11
Feats:                Alertness, Improved Natural Attack (Bite, Claw)
Environment:         Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          7+ HD (Large)
Level Adjustment:     ---

Improved Grab (Ex): Against ethereal opponents, if the Ghost Tiger hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it may rake.

Pounce (Ex): The Ghost Tiger can make a Full Attack (including Rakes) against an ethereal opponent on a successful charge.

Rakes (Ex): In a charge or Grapple the Ghost Tiger gets 2 additional Rake attacks at +9 melee doing 1d8+3 damage.

Skills: Ghost Tigers have a +4 Racial Bonus on Balance Checks.  They also have a +8 Racial Bonus on Listen, Search, and Spot Checks; and a +12 Racial Bonus on Hide and Move Silently Checks.  In areas of tall grass or heavy undergrowth the Hide Bonus raises to +16.

Combat: Ghost Tigers possess living tigers to attack human beings.  Usually they use this ability to gain revenge after it has found it's killers.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on June 29, 2009, 12:00:56 PM
http://www.trueauthority.com/cryptozoology/buru.htm (http://www.trueauthority.com/cryptozoology/buru.htm)

http://www.newanimal.org/buru.htm (http://www.newanimal.org/buru.htm)

                       Buru
                      Large Animal
Hit Dice:             6d8+24 (51 hp)
Initiative:           +1
Speed:                Swim 40 ft. (8 squares)
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +4/+14
Attack:               Claw +9 melee (1d6+6) or Tail Slap +9 melee (1d8+6)
Full Attack:          Claw +9 melee (1d6+6) or Tail Slap (1d8+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision
Saves:                Fort +11, Ref +6, Will +3
Abilities:            Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
Skills:               Listen +7, Spot +8, Swim +14
Feats:                Alertness, Great Fortitude, Power Attack
Environment:          Warm Swamps
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-8 HD (Large), 9-12 HD (Huge)
Level Adjustment:    ----

"I travel hundreds of miles to Tibet to hunt down Yeti, and here it looks like I'm going to be killed by a friggin' lake monster..."

The Buru are aquatic reptile cryptids in TIbet.

Hold Breath (Ex): The Buru can hold it's breath a number of rounds equal to 6 times it's Constitution score before it risks drowning.

Skills: The Buru has a +8 racial modifier to it's Swim checks and it can always take 10 on a swim check, even if endangered or threatened.

Combat: Buru are Ambush predators who prefer hit and run tactics.  Biting an opponent, and then taking off waiting for blood loss to weaken it before they return.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 04, 2009, 02:07:38 PM
The Terichik
Colossal Magical Beast
Hit Dice: 50d10+900 (1175 hp)
Initiative: +4
Speed: 50 ft. (10 squares), burrow 50 ft.
Armor Class: 37 (-8 Size, +35 Natural ), touch 2, flat-footed 37
Base Attack/Grapple: +50/+50
Attack: Bite +62 melee (6d6+40/19-20)
Full Attack: Bite +62 melee (6d6+40/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities:  Low Light Vision, Dark Vision 60 ft., Tremor Sense 120', Enhanced Scent, Immunities, Damage Reduction 20/Epic, Damage Reduction 10/-, Energy Resistance 30 (Acid, Fire, Electricity, Sonic)
Saves: Fort +42, Ref +27, Will +17
Abilities: Str 50, Dex 10, Con 40, Int 2, Wis 12, Cha 20
Skills: Listen +29, Swim +45
Feats: Blind Fight, Cleave, Great Cleave, Defensive Sweep, Devastating Critical (Bite), Epic Toughness x5, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Large and In Charge, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite)  Environment: Any Cold
Organization: Unique
Challenge Rating: 32
Treasure: None
Alignment: Chaotic Evil
Advancement: 51+ HD (Colossal)
Level Adjustment: ---

"Another village gone due to your son Suinnak.  We must move again before he regains his hunger.  Except for you.  We will stake you out on the ice so you can be reunited with your son..."

The Terichik is a giant earthworm or caterpillar from Inuit myth that hides in the earth, periodically surfacing to devour villages.  Originally born to a human Inuit couple who left it to die in the snow, it was rescued and nursed by a pregnant woman who it subsequently devoured.  No known weapons, poison, or spells have ever been successfully used against the Terichik.  The best way to survive encountering it is to flee before it arrives (which is usually known well in advance due to tremors).

Improved Grab (Ex): If the Terichik successfully bites a creature up to 1 Size Class smaller than itself it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it can Swallow its opponent the next round.

Swallow Whole (Ex): The Terichick can swallow an opponent 2 size classes smaller than itself with a Grapple check.  Swallowed opponents take 6d6+20 bludgeoning damage and 20 points of acid damage per round.  A swallowed creature can cut it's way out with a light slashing or piercing weapon by doing 50 points of damage to the Terichik's stomach (AC 27).  Once the creature exits muscular action closes the hole, and other swallowed opponents must cut their own way out.  The Terichiks stomach can hold 2 Gargantuan, 8 Huge, 32 Large, or 128 Medium or smaller creatures.

Enhanced Scent (Ex): This is similar to the normal Scent ability, but the Terichik can also smell blood at a range of 10 miles, even while underground.

Immunities (Ex): The Terichik is immune to poison, paralysis, polymorph, disease, sleep effects, death effects, stunning, critical hits, energy drain, ability damage or drain, and mind affecting effects.  It is also immune to cold damage, and any spell that allows Spell Resistance.

Combat: The Terichik charges and attempts to swallow everything in sight, biggest opponents first.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 05, 2009, 02:47:38 PM
http://en.wikipedia.org/wiki/Gazeka (http://en.wikipedia.org/wiki/Gazeka)

http://www.cryptomundo.com/cryptozoo-news/moncktons-gazeka/ (http://www.cryptomundo.com/cryptozoo-news/moncktons-gazeka/)

http://strangeark.com/reprints/hunting-live-monsters.html (http://strangeark.com/reprints/hunting-live-monsters.html)

                       Gazeka
                      Gargantuan Animal
Hit Dice:             24d8+267 (375 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          20 (-4 Size, -1 Dex, +15 Natural), touch 5, flat-footed 19
Base Attack/Grapple:  +18/+40
Attack:               Claw +29 melee (2d6+15)
Full Attack:          2 Claws +29 melee  (2d6+15)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Scent, DR 5/-
Saves:                Fort +24, Ref +13, Will +9
Abilities:            Str 41, Dex 8, Con 30, Int 2, Wis 12, Cha 9
Skills:               Listen+15, Spot +14
Feats:                Power Attack, Improved Bull Rush, Awesome Blow, Toughness,
                         Pain Mastery, Improved Toughness, Great Fortitude,
                         Endurance, Diehard
Environment:          Warm Forest or Plains
Organization:         Solitary, Pair
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          25-42 HD (Gargantuan), 43-60 HD (Colossal)
Level Adjustment:     -----

"Devil Pig?  Why would I be afraid of something called a Devil Pig.  It's probably just an hallucination brought on by liquor.  If you want to stay here at camp that's fine, but I'm heading out."

The Gazeka is an odd cryptid supposed to be living in the wilds of New Guinea.

Combat: The Gazeka seems to be a little shy, but if provoked would likely have no problem clawing to death whatever upset it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 06, 2009, 07:40:05 AM
http://www.newanimal.org/buru.htm (http://www.newanimal.org/buru.htm)

http://www.angelfire.com/bc2/cryptodominion/cryptosaurs.html (http://www.angelfire.com/bc2/cryptodominion/cryptosaurs.html)


                      Mountain Boomer
                      Medium Animal
Hit Dice:             3d8+9 (22 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +2/+6
Attack:               Bite +6 melee (1d8+4)
Full Attack:          Bite +6 melee (1d8+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision
Saves:                Fort +8, Ref +3, Will +2
Abilities:            Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 10
Skills:               Listen +7, Spot +7
Feats:                Alertness, Great Fortitude
Environment:          Temperate Mountains
Organization:         Solitary or Pair
Challenge Rating:    2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-5 HD (Medium)
Level Adjustment:     ---

"Man all them people saying hey seen lizards are fulla crap.  Ah'm gonna go prove 'em all fools this weekend, you'll see."

The Mountain Boomer appears to be a bipedal lizard or dinosaur living in West Texas.

Combat: Mountain Boomers generally rush in and bite over and over until driven off.  They're fairly single minded and easy to predict.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 09, 2009, 01:15:23 PM
http://en.wikipedia.org/wiki/Man-eating_tree (http://en.wikipedia.org/wiki/Man-eating_tree)

Dunak
                      Huge Plant
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                0 ft. (0 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +9/+27
Attack:               Vines +17 melee (1d6+10)
Full Attack:          6 Vines +17 melee (1d6+10)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Constrict (1d6+10)
Special Qualities:    Mindless, Immobile, Weakness (Fire), DR 10/Slashing,
Saves:                Fort +15, Ref +0, Will +5
Abilities:            Str 30, Dex -, Con 24, Int -, Wis 12, Cha 2
Skills:               -
Feats:                -
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-24 HD (Gargantuan)
Level Adjustment:     ---


"If you must go out tonight, stay away from the trees.  Not all trees grow from sunlight.  Some require blood, and it is best that it not be yours."

Dunaki are man eating trees.

Improved Grab (Ex): If a Dunak successfully hits with it's vine attack it may immediately make a Grapple Check without provoking an Attack of Opportunity.  If it is successful it may Constrict.

Constrict (Ex): The Dunak does 1d6+10 damage with a successful Grapple Check.

Mindless (Ex): The Dunak has no Intelligence Score, and is immune to all Mind-Affecting Effects.

Weaknesses (Ex): Due to their immobile nature the Dunak they automatically fail all Reflex Saves, and are always considered to be Flat-Footed. They do not have a Dex score. They take double damage from fire.

Combat: The Dunak pretends to be a regular tree until prey gets within range, and then it grapples and constricts it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 11, 2009, 12:54:57 PM
Firespitter

Firespitter is an Inherited or Acquired Template that can be applied to any corporeal creature with an Int of 9 or less, and Size Class Large or bigger.

Size and Type: Unchanged.  Animals and Vermin become Magical Beasts.

Hit Dice: Unchanged, recalculate hp if Base Creature was Animal or Vermin.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged, recalculate Base Attack Bonus if Base Creature was an Animal or Vermin.

Damage: Unchanged

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

Flamethrower (Su): The Firespitter has a Cone Shaped Breath weapon it can use every 1d4 rounds.  The Size of the Cone is 40', plus 10' for every Size Class above Large.  Opponenets in the Area can make a Reflex Save (DC is 10 plus half the Firespitters Hit Dice plus it's Constitution modifier) for half damage.    Damage depends on the Base Creatures Size Class.  Large=6d6, Huge=10d6, Gargantuan=15d6, Colossal=22d6.


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

Immunities (Ex): Firespitters are immune to non magical fire and cold.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: +1


"I never expected to bury my friends.  I never expected them to be charred mockeries of humanity when I found them either..."

Seen in many of the worse dino movies, these are the lovely critters that for some reason are capable of spitting fire (and sometimes they eat coal!).  In some cases it's claimed their inner fires make them immune to cold so they can live in the arctic.  God bless the 50's huh?

                      Firespitter Quetzalcoatlus
                      Huge Magical Beast
Hit Dice:             10d10+50 (105 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 100 ft. (Poor)
Armor Class:          17 (-2 Size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple:  +10/+26
Attack:               Bite +16 melee (2d10+8)
Full Attack:          1 Bite +16 melee (2d10+8) and 2 Wings +11 melee (2d6+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Swallow Whole, Flamethrower
Special Qualities:    Low Light Vision, Dark Vision 60', Immunities
Saves:                Fort +12, Ref +8, Will +6
Abilities:            Str 26, Dex 13, Con 20, Int 2, Wis 17, Cha 11
Skills:                Listen +5, Spot +15
Feats:                Alertness, Fly-By Attack, Hover, Snatch
Environment:          Warm Forests, Hills, and Mountains
Organization:         Solitary, Pair, or Covey
Challenge Rating:     9
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:     ---

Flamethrower (Su): 50' Cone of fire, 10d6, DC 20 Reflex Save for 1/2 damage.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 19, 2009, 02:58:52 PM
Wit hthe exception of CR I finally have the Primordial Ghost Template waay back on page 1 pretty much done.


Um...it may be a little too Epic (see the example critter).  May need to tone it down a bit.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 21, 2009, 01:34:18 PM
http://www.newanimal.org/conrit.htm (http://www.newanimal.org/conrit.htm)

http://www.cryptozoology.com/glossary/glossary_topic.php?id=226 (http://www.cryptozoology.com/glossary/glossary_topic.php?id=226)

http://en.wikipedia.org/wiki/Many-finned_sea_serpent (http://en.wikipedia.org/wiki/Many-finned_sea_serpent)


                       Con Rit version 1
                      Gargantuan vermin
Hit Dice:            12d8+24 (78 hp)
Initiative:           +1
Speed:                Swim 40 ft. (8 squares)
Armor Class:          17 (-4 Size, +1 Dex, +10 Natural), touch 7, flat-footed 16
Base Attack/Grapple:  +9/+29
Attack:               Bite +13 melee (2d8+8)
Full Attack:          Bite +13 melee (2d8+8)
Space/Reach:           20 ft./ 15 ft.
Special Attacks:      -
Special Qualities:    Dark Vision 60' vermin traits
Saves:                Fort +10, Ref +5, Will +4
Abilities:            Str 27, Dex 13, Con 15, Int -, Wis 10, Cha 2
Skills:               Hide -3, Spot +4, Swim +16
Feats:                -
Environment:          Temperate or Warm Aquatic
Organization:         Solitary
Challenge Rating:     5
Treasure:            None
Alignment:            Always Neutral
Advancement:          17-23 HD (Gargantuan), 24-48 HD (Colossal)
Level Adjustment:     ----

"This is only a very small centipede sirs.  The largest here live  in the water.  And I do not recommend looking for them."

This will be the centipede or giant chilopod version.

Skills: The Con Rit has a +4 Racial bonus on Spot checks and a + 8 Racial bonus on Hide and Swim checks.  It may always take 10 on a Swim check even if distracted or endangered, and may use the Run action while swimming as long as it moves in a straight line.

Combat: The Great Sea Centipede prefers hit and run tactics, attacking the occasional small boat and then running away.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 22, 2009, 01:18:52 PM
Con Rit version 2
                      Gargantuan Animal
Hit Dice:             12d8+96 (150 hp)
Initiative:           +0
Speed:                Swim 40 ft. (8 squares)
Armor Class:          26 (-4 Size, +20 Natural), touch 6, flat-footed 26
Base Attack/Grapple:  +9/+34
Attack:               Bite +18 melee (2d6+13)
Full Attack:          Bite +18 melee (2d6+13)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision, Blindsight 120'
Saves:                Fort +15, Ref +8, Will +6
Abilities:            Str 36, Dex 10, Con 24, Int 2, Wis 14, Cha 6
Skills:               Listen +14, Spot +14, Swim +21
Feats:                Alertness, Diehard, Endurance. Improved Toughness, Power Attack
Environment:          Temperate or Warm Aquatic
Organization:         Solitary or pod (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ----

"You should probably leave our whales alone too sirs."

This is the ancient armored whale version.

Hold Breath: Whales can hold their breath for (8 times it's Constitution Modifier) before it risks drowning.

Skills: Whales have a +4 Racial bonus on Spot and Listen checks, and a +8 Racial bonus on Swim checks.  They  may always take 10 on a swim check even if endangered or distracted.  They may use hte run action while swimming if they move in a straight line.

Combat: The Con Rit attack almost like sharks or killer whales.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 23, 2009, 01:59:53 PM
Con Rit version 3
                      Gargantuan Dragon (Water)
Hit Dice:             12d12+84 (162 hp)
Initiative:           +4
Speed:                 Swim 60 ft. (12 squares)
Armor Class:          39 (-4 Size, +33 Natural), touch 6, flat-footed 39
Base Attack/Grapple:  +12/+36
Attack:               Bite +20 melee (4d6+12)
Full Attack:          1 Bite +20 melee (4d6+12) and 1 Tail Lash +15 melee (2d8+6)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Capsize
Special Qualities:    Dark Vision 60', Low Light Vision, Immune to Sleep/Fire/ Paralysis, Scent, DR 20/Magic, Spell Resistance 16
Saves:                Fort +15, Ref +8, Will +12
Abilities:            Str 35, Dex 10, Con 25, Int 18, Wis 18, Cha 18
Skills:               Hide +3, Intimidate +19, Knowledge (Arcana, History, Local, Nature) +14, Listen +19, Move Silently +15, Search +14, Sense Motive +14, Spot +19, Survival +14, Swim +25
Feats:                Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Environment:          Temperate or Warm Aquatic
Organization:         Solitary
Challenge Rating:     11?
Treasure:             Double Standard
Alignment:            Chaotic Neutral
Advancement:         
Level Adjustment:     ---

"Boats?  Oh no  sirs, we cannot recommend taking boats out onto the water,  The dragons do not like it."

This is the Oriental Dragon version.

Skills: Con Rit have a +8 Racial Bonus to Swim checks.  They may always take 10 on swim checks even if endangered or distracted, and may use the Run action while swimming as long as they move in a straight line.

Capsize (Ex): If a submerged Con Rit surfaces under a boat less than 20' long it has a 95% chance of capsizing it.  The chance drops to 50% for boats 20 to 60 feet long, and drops to 20% for boats over over 60 feet.

Combat: The Con Rit dragon prefers to capsize boats, and then attack the drowning crew one by one.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 25, 2009, 02:34:52 PM
http://en.wikipedia.org/wiki/Chupacabra (http://en.wikipedia.org/wiki/Chupacabra)

El CHupacabra has a lot of stories associated with it so there will be a couple of versions:

                       El Chupacabra Version 1
                       Small Monstrous Humanoid
Hit Dice:             5d10+35 (62 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class:          21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple:  +5/+15
Attack:               Claw +12 melee (1d4+6)
Full Attack:          2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Grappler, Stench, Frightening Presence, Blood Drain
Special Qualities:    Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves:                Fort +11, Ref +6, Will +3
Abilities:            Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills:               Hide +8, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats:                Alertness, Track
Environment:          Warm Desert, Forest, Marsh, or Plains
Organization:         Solitary
Challenge Rating:     6?
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-8 HD (Medium)
Level Adjustment:     ---

"I don't know whats on the roof, but it's glowing eyes just made me crap myself."

This version of the Chupacabra is a feral humanoid covered in glossy, matted hair and sporting a pair of batlike wings.  It has enormous claws and fangs, and glowing red eyes.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes.  A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours.  Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Frightening Presence (Su): The Chupacabras glowing red eyes and horrific demeanor frightens its opponents.  Living creatures within 20' that have Hit Dice less than the Chupacabras must make a DC 13 Willpower Save or be Shaken for 1d6 minutes.  Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Chupacabras go immediately for the grapple trusting in their strength and size to surprise enemies.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 28, 2009, 02:24:23 PM

El Chupacabra Version 2
Small Monstrous Humanoid
Hit Dice: 5d10+35 (62 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Claw +12 melee (1d4+6)
Full Attack: 2 Claws +12 melee (1d4+6) and 1 Bite +7 melee (1d6+3 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Stench, Red Eyes, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 15, Con 24, Int 4, Wis 14, Cha 12
Skills: Hide +8, Jump + 14, Listen +5, Move Silently +4, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 6?
Treasure: None
Alignment: Always Neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: ---

"That...is not...a lizard on the roof."

This version is the reptilian alien with quills running down its back

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Stench (Ex): Living creatures within 10' must make a DC 19 Fortitude Save or be sickened for 1d6+4 minutes. A successful save makes hte opponent immune to this Chupacabra's Stench for 24 hours. Creatures immune to poison are immune to this ability, and Delay Poison or Neutralize Poison removes the effect from a sickened creature. Save DC is Constitution based.

Red Eyes (Su): Gaze Attack, Nausea for 1d6+4 rounds, 30', Fortitude Save DC 13 negates, Save DC is Charisma based.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As before, the Chupacabra tends to go straight for the Grapple.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 29, 2009, 01:20:10 PM
El Chupacabra Version 3
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Size, +2 Dex, +8 Natural), touch 13, flat-footed 19
Base Attack/Grapple: +2/+9
Attack: Claw +6 melee (1d3+3)
Full Attack: 2 Claws +6 melee (1d3+3) and 1 Bite +1 melee (1d4+1 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 14, Int 3, Wis 14, Cha 8
Skills: Hide +6, Jump + 11, Listen +3, Move Silently +4, Spot +3, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"Rats are not your problem Mr. Guzman.  Rats are not big enough to kill goats.  Rats do not travel by hopping."

This version is the bipedal dog/rat/kangaroo creature.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Skills: Chupacabra have a +8 Racial bonus to Jump checks, and no limit on the height of their jumps other than what they can roll.

Combat: As per usual the Chupacabra tries to close the deal by moving in for the grapple.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 30, 2009, 11:33:40 AM
El Chupacabra Version 4
Medium Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 ( +2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +3/+10
Attack: Claw +6 melee (1d3+4)
Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee (1d6+2 plus Blood Drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappler, Blood Drain
Special Qualities: Damage Reduction 5/Magic, Scent, Dark Vision 60'
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 18, Int 3, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +5
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary
Challenge Rating: 2?
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: ---

"That...is truly the ugliest dog I have ever seen...ever...oh crap I think it noticed us!"

This version is the hairless canine/mammal like reptile.

Grappler (Ex): Chupacabra do not take a Size penalty to Grapple checks, and have a +4 Racial Bonus to Grapple checks.

Blood Drain (Ex): If a Chupacabra Successfully pins a foe in a grapple, it does 1d4 Constitution damage every round the pin is maintained.

Combat: Unsurprisingly despite not being humanoid, this version of the Chupacabra still goes for the grapple.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on July 31, 2009, 12:35:26 PM
El Chupacabra Version 5
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (8 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Scent, Low Light Vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4, Survival +4
Feats: Alertness, Track
Environment: Warm Desert, Forest, Marsh, or Plains
Organization: Solitary or Pack (2-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: ---

"I'm not going out there till it leaves.  I don't care what they're paying us."

This is the small grey dog thing you've seen on Monster Quest and on videos.

Combat: Chupacabra's pretty much attack like any other dog.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 03, 2009, 11:21:44 AM
Winner o' Gitp Monster COmpetition XXXV

(http://i212.photobucket.com/albums/cc70/bhutastan/monsters/FalseGOd.jpg)

False God
Large Outsider  (Evil, may also be Lawful or Chaotic, Abomination)
Hit Dice: 40d8+360  (680 hp)
Initiative: +15
Speed: 50 ft (10 squares), Climb 50 ft., Swim 50 ft., Burrow 50 ft., Fly 50 ft. (Perfect)
Armor Class: 45 (-1 Size, +7 Dex, +13 natural, +16 Deflection), touch 32, flat-footed 38
Base Attack/Grapple: +40/+50
Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Annihilation, Spell-Like Abilities, Domain, Divine Aura
Special Qualities: Abomination Traits, Fast Healing 20, Regeneration 20, SR 42, DR 40/Epic, Energy Resistance (Acid, Cold, Electricity, Fire, and Sonic) 20, Dark Vision 240’, Divine Power
Saves: Fort +47, Ref +45, Will +47
Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43
Skills: Bluff +50, Concentration +45, Diplomacy +50, Gather Information +50, Intimidate +50, Knowledge (Arcane, Geography, History, Local, Religion, The Planes) +42, Listen +43, Search +42, Sense Motive +43, Spellcraft +42, Spot +43, Use Magic Device +50, any three other skills at 36 ranks
Feats: Blind-Fight, Blinding Speed, Boost Spell-Like Ability, Combat Reflexes, Empower Spell-Like Ability, Heighten Spell-Like Ability, Improved Combat Reflexes, Improved Initiative, Intimidating Strike, Master Manipulator, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Superior Initiative, Violate Spell-Like Ability
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Any Evil
Advancement: 41+ HD (Large)
Level Adjustment: -----

” The Gods visit the sins of the fathers upon the children.“

Occasionally a Deity mates with another powerful Outsider, or being of some power.  Or perhaps if it is powerful enough it's dreams and emotions take up a life of their own.  There are many theories on the origins of the False Gods, but there are only 2 consistencies to all of them:

The Gods are responsible for their creation, and their continued existence.

They are irredeemably vain, sociopathic, and without mercy. 

A False God wanders the Planes until it finds a suitable niche somewhere far from the attentions of it's Divine parent, and begins to try to set itself up as a God by the use of it's magical abilities.  It is believed they wish to convert worshipers away from the true Gods in a bid to usurp their power, although it isn't likely they have a real chance of doing this.  At least it's widely  assumed that this or just a blatant attempt to grab power in the material world is their goal.

Of equal concern and controversy is why their parents do nothing to stop them.  At least not directly.  Some Gods have subtly backed mortal champions who have undertaken missions to defeat their more evil progeny.  Some have been spectacularly less than subtle.  But none of them have ever personally raised a hand to smite one of their children despite their being so viciously sadistic.

it is also unknown exactly why their progeny are so vile.  For Evil deities their children being murdering, manipulative monsters comes as no surprise.  But what cause the children of Good deities (and whatever they mated with) to be so unconscionably foul?  There are even rumors of a seductress of some power who personally hopes to defeat the Gods with their own sons and daughters. 

False Gods can generally appear as almost anything they like with their ability to Shapechange.  They often appear as a member of whatever race they are attempting to influence, or at least in a form that they would find attractive or comfortable.  But in moments of great anger or frustration their true nature bubbles to the surface, and they momentarily lose control and appear as some sort of ever shifting monstrosity.  False Gods speak all known languages.

Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God.   As a Standard Action the False God can make a Melee or Ranged Touch Attack (range is 240’).  If the attack is successful, and the victim has no Divine Rank, he must make a DC 46 Willpower Save or Die.  If the Save is successful he instead takes 10d6 untyped damage.  If the opponent has Divine Rank and the attack is successful it instead does 3d6 plus the False Gods Charisma Modifier.  The exact appearance of the attack varies from False God to False God, and can look like virtually anything (however they all operate the same mechanically).

Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-Like Abilities: Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious Wounds, Shapechange.  Caster Level is equal to Hit Dice.

Domain (Su): False Gods have access to one Domain associated with their Divine Parent.  They may cast any Domain spell of 6th level or lower at will as a Spell-Like Ability.  7-8th level Domain spells can be cast 3/day as a Spell-Like ability, and 9th level spells 1/day.  Caster Level is equal to Hit Dice.  It can use the Domain Ability at will, Cleric Level is equal to it’s Hit Dice.

Divine Aura (Su): Any being within 100' is affected by the False Gods Divine Aura if they fail a DC 46 Willpower Save (Save DC is Charisma Based).  If they succeed they are immune to this False Gods Aura for 24 hours.  If they fail they are subject to the Aura's effects for the duration of the encounter and for 1 hour after.  The False God can use one of the following effects.  It is born able to use this effect and cannot change it later:

Fear: All beings in the Area of Effect are Shaken.

Love: All beings in the Area are Charmed as if by a Charm Person spell.

Bedazzlement: Opponents are Fascinated.

This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the False God are immune to this ability.

Abomination Traits False Gods are immune to Death by Massive Damage, Polymorph, Petrification, Energy Drain, Ability Drain/Damage, or Mind-Affecting Effects.  They also have Blindsight 500’, Telepathy 1000’, Nondetection, and True Seeing at will.

Regeneration (Ex):  False Gods cannot Regenerate damage done by weapons of opposing alignments.  For example a Lawful Evil False God cannot regenerate Chaotic or Good damage.  It also cannot regenerate damage done by the spells cast by Clerics of it's Divine Parent.

Immunities : Immune to disease, stunning, sleep effects, poison, Death Effects, and Disintegration.

Divine Power (Su): False Gods get a Deflection Bonus to their AC, and a Profane Bonus to their Saving Throws equal to their Charisma Modifier.

Skills: The False God has a +12 Racial Bonus on any 3 Skills associated with it’s Divine Parents Domains or Portfolio.

Combat: False Gods attempt to hide their nature as long as possible using their spell like abilities to pretend to be priests or wizards.  But if something should actually harm them or upset their plans, they will be quick to use their Annihilation ability.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the False Gods. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
50| The False Gods are Abominations, children of a Deity and a Lesser (possibly mortal) being (this reveals all Abomination traits).  False Gods are incredibly powerful and can kill with a gesture if necessary.
55| The False Gods are utterly Evil, and driven to destroy their parents by trying to replace them in the hearts of their worshipers.  They are vulnerable to the Clerics patronized by their Divine Parent.
60| The Gods themselves will not personally attack the False Gods, but they will back mortal champions who do so. 
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 04, 2009, 01:25:28 PM
http://www.newanimal.org/biggrayman.htm (http://www.newanimal.org/biggrayman.htm)

http://en.wikipedia.org/wiki/Fear_liath (http://en.wikipedia.org/wiki/Fear_liath)

http://www.pantheon.org/articles/f/fear_liath_more.html (http://www.pantheon.org/articles/f/fear_liath_more.html)

http://www.ghostclub.org.uk/summer2000.htm#Macdhui (http://www.ghostclub.org.uk/summer2000.htm#Macdhui)


Fear Liath Mor version one
                      Large Animal
Hit Dice:             6d8+24 (51 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          13 (-1 Size, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +4/+14
Attack:               Claw +9 melee (1d6+6)
Full Attack:          2 Claws +9 melee (1d6+6)
Space/Reach:          10 ft./10 ft.
Special Attacks:      -
Special Qualities:    Low-Light Vision, Scent
Saves:                Fort +9, Ref +5, Will +3
Abilities:            Str 23, Dex 10, Con 18, Int 2, Wis 12, Cha 8
Skills:               Climb +12, Intimidate +5, Listen +5, Spot +5
Feats:                Alertness, Endurance, Track
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral
Advancement:          7-10 HD (Large)
Level Adjustment:     ----

"If you want to find the Gray Man I guess I can't stop you, but don't think I'm going up there with you."

This is the cryptozoological primate version.

Skills: Fer Liath Mor have a +8 Racial Bonus to Climb checks, and can always take 10 on Climb checks even if endangered or threatened.

Combat: The Gray Man claws wildly at opponents unlike most large apes.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 05, 2009, 11:37:58 AM
Fear Liath Mor version 2
                      Huge Fey
Hit Dice:             20d6+120 (190 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Climb 40 ft
Armor Class:          23 (-2 Size, +3 Dex, +12 Deflection), touch 23, flat-footed 20
Base Attack/Grapple:  +10/+30
Attack:               Claw +20 melee (1d10+12)
Full Attack:          2 Claws +20 melee (1d10+12)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spell Like Abilities
Special Qualities:    Low Light Vision, Wild Empathy, Damage Reduction 10/Cold Iron
Saves:                Fort +14, Ref +15, Will +19
Abilities:            Str 35, Dex 16, Con 23, Int 13, Wis 20, Cha 20
Skills:               Hide +26, Intimidate +30, Knowledge (Nature)+24, Listen +27, Move Silently +26, Spot +27, Survival +27
Feats:                Empower Spell-Like Ability (Scare, Crushing Despair), Snatch, Great Fortitude, Iron Will, Skill Focus (Intimidate), Intimidating Strike
Environment:          Temperate Mountains
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          21-30 HD (Huge)
Level Adjustment:     ---

"We don't go into the mountain passes.  Not for you.  Not even for money.  Keep the daughter you kidnapped.  Getting her back isn't worth going up there."

This is the huge shadowy sometimes insubstantial Fear Liath Mor.

Spell Like Abilities (Sp): The Fear Liath Mor's Caster Level is the same as a 20th level Sorcerer.  At Will: Obscuring Mist, Fog Cloud, Gaseous Form, Scare.  3 times per day: Crushing Despair, Mind Fog.

Wild Empathy (Ex): This is the same as the Druid class ability except the Fear Liath Mor has a +6 racial bonus to the check.

Combat: The Fear Liath Mor usually appears in Gaseous Form and uses its Spell Like abilities to scare victims into killing themselves. 
Will return to finish soon
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 07, 2009, 01:38:26 PM
http://www.newanimal.org/salaman.htm (http://www.newanimal.org/salaman.htm)

http://www.angelfire.com/bc2/cryptodominion/invertebrates.html (http://www.angelfire.com/bc2/cryptodominion/invertebrates.html)


                       Mulilo salamander version
                       Medium Animal (aquatic)
Hit Dice:             3d8+6 (19 hp)
Initiative:           -1
Speed:                Swim 30 ft. (6 squares)
Armor Class:          11 (-1 Dex, +2 Natural), touch 9, flat-footed 11
Base Attack/Grapple:  +2/+5
Attack:               Bite +5 melee (1d6+3)
Full Attack:          Bite +5 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision
Saves:                Fort +5, Ref +2, Will +2
Abilities:            Str 16, Dex 8, Con 15, Int 1, Wis 12, Cha 2
Skills:               Hide +1, Listen +5, Spot +5, Swim +11
Feats:                Alertness, Endurance
Environment:          Warm Marsh or Aquatic
Organization:         Solitary or Pair
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---

"Reports of gigantic salamanders in the Congo are being brought back by refugees fleeing the fighting in the area."

This version of the Mulilo is either a Caecillian or a large legless salamander.

Combat: Mulilo are rarely encountered and their methods of attack are similar to alligators and other water based ambush predatores. 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 09, 2009, 01:44:42 PM
Mulilo Slug Version
                      Medium Vermin (Aquatic)
Hit Dice:             3d8+3 (16 hp)
Initiative:           -2
Speed:                Swim 15 ft. (3 squares)
Armor Class:          9 (-2 Dex, +1 Natural), touch 8, flat-footed 9
Base Attack/Grapple:  +2/+7
Attack:               Grapple +7 melee (grapple)
Full Attack:          Grapple +7 melee (grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Radula
Special Qualities:    Dark Vision 60 ft, Vermin traits
Saves:                Fort +4, Ref -1, Will +1
Abilities:            Str 13, Dex 6, Con 12, Int -, Wis 10, Cha 1
Skills:               -
Feats:                -
Environment:          Warm Marsh or Aquatic
Organization:         Solitary, Pair, or Swarm (3-10)
Challenge Rating:    1
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Large)
Level Adjustment:     ---

"Do not go into the river or play by it's edge.  Ever.  If the Mulilo comes for you we will not be able to get to you in time from the fields."

This is the giant slug version of Mulilo.

Skills: Mulillo have a +4 Racial bonus on grapple checks due to their sticky slime.  They also have a +8 racial bonus on swim checks, and a +8 Racial bonus when hiding in the muddy bottoms of their native riverbeds.  They may always take 10 on swim checks even when rushed or threatened.

Improved Grab (Ex): Mulilo may initiate grapple checks without provoking attacks of opportunity.  If they can pin their opponents they can use their radula attack.

Radula (Ex): The tongue of the Mulilo is like a grinding buzzsaw.  It does 1d6 damage and criticals on a 20 doing triple damage.  Each round the mulilo maintains the pin, the critical threat range increases by 1 (i.e. 19-20 the second round, 18-20 the third round, etc).

Combat: Mulilos go straight for the grapple so they can get to work with their radula.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on August 10, 2009, 04:49:43 AM
Why doesn't the Chupacabra 2 have an LA?
A little goat-sucking spawn of evil would make a great hero!  :D
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 11, 2009, 02:00:07 PM
woops! need to fix that.  Thanks Radmelon!

http://en.wikipedia.org/wiki/Tatzelwurm (http://en.wikipedia.org/wiki/Tatzelwurm)

http://www.newanimal.org/tatzel.htm (http://www.newanimal.org/tatzel.htm)

http://www.cryptomundo.com/cryptozoo-news/txwurm-ia/ (http://www.cryptomundo.com/cryptozoo-news/txwurm-ia/)

http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t35852.html (http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t35852.html)


Tatzelwurm
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class:  15 (+1 Size, +2 Dex, +2 Natural), touch 13 , flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4 plus poison)
Full Attack: Bite +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low Light Vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
Skills: Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement:  3-4 HD (Medium)
Level Adjustment: ----

"My fathers leg was lost to the Wurms in the hills.  We had to amputate it to keep their poison from claiming him."

This is the cryptozoological version of a poisonous lizard as opposed to the mythological cat faced reptile.

Poison (Ex): Injury, Fort Save DC 12, Initial and Secondary Damage 1d6 Con.  Save DC is Constitution Based.

Combat: Tatzelwurms charge and bite.  After that they trust to their venom to bring down most opponents.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Chemus on August 11, 2009, 09:22:15 PM
I'd recommend reducing the save DC or upping the CR to match it. DC 12 w/ d6 con damage (twice) is not CR 1/2, IMO.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 12, 2009, 12:05:20 PM
Why doesn't the Chupacabra 2 have an LA?
A little goat-sucking spawn of evil would make a great hero!  :D

I thought the Racial Hit Dice plus the LA would be a turnoff to people actually.  And theres the -6 Int.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 20, 2009, 12:25:17 PM
I'll have a few more critters up as soon as Wizards TURNS THE FUCKIN BOARDS BACK ON!!

Hint

hint

nudgey nudge
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on August 20, 2009, 10:41:50 PM
Why doesn't the Chupacabra 2 have an LA?
A little goat-sucking spawn of evil would make a great hero!  :D

I thought the Racial Hit Dice plus the LA would be a turnoff to people actually.  And theres the -6 Int.

Int. is for smrt peoples. Goat-sucking barbarian SMASH!
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on August 30, 2009, 01:31:58 PM
http://en.wikipedia.org/wiki/Gorgon (http://en.wikipedia.org/wiki/Gorgon)

http://www.pantheon.org/articles/g/gorgons.html (http://www.pantheon.org/articles/g/gorgons.html)

http://www.britannica.com/EBchecked/topic/239265/Gorgon (http://www.britannica.com/EBchecked/topic/239265/Gorgon)

http://en.wikipedia.org/wiki/Stheno (http://en.wikipedia.org/wiki/Stheno)

http://en.wikipedia.org/wiki/Euryale (http://en.wikipedia.org/wiki/Euryale)

http://www.theoi.com/Pontios/Gorgones.html (http://www.theoi.com/Pontios/Gorgones.html)

http://en.wikipedia.org/wiki/Medusa (http://en.wikipedia.org/wiki/Medusa)

http://www.perseus.tufts.edu/classes/finALp.html (http://www.perseus.tufts.edu/classes/finALp.html)

http://www.webwinds.com/thalassa/medusa.htm (http://www.webwinds.com/thalassa/medusa.htm)

STHENO
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, warfare
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Retribution, Storm, War
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Stheno is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin.  She also has golden birds wings, brass claws, and a protruding tongue.  Occasionally she is pictured as having a beard.

Dogma
Stheno's followers are expected to solve their problems through combat.  Particularly if those problems involve men...

Clergy and Temples
Stheno's clergy are strictly female.   Most live near the sea or on islands, or in pristine forest groves near a source of water.  They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +8
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grapple, Improved Trip, Improved Unarmed Strike, Irresistible Gaze, Mobility, Narrowed Gaze, Pain Touch, Pervasive Gaze, Piercing Gaze, Stunning Fist, Swimby Attack, Weakening Touch
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Power of Nature Domain Powers: 1/day if you have been harmed by someone your next attack against them does maximum damage if it is successful
Spell-Like Abilities: Stheno can cast the following spells at will as Spell-Like abilities: Banishment, Bear's Endurance, Blade Barrier, Call Lightning, Control Weather, Discern Location, Divine Power, Entropic Shield, Fire Shield, Flame Strike, Gust of Wind, Ice Storm, Magic Vestment, Magic Weapon, Mark of Justice, Power Word Blind/Kill/Stun, Shield of Faith, Sleet Storm, Speak With Dead, Spell Turning, Spiritual Weapon, Storm of Vengeance, Summon Monster VI, Whirlwind. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: No unique items.

Other Divine Powers
As a Demigod, Stheno treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Stheno can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Stheno sense any act involving revenge, storms, or warfare the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Stheno can use  as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round. Create Magic Items: Stheno can create magic items related to storms or warfare as long as the items market price does not exceed 4,500 GP.


Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 01, 2009, 03:11:49 PM
[Spoiler]
(http://i212.photobucket.com/albums/cc70/bhutastan/monsters/resurrection.jpg)
[/Spoiler]

The Resurrection Women
Medium Aberration (Evil)
Hit Dice: 10d8+40  (85 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 23 (+5 Dex, +8 Deflection), touch 23, flat-footed 18
Base Attack/Grapple: +7/+8
Attack: Dagger +8 melee (1d4+1)
Full Attack: Dagger +8/+3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charming Smile, Necrotic Touch, Aura of Profanity
Special Qualities: Profane Grace, Immunities, Necrotic Healing, Medium, Allure of the Grave
Saves: Fort +15, Ref +16, Will +20
Abilities: Str 12, Dex 20, Con 18, Int 16, Wis 20, Cha 26
Skills: Bluff +15, Concentration +14, Diplomacy +15, Gather Information +15, Hide +10, Intimidate +15, Knowledge (History, Local, Nobility, Religion) +3, Listen +10, Move Silently +10, Sense Motive +15, Spot +10, Use Magic Device +15
Feats: Corpsecrfter, Necromantic Might, Necromantic Presence, Nimble Bones *
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Any Evil (usually Chaotic)
Advancement: By Character Class
Level Adjustment: -----

*Feats are from Libris Mortis.  If the Resurrection Woman doesn't have Class Levels allowing her access to spells that will let her create Undead, she can use the Feats to grant the Bonuses to Undead she creates with her Racial Abilities instead.

”Things in the kingdom weren’t always so bad.  We didn’t always live in despair.  Count Zamfirescu wasn’t always the most pleasant man, but he was a much less harsh ruler than the neighboring nobles.  Things were tough, but we were happy.  Until he married the Countess. 

He came back from travels abroad with a wife.  Her face was never seen, and her name was never spoken.  She was referred to only as the Countess, and all were forbade to enter her rooms except the Count himself.  Not long after the young men of the village began disappearing.  It got worse and worse until a mob formed and rioted through the city streets into the palace where it was rumored one of the missing boys had been seen. 

The scene waiting for us was…awful.  The countess was a raging hag, a monstrous old woman who had bewitched the Count.  She used her powers to seduce the villages men, and so besotted was the Count that he did not raise a hand against her, but had her amours murdered instead, and thrown into a mass grave.  We burned her alive, and the Count was to be imprisoned for life.  He swore at us that things were not over, and that the fruit of his loins would avenge him. 

15 years later a young woman who looked very much a member of his family came to our village and announced she was his daughter, and heir to his estate.  We were skeptical, but when she produced proof as well as a ring with the Counts seal she was taken to his cell where he admitted he had a daughter.  This was not welcome news.  It meant by legal right she had right to rule in his stead, and she deposed the Regent who had been ruling since the Counts fall from grace.

The rumors began almost immediately.  Rumors of the dead rising from their graves.  Rumors of men disappearing again, and worst of all rumors of an unholy relationship with her imprisoned father.  Eventually we had had enough and marched on the palace again, but this time we were not met by a few loyal palace guards. The palace was surrounded by corpses who immediately began attacking the crowd.  We could do nothing against them.  She’s up there still.  Feeding on us.  And that’s why no one must know you are not a girl my son.  Or she will feed on you, and the worms will finish what she leaves behind. “


The Resurrection Women are curses by the Gods.  Hellish mutations of nature that thrive on death as opposed to life.  Their close link to death gives them great power over the Undead and makes them immune to things like aging or disease.  Their feel compelled to seduce and destroy whomever has offended the Gods, as well as anyone that crosses their path.  It is this lack of any form of morality that makes it possible to spot them.  They are a very blunt instrument of terror, and are rarely used because of the havoc they create.  In some cases a powerful dying curse by a powerful evil being can change a female child into one of these creatures.

Resurrection Women set themselves up as the power behind some sort of throne, whether that throne is literal or metaphorical.  They then corrupt whatever men come in contact with them and see to the murder of any women who can reveal her secrets.  Undead enable them to heal themselves and gain power, and they begin to make as many of them as they can, eventually ruling over a town of corpses if they cannot be stopped.

Charming Smile (Su): Resurrection Women can cast Charm Person at will as a Supernatural Ability, and Charm Monster once per day.

Necrotic Touch (Ex): The Resurrection Women can slowly corrupt men (or women) they seduce with their touch.  Any mortal being they remain in "intimate" contact with for at least 1 minute takes 1 point of either Wisdom or Constitution Drain (a maximum of 1 point per day can be taken in this manner).  Despite the Drain, the victim remains unaffected by it and is able to perform as though his Ability score was normal.  If Wisdom is being drained his behavior will become more and more erratic, and his peers will begin to think he is going mad.  Once his Wisdom becomes 0, he still can act as though he had his full Wisdom score, but is under the complete mental control of the Resurrection Woman (as per the Dominate Monster spell but with a permanent duration).  Only restoring his full Wisdom score or killing the Resurrection Woman will release him from her control.  If Constitution is being drained the victim will appear sickly, and once his Constitution is 0 he will die, only to rise again as some form of corporeal Undead whose CR is half or less the Resurrection Woman's.  This new undead will have all the memories and abilities it had in life unlike usual, and is fanatically loyal to the Resurrection Woman.

Aura of Profanity (Su): Any corpse within 120' of the Resurrection Woman becomes cursed, and animates as an Undead within 1d6 days.  If it isn't a fresh corpse (i.e. has been dead more than a week) it becomes either a Skeleton or a Zombie.  These Undead are under the control of the Resurrection woman who can control up to (her Hit Dice times 5) Hit Dice worth of Undead at any one time. 

Mindless Undead feel a perverse attraction for the Resurrection Women, and will never attack them, even if they are not controlled.  Intelligent Undead who enter her Aura must make a DC 23 Willpower Save to avoid falling under the Resurrection Woman's control if they are not under it already.  A Resurrection Woman instantly knows of any Undead within the Area of Effect of her Aura and can decide whether to attempt control or not.  Once controlled an Undead does not need to remain within the Resurrection Woman's Aura to remain controlled, she can control it from any distance and order it telepathically to do as she wants.

Undead touching her feel alive again, and can remember the passions of the flesh they once had.  This is instantly addictive to them (i.e. no Saving Throw), and they cannot 'live' (for lack of a better word) without it.  If using the addiction rules in the Book of Vile Darkness it uses these stats: Addiction Rating (Vicious), No Save, Satiation (3 days), Damage (1d4 Wisdom and Charisma).  The magical addiction overcomes the Undead's normal immunity to Ability damage.  Resurrection women use this to convince intelligent Undead to do their bidding.

Once per week a Resurrection Woman can 'awake' a fresh corpse (i.e. less than a week old) by touching it as a Standard Action.  This corpse becomes any form of corporeal undead whose CR is half or less the Resurrection Woman's.  Normally this corpse is either intended to be her lover or her bodyguard, so whichever she intends it to be will usually decide what template it gets.  In addition this aura grants the Resurrection Woman herself the benefits of a permanent Magical Circle Against Good.

Profane Grace (Su): The Resurrection Women gain a Deflection Bonus to AC and a Profane Bonus to all Saves equal to their Charisma Bonus.

Immunities : The Resurrection Women are immune to Mind-Affecting Effect, poison, sleep effects, paralysis, aging, stunning, disease, death effects, fatigue/exhaustion, Ability Drain/Damage, Energy Drain, and non lethal damage.  They are also immune to all Spell-Like or Supernatural abilities that are used by Undead.

Necrotic Healing (Su): Resurrection Women heal from negative energy just like undead do, but are unaffected by positive energy (i.e. they aren't healed by Cure spells, but they don't take damage from them either).  They heal 1d6 damage for each pound of dead, rotten flesh they consume, or gain Fast Healing 1 while in "intimate" contact with the Undead.

Medium (Su): Resurrection Women can permanently See Invisible, but only if the invisible creature is Undead.  Their ability to see Undead extends partly into the Ethereal Plane, and they can see Ghosts or other Incorporeal Undead that have chosen not to Manifest.  They may communicate telepathically with any Undead within 120' (further if they control it).

Allure of the Grave (Su): The Resurrection Woman gains a temporary +1 Bonus to Charisma for every 5 HD of Undead she controls (round down).

Skills: The Resurrection Women gain a +4 Racial Bonus to all skills based on Charisma.

Combat: The Resurrection Women prefer to leave combat to their Undead minions.  They seduce men and eventually turn them into undead monsters so they always have plenty of soldiers to surround them, all of whom adore her.  Many have levels in Sorcerer, and if they do they attack with spells.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Resurrection Women. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
10| Resurrection Women are corrupted human children created when someone has greatly offended the Gods, or spawned by a powerful dying curse.
15| The Resurrection Women cannot be healed normally, but thrive on death and corruption instead.  While they appear as normal human women otherwise, they are immune to many things that would kill mortals.  Their charms are very difficult to resist, and it is said they can seduce any man and corrupt him.
20| The Resurrection Women awaken any corpse in their vicinity as Undead servants.  The Undead appear ot be smitten by Resurrection Women and will not allow them to come to harm.
20| Those who lie with a Resurrection Woman eventually become her Undead lovers.
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on September 02, 2009, 02:28:31 AM
 :twitch

Animate necrophilia? ew.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 02, 2009, 11:18:34 AM
:twitch

Animate necrophilia? ew.

Believe it or not I entered this in the last GitP monster competition  :lol
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: veekie on September 04, 2009, 04:00:17 PM
Thats...something, alright.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 05, 2009, 11:33:28 AM
http://www.cryptomundo.com/cryptozoo-news/navy-seals-video/

from-the-shadows.blogspot.com/2007/03/un...

www.monstropedia.org/index.php?title=Kal...

Kalanoro
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2)
Full Attack: 2 Slams +3 melee (1d6+2) and 1 Bite +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Rend (2d6+2)
Special Qualities: Low Light Vision
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 14, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +6, Listen +4, Spot +3, Swim +6
Feats: Combat Reflexes, Multiattack
Environment: Warm Forest
Organization: Solitary, or Group (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium), 5-8 HD (Large)
Level Adjustment: ---

"Day four of my life among the chimps.  Things seemed surprisingly normal until a small group of apes with spiny fur down their backs and odd looking hands and feet appeared.  The chimps seem nervous to say the least.  So am I..."

Kalanoro are 4 foot tall apes with bluish-grey fur, and spines running down their backs.  They have 3 toes and fingers and appear to be good swimmers, and pack hunters.

Improved Grab (Ex): If the Kalanoro hits with it's Slam Attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rend. Kalanoro may use this ability on creatures of their own Size Class or Smaller.

Rend (Ex): The Kalanoro does 2d6+2 damage with a successful Grapple Check.

Skills: Kalanoro gain a +4 Racial Bonus to Climb and Swim Checks.

Combat: Kalanoro ted to ambush their prey when outnumbering it, Grapple it to the ground, and then tear it to pieces.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 05, 2009, 12:05:41 PM
EURYALE
Demigod
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: The sea, wrath, traveling.
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: Ocean, Travel, Wrath
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Euryale is depicted as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

Dogma
Euryale's followers are expected to be well traveled and educated, and to never forgive an insult or a slight.

Clergy and Temples
Euryale's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

Medium Outsider (Chaotic)
Divine Rank: 3
Hit Dice: 60d8+600 (1080 hp)
Initiative: +12
Speed: 60 ft. (12 squares), Fly 200 ft. (Good)
Armor Class: 49 (+8 Dex, +16 Natural, +3 Divine, +12 Deflection), touch 33, flat-footed 41
Base Attack/Grapple: +60/+68
Attack: Claw +71 melee (1d6+10)
Full Attack: 2 Claws +71 melee (1d6+10) and 1 Bite +66 melee (1d6+6) and 1 Snakes +66 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Poison
Special Qualities: Divine Immunities, DR 15/Epic, Fire Resistance 8, Spell Resistance 35, Spontaneous Casting of Divine Spells, Understands/Speaks/Reads all Languages, Speak directly to all beings within 15 miles, Remote Communication, Godly Realm, Teleport w/out Error at Will, Plane Shift at Will, Divine Aura (30', DC 25)
Saves: Fort +45, Ref +43, Will +45
Abilities: Str 26, Dex 24, Con 30, Int 24, Wis 30, Cha 36
Skills: Climb +58, Concentration +62, Intimidate +66, Jump +62, Knowledge (Arcane, Architecture & Engineering, Geography, History, Local, Nature, Nobility, Religion) +57, Listen +60, Search +57, Spellcraft +61, Spot +50, Survival +64, Swim +58, Tumble +54, Use Magic Device +63 (+67 w/scrolls)
Feats: Ability Focus (Poison), Bounding Assault, Combat Expertise, Combat Reflexes, Danger Sense, Deft Opportunist, Dodge, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Initiative, Irresistible Gaze, Mobility, Narrowed Gaze, Pervasive Gaze, Piercing Gaze, Rapid Blitz, Spring Attack, Swimby Attack, Whirlwind Attack
Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effects, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effects, Paralysis, Poison, Sleep, Stunning ,Transmutation, Imprisonment, and Banishment.
Salient Divine Abilities: Petrifying Gaze, Gorgon's Blood, Frightful Presence
Domain Powers: Can Breathe Water as per the spell up to 15 minutes per day, 1/day can take up to a -14 to her Wisdom to gain +7 Strength for 15 rounds, Can use Freedom of Movement as per the spell for up to 15 rounds per day.
Spell-Like Abilities: Euryale can cast the following spells at will as Spell-Like abilities: Astral Projection, Bull's Strength, Dimension Door, Elemental Swarm, Endure Elements, Find the Path, Fly, Freedom of Movement, Greater Shout, Greater Teleport, Locate Object, Longstrider, Maelstrom, Otiluke's Freezing Sphere, Phase Door, Rage, Rhino's Rush, Righteous Might, Shout, Song of Discord, Sound Burst, Storm of Vengeance, Teleport, Wall of Ice, Water Breathing, Waterspout. Caster Level is 13. Save DC is 26 plus the spell level.
Possessions: None
Other Divine Powers
As a Demigod, Euryale treats a roll of '1' on an Attack Roll or Saving Throw normally and not as an automatic failure. She is immortal.
Senses: Euryale can see, hear, touch, and smell at a distance of 3 miles. As a Standard Action she can perceive anything within 3 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 3 hours.
Portfolio Powers: Euryale sense any act involving the sea, wrath, or traveling the instant it happens and retains the sensation for up to 3 weeks after the event occurs.
Automatic Actions: Euryale can use Intimidate, Knowledge: Nature, or Swim as a Free Action if the DC for the task is 15 or lower. She can perform up to 2 Free Actions each round.
Create Magic Items: Euryale can create magic items related to the sea, wrath, or traveling as long as the items market price does not exceed 4,500 GP.

Petrifying Gaze Nothing can withstand the power of your Gaze. Prerequisites: Cha 36 Benefits: Gaze Attack, Petrification, Range 120', Save DC is Charisma Based. It may petrify beings normally immune to petrification unless they have Divine Rank.

Gorgon's Blood Your blood can give life or death. Prerequisites: Con 30 Benefits: Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side kills anyone failing a Fortitude Save (Save DC is Constitution based, if it is successful the victim only takes 3d6 temporary Constitution damage). If she is wounded and her blood spills on the ground it gives birth to a monster of some sort. Usually a unique Magical Beast or Outsider.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on September 05, 2009, 11:45:20 PM
[Sarcasm] Mo' effin gawds. Great. [/sarcasm]
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 06, 2009, 08:26:29 AM
[Sarcasm] Mo' effin gawds. Great. [/sarcasm]

I made a promise to do em over on wizards :D  Figured I may as well post em here too
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on September 07, 2009, 11:14:11 PM
Mebbeh If they were in a seperate thread...  Than people could find the more easily!
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 17, 2009, 01:14:42 PM
http://en.wikipedia.org/wiki/Krampus#Krampus (http://en.wikipedia.org/wiki/Krampus#Krampus)

http://www.bunitedint.com/portfolios/producers/birrificio_ducato/krampus/overview.php (http://www.bunitedint.com/portfolios/producers/birrificio_ducato/krampus/overview.php)

                      Krampus
                      Medium Outsider (Chaos, Evil, Extraplanar)
Hit Dice:             12d8+60 (114 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          25 (+4 Dex, +6 Natural, +5 Profane), touch 19, flat-footed 21
Base Attack/Grapple:  +12/+15
Attack:               Claw +17 melee (1d6+5) or Switch +17 melee touch (1d3+5 plus pain)
Full Attack:          2 Claws +17 melee (1d6+5) and 1 Bite +12 melee (1d6+2) or Switch +17/+12/+7 melee touch (1d3+5 plus pain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Improved Grab, Embarrass Maiden, Switch
Special Qualities:    Hard Drinker, Damage Reduction 10/Cold Iron or Good, Dark Vision 60', Bag of Child Holding, Homeward Bound, Improved Detect Evil, The Knowledge, Immunities, See in Darkness, Telepathy 100', SR 17
Saves:                Fort +11, Ref +9, Will +11
Abilities:            Str 20, Dex 18, Con 20, Int 16, Wis 16, Cha 20
Skills:               Bluff +20, Climb +17, Intimidate +20, Jump +17, Knowledge (Arcana, Geography, Local, Religion, The Planes) +15, Listen +15, Search +15, Sense Motive +18, Spot +15
Feats:                Ability Focus (Frightful Presence, Switch), Blind-Fight, Combat Reflexes, Intimidating Strike
Environment:          Any Cold
Organization:         Unique
Challenge Rating:     9
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          13+ HD (Medium)
Level Adjustment:     ---


"Let me get this straight, you're an Incubus?  And you hang with Santa?"

"Yup."

"And everyone lets you grope their possibly virginal women, and gives you free booze?"

"Yup."

"And they actually gave you your own holiday as opposed to arresting you?"

"Yup."

"And they let you beat their children and occasionally kidnap one and throw it in the Pits of Hell?"

"Yup."

"WTF man?  How come no one tells me about these jobs?"  I'd do that."

"Well brother in my defense I do have connections to the Devil."

The Krampus is a furry, horned, long tongued devil figure who accompanies Saint Nicholas in Europe to punish the naughty children (and sometimes the hawt women). 

Frightful Presence (Su):  The Krampus is a terrifying figure, and any living creature within 60' seeing him attack someone or charge must make a DC 23 (Save DC is Charisma Based) Willpower Save or be Frightened for 1d6 rounds if they have less HD than the Krampus.  Creatures whose Hit Dice are equal to his must make the Save or be Shaken instead.  Creatures whose Save is successful are immune to the Krampus' Frightful Presence for 24 hours.

Improved Grab (Ex): If the Krampus successfully hits with his Claw Attack he may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful he may do his claw damage each round, or use his Embarrass maiden ability.  It is rumored the Krampus' incredibly long and agile tongue grants him a +4 Racial Bonus to Grapple Checks if he uses it.  Most likely the source of these rumors is the Krampus himself.

Embarrass Maiden (Su): Any attractive young woman (DM's discretion as to what attractive means in this case) successfully hit by the Krampus' switch, or successfully Grappled by him takes a -2 Morale penalty on all rolls for the next 24 hours out of shame, embarrassment, and feelings less discussable on forums.

Switch (Su): The Krampus' switch is terrifying to evil children (and some adults as well).  It does damage as a whip (except it doesn't provoke attacks of opportunity, and doesn't have reach).  If the opponent is Evil, then it must make a DC 23 Willpower Save (Save DC is Charisma based) or suffer the effects of a Symbol of Pain for 1 hour.  Each successful hit with the switch increases the duration for 1 hour, to a maximum of 12 hours.  It's rumored to have additional effects on young maidens, and again this rumor is assumed to have been started by the Krampus himself.

Hard Drinker (Ex): The Krampus is immune to the effects of alcohol, as well as poison and disease. 

Bag of Child Holding (Ex): The Krampus carries a bag sack, barrel, basket, or some other implement designed for carrying things with him.  The bags real purpose is for carrying children.  It works in all ways like a Type IV with the following exceptions: It will only hold children (children being defined as any Humanoid the equivalent of a human child 12 or younger).  The child cannot be of Good Alignment, or must have committed an act evil enough for it to have risked changing alignment within the last year.  It also has sufficient air for them to breath until they are released (however it doesn't provide food or water).

Homeward Bound (Su):  The Krampus can Plane Shift between Hell and the Prime Material at will as a Standard Action.   If there are any children within his Bag of Child Holding they go with him when he changes Planes.

Improved Detect Evil (Su): The Krampus permanently has the benefits of the Detect Evil spell on at all times with an added bonus: On the 4th round the Krampus learns the details of any evil acts the subject has committed within the last year.  Sorry kids.  No fibbing to the Devil.

The Knowledge (Ex): The Krampus can make a d20+15 check against a DC of 25 to know the home address of any humanoid on earth who has kids, because he visits their houses yearly (he also remembers the houses he has visited in the past as well).  By making a DC 35 check he can remember various (usually embarrassing) bits of their personal life (he does keep track of whos been naughty after all).

Immunities: The Krampus is immune to Cold, Fire, Poison, and Aging Effects.

Combat: Against children the Krampus will use his switch (although he makes the occasional exception for attractive young maidens).  Adult men and women (if unattractive) get to feel his claws, although few people willingly stand in the Krampus' way.  He does know where they live...

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 22, 2009, 01:27:50 PM
http://www.flatwoodsmonster.com/

http://www.wvculture.org/goldenseal/Fall02/legend.html

http://en.wikipedia.org/wiki/Flatwoods_monster

http://www.csicop.org/si/2000-11/i-files.html

http://research.umbc.edu/~frizzell/flatwoods.html


Flatwoods Monster
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +2
Speed[/B]: Fly 40 ft. (8 squares), Perfect
Armor Class: 19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Retractable Claw +10 melee (1d6+4)
Full Attack: 2 Retractable Claws +10 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mist Spray
Special Qualities: Limited Flight, Dark Vision 60'
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con -, Int 10, Wis 15, Cha 15
Skills: Hide +5, Intimidate +5, Listen +5, Jump +15, Spot +5,
Search +3
Feats: Ability Focus (Mist Spray), Dodge, Improved Initiative,
Mobility
Environment: Any
Organization: Usually Solitary
Challenge Rating: 7?
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (Large)
Level Adjustment: ----


"No one goes into the woods there anymore.  Something inhuman haunts them, and it does terrible things to anyone going inside.  Strange lights and sounds are heard there, and some who have gone to investigate do not come back..."

This is the infamous robotic alien monster of ufology fame (often listed erroneously as a cryptid).

Mist Spray (Ex): Three times per day the Flatwoods monster may generate a 20 foot cone of irritating mist. Victims inside it must make a Fortitude Save DC=19 or be Sickened for as long as they are in the cone effect and for 1d6+6 minutes after (Save is Charisma based, cone effect remains for 1d6 rounds before dispersing ). Victime who fail the save by more than 5 are also blinded for 1d6 rounds.

Limited Flight (Ex): The Flatwoods Monster levitates naturally. It always remains 2 feet off the ground. It may not gain height, and if thrown off a cliff it automatically is considered to have an always on personal range Feather Fall spell.

Combat:  The Lake Flatwood Monster usually blasts it's victims  with mist before disappearing.  Anyone attempting to get closer to it must face it's claw.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 22, 2009, 01:39:16 PM
MEDUSA
Quasi-Deity
Symbol: Gorgon's Face
Home Plane: Prime Material Plane.
Alignment: Chaotic Neutral
Portfolio: Women, the Sea, misfortune
Worshipers: Women, soldiers, sailors, some monsters (usually Magical Beasts of Monstrous Humanoids)
Cleric Alignments: CE, CG, CN
Domains: None
Favored Weapon: Natural Weapon (or Unarmed Strike if the worshiper has no Natural Weapons)

Sometimes Medusa is pictured similarly to her other sisters as a large ugly woman with a round face, boars tusks, serpents for hair, and scaly skin. She also has golden birds wings, brass claws, and a protruding tongue. Occasionally she is pictured as having a beard.

More often Medusa is a beautiful woman with serpents for hair.

Sometimes on rare occasions she has been pictured as winged horse similar to her offspring Pegasus, or as a woman with horses legs and wings upon her head.


Dogma
Medusa's followers are to oppose the followers of Athena at every turn, and also the Patriarchy as well.

Clergy and Temples
Medusa's clergy are strictly female. Most live near the sea or on islands, or in pristine forest groves near a source of water. They are fairly warlike, and resentful of the Patriarchy which has deposed and sullied their Goddess.

MEDUSA
Medium Outsider (Chaotic) 
Divine Rank: 0
Hit Dice: 20d8+160 (320 hp)
Initiative: +11
Speed: 60 ft. (12 squares)
Armor Class: 42 (+7 Dex, +13 Natural, +12 Deflection), touch 29, flat-footed 36
Base Attack/Grapple: +20/+27
Attack: Claw +27 melee (1d6+7)
Full Attack: 2 Claws +27 melee (1d6+7) and 1 Bite +22 melee (1d6+3) and 1 Snakes +66 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Petrifying Gaze, Gorgon's Blood, Frightful Presence
Special Qualities: Divine Immunities, DR 10/Epic, Fire Resistance 5, Spell Resistance 12
Saves: Fort +20, Ref +19, Will +22
Abilities: Str 24, Dex 24, Con 26, Int 26, Wis 30, Cha 35
Skills: Climb +25, Concentration +28, Intimidate +32, Jump +25, Knowledge (Arcane, Architecture & Engineering, History, Local, Nature, Nobility, Religion, War) +26, Listen +28, Search +26, Spellcraft +26, Spot +28, Survival +28, Swim +25, Tumble +25, Use Magic Device +30 (+32 w/scrolls)
Feats: Ability Focus (Poison), Combat Reflexes, Improved Initiative, Irresistible Gaze, Narrowed Gaze, Pervasive Gaze, Piercing Gaze,
Divine Immunities: Ability Damage, Ability Drain, Energy Drain, Mind-Affecting Effects,Transmutation.
Possessions: No unique items.


Other Divine Powers
As a Quasi Deity, Medusa is immortal (but may still be killed).
Poison (Ex): Injury Fortitude Save DC 29 (Save DC is Constitution Based), Initial and Secondary damage is 1d6 Constitution.
Petrifying Gaze (Su): Petrification, 30', Fortitude Save DC 34 negates.
Gorgon's Blood (Ex): Gorgons blood is especially powerful. A vial of blood from her right side given to any dead being will return it to life as per the spell True Resurrection. However a vial of blood from her left side poisons anyone failing a DC 27 Fortitude Save (Save DC is Constitution based). Initial and Secondary Damage is 1d6 Constitution. If she is wounded and her blood spills on the ground it gives birth to 1d3 monsters of some sort. Usually unique Magical Beasts or Outsiders. These monsters form entirely within 1 round.
Frightful Presence (Ex): Whenever Medusa attacks all opponents within 60' with less HD than herself must make a DC 32 Willpower Save or be Frightened for 2d4 rounds. If the Save is successful the opponent is immune to Medusa's Frightful Presence for 24 hours.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 24, 2009, 12:55:18 PM
http://istina.rin.ru/eng/ufo/text/152.html

http://web.ncf.ca/bz050/mamlam.html

http://www.xprojectmagazine.com/archives/cryptozoology/lmattack.html

Mamlambo
Gargantuan Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+31
Attack: Bite +15 melee (2d8+10)
Full Attack: Bite +15 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Hide +2, Listen +8, Spot +8, Swim +18
Feats: Skill Focus (Hide), Alertness, Endurance, Improved Toughness, Power Attack
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----

"Why are the natives so damned afraid of this thing?  It's just some sort of reptile or archaic cetacean.  It's not like it's a supernatural entity."

The Mamlambo is a feared African cryptid said to devour brains.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Combat: Mamlambo are ambush predators who try to pull their prey into the river to drown it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 24, 2009, 01:03:45 PM
Mamlambo Supernatural version
Gargantuan Magical Beast
Hit Dice: 12d10+72 (138 HP)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 16 (-4 Size, +1 Dex, +9 Natural), touch 7, flat-footed 15
Base Attack/Grapple: +12/+34
Attack: Bite +18 melee (2D8+10)
Full Attack: Bite +18 melee (2D8+10)
Space/Reach: 20 ft./15 ft. (20 ft with Bite)
Special Attacks: Hypnotic Gaze, Improved Grab
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 30, Dex 12, Con 20, Int 2, Wis 14, Cha 16
Skills: Hide -1, Listen +6, Spot +6, Swim +18
Feats: Alertness, Endurance, Improved Toughness, Power Attack, Ability Focus (Hypnotic Gaze)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 7??
Treasure: None
Alignment: Always Neutral
Advancement: 13-18 HD (Gargantuan)
Level Adjustment: ----


"Another tribesman with no face or brain.  I don't know how many more of these we can find before people start to snap."

This is the supernatural Mamlambo.

Skills: Mamlambo have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.

Hold Breath (Ex): A Mamlambo can hold it's breath for 8 times it'sc Constitution modifier in rounds before it risks drowning.

Hypnotic Gaze (Su): 30 foot gaze attack, Willpower Save DC: 20 (Save DC is Charisma based). Victims of the Gaze attack are affected as by a Hypnotism spell (caster level is equal to half mamlambo's Hit Dice). The Mamlambo than attempts to convince them to come near to the water.

Improved Grab (Ex): If the Mamlambo hits with it's bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it attempts to drag it's prey into the water and pin it on the bottom.

Combat: The Mamlambo uses it's hypnotic powers to get prey to come within the waters edge, and then pulls it in to drown it.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on September 30, 2009, 12:26:44 PM
http://www.sacred-texts.com/neu/celt/phy/phy19.htm (http://www.sacred-texts.com/neu/celt/phy/phy19.htm) http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm (http://www.isle-of-man.com/manxnotebook/fulltext/mnq1904/n091.htm)
http://www.geocities.com/Athens/Forum/4611/fairyP.html (http://www.geocities.com/Athens/Forum/4611/fairyP.html) see Phynodoree
http://faerie.monstrous.com/faerie_n-z.htm (http://faerie.monstrous.com/faerie_n-z.htm) http://www.tartanplace.com/faery/gobln.html (http://www.tartanplace.com/faery/gobln.html)
http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm (http://www.isle-of-man.com/manxnotebook/fulltext/wc1912/ch02.htm) http://www.economicexpert.com/a/Buggane.htm (http://www.economicexpert.com/a/Buggane.htm)


Buggane
Large Fey (Aquatic)
Hit Dice: 10d6+30 (65 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 20 ft., swim 30ft.
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed
19
Base Attack/Grapple: +5/+18
Attack: Claw + 13 melee (1d6+9)
Full Attack: 2 Claws +13 melee (1d6+9) and Bite + 8 melee(1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Horrifying Appearance, +3d6 Sneak Attack
Special Qualities: Low-Light Vision, Alter Appearance
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 28, Dex 15, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +16, Climb +22, Hide +15, Intimidate +16, Listen +15,
Move Silently +15, Spot +15, Swim +30
Feats: Alertness, Improved Initiative, Power Attack, Staggering Strike
Environment: Temperate Forest or Aquatic or Underground
Organization: Solitary or (rarely) a group (3-6)
Challenge Rating: 7 0r 8?
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11-18 HD (Large)
Level Adjustment: ----

"We avoid the old waterfall at night.  If you have any sense you'll do the same."

This is the Celtic version of the Buggane before Christian interference (or as close as I got at the time).

SKills: Bugganes have a +8 Racial Bonus to Swim checks.

Alter Appearance (Su): Bugganes can use glamer to alter their appearance. They can appear to be anything of Small to Large Size. This is effectively similar to the spell Persistent Image (Caster Level is equal to Bugganes Hit Dice, Will Save DC=18, Save is Cha based), except that it only effects the Bugganes appearance, and can be turned on and off at will. This is used to fool or scare opponents (see below).

Horrifying Appearance (Su): The Buggane can use its Alter Appearance ability to change into particularly terrifying imaginary forms. If it's opponent fails the Will Save to disbelieve the Bugganes Alter Appearance the Buggane may try using Horrifying Appearance to scare him. If it is successful the Bugganes opponent must flee in Fear for 1d6 rounds if it is 5 Hit Dice or less, or it is Dazed for 2 rounds if it is 6-10 HD. Creatures with 10 or more Hit Dice are unaffected. Creatures who save successfully are immune to this Bugganes Horrifying Appearance ability for 24 hours.

Sneak Attack (Ex): Works exactly like the Rogue's ability of the same name, and Sneak Attack damage gained from Rogue levels stacks with this.

Combat: Bugganes prefer to pretend to use their Alter Appearance ability to pretend to be a dead or lame humanoid or animal, and try to lull opponents into lowering their defenses before they attack. Or it jumps from the shadows using its Horrifying Appearance to frighten victims and then pick them off.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on October 07, 2009, 12:19:39 PM
www.helium.com/items/1220686-vampire-myt (http://www.helium.com/items/1220686-vampire-myt)...

http://books.google.com/books?id=H1axCZifXdwC&pg=PA7&lpg=PA7&dq=adze+vampire+universe&source=bl&ots=UQ2xe_kRAi&sig=Q3Ha-Hzg0qTq6V-bAPHF_8KNLss&hl=en&ei=_3vISprHJ8KYlAeb95SSAw&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=&f=false (http://books.google.com/books?id=H1axCZifXdwC&pg=PA7&lpg=PA7&dq=adze+vampire+universe&source=bl&ots=UQ2xe_kRAi&sig=Q3Ha-Hzg0qTq6V-bAPHF_8KNLss&hl=en&ei=_3vISprHJ8KYlAeb95SSAw&sa=X&oi=book_result&ct=result&resnum=1#v=onepage&q=&f=false)


http://en.wikipedia.org/wiki/Adze_%28folklore%29 (http://en.wikipedia.org/wiki/Adze_%28folklore%29)


www.trueghosttales.com/paranormal/the-va (http://www.trueghosttales.com/paranormal/the-va)...



Adze
Small Outsider (Native, Evil)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6 (+9 as Fly)
Speed: 30 ft. (6 Squares)
Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Armor Class as Fly: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +5/+0 (-4 as Fly)
Attack: By weapon +7 melee
Attack as Fly: Touch +18 melee (attach)
Full Attack: By weapon +7/+2 melee
Full Attack as Fly: Touch +18 melee (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special Qualities: The Blood is the Life, Dark Vision 60', Immunities
Saves: Fort +6, Ref +6 (+9 as Fly), Will +7
Abilities: Str 8, Dex 14 (20 as Fly), Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +11, Concentration +9, Hide +10 (+20 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Listen +11, Move Silently +10 (+13 as Fly), Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
Feats: Improved Initiative, Weapon Finesse
Environment: Warm Plains, Marsh or Hills
Organization: Unique
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (usually Sorcerer)
Level Adjustment: +8

"Who is that horrible looking blackened midget outside the village?  Is he one of your men?"

"No.  And we do not speak of him.  If you have seen him it would be wise you do not speak of him either or he will come for you."

The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting.  It often possesses men or other creatures in it's search for food, or attacks them to drain their blood.  So long as it has it's fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well.  But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood. 

Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine.  It's abilities are unchanged except as follows:  It's Str becomes drops to -, it's Dex increases to 20, and it gains a Fly Speed of 40 (Good).  The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

Possession (Su): This is identical to the Malevolence Ability listed on page 118 of the MM.  It may only be used to possess Humanoids or Vermin.  Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Witch Template once the Adze is expelled (see below).

Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria).  When using it's Alternate Form ability and biting the Adze may choose to inflict a disease on it's opponent.  Choose any disease from the DMG or other source that can be inflicted by Injury, and it's opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC 20 Willpower Save, or go into frenzy.  The Save DC gains a cumulative +1 each day the Adze goes without enough food.  If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people.  So long as it's well fed this is not a risk.

Attach (Ex): While using it's Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent.  An attached Adze is effectively Grappling it's prey and loses it's Dex Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form.  An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple.  The touch of the Adze is fairly light, and it's bite is difficult for people to feel.  Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check.  If they fail, they do not realize something is wrong until they have taken 1d3 Strength damage.  Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Strength have been lost.

Blood Drain (Ex): While using it's Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it.  For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Con it drained successfully.

Immunities:  Adze are immune to poison and disease.

Combat: Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid.  if angered or starving, it will possess people to make them Witches and wreak havoc.







Witch

Witch is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: A Witch keeps all Special Attacks of the Base Creature and gains the following:

Spell-Like Abilities (Sp): Witches may cast the following as Spell-Like Abilities: Blindness/Deafness, Curse of Ill Fortune, Curse Water, Death Knell, Desecrate, Doom, Hold Person at will.  Bestow Curse, Contagion, Diminish Plants, Unholy Storm 3/day.  Blight, Feeblemind, Mass Curse of Ill Fortune, Nightmare, Unhallow 1/day.

Capture Spirits (Su): Once per day as a Supernatural Ability the Witch can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar.

Blood Drain (Ex): With a successful touch attack while in incorporeal form the Witch can Drain 1d3 Constitution.


Special Qualities: The Witch retains all Special Qualities of the base Creature, plus gains the following:

Animal Forms (Su): At will you may Polymorph (as per the Spell) into any Animal that is Size Class Small or smaller.

Unleash Soul (Su): Once per day once the sun goes down, the witch may go to sleep and unleash her soul to attack the living.  Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body).  She may teleport back to her body regardless of the distance she is from it as a Swift Action.  Her type does not turn to Undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation.  She does however gain the Blood Drain attack while incorporeal.

Unwilling to Die (Su): To truly kill a Witch one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on.  If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Witch template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

Saves: Unchanged.

Abilities: +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary or Group (3-6).

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: by Character Class (usually Sorcerer or Warlock).

Level Adjustment: +8

Example of creature using template here:



Ameyo 2nd level Commoner/Witch Template
                      Medium Humanoid
Hit Dice:             2d8 (9 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +1/+0
Attack:               By Weapon +0
Full Attack:          By Weapon +0
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Capture Spirits, Blood Drain
Special Qualities:    Animal Forms, Unleash Soul, Unwilling to Die
Saves:                Fort +0, Ref +1, Will +4
Abilities:            Str 8, Dex 12, Con 10, Int 13, Wis 18, Cha 19
Skills:               Craft (any one) +4, Listen +8, Profession (Farmer) +7, Spot +8
Feats:                Endurance
Environment:          Any
Organization:         Solitary
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +8

Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch.  At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she understood.  She also found a village of other Witches banished from their tribes that has banded together for survival.  Together the plot revenge on their families.



Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on October 19, 2009, 01:07:01 PM

Algul links

http://www.workingdefinition.com/2005/08/29/a-vampire-by-any-other-name (http://www.workingdefinition.com/2005/08/29/a-vampire-by-any-other-name)

http://www.vampiresathruz.com/vampire-3/algul.html (http://www.vampiresathruz.com/vampire-3/algul.html)

http://books.google.com/books?id=H1axCZifXdwC&pg=PA12&lpg=PA12&dq=algul+vampire&source=bl&ots=UQ2ydWkKBk&sig=C7oBZdMfQR5qPxvdTE4ufyU5FjI&hl=en&ei=z5jVSu-hDYnGlAfn2ricCQ&sa=X&oi=book_result&ct=result&resnum=5&ved=0CBQQ6AEwBA#v=onepage&q=algul%20vampire&f=false (http://books.google.com/books?id=H1axCZifXdwC&pg=PA12&lpg=PA12&dq=algul+vampire&source=bl&ots=UQ2ydWkKBk&sig=C7oBZdMfQR5qPxvdTE4ufyU5FjI&hl=en&ei=z5jVSu-hDYnGlAfn2ricCQ&sa=X&oi=book_result&ct=result&resnum=5&ved=0CBQQ6AEwBA#v=onepage&q=algul%20vampire&f=false)

http://www.vampirerave.com/member_articles2.php?entry=180 (http://www.vampirerave.com/member_articles2.php?entry=180)

http://members.fortunecity.com/marissa21/bloodmoon/page01/mythlist.htm (http://members.fortunecity.com/marissa21/bloodmoon/page01/mythlist.htm)

AMine and Nadila links

http://www.sacred-texts.com/goth/vkk/vkk06.htm (http://www.sacred-texts.com/goth/vkk/vkk06.htm)

http://paranormalmidwest.wordpress.com/the-vampire/ (http://paranormalmidwest.wordpress.com/the-vampire/)

Ghoul links

http://en.wikipedia.org/wiki/Ghoul (http://en.wikipedia.org/wiki/Ghoul)

http://www.britannica.com/EBchecked/topic/232832/ghoul (http://www.britannica.com/EBchecked/topic/232832/ghoul)

Jinn links

http://en.wikipedia.org/wiki/Genie (http://en.wikipedia.org/wiki/Genie)

http://www.pantheon.org/articles/j/jinn.html (http://www.pantheon.org/articles/j/jinn.html)

http://muttaqun.com/jinn.html (http://muttaqun.com/jinn.html)

http://paranormal.about.com/od/demonsandexorcism/a/aa060506.htm (http://paranormal.about.com/od/demonsandexorcism/a/aa060506.htm)

http://www.islamawareness.net/Jinn/ (http://www.islamawareness.net/Jinn/)


This one may be a lil tuff to get down...

Algul
Medium Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 30 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (+5 Dex, +5 Natural) touch 15, flat-footed 15
Base Attack/Grapple: +12/+19
Attack: Bite +19 melee (1d6+7)
Full Attack: 1 Bite +19 melee (1d6+7) and 2 Claws +14 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Baleful Polymorph, Alternate Forms
Special Qualities: Regeneration 10 (Doesnt work vs Fire or Magic), Undeath. Invulnerable to Weapons, Impersonation, Invisibility, Far Traveling, Vocal Mimicry, Dark Vision 60', Immune to Disease
Saves: Fort +13, Ref +13, Will +13
Abilities: Str 24, Dex 20, Con 20, Int 16, Wis 20, Cha 24
Skills: Bluff +20, Disguise +9, Diplomacy +17, Forgery +5, Hide +15, Intimidate +9, Knowledge (Arcane, Religion) +15, Move Silently +15, Search +15, Sense Motive +17, Spot +15, Survival +15, Use Magic Device +15
Feats: Deceitful, Improved Initiative, Negotiator, Persuasive, Skill Focus: Bluff
Environment: Any, usually Warm or Temperate Desert
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil, but can be any
Advancement: By Character Class (usually Sorcerer or Favored Soul)
Level Adjustment: ----

"The ghouls are crafty but you can recognize them by certain signs.  They will not eat human food, save for a single grain of rice.  And they always leave inhuman footprints regardless of their shape."

The Algul is a type of female Jinn that lives in graveyards, places where death has occurred, or where blood has been spilled.  it prefers to eat children, but young men and horses will do if it cannot get them.  In a pinch it will eat corpses, which is sometimes to it's advantage as it gives the Algul a connection to undeath.


Blood Drain (Ex): The Algul does 1d3 points of Constitution Drain each round it has successfully Pinned it's opponent with a Grapple Check.

Baleful Polymorph (Sp): The Algul may cast Baleful polymorph 1/day as a Spell-Like Ability.

Alternate Forms (Su): All Jinn (including Algul) can assume any form they wish at will as a Supernatural ability (see Alternate Forms here: http://www.d20srd.org/srd/specialAbilities.htm#alternateForm ).  Regardless of the form they take their footprints are those of a donkey, and they often have the feet of a donkey.

Regeneration (Ex): The Alguls regeneration doesn't work against fire damage, or any damage done by spells, spell-like abilities, or supernatural abilities.  Their Regeneration doesn't work when they are using their Alternate Forms ability.

Undeath (Ex):  To be truly killed an Algul must be brought to -10 hit points by fire damage.  Otherwise it rises the next day as an Undead.  Change type to Undead, and revise hit points, BAB, and Saves based on it's new type.

Invulnerable to Weapons (Ex):  Alguls are invulnerable to man-made weaponry.  While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow.  If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit.  Their invulnerability does not work when using their Alternate Forms ability.

Impersonation (Su): The Algul can take the form of any creature whose corpse it eats via it's Alternate Forms ability.  The disguise is perfect, right down to the voice.  It does not, however, gain the memories or abilities of that person, and often feigns amnesia.

Invisibility (Su):  All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility. 

Far Traveling (Su): All Jinn, including Alguls, may cast Greater Teleport at will as a Supernatural Ability.

Vocal Mimicry (Su): The Algul can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Combat:  The Algul use their Impersonation or Alternate Forms abilities to wheedle their way into households and marry men.  Otherwise they sue their abilities to sound as anything they wish to lure children away from camp, or appear as beautiful young women in the middle of the desert.  Once they seduce or lead astray a victim they pounce and rip it to pieces to get it's blood.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on October 24, 2009, 09:15:11 AM
http://www.cryptozoology.com/gallery/display_picture.php?id=1994 (http://www.cryptozoology.com/gallery/display_picture.php?id=1994)

http://blogs.myspace.com/index.cfm?fuseaction=blog.view&friendId=214751458&blogId=509631218 (http://blogs.myspace.com/index.cfm?fuseaction=blog.view&friendId=214751458&blogId=509631218)

http://blogs.myspace.com/index.cfm?fuseaction=blog.ListAll&friendId=214751458 (http://blogs.myspace.com/index.cfm?fuseaction=blog.ListAll&friendId=214751458)

Xolchixe
                      Large Animal
Hit Dice:             5d8+15 (37 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +3/+12
Attack:               Claw +7 melee (1d10+5/19-20, x3)
Full Attack:          2 Claws +7 melee (1d10+5/19-20, x3)
Space/Reach:          10 ft./10 ft.
Special Attacks:    Eviscerating Claws 
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +7, Ref +5, Will +2
Abilities:            Str 20, Dex 13, Con 16, Int 2, Wis 13, Cha 8
Skills:               Balance +10, Climb +14, Listen +6, Spot +6, Swim +9
Feats:                Alertness, Improved Initiative, Brachiation (B)
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:    4
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"We do not go near the shores at night.  There are devils who live i nthe forest who come down to the beaches to hunt.  We dare not encounter them."

The Xolchixe are large sloths the size of lions that have turned carnivorous (or at least they look like sloths).  They are both apparently decent swimmers and climbers, and move far more quickly than their smaller tree sloth cousins.

Eviscerating Claws (Ex): The Xolchixe's claw attacks threaten a critical on a 19-20 and do x3 damage on a successful critical.

Skills: The Xolchixe gain a +8 Racial Bonus to all Balance and Climb Checks, and can always Take 10 on a Climb Check.  They also have a +4 Racial Bonus on Swim checks.

Combat: The Xolchixe tend to be ambush predators that charge quickly into combat, and retreat to the forest to regroup and attack again just as quickly.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on October 28, 2009, 12:37:50 PM
http://iririv.deviantart.com/art/Mesozoic-Demon-119698179 (http://iririv.deviantart.com/art/Mesozoic-Demon-119698179)

They Who Lie In Wait
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             18d8+126 (207)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +18/+37
Attack:               Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect)
Full Attack:          Bite +27 melee (3d6+22) or Tongue Spear +27 melee (1d8+11 plus Infect) and 2 Tentacles +22 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Infection, Threat Display, Transformation
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Cold, Electricity, Fire), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful and Good, Energy Resistance 10 (Cold, Electricity, Fire)
Saves:                Fort +18, Ref +14, Will +13
Abilities:            Str 32, Dex 17, Con 24, Int 6, Wis 15, Cha 14
Skills:               Climb +21, Concentration +17, Hide +9, Intimidate +12, Knowledge (any one) +8, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +12
Feats:                Ability Focus (Form of Madness, Threat Display), Improved Initiative, Improved Snatch, Large and In Charge, Multisnatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage type is acid)
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Solitary plus possible Infected
Challenge Rating:     16
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment:     ---

"There are somethings even we do not remember.  They were always here, even before us, like a blight on the land.  They hide now, fearing Demogorgons power, but always hungry.  Always waiting.  They will make an attempt to return one day.  Perhaps even on some Material Plane unkown to us at the moment.  And if they do, we must set aside our differences, and destroy them.  For they will overwhelm us all if they are successful..."

Also known as the Spawn of Ak'Chakro, They Who Lie in Wait are known by several names depending on which of their origin stories you believe.  There are many ranging from an origin theory involving a Fiendish Carnosaur Ak'Chakro and his quest for immortality, to darker stories of dead gods.  They have never communicated with other Outsiders for any reason, let alone to confirm or deny any hypothesis.  They are concerned merely with infecting anything they can find, and creating more of themselves.  For while They cannot leave the Abyss unless summoned, other beings they infect can.  And they can use them to one day gain control of the Abyss, before moving on to other worlds.

They Who Lie in Wait are pulsing, ever-changing blobs of blood colored tissues resting upon 10 flattened tentacles.  Rising from this on a thick, powerful neck is a vaguely saurian head that is little more than a skull surrounded by tissue.  Despite their eye sockets being empty they somehow still manage to see.  Cancerous growths dot the body, and large barbs are hidden within the mouth as some sort of obscene parody of a tongue.  They understand Abyssal and Common, but have never communicated.  They make demands of their Infected telepathically.

Form of Madness (Su):  Any creature within 60' of They Who Lie in Wait must make a DC 23 Willpower Save (Save DC is Charisma based), or willingly march into the creatures ravening maw.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to this particular Obyriths Form of Madness for 24 hours.  If the Save is failed, the opponent will move toward the Obyrith as fast as he can, and will stand in front of it until it bites or Infects him (at which point it regains it's own will, and can act normally).  It will not attack the Obyrith until bitten/Infected.

Infect (Su): Any corporeal opponent successfully attacked by the Obyriths Tongue Spear attack must make a DC 26 Fortitude Save (Save DC is Constitution based), or gain the Infected Template (see below).

Threat Display (Su): As a Full Round Action the Obyrith can roar while thrashing about and manipulating it's surface color/texture to put on a primitive threat display backed up by it's psychic power.  Any being within 120' must make a DC 23 Willpower Save (Save DC is Charisma based) or be Panicked for 1d6 rounds.  If the Safe is successful, the opponent is instead Shaken for 2d4 rounds, and is immune to this particular Obyriths Threat display for 24 hours.

Transformation (Su): If the Obyrith successfully swallows an opponent using it's Snatch and Swallow Feat, and the opponent dies within it's stomach, the Obyrith vomits it back up 1d6 days later as a new They Who Lie In Wait.

Immunities: Obyrith are immune to poison and mind-affecting effects.  This particular one is also immune to Acid damage.

True Seeing: The Obyrith constantly have a True Seeing spell in effect on their person.

Combat: They Who Lie in Wait prefer to get into melee range as soon as possible, so they can Infect as many opponents as they can.  Once the infection sets in, they will ignore them in favor of un-infected individuals.  If it already has plenty of infected (i.e. one infected per HD) it will instead try to swallow opponents to transform them.







Infected

Infected is an Acquired Template which may be added to any corporeal creature that is Small or bigger.

Size and Type: Size is Unchanged, Type becomes Outsider with the Chaotic and Evil Subtypes.

Hit Dice: All currentand future Hit Dice become D8's unless they are already a larger die.  Remember to recalculate hit points.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to Armor Class equal to it's Charisma Modifier (minimum +1).

Attacks: If the Base Creature does not have a Bite Attack it gains one (damage depends on Size Class): Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), or Colossal (3d6).  This is a Primary Natural Attack that adds double the normal Strength Modifier to damage.  Remember to chance BAB due to change in Type.

Damage: Unchanged.

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

Devour (Su): As a Full Round Action the Infected can make a Grapple Check to devour any creature up to it's own Size Class that it has successfully bitten the round before.  If the Grapple Check is successful, the opponent is swallowed whole and can try to cut it's way out (this works in all ways the same as the parent Obyriths Snatch and Swallow Feat for purposes of damage etc.).  If the Infected successfully magically devours it's opponet, it is Plane Shifted to the gullet of the parent Obyrith, which vomits that opponent up as a new They Who Lie In Wait 1d6 days later.

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

Immunities: The Infected become immune to poison and Mind Affecting Effects.

Planar Travel (Su): The Infected may Plane Shift between it's creators home in the Abyss and it's home plane at will as a Standard Action.  it is also immune to the effects of the Abyss as if it were a Native.

Obedient (Ex): The Infected cannot disobey an order given to it by They Who Lie in Wait.

Normal Appearance (Su): As long as the Infected has eaten within the last 3 days, it maintains the appearance of a normal member of it's race.  However if it is attacked, damaged, or has gone hungry longer than that, the illusion drops, and everyone can see it for the mutated creature it truly is.  This is a Glamer effect.

Saves: Recalculate Saving Throws due to change in Type.

Abilities:  +4 Str, +4 Con, +4 Wis, +4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Listen, Move Silently, Spot, and Survival Checks.  Do not recalculate skill points due to Type change.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary or Pack (3-6)

Challenge Rating: +3

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +5



Example of creature using template here:


Grimteeth  Fighter 6/Infected
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:             6d10+24 (57 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+3 Dex, +1 Profane), touch 14, flat-footed 11
Base Attack/Grapple:  +6/+11
Attack:               Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Full Attack:          Bite +11 melee (1d4+5) or Unarmed Strike +11/+6 melee (1d6+5)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour
Special Qualities:    Planar Travel, Obedient, Immune to Poison and Mind-Affecting Effects, Normal Appearance
Saves:                Fort +9, Ref +6, Will +8
Abilities:            Str 20, Dex 13, Con 18, Int 10, Wis 16, Cha 12
Skills:              Climb+9, Intimidate +6, Jump+9, Swim +9
Feats:               Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Deflect Arrows (B), Improved Bull Rush (B), Power Attack (B), Stunning Fist (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:    +5

Grimteeth was a professional athlete and wrestler sacrificed by a cult to They Who Lie In Wait.  He has returned as one of the Infected to create more of his masters.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 04, 2009, 02:36:24 PM
Algul finally finished off

http://en.wikipedia.org/wiki/Alp_%28folklore%29

http://www.theblackvault.com/wiki/index.php/Alp_Vampire

http://thetravelersnotebook.com/how-to/how-to-protect-yourself-from-vampires-around-the-world/

http://vampiresaz.webs.com/ab.htm

http://books.google.com/books?id=lK0iQcCUZqkC&pg=PA19&lpg=PA19&dq=Alp+vampire&source=bl&ots=oWd5nqgwhy&sig=UQkX9HXmzZVvkfniIjzLSPCkEhk&hl=en&ei=CnvxSpKmDpXS8Ab7saCICQ&sa=X&oi=book_result&ct=result&resnum=8&ved=0CBwQ6AEwBw#v=onepage&q=Alp%20vampire&f=false

http://www.bloodylexicon.com/monsters/alp/

http://www.cracked.com/article/128_7-vampires-around-world-worse-than-ones-in-twilight/

Alp
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          18 (+1 Size, +4 Dex, +3 Profane), touch 18, flat-footed 14
Base Attack/Grapple:  +4/+0
Attack:               Bite +5 melee (1d3)
Full Attack:          Bite +5 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Control Dreams, Alpdruck, Blood Drinking, Possession, Disease, Magic Hat
Special Qualities:    Dark Vision 60', Weaknesses, Nigh Invulnerable
Saves:                Fort +2, Ref +6, Will +9
Abilities:            Str 10, Dex 18, Con -, Int 15, Wis 16, Cha 20
Skills:              Climb +11, Hide +21, Listen +14, Knowledge (any 2) +13, Move Silently +17
Feats:                Ability Focus (Alpdruck), Improved Initiative, Stealthy
Environment:          Temperate Forest, Hills, or Mountains
Organization:         Solitary
Challenge Rating:    7
Treasure:             Standard
Alignment:            Any Chaotic (usually Neutral or Evil)
Advancement:         9-16 HD (Small)
Level Adjustment:     ---

"I'm not sure how to ask this Mr. Anderson...but...has your wife had any other problems accompanying her nightmares?  A crushing pressure on chest perhaps, or evidence of sexual assault?"

The Alp are spirits that can be summoned by evil witches to pull pranks on their enemies or make their lives hell.  Although some of them do it of their own free will quite honestly.  Appearing as small elf or dwarf like creatures, they feed on the nightmares (and sometimes the milk or blood) of their victims.  The more evil among them are also rapists who spread disease and possess the living.  Authors Note: There are various conflicting legends of the Alp, and I have done my best to make sort of a hodge podge of them.

Control Dreams (Su): When using it's Alpdruck attack the Alp can control it's victims dreaming state and create nightmares.  When touching a sleeping victim it may cast the following at will as Supernatural Abilities:  Dream, Dream Casting, Nightmare.  It usually extends a long tongue down the throat of the victim while doing so, and it is thought it feeds off of the victims nightmares somehow.

Alpdruck (Su): As a Standard Action the Alp may sit on the chest of a sleeping victim (who gets a Listen check against it's Move Silently Check to hear the Alp approaching with the usual modifiers for sleeping).  If it succeeds in making the opposed Move Silently check it's sleeping victim must make a DC 21 Willpower Save (Save DC is Charisma based).  If the victim fails, they feel a heavy weight on their chest and feel as though they are suffocating but cannot wake up, and get no rest for sleeping.  They are considered helpless for the duration of the Alpdruck attack (which can last all night if the Alp wishes).  The Alp however is equally helpless unless he breaks off the Alpdruck attack, although he can sense what is going on in the room unlike the victim.  Until he breaks off the attack the Alpdruck can only use his Control Dreams ability, and only on the victim of his Alpdruck Attack.  Once he has successfully used the Alpdruck on a victim he always knows their location so long as they are within (1 mile per point of Charisma modifier the Alp has).  If the victim saves successfully, they wake up instead.

Blood Drinking (Ex): An Alp who pins a victim in a Grapple does 1 point of temporary Constitution damage per round the Grapple is maintained.  Usually this attack is used on a victim the Alp is using it's Control Dreams attack on to prevent any chance of the victim fighting back.

Possession (Su): This is identical to the Malevolence ability listed on page 118 of the Monster Manual, with the exception that it can only be used on Humanoids, and if successful the victim (or more properly it's body) doesn't gain a Saving Throw against the Alps abilities.

Disease (Su): Alp often spread minor diseases as a prank, and as a Standard Action can infect any opponent it is touching with either Filth Fever, Mindfire, or Red Ache (see DMG page 292) if it fails a DC 19 Fortitude Save (Save DC is Charisma based)

Magic Hat: While wearing it's magical hat known as the Tamkappe, the Alp may cast the spells Animal Shapes, Fly or Greater Invisibility at will as Supernatural abilities (but on itself only).  And the hat retains it's visibility and shape regardless of which spell the Alp has cast, giving it away if it's opponent is knowledgeable.  They will give anything for the return of their hat, which is really only usable by them anyway.

Weaknesses: An Alp will not attack sleeping victims if they have put a broomstick under their pillow, hung iron horseshoes from the bedpost, placed shoes against the bed, plugged all the keyholes to the room, or placed a mirror on their chest.  If caught, and asked to return in the morning for coffee or an item they would like to borrow, they must do so (but if the person making the offer reneges, the Alp is free to attack him from then on).  Alps will not willingly approach bright light.  If an Alp is caught and has lemons shoved in it's mouth, it cannot use any of it's Supernatural abilities until they are removed.

Nigh Invulnerable (Ex):  Much like Ghosts, the Alp appears nigh well impossible to permanently destroy.  Even if reduced to ashes it may return years later.  If it would normally be destroyed the Alp gets to make a level check (d20 plus HD) vs DC 16.  If it succeeds, it returns again in a period of time from 2d4 days to 2d4 years.  If a Miracle or Wish spell is cast after slaying it, it will be destroyed permanently.

Combat: The Alp generally sneaks into a room, uses it's Alpdruck, and then proceeds to cause it's victims nightmares if it can, or flee if they wake up or it's interrupted.  Most Alp prefer not to physically brawl if at all possible and will flee at the earliest opportunity to attack again when it's opponents are tired and sleepy (assuming they don't take precautions).


Authors Note:  There are several separate and conflicting legends of creatures that have eventually been distilled into the Alp, and choosing Type was somewhat difficult.  While in most cases it is considered a demon or  spirit (thus making it possibly a Native Outsider), its name means 'Elf', implying it may be Fey (and many early descriptions of them would back up the Fey hypothesis).   But it's also said that Alps can be made from the souls of dead relatives if one knows the right magic, and that stillborn infants can return from the grave as one implying they are undead.  Other legends state that a human can be born an Alp if a mother needs to use a horse collar to ease the pain of childbirth, if his pregnant mother is frightened by an animal, or he is born with a caul or hair on his hands (or if it has eyebrows that meet).  This implies they are Augmented humans.  Witches curses can also turn men into Alps at night (they have no memories of their transformation).  If you change the Type to make it different for your campaign (I went with Undead), remember to redo Saves/BAB/Hit Dice/Skills.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: PhaedrusXY on November 04, 2009, 08:15:11 PM
Alternate Forms (Su): All Jinn (including Algul) can use Shapechange at will as a Supernatural ability.  Regardless of the form they take their footprints are those of a donkey, and they often hae the feet of a donkey.
I hope you meant Alternate Form (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm), and not Shapechange at will... I'd just copy/paste the srd description, and state that it can take any form it wants with it.
Quote
Invulnerable to Weapons (Ex):  Alguls are invulnerable to man-made weaponry.  While they can be strangled (i.e. take grappling damage) or take damage from other sources, any crafted weapon must do enough damage to kill them in one blow.  If it does not, a second successful hit from a weapon does no damage, and heals all damage done from the first hit.  Their invulnerability does not work when using their Alternate Forms ability.
That is a pretty amazing and unique ability. I like it. It would make statting out the Borg in D&D a lot easier, too. :D

Quote
Invisibility (Su):  All Jinn, including Alguls, are normally Invisible as per the spell greater Invisibility.  If dispelled, their invisibility takes a Standard Action to resume (though they rarely need it).
Supernatural abilities can't be dispelled.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 05, 2009, 03:41:14 AM
Quote
Alp
Iloveyou :love... I mean that I read Charby (http://www.drunkduck.com/Charby_the_Vampirate/index.php?p=630613), which contains an alp, and I was looking for stats and whatever :clap
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 05, 2009, 12:44:57 PM
Fixed Algul

Keep in mind I'll be doing the mythic version of the Alp, and it may differentiate fro mthe comic one
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 06, 2009, 03:19:20 AM
Fixed Algul

Keep in mind I'll be doing the mythic version of the Alp, and it may differentiate fro mthe comic one
The one in the comic adheres fairly close to the comic, in my opinion.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 09, 2009, 01:38:05 PM
Any thoughts on type for the Alp?  Reading the articles I linked to I could easily make it an Aberration, Fey, Outsider, or Undead.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 10, 2009, 02:50:50 AM
I'd say mostly fey, seeing as they don't come from another plane, Abberation doesn't really fit, and they aren't a dead person who's made a partial recovery.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 10, 2009, 12:32:15 PM
I'd say mostly fey, seeing as they don't come from another plane, Abberation doesn't really fit, and they aren't a dead person who's made a partial recovery.

No apparently you can be born one, or come back from the dead as one under certain circumstances.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 11, 2009, 03:23:24 AM
Still.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 11, 2009, 01:12:23 PM
Okay, reading a little more it would appear the Alp is the result of various disparate legends, and is considered a spirit summoned by an evil witch.  The disagreement comes because it is sometimes the spirit of a dead person, sometimes the spirit of a living person, and sometimes a sort of elemental spirit summoned from the forest.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 12, 2009, 02:19:41 PM
Minor Alp update.  ANy thoughts so far?  I'm trying to aim for the middle of the various conflicting legends.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 13, 2009, 02:47:59 AM
I still say fey. maybe multiple versions if you like the existing build?
btw I need one of those hats...
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 15, 2009, 02:46:44 PM
OK the Alp is done except for CR, unless anyone thinks there should be changes.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 16, 2009, 12:10:13 AM
Still say fey. -_-
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on November 16, 2009, 07:49:31 AM
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods (http://www.drunkduck.com/Charby_the_Vampirate/index.php?p=22690)
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 16, 2009, 09:04:48 AM
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods
 (http://www.drunkduck.com/Charby_the_Vampirate/index.php?p=22690)

Technically no, as the shapechanging power comes from teh hat, not the Alp itself.

Although given hte confusing and conflicting nature of the Alp legends I'll write something in about Fey variants and such.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 17, 2009, 02:51:56 AM
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods
 (http://www.drunkduck.com/Charby_the_Vampirate/index.php?p=22690)
I give up. You win.  :bigeye  :witsend
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 17, 2009, 01:53:56 PM
I added some notes about Type at the end of the entry.  Hugs for Radmelon.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on November 18, 2009, 06:27:57 AM
I added some notes about Type at the end of the entry.  Hugs for Radmelon.
50 kajillion kudos  :love  :cheers :drunk
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 21, 2009, 03:32:04 PM
http://3.bp.blogspot.com/_T9n9y1_Lkfs/SeSc9yl1_rI/AAAAAAAABQs/5i49nj0Vffg/s1600-h/Jorge+Lacera.jpg

Ptera-Gloth
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+330 (465 hp)
Initiative:           +8
Speed:                Fly 120 ft. (24 squares)
Armor Class:          46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
Base Attack/Grapple:  +30/+41
Attack:               Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
Full Attack:          1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Engulf, Spell-Like Abilities, Venom
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
Saves:                Fort +28, Ref +21, Will +23
Abilities:            Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
Skills:               Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
Feats:                Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland.  Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North.  It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate.  I have sent small armies to see only their leader return as some sort of abomination.  I will send no more armies to be stolen from me.  If you wish to investigate, be my guest.  I will burn your corpse when it comes walking back."


Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking).  It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly.  It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


Venom: The Ptera-Gloth's tongue barbs are envenomed.  Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death.  Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness.  This even affects Outsiders.

Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

1/day: Plague of Undead, Vile Death

Caster Level is 22.
Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest.  It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself.  If successful it engulfs it's opponent, and the effect largely depends on what that opponent is.  If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth.  If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control.  Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it.  If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army.  Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.


Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 26, 2009, 01:13:42 PM
http://www.spanishred.com/foro/showthread.php?t=3572

http://en.wikipedia.org/wiki/Asanbosam

http://vampiredesire.proboards.com/index.cgi?board=Vampire&action=display&thread=68&page=1

http://www.fortunecity.com/roswell/siren/552/af_sasabonsam.html

http://www.monstropedia.org/index.php?title=Sasabonsam

http://www.answers.com/topic/sasabonsam

Asanbosam
Medium Monstrous Humanoid
Hit Dice:            5d8+20 (42 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +5/+9
Attack:              Grapple +9 or Claw +9 melee (1d6+4)
Full Attack:         Grapple +9 or 2 Claws +9 melee (1d6+4) and 1 Bite +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Iron Attacks, Improved Grapple, Death From Above, Blood Drinking
Special Qualities:   Dark Vision 60', Undead Traits
Saves:                Fort +5, Ref +8, Will +5
Abilities:            Str 18, Dex 18, Con 18, Int 8, Wis 12, Cha 8
Skills:              Balance +12, Climb +12, Hide +10, Listen +5, Move Silently +8, Spot +5, Survival +3
Feats:              Alertness, Stealth
Environment:          Warm Forest
Organization:        Solitary
Challenge Rating:    4
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:         6-10 HD (Medium)
Level Adjustment:     ---

Iron Attacks (Ex): The Asanbosam's teeth and hooked feet are made of Iron, and attacks with them are considered to be made with Cold Iron weapons.  

Improved Grapple (Ex): The Asanbosam may make a Grapple Check against any opponent Medium or smaller without provoking an Attack of Opportunity.

Death from Above (Ex):  The Asanbosam usually hangs upside down from a tree, and grabs whoever pounces underneath it.  If an opponent fails a Spot Check vs the Asanbosam's Hide Check, it is considered to be automatically Grappling the opponent if it is Medium or smaller as they were so surprised they had no time to fight back.  On subsequent rounds they may try to escape normally.  The Asanbosam may also hang by it's arms and lash at it's opponent with the iron hooks it has for feet (this does normal claw damage).  It has mastered the art of using it's weight to suddenly plunge downward without breaking the branch it is hanging from, giving it a 10' range for it's surprise grapple.  On the next round both it and the victim are pulled upwards into the tree.

Blood Drinking (Ex): The Asanbosam does 1 point of temporary Constitution damage plus it's Bite damage with a successful Grapple check.

Skills: The Asanbosam gains a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Balance or Climb Check.  It also gains a +4 Racial Bonus to Hide Checks.

Combat: Asanbosam hide in trees and lunge downward to grab prey passing by, pulling it up into the branches.  Once it has drained 4 Constitution it will flee if hard pressed, otherwise it will slay it's victim and drain it dry.

Options: Some Asanbosam are said to be winged.  In this case they have a Fly Speed of 30' (Clumsy).



Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on November 28, 2009, 05:52:12 PM
Got teh Ptera-Gloth pretty much done (anyone think its a CR 26?).

Also got most of the Asanbosam done.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on December 05, 2009, 02:17:31 PM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeScz3kPyMI/AAAAAAAABQk/9rmETAU_M3c/s1600-h/JanPospisil.jpg

Dinogloth
Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+450 (585 hp)
Initiative:           +1
Speed:                Swim 80 ft. (16 squares)
Armor Class:          45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
Base Attack/Grapple:  +30/+61
Attack:               Bite +43 melee (3d6+15)
Full Attack:          Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
Saves:                Fort +32, Ref +18, Will +22
Abilities:            Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
Skills:               Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
Feats:                Ability Focus (Form of Madness, Internal Fire, Gaze of Soul Destruction), Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Snatch, Power Attack, Snatch, Swim-By Attack
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us.  Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion.  Like anything would be foolish enough to assault Demogorgon."

The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire).  Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

Internal Fire: The Dinogloth has an incredibly powerful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life.  Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage.  Any melee weapon striking it must make a DC 42 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

3/day: Demand, Mass Charm Monster, Symbol of Persuasion

1/day: Mass Hold Monster, Programmed Amnesia

Caster Level is 22.

Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 32 Willpower Save (Save DC is Charisma based), or become terrified of the sea.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water.  It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 32 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Skills: Dinogloth has a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check.  He may use the Run Action while swimming in a straight line.

Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions.  If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on December 12, 2009, 01:47:13 PM
http://en.wikipedia.org/wiki/Aswang

http://www.monstropedia.org/index.php?title=Aswang

http://aswangmovie.com/

http://www.pantheon.org/articles/a/aswang.html

http://www.unexplained-mysteries.com/viewarticle.php?id=67

http://www.wisegeek.com/what-is-an-aswang.htm

http://www.mythicalcreaturesguide.com/page/Aswang+%28Philippine+Ghoul%29


Aswang
                      Medium Outsider (Evil, Native)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:              Claw +11 melee (1d4+3) or By Weapon +11 (in human form)
Full Attack:         2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d4+1) or By Weapon +11/+6 (in human form)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Proboscis, Blood Drain, Distraction
Special Qualities:    Dark Vision 60', Shapeshifter, Cadaver Replacement, Familiar, Weaknesses
Saves:                Fort +12, Ref +9, Will +8
Abilities:            Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills:              Bluff +8, Concentration +10, Hide +13, Intimidate +10, Knowledge (Arcana, Local) +8, Listen +8, Move Silently +13, Profession (Butcher) +8, Search +8, Spellcraft +8, Spot +8, Survival +8
Feats:               Improved Unarmed Strike, Improved Grapple, Improved Initiative
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Neutral or Chaotic Evil
Advancement:          By Character Class (usually Sorcerer)
Level Adjustment:     ---

"Hey stranger.  Hasn't anyone told you it's not good to be out on your own at night here?"

The Aswang are a Filipino monster that is often described as a ghoul or witch, and they are almost always female.    They are described as Manananggals (vampire like beings whose heads separate from their bodies and fly trailing their intestines behind them), human-like shapeshifters, furry monsters similar to the Tasmanian Devil or El Chupacabra (known as the Sigbin), shapeshifting humans with bloodshot eyes and backwards feet (whose eyes reflect people as being upside down), a giant bird (known as the Tik-Tik), a handsome gay man (known as the Dangga or Agitot), a hag with holes in her arms that contain oil (as well as long nails and tongue), and anthropoid bird (or winged woman), a shapeshifter who can turn into animals (usually a pig, cat, or dog), or a strange being whose head leaves it's body and becomes a bird or bat (also known as the Wuk-Wuk or Wak-Wak).  In some stories these variants are undead versions of the Aswang, or even it's familiar.

Most Aswang are said to pose as humans during the day, having a vaguely ageless appearance, and usually in some occupation dealing with meat or corpses (i.e. a butcher, mortician, or gravedigger).  Their eating habits vary a great deal as well, and Aswang are said to feed on blood, unborn fetuses, children, organs (usually the liver or heart), corpses, or they simply eat live human flesh.

Proboscis (Ex): Some versions of the Aswang (usually the Tik-Tik) have a long proboscis like tongue they can extend to eat the unborn children (or variously the blood) of victims.  The Aswang must make a Search Check (DC varies) to find the victim, and then a Touch Attack which doesn't awaken the victim (at least not immediately), although other persons in the room have a chance to awaken from the ticking noise the proboscis makes if they make a DC 15 Listen check (they still take the -10 penalty for being asleep).  As a Full Round Action it can devour the unborn child in a mothers womb, or Drain 1d4 Constitution if it eats blood.

Blood Drain (Ex): If it successfully Pins it's victim in a Grapple the Aswang Drains 1d3 Constitution.

Distraction (Su): The Aswang can cast Ghost Sound at will as a Supernatural ability.  Also as a Free Action the Aswang can change so that any sound it makes is louder the further away it is from a potential victim.  In this instance modifiers to Listen rolls are +1 per every 10 feet of distance between the Aswang and it's victim, and it gets a +6 Circumstance Bonus to Move Silently Checks within 10' of it's victim.

Shapeshifter (Su): The Aswang can use the spell Shapechange at will, but only to assume Animal (usually pigs, dogs, or bats/birds) or Humanoid forms.  Some are also able to mimic inanimate objects.

Cadaver Replacement (Su): Some Aswang can magically change the trunks of Banana Trees or similar plants (or bundles of sticks and grass) into clones of their victims.  This clone in every way resembles her victim, but has the Plant type, and is Mindless.  it will allow itself to be led 'home', where it will die within 24 hours.  Aswangs do this to conceal their murders.

Familiar: Many Aswang are considered the familiars of other Aswang.  If an Aswang has a Familiar, it's abilities are identical to a regular Aswang except as follows:

Change Size Class to Small (Some stories say the Familiar is a dead Aswang, so a possibly type change to Undead is possible as well)
Lower HD to 4
Change the following stats: Str 8, Con 14, Int 8, Cha 10

The Aswang is in constant telepathic contact with their Familiar

Weaknesses (Ex): The Aswang is repelled by certain objects, and must make a DC 25 Willpower Save to approach them.  These objects include Buntot pagi (stingray tails), sterling silver swords, images of old women, semen, phallic objects, pouches full of coins and ginger, and garlic.

Also a special oil made from coconut and plant stems while being prayed over will boil whenever an Aswang is within 20'.

Combat: Aswang prefer to attack from ambush, or use their Familiar to scout out the area first.  Once a lone victim has been selected she moves in and grapples in order to use the blood drain.


Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on December 26, 2009, 11:08:07 AM
Minor updates to Dinogloth and Aswang
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on December 26, 2009, 11:26:04 PM
I can't take anything called a wang seriously.  :lol
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 04, 2010, 12:05:25 PM
[spoiler](http://i212.photobucket.com/albums/cc70/bhutastan/monsters/angel.jpg)[/spoiler]

warning pic is a lil creepy

The Angel of Death
Medium Outsider (Angel, Extraplanar)
Hit Dice: 40d8+400 (720 hp)
Initiative: +18
Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
Base Attack/Grapple: +40/+50
Attack: Sword of Death +50 (see below)
Full Attack: Sword of Death +50/+45/+40/+35 (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
Special Qualities: DR 25/-, Dark Vision 120’, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
* Feats can be found in Epic Level Handbook
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: 41+ HD (Medium)
Level Adjustment: -----

”And I looked, and behold a pale horse:
and his name that sat on him was Death,
and Hell followed with him. “


There are some crimes that cannot be forgiven or forgotten.  Some that are so bad that the Gods themselves become involved.  Or more specifically, a very special servitor of theirs.  An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death.  Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution.  Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters.  They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

The Angel of Death has all goodness and mercy erased from it’s being, becoming a cold emotionless being.  This is necessary to perform its job.  You can’t be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong.  Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears.  While the Angel is not Evil, it is most definitely no longer a Good being either.  Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down. 


Spell-Like Abilities (Sp):   At will-Gate, Mordenkainen’s Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours.  The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet.  In the case of city states this can obviously be quite large.  Anything within this area of effect takes 120 points of untyped damage per round.  This damage can only be healed normally day by day, and not by magic (assuming anything survives).  The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it.  Any being within 240’ of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes.  Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability.  If the Save is successful, the victims are instead Shaken for the duration of the encounter.

Sword of Death (Su): The Angel of Death’s Sword cannot be Sundered or Disarmed.  If it is somehow removed from the Angels grasp it reappears there on the beginning of it’s next turn.  Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes.  If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds.  If the opponent is not it’s target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds.  If the Angel makes a successful critical hit with the sword, it’s opponent must Save or die regardless if it is the Angels target.

Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead.  Only the Overdeity can bring back someone slain by the Angel of Death.  Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

Death Throes (Ex):  If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly.  If the Save is successful they take 10d6 damage instead.

Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times.  This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
The Bonus provided to AC and Saves is +10 instead of +2
The Bonus applies to all beings other than the Angel itself, not just Evil ones

Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die.  If it is destroyed it returns at full hit points within 24 hours.  Once it has slain or destroyed it’s assignment it can be destroyed normally.

Sense Mark (Ex):  Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if it’s on another Plane).  The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel.  Effects that render the target Invisible against the Angel are ineffective.

Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes.  If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails.  It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission.  While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer.  If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim.  Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
50| The Angel of Death is the God’s chosen assassin.  If there is a being or nation they need destroyed, it is the Angel who is sent to do it.  It is virtually indestructible.
55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into it’s own death.  Then a new Angel is chosen.  It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow. 
60| The Angel of Death is virtually indestructible once it has been given an assignment.  The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve it’s goal and then manage to destroy it with the vain hope that one can somehow reverse it’s deeds afterwards.
65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on January 05, 2010, 02:58:49 AM
Whoah.  :blink
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 07, 2010, 01:37:33 PM
Dinogloth is done, minor aswang update
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 11, 2010, 02:29:07 PM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSbSSoNGLI/AAAAAAAABPk/XoC5vCgtVbc/s1600-h/J_Lonnee.jpg

The Burning Dead

The Burning Dead is an Inherited Template that can be applied to any corporeal Living Creature with an Intelligence of 2 or less.

Size and Type: Size is unchanged, Type changes to Undead with the Fire Subtype.

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

Speed: Unchanged

Armor Class: The Base Creatures Natural Armor Bonus increases by +3.

Attacks: Unchanged, do not recalculate BAB due to type change.

Damage: Unchanged.

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

Burning Death (Su): All of the Base creatures natural attacks do an additional 1d6 fire damage.  If they successfully critical with a natural attack it does an additional 2d6 fire damage.  Anything the Burning Dead strikes must make a Reflex Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by the Burning Dead are considered to be on fire, and will continue to burn even after the Burning Dead has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by a Burning Dead becomes one, and rises again 24 hours later.

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

Healing Flame (Ex): Fire damage restores the Burning Deads hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, the Burning Dead instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold damage.

DR 10/Good and Magic

Saves: The Base Creature gains a +4 Profane Bonus to Fortitude Saves.  Remember to recalculate Saves due to Type Change.

Abilities: +2 Dex, +6 Cha.  Being Undead the Burning Dead have no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: unchanged.

Organization: Solitary, Pair, or Group (3-6)

Challenge Rating: +3

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

 

Example of creature using template here:

Smelting Horn Triceratops/Burning Dead Template
                      Huge Undead (Fire)
Hit Dice:             16d12+12 (116 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple:  +12/+30
Attack:               Gore +20 melee (2d8+15 plus 2d6 Fire)
Full Attack:          Gore +20 melee (2d8+15 plus 2d6 Fire)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Trample 2d12+15 plus 1d6 Fire, Burning Death, Spawn
Special Qualities:    Low Light Vision, Scent, Healing Flame, Immune to Cold and Fire, DR 10/Good and Magic
Saves:                Fort +11, Ref +5, Will +11
Abilities:            Str 30, Dex 11, Con -, Int 1, Wis 12, Cha 13
Skills:               Listen +13, Spot +12
Feats:                Alertness, Great Fortitude, Toughness x4
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     12
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment:     ---


Burning Death (Su): All of Smelting Horns natural attacks do an additional 1d6 fire damage.  If he successfully criticals with a natural attack it does an additional 2d6 fire damage.  Anything Smelting Horn strikes must make a DC 19 Reflex Save or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by Smelting Horn are considered to be on fire, and will continue to burn even after he has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by Smelting Horn becomes a Burning Dead within 24 hours.

Healing Flame (Ex): Fire damage restores Smelting Horns hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, Smelting Horn instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

Powerful Charge (Ex): On a successful charge Smelting Horns Gore Attack does 4d8+20 plus 1d6 Fire damage.

Trample (Ex): DC 28 Reflex Save, Save DC is Str Based.


 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 16, 2010, 03:31:07 PM
Anyone think the Aswangs Proboscis ability is vague in parts?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on January 16, 2010, 10:52:11 PM
Not really, but if you reread that last statement of yours out loud, than it sounds pretty funny.  :lmao
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 19, 2010, 12:23:38 PM
Aswang is done cept CR.  If you guys think it's okay as is, I'll do CR and move on.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on January 21, 2010, 01:55:43 PM
http://www.monstropedia.org/index.php?title=Bajang

http://gothlupin.tripod.com/vvampeast.html




Bajang
                      Small Outsider
Hit Dice:             5d8+10 (32 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Profane), touch 15, flat-footed 13
Base Attack/Grapple:  +5/+2
Attack:               Claw +8 melee (1d4+1)
Full Attack:          2 Claws +8 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapechange, Curse
Special Qualities:    Dark Vision 60', Bound to Tree/Creator, Weaknesses
Saves:                Fort +6, Ref +6, Will +5
Abilities:            Str 12, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Skills:               Hide +17, Listen +13, Move Silently +13, Search +10, Spot +12
Feats:                Ability Focus (Curse), Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          6-10 HD (Small)
Level Adjustment:     ---

"The local cemetery has the bodies of dead infants scattered among the headstones.  We'll have a big problem soon.  Call the Pawang now before things go worse."

A Bajang is a minor demon that can be captured by sorcerors and kept as a fetish.  It is summoned forth/created from the corpse of an infant that died in childbirth and was promptly buried.  The Bajang appears as a dwarfish, stocky humanoid with pale brown skin, orange eyes, clawed hands, birds feet, and a lipless mouth.  Usually it is encountered in the form of a polecat or lizard as it does not wish to announce it's presence.

Shapechange (Su): The Bajang can Shapechange at will as per the spell, but only seems to be able to take the form of a Polecat (or a Polecat sized lizard in some stories).

Curse (Su): If the Bajang is captured and kept in a bamboo vessel with a stopper by a sorceror, and it is fed well,  it will curse his enemies on his behalf (it may also use these curses on it's own behalf if free).  1/day it may cast Bestow Curse, Contagion, or Poison as a Supernatural Ability.  Caster Level is equal to twice HD.

Bound (Ex): It varies from myth to myth, but the Bajang is either Bound to the tree it lives in within the Forest, or to it's creator if it is the type summoned forth from dead children.  If it's tree/creator is destroyed the Bajang dies.  Otherwise, if it is ever reduce to -10 hp, it merely reforms 24 hours later. 

Weaknesses (Ex): A Bajang cannot approach magical amulets designed to ward it off (which are usually given to the village children).  Certain experts called Pawang can find it's creator by scraping an iron vessel with a razor (thereby causing the creators hair to fall out).

Combat: Bajang tend to stalk victims and curse them according to their masters wishes (or just for fun).  In some myths they kill and eat children, so likely they would ambush them while fleeing or hiding from parties.



Amulet of Bajang Repelling

These small wooden amulets are semi-magical in nature but repel Bajangs in the same manner that a mirror repels a vampire. 

The amulet doesn't harm the the Bajang — it merely keeps the Bajang at bay. A recoiling Bajang must stay at least 5 feet away from a creature holding the amulet and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Bajang at bay takes a standard action.

Anyone with a Craft (Woodworking) skill and at least one level in an Arcane spellcasting class can create an amulet with a successful (DC 10) check.  The amulet is an inch-long piece of wood in the shape of an hourglass.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on January 22, 2010, 02:51:11 AM
You may want to limit yourself to one creature per thread at a time. It's getting kind of hard to follow.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 02, 2010, 01:49:58 PM
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSa6C4WsBI/AAAAAAAABPU/fHtzFBusIiM/s1600-h/FedericoPiatti.jpg

Drei
                      Huge Aberration
Hit Dice:             15d8+150 (217 hp)
Initiative:           +4
Speed:                60 ft. (12 squares)
Armor Class:          23 (-2 Size, +15 Profane), touch 23, flat-footed 23
Base Attack/Grapple:  +11/+29
Attack:               Flense +19 melee (2d8+10/18-20)
Full Attack:          Flense +19 melee (2d8+10/18-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Flense, Disconcerting Appearance, Aura of Terror
Special Qualities:    Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
Saves:                Fort +15, Ref +5, Will +13
Abilities:            Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
Skills:           Concentrate +15, Intimidate +9, Listen +6, Spot +6
Feats:                Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
Environment:          The Far Realms
Organization:         Unique
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Chaotic Neutral
Advancement:          16-30 HD (Huge)
Level Adjustment:     ---


"What...is that thing...and why does that look like paw's scythe attached to it?"

Originally the Drei was an animal of some sort from the Prime Material in it's dim infancy (obviously a ceratopsian is the likeliest possibility) that wandered through a Gate into the Realms outside our own.  Against all odds it survived and flourished there, changing bit by bit as it traveled from place to place, eventually coming to the Far Realms.  Once there it panicked blindly, and attacked what would later be known as one of the nascent Lords of that place.

Enraged that a being from our Plane of existence had injured it (even if only temporarily and to no real effect) the Lord spent millenia crafting changes in the poor beast, and then spat it back out onto the Prime material to wreak it's revenge upon us by proxy.

It is since become known as the Drei (though the origin of that term is lost to tme), and it travels back and forth as it pleases wreaking havok and terrorizing all in it's path as it goes.

Flense (Ex): Attacks from the Drei's natural weapons do untyped damage, and threaten a critical on an 18-20.

Disconcerting Appearance (Su): The Drei's appearance alters significantly from one moment to the next, and the alteration is different for each viewer, sometimes incorporating elements of their past.  Perhaps they see objects they once knew composing parts of it, or see the flesh boil away to mimic wounds they once suffered or that were inflicted on someone they knew.  All opponents fighting the Drei take a -2 penalty on all rolls while they can see it, regardless of distance (this includes viewing it by scrying or other Divination spells).

Aura of Terror (Su): Any being within 60' of the Drei cannot use an ability or take an Action requiring Concentration unless it makes a DC 23 Will Save for each attempt (Save DC is Cha based).

Immune to Gravity (Ex): The Drei may alter how gravity affects it at will as a Free Action, effectively being able to walk on any surface or even upside down as though it's current location had Subjective Directional Gravity (see Manual of the Planes).

Size is no Weakness (Ex):  At the beginning of each round as a Free Action the Drei may decide to change all Size Penalties into Bonuses and vice versa (it's actual Size Class does not change).  It remains this way until the Drei changes it back as a Free Action.

Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons/spells with the Lawful descriptor.

Planar Adaptation (Su): The Drei appears to adapt to the Traits of any Plane it encounters as if it were a Native.  It permanently has the benefits of a Planar Tolerance spell.

Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill.  Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 08, 2010, 01:39:08 PM
bajang and Drei updated
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 11, 2010, 01:19:34 PM
http://www.angelfire.com/bc2/cryptodominion/invertebrates.html

Dundas Island Black Flies
                      Fine Vermin
Hit Dice:             3d8 (13 hp)
Initiative:           +4
Speed:                Fly 40 ft. (8 squares), Average
Armor Class:          22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Blood Drain
Special Qualities:    Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon damage
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
Skills:               -
Feats:                -
Environment:          Cold Forest
Organization:         Solitary or Group (3-6 Swarms)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Peek outside ans see if they're still there."

"AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Quick! Get that hatch closed!

The Dundas Island flies travel in huge swarms and are notable for chewing through the skin of victims to get at their blood leaving horrible welts behind.  They are technically considered a cryptid simply because no one wants to study bloodsucking insects at remote locations.  They are well hated by the fishermen who sometimes go there.

Distraction (Ex): Any living creature that begins its turn within a swarm of Black Flies must make a DC 11 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution Based.

Blood Drain (Ex): Any opponent successfully damaged by the FLies Swarm attack also takes 1 point of temporary Constitution damage.

Combat: Much like any other swarm the flies just swarm and bite away.  They aren't tactical geniuses.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on February 12, 2010, 02:33:34 AM
Healing Flame (Ex): Fire damage restores Burning Deads hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, Burning Deads instead heals 30 points of damage.

Immunities (Ex): Burning Deads are immune to Cold and Fire damage.
Now either Fire immunity is irrelevant do to healing flame or the immunity stops healing flame from working.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 12, 2010, 02:25:43 PM
:headdesk:

This is why I shouldnt do these at the wee hours on pain medication...

I shall fix
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 21, 2010, 01:41:27 PM
http://en.wikipedia.org/wiki/Baobhan_sith

http://www.monstropedia.org/index.php?title=Baobhan_Sith

http://celtopedia.druidcircle.net/index.php?title=Baobhan_sith

http://irelandsown.net/baobhan.html


Baobhan Sith
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+5
Attack:               Claws +7 melee (1d6+2 plus Blood Drain)
Full Attack:          2 Claws +7 melee (1d6+2 plus Blood Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Intoxicating Dance, Blood Drinking, Enchanting Beauty, Wolf Form
Special Qualities:    Low Light Vision, Dark Vision 60', Weaknesses, Polyglot, Fey, Blood Scent, DR 10/ Cold Iron
Saves:                Fort +2, Ref +6, Will +8
Abilities:            Str 14, Dex 18, Con -, Int 16, Wis 16, Cha 22
Skills:               Bluff +13, Concentration +6, Diplomacy +13, Hide +10, Knowledge (Arcana, Nature) +9, Listen +9, Move Silently +10, Perform (Dance) +13, Spellcraft +9
Feats:                Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
Environment:          Temperate Forests or Mountains
Organization:         Solitary or Group (4-6)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (usually an Arcane Caster)
Level Adjustment:     ---


"We were hoping for female company tonight..."

The Baobhan Sith are either Fey or Undead (most legends don't make it clear) appearing as pale, beautiful women with deer hooves for feet.  They seduce attractive young hunters into dancing until they are exhausted and then drain the blood from them.

Intoxicating Dance (Su): The Baobhan Sith can cast Otto's Irresistible Dance at Will.  In addition at the end of the spell their victim becomes Exhausted until he can rest for 8 hours.

Blood Drinking (Ex): Whenever the Baobhan Sith successfully strikes an opponent with it's claws it does 1 point of Constitution damage.  If it pins it's opponent in a Grapple it does normal claw damage plus 1d4 Constitution.

Enchanting Beauty: The Baobhan Sith may cast spells as a Beguiler whose level is equal to her Hit Dice.

Wolf Form (Su): Baobhan Sith can use Shapechange at will, but only to assume Wolf Form.

Weaknesses (Ex): Baobhan Sith can't stand sunlight, and when sunlight touches them they disappear until the night returns.  They return anywhere within 1 mile of where they disappeared.  Baobhan Sith must make a DC 25 Willpower Save to approach closer than 15' from any source of cold iron.

Polyglot (Ex): The Baobhan Sith can understand and speak any spoken language, although they always have an odd accent.

Fey (Ex): Baobhan Sith count as both Undead and Fey for purposes of spells that are beneficial.

Blood Scent (Ex): This is identical to the Scent ability, except the Baobhan Sith can smell blood up to a mile away.

Combat: The Baobhan Sith use their skills and beauty to seduce men and convince them to dance, during which time they cast Otto's irresistible Dance to exhaust them.  Once their opponents are exhausted or asleep they grapple them and drain their blood.



Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on February 21, 2010, 10:58:44 PM
The drei's abilities are cool (we need more far realm monstrosities anyways), but the picture you provided just seems like a screwed-up triceratops. que?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 22, 2010, 02:34:18 AM
wait till i add the fluff and all will be made clear
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Bozwevial on February 22, 2010, 06:12:22 AM
Should the drei's Disconcerting Appearance apply to all rolls, or just to d20 rolls? Or perhaps to a combination of rolls?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 22, 2010, 09:59:08 AM
Currently it's all rolls.  I was considering adding "abilities or spells requiring concentration automatically fail if within 60' of the Drei, and you are able to see him"
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 23, 2010, 01:39:37 PM
http://en.wikipedia.org/wiki/Bobbit_worm (http://en.wikipedia.org/wiki/Bobbit_worm)

this one seems suitably horrifying:

                      Giant Polychaete Worm (Aquatic)
                      Large Vermin
Hit Dice:             4d8+8 (26 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Burrow 20 ft., Swim 10 ft.
Armor Class:          13 (-1 Dex, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +3/+9
Attack:               Bite +5 melee (1d10+4, 19-20, x4)
Full Attack:          Bite +5 melee (1d10+4, 19-20, x4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Bristles, Ambush, Deadly Jaws, Photoreceptive Reflexes
Special Qualities:    Blind, Vermin traits, Mindless, Amphibious, Tremor Sense 60', Blindsense 20'
Saves:                Fort +6, Ref +1, Will +2
Abilities:            Str 14, Dex 10, Con 14, Int -, Wis 12, Cha 1
Skills:               Hide +4 (+12 buried)
Feats:                -
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Large), 9-16 HD (Huge)
Level Adjustment:     ---

"Okay we won't have many chances to get these things.  Bob will detonate the flash grenades when we're at a safe distance. Have your spearguns ready before he sets them off, we won't get a second chance.  Once you fire, get the hell out of there whether you hit or not.  We'll finish off the rest tomorrow"

Polychaete worms (or at least this giant version) are ambush predators armed with poison bristles along their body that can cause permanent numbness.  Some cryptids are suspected to be enormous Polychaetes.

Bristles (Ex): Contact, DC 14 Fortitude Save, Initial and Secondary Damage is 1d8 Dex.  If the victim rolls a natural 1 on the Saving Throw, the Dexterity loss is permanent instead of temporary (though it can still be healed by any spell curing ability damage).  Any being attacking the Polychaete Worm with an Unarmed Strike, Grapple, or natural weapon must make a Save.  Attacking with a melee weapon that doesn't have Reach gives the opponent a 20% chance each round he attacks of having to make a Save.

Ambush (Ex): The Polychaete Worm can burrow in the bottom until virtually none of it is exposed, gaining Total Concealment.  It waits until prey moves overhead and lunges, potentially doing mass damage.  The Worm gains +3d6 Sneak Attack for that round, and if it successfully critically hits it automatically does maximum damage.

Deadly Jaws (Ex): The Polychaete Worms bite attack does x4 damage on a successful critical hit.  It threatens a critical hit on a Natural 19-20

Photoreceptive Reflexes (Ex): The Polychaete Worm is attracted to light moving past it, which is it's signal to attack.  Due to reflexive action the Worm gains an Attack of Opportunity against anything passing within 5' of it with a light source.  This does not count against the limit of Attacks of Opportunity it normally has for the round.

Blind (Ex): The Polychaete Worm is technically blind, and therefore immune to attacks/abilities that require sight to work.

Skills: Polychaete Worms have a +8 Racial Bonus to Hide Checks.  When fully buried within the bottom this increases to +16.

Combat: Polychaete Worms are ambush predators that burrow in the ocean bed, and ambush prey traveling above them.  They rarely stand and fight unless the initial strike was successful, retreating into the burrow.


Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on February 24, 2010, 02:55:19 AM
Woah. And my hydrophobia compounds itself.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on February 25, 2010, 02:16:36 PM
minor updates to Drei and Baobhan Sith
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 01, 2010, 12:30:33 PM
First Place Monster Contest XLII

Kiseichuu Yuurei
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: Fly 80 ft (16 squares)
Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/-(+10 Corporeal)
Attack: Touch +9 melee touch (1d4 Con)
Attack (Corporeal): Claw +10 melee (1d4+5)
Full Attack: Touch +9 melee touch (1d4 Con)
Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
Special Qualities: Dark Vision 60’, Rejuvenation, Life Sense 60’, Turn Immunity, Weaknesses
Saves: Fort +3, Ref +7, Will +12
Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
Skills: Bluff +18, Craft (any one) +15, Diplomacy +18, Hide +25, Intimidate +25, Listen +18, Move Silently +25, Search +15, Sense Motive +18, Spot +18
Feats: Ability Focus (Terrifying Presence), Flyby Attack, Necrotic Reserve*
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 11+ HD (Medium) or by Class
Level Adjustment: -----

* See Libris Mortis.

”Our daughter Sadako does not see anyone, not even those she went to school with…”

”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble.  Is she home?”

”You are mistaken somehow.  Sadako does not live here anymore, and would see no one if she did.”

”But I was told she still resided here…”

”Walk away.”

”What!”

”Walk away while the choice is still yours.”

”Who is at the door father?”

Most parents want to protect their children, and some of their offspring have learned to take advantage of this.  Among them the so called ‘Parasite Singles’ of Japan, children who live with their parents until they get married or even well into their thirties.  They don’t pay rent, or help with the chores, and many don’t even have jobs.  Even those who do find employment usually fritter away their money.  Some even become ‘Hikikomori’, shut-in’s who refuse to leave the house for any reason.  Such people are a strain on their well meaning elders, and their insanity has a way of inspiring tragic decisions when a formerly well-meaning parent has been driven over the edge by a parasitic child who seems hell-bent on draining the life from them.  They murder their children in quiet ways, such as poison or a pillow over the face, and bury the body within the house somewhere to avoid suspicion.  After all their child is already a mentally disturbed recluse, so initially no one suspects anything.

The problem comes when the child comes back.

The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure.  Unable to move on to the next life, they torment the living, in this case their parents.   Eternally hungry the child now forces it’s parents to find it food, specifically the living.   Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults.  And if the parents refuse, it can punish them by draining their life away.  Being obsessed with revenge the ghost will torment them every night in some way, and make life for those nearby horrifying as well.  At some point either an exorcist will successfully destroy it, or it will devour the whole village.  Many will not ask for help as they will be terrified of the consequences should he exorcist fail.  They will turn into traps, designed to feed any strangers to the ghost in an attempt to appease it.  Most feel pressured to do it either by shame, or by fear.  Regardless of which they end up bound to a dead tyrant who becomes far worse in death than it was in life.

Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype).

Terrifying Presence (Su): As a Free Action at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror.  Any being within 60' of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave.  The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack.  If the opponent rolls a natural 1 on their  Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly.  If they succeed in the Save they take 3d6 damage instead.

Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills.  It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based).  It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding.  It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for their death is only DC 10). 

Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as Racial abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates).  If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

Rejuvenation (Su): This is identical to the Ghost ability listed on page 118 of the MM.  Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below).  In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60' as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it.  An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol).  To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier).  If you successfully Feint the round before attempting this the DC does not include the Dexterity Modifier.  The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it.  If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed.  Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as he was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate and Move Silently checks.

Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's.  If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it.  Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them.  After all in all likelihood the PC's will believe they have destroyed the Kiseichuu Yuurei only for it to reappear after they have left (and in a vengeful mood). 


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Kiseichuu Yuurei. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
20|Some children sponge off their parents long after they should have left the house, seeming to suffer from some sort of mysterious depression.  Occasionally one is murdered after driving the parents out of their minds, and it returns as an undead..
25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible.  Terror emanates from hem in waves, and even if you can get past it to get at them simply destroying it's physical manifestation will not be enough to be rid of it.. 
30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers.  Destroying them may get rid of it.  If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest..
Plot Hook
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 03, 2010, 02:01:38 PM
http://img.photobucket.com/albums/v103/Zylyn-sama/The_Siren_by_gorrem.jpg (http://img.photobucket.com/albums/v103/Zylyn-sama/The_Siren_by_gorrem.jpg)

Astral Siren
                      Huge Aberration
Hit Dice:             15d8+75 (142 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          23 (-2 Size, +5 Dex, +10 Deflection), touch 23, flat-footed 18
Base Attack/Grapple:  +11/+24
Attack:             Primary Hook +14 melee (2d6+5)
Full Attack:          1 Primary Hook +14 melee (2d6+5) and 2 Secondary Hooks +14 melee (1d10+2) and 4 Tertiary Hooks +14 melee (1d8+2)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Display, Calling, Hooks, Infect
Special Qualities:    Blind, Blindsight 120', Telepathy 120'
Saves:                Fort +10, Ref +10, Will +14
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills:               Concentration +13, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +13, Search +13, Spot +13
Feats:                Ability Focus (Display), Flyby Attack, Hover, Improved Multiattack, Multiattack, Wingover
Environment:          Astral or Etheral Planes
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          16-23 HD (Huge), 24-30 HD (Gargantuan)
Level Adjustment:     ---

"Awright keep your eyes open for any undead.  The Ethereal is rife with them.  And keep those goggles on.  They're the only thing protecting you from worse things."

"There are worse things here than ghosts?"

"Yes.  I do not speak of them unless I have to.  Let me say simply to avoid the light. If the time comes you'll know what I mean.  And if you don't, it will be the job of those of us who do to put you down."


Sirens are multi-colored conglomerations of semi transparent substance (one hesitates to say flesh) arranged like a great flower.  12 long tentacles with hooks at the end sprout irregularly from the body in odd patterns.  They use an odd form of mesmerism to still prey, and to call it back if it has fled once the Siren feels hungry later.  It is unknown if they mate, but the beginning point of their life cycle is most definitely that of a parasitoid, feeding on their host until it dies (there are the rare odd survivors).  Sirens appear to understand most languages via telepathy, but they never communicate other than with their victims.

Display (Su): At will as a Swift Action the Astral Siren may begin a light display on it's skin (or whatever it has that passes for skin).  This light is a manifestation of a mind-altering ability it has (meaning this is a Mind-Affecting Effect, but it is not sight dependent), and any being within 60' of the Siren must make a DC 24 Willpower Save (Save DC is Charisma based) or be Fascinated as long as the Siren is within range or it takes damage.

Calling (Su): Once the Siren has used it's Hooks ability on a victim, it may call that victim to it as a Standard Action.  If the victim fails a DC 22 Willpower Save it must go to the Siren if it can, and will willingly remain within 120' of it.  Since this ability reaches across dimensions, victims who have fled the Ethereal or Astral Planes are still vulnerable.  The exact effects on the victim if he cannot go to the Siren vary (see below).  This is a Mind-Affecting Compulsion.

Hooks (Su): The Sirens various hook like weapons are it's method of feeding, and it's assumed they aid in various other ways too.  The Primary Hook is it's feeding tube.  If it successfully makes an attack roll against a victim, in addition to normal damage that victim is impaled on the hook.  Effectively he is being Grappled by the Siren, and he (or an Ally) must Pin it in a Grapple while someone (whoever isn't performing the Pin) must make a DC 22 Strength Check to remove the Hook (Check DC is Strength based).  Each round the Hook remains in the victim he must make a DC 22 Willpower Save (Save DC is Charisma Based) or a point of Constitution is Drained.  If the victim escapes (and the Siren is alive) and is Called by the Siren, if he cannot answer he is -2 on all rolls and automatically fails Actions requiring Concentration  due to enormous pain and difficulty breathing.

Secondary Hooks have a red core with bands of other colors (usually green) around them.  They are the Sirens sensory links.  The Secondary Hooks work exactly like the Primary Hook, but instead of doing Constitution Drain the Siren casts one of the following spells as a Free Action (and as a Supernatural ability) each round on the victim it has attached to it's Hook: Detect Thoughts, Know Vulnerabilities, or Lesser Telepathic Bond.   If the victim escapes and the Siren is still alive, it automatically knows his location and may use it's Calling ability on him.

Tertiary Hooks range in color from yellow to orange and are defensive weapons.  They work just like the Primary Hook, but instead of draining Constitution they provide a +1 Resistance Bonus to all Saving throws for each Tertiary Hook embedded in a victim.  If the victim escapes and the Siren is still alive, in future encounters it automatically succeeds on one Saving Throw per encounter against that victim.

Infect (Su): As a Full Round action the Siren may forego it's usual attacks to 'bite' an opponent.  This is a Melee Touch Attack, and an opponent successfully struck but it must make a DC 22 Fortitude (Save DC is Constitution Based).  If the opponent fails, the egg injected into him  develops into a new Astral Siren doing point of Constitution Drain per day, and splitting from the host after it Drains 10 Con (also doing 3d6 damage as it exits).  Usually an Astral Siren will Call Infected victims to the Ethereal or Astral Plane before the 'birthing' begins.

Blind: The Sirens are Blind, and are immune to any attack requiring them to have vision to work.

Combat: Sirens prefer to use their Display and then attach as many hooks as they can to their victims.  If one is able to reproduce it will choose one to infect before fleeing.  Otherwise it will Drain them dry, unless it has need of a pawn for some sort of scheme in which case it will use it's Calling ability to harass him until he gives in to it's demands.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on March 04, 2010, 03:06:08 AM
Creepy.  :bigeye
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 09, 2010, 05:25:58 AM
baobhan Sith updated
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 12, 2010, 11:18:24 PM
http://enchanteddoorway.tripod.com/vamp/philippines.html

http://books.google.com/books?id=dYvy52eOfzgC&pg=PA111&lpg=PA111&dq=bebarlangs&source=bl&ots=LApgRzUkXh&sig=ph23GUHff4I-0_Wt0OIg-vJRnY8&hl=en&ei=XK2aS9fwDsP-8Aa43M3-DQ&sa=X&oi=book_result&ct=result&resnum=13&ved=0CCQQ6AEwDA#v=onepage&q=bebarlangs&f=false

Bebarlang

Bebarlang is an inherited template that can be applied to any living Humanoid.

Size and Type: Unchanged.  

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Berbalang gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base Creature, and gains the following:

Astral Vampirism (Su): As a Standard Action a Bebarlang can enter a sleep like state and send it's soul forth from it's body to feed.  The soul is basically the Base Creature with the following extra abilities: The soul gains the Incorporeal Subtype (the soul and physical body share the same hit points, damage one and you damage both), a Fly Speed of 40' (Perfect), a Deflection Bonus to AC equal to +1 or it's Cha Modifier (whichever is higher), a Draining Touch Attack, and a +8 Racial Bonus to Hide and Move Silently Checks.  The Draining touch is a melee touch attack.  If successful the opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD, plus Cha Mod) or be drained of 1d4 Constitution.  The physical body is comatose (i.e. helpless) while the soul is missing, and any damage to it recalls the soul into it's physical form immediately.  For this reason most Bebarlangs hide before using this ability.

Special Qualities: Retains all Special Qualities of the base Creature, and gains the following:

Immunities: The Bebarlang becomes immune to Energy Drain and Death Effects.

Saves: Unchanged.

Abilities: +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: unchanged.

Level Adjustment: +3

Example of creature using template here:

Calupitan Human/Bebarlang, 5th level Commoner
                      Medium Humanoid
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Profane), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+1
Attack:               By Weapon +1 melee or +2 ranged
Full Attack:          By Weapon +1 melee or +2 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Listen +10, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil



Calupitan Astral Form
                      Medium Humanoid (Incorporeal)
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (+3 Profane, +3 Deflection), touch 16, flat-footed 16
Base Attack/Grapple:  +2/+1
Attack:               Draining Touch +2 melee (1d4 Con, DC 17)
Full Attack:          Draining Touch +2 melee (1d4 Con, DC 17)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Hide +8, Listen +10, Move Silently +8, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 19, 2010, 06:48:17 AM
Anyone know more about the Bebarlangs?  I'm not finding much.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 27, 2010, 07:21:53 AM
Astral Vampirism seem ok as written?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 30, 2010, 05:44:59 AM
Fetid Abomination
                      Huge Magical Beast
Hit Dice:             18d10+108 (207 hp)
Initiative:           +5
Speed:                40 ft. (9 squares)
Armor Class:          24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23
Base Attack/Grapple:  +18/+29
Attack:               Bite +27 melee (3d6+11)
Full Attack:          1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5)
Space/Reach:          15 ft./10 ft. (50 ft. w/Tentacles)
Special Attacks:      Improved Grab, Drag, Swallow Whole, Weakness
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire
Saves:                Fort +16, Ref +12, Will +11
Abilities:            Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12
Skills:               Hide +0 (+8 in swamps), Listen +12, Spot +12
Feats:                Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Neutral Evil
Advancement:          19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment:     ---

"Seriously Bert, we aren't taking swamp assignments anymore."

"I agree."

"I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."

Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities.  In other words they resemble something from one of Salvador Dali's nightmares.  More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning.  Due to their incredible appetites it's likely they ate their creator, whatever it was.  They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations).  Fetid Abominations can sometimes understand Common, but do not speak.

Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself.  If successful it does tentacle damage each round and may drag it's victim.

Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it.  Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack.  A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder).  The tentacles each have 45 hp.

Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed.  A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17).  Once the creature exits muscular action closes the hole, and other victims must cut their own way out.  A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.

Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain.  It also has a +2 Racial Bonus to Listen and Spot Checks.

Combat:  Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow.  They then repeat until all prey is dead, or they need to revise their tactics due to losing.  It's rare that they flee as they tend to be rather suicidal when attacking.


Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on March 31, 2010, 06:23:16 AM
You agree with the CR/LA ofr the Bebarlang?  If so I'll start the next critter.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 03, 2010, 06:38:49 AM
http://en.wikipedia.org/wiki/Orang-bati (http://en.wikipedia.org/wiki/Orang-bati)

http://www.newanimal.org/orang-bati.htm (http://www.newanimal.org/orang-bati.htm)

http://www.unknown-creatures.com/orang-bati.html (http://www.unknown-creatures.com/orang-bati.html)

http://www.unknownexplorers.com/orangbati.php (http://www.unknownexplorers.com/orangbati.php)

http://www.shopoflittlehorrors.com/Alien%20Species%20Index%20%28orang%20bati%29.html (http://www.shopoflittlehorrors.com/Alien%20Species%20Index%20%28orang%20bati%29.html)

Orang-Bati
                      Medium Monstrous Humanoid
Hit Dice:             4d10+12 (34 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 50 ft., Average
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d4+4)
Full Attack:          2 Slams +8 melee (1d4+4) and 1 Bite +3 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Flying Snatch
Special Qualities:    Dark Vision 60'
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 18, Dex 12, Con 13, Int 4, Wis 12, Cha 10
Skills:               Listen +3, Spot +3, Survival +4
Feats:                Flyby Attack, Hover
Environment:          Warm Mountains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Keep your children inside at night, and away form the old volcano.  It isn't safe for them.  You would not understand this being an outsider, but you must listen."

The Orang-Bati is an odd Indonesian cryptid said to resemble a red skinned humanoid, monkey, or Orangutan with short black fur.  It also has wings, a long tail, and a habit of eating children.

Improved Grab (Ex): If the Orang-Bati successfully hits a creature with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Flying Snatch (Ex): When performing a Charge attack while flying, at any point in it's movement the Orang-Bati can attempt to make a Grapple Check as a Free Action without provoking an Attack of Opportunity provided the opponent is at least one size class smaller than itself.  If successful it snatches the opponent and can continue it's flying movement (Although it will have to make further Grapple Checks in further rounds to continue falling.  Most fly upwards so the fall will kill opponents who do escape their grasp).

Combat: Orang-Bati supposedly prefer to eat children, and usually wait till one is vulnerable to sweep down and fly off with it.  They'll occasionally fight by doing flyby attacks, but if their opponent seems capable of defending himself they'll flee.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 09, 2010, 05:24:45 AM
http://enchanteddoorway.tripod.com/vamp/gypsy.html (http://enchanteddoorway.tripod.com/vamp/gypsy.html)



Bibi
                      Medium Outsider (Native)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Dex, +7 Profane, +2 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +12 melee (1d3+1)
Full Attack:          2 Slams +12 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse, Improved Grab, Choke
Special Qualities:    Dark Vision 60', Good Fortune, Removed from Nature, SR 18
Saves:                Fort +12, Ref +9, Will +12
Abilities:            Str 12, Dex 15, Con 20, Int 20, Wis 20, Cha 24
Skills:               Bluff +20, Climb +11, Concentration +18, Diplomacy +20, Gather Information +20, Intimidate +20, Knowledge (Arcana, History, Local, Nature) +15, Listen +15, Move Silently +12, Search +16, Sense Motive +18, Spot +15
Feats:               Ability Focus (Curse), Empower Spell-Like Ability (Curse), Multigrab, Weapon Finesse
Environment:          Temperate Mountains and Forest
Organization:         Unique, accompanied by what appear to be two children and or two lambs
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          11+ HD (Medium)
Level Adjustment:     ---

"Who could that be at this time of night?"

Bibi appears as a tall thin woman in a red dress who knocks at the doors of gypsies once a year in the Balkans.  Usually she is accompanied by 2 small girls or lambs (I can't find anything on them or their significance).  She promises good fortune to those who let her in, and curses those who don't.  If she is let inside people must take care for if they have an infant she will murder it (though the infant will appear to have died of Cholera).

Curse (Su): People who refuse Bibi entry to their home receive a Bestow Curse spell.  Bibi may do this as often as she wishes, but usually only curses whoever answers the door.  Caster level is equal to HD.

Improved Grab (Ex): Bibi can make Grapple attempts without provoking Attacks of Opportunity.  If her victim is an infant she then uses her Choke ability.

Choke (Ex): When Bibi strangles an infant the death resembles Cholera (i.e. massive diarrhea and dehydration.  Bibi does 1d4 Constitution Drain with a successful Grapple Check against infants.

Good Fortune (Su): People who welcome Bibi into their home receive one of the following: Remove Blindness/Deafness, Remove Curse, Remove Disease, or Mass Lesser Vigor spell.  Caster level is equal to HD.

Removed from Nature (Ex): Bibi does not eat, breath, drink, age, or sleep.  She is immune to extremes of temperature as if she had the permanent effects of an Endure Elements spell, and is immune to the following: Age effects, death effects, sleep effects, fatigue/exhaustion, disease, and poison.  Regardless of how Bibi is slain, she will appear again one year later. 

Combat: Bibi rarely indulges in combat.  She curses those who oppose her before leaving, and never initiates combat against anything other than infants.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on April 10, 2010, 01:21:35 AM
More vampires. What a surprise.  ;)
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 17, 2010, 07:42:13 AM
Okay after researching the Bhut its largely just another name ofr the Vetala, which Ive already done, so I'm editing Bibi into that post.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 20, 2010, 06:31:16 AM
http://www.unknownexplorers.com/alkalilakemonster.php (http://www.unknownexplorers.com/alkalilakemonster.php)

http://www.cryptozoology.com/forum/topic_view_thread.php?tid=5&pid=188348 (http://www.cryptozoology.com/forum/topic_view_thread.php?tid=5&pid=188348)

http://cryptozoology.wikia.com/wiki/Alkali_lake_monster (http://cryptozoology.wikia.com/wiki/Alkali_lake_monster)



Alkali Lake Monster
                      Gargantuan Animal
Hit Dice:             28d8+196 (322 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 7, flat-footed 18
Base Attack/Grapple:  +22/+51
Attack:               Bite +32 melee (4d6+19/19-20)
Full Attack:          Bite +32 melee (4d6+19/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Capsize Boat
Special Qualities:    Dark Vision 60', Hold Breath
Saves:                Fort +23, Ref +17, Will +9
Abilities:            Str 36, Dex 12, Con 24, Int 2, Wis 12, Cha 10
Skills:               Listen +16, Spot +16, Swim +22
Feats:                Cleave, Devastating Critical (Bite), Great Cleave, Greater Mighty Roar, Improved Critical (Bite), Mighty Roar, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          29-44 HD (Gargantuan), 45-58 (Colossal)
Level Adjustment:     ----

"Well sir, you could go down to the lake to go fishin', but I wouldn't advise it.  There's a really big critter in that lake that objects to it."

The Alkali lake monster vaguely resembles a gigantic alligator with a horn on it's head.

Capsize Boat (Ex): A submerged Lake Monster that surfaces under a boat or ship less than 20' long capsizes the vessel 95% of the time.  50% if it's 20-60' long, and only 20% if it's over 60'.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: The Alkali Lake Monster tends to surface under boats to capsize them before picking off swimmers one by one.



Alkali Lake Monster, mythic version
                      Colossal + Animal
Hit Dice:             100d8+1200 (1650 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          33 (-8 Size, -1 Dex, +32 Natural), touch 1, flat-footed 33
Base Attack/Grapple:  +75/+113
Attack:               Bite +90 melee (6d6+33/19-20)
Full Attack:          Bite +90 melee (6d6+33/19-20)
Space/Reach:          40 ft./30 ft.
Special Attacks:      Stench
Special Qualities:    Dark Vision 60', Hold Breath, DR 25/Epic, SR 35
Saves:                Fort +69, Ref +51, Will +50
Abilities:            Str 54, Dex 8, Con 32, Int 2, Wis 12, Cha 24
Skills:               Listen +51, Spot +51, Swim +31
Feats:                Ability Focus (Stench), Awesome Blow, Cleave, Defensive Sweep, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Flay, Great Cleave, Greater Fortitude, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Snatch, Improved Toughness, Indomitable Soul, Iron Will, Large and in Charge, Lunging Strike, Mighty Roar, Multisnatch, Overwhelming Assault, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Snatch, Steadfast Determination, Superior Initiative, Swim-By Attack, Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          101-200 HD (Colossal)
Level Adjustment:     ----


"I never thought you could be killed by something because it just smelled bad."

The Alkali lake monster is a gigantic monstrosity about 300' long whose stench is so incredibly bad it kills anything nearby.

Stench (Ex): Any corporeal, living opponent within 100' of the Lake Monster when it surfaces from the water must make a DC 73 Fortitude Save (Save DC is Constitution based) or be poisoned.  Inhale, DC 73 Fortitude Save, Initial Damage 2d6 Constitution, Secondary damage is death.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: If anything isn't actually killed by the monsters stench, it tends to just rush in and start biting.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 23, 2010, 07:14:40 AM
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on April 23, 2010, 06:48:10 PM
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?
A bit to limited. It kinda needs the PCs to own a house.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 24, 2010, 04:57:14 AM
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?
A bit to limited. It kinda needs the PCs to own a house.

True.. Ill tweak it a lil

http://www.youtube.com/watch?v=3hWlXT9HhFA (http://www.youtube.com/watch?v=3hWlXT9HhFA)

The Beast from Haunted Cave
                      Large Aberration (Cold)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +4/+12
Attack:               Tentacle +7 melee (1d8+4)
Full Attack:          2 Tentacles +7 melee (1d8+4) and 1 Bite +2 Melee (1d8+2)
Space/Reach:          10 ft./10 ft. (15' with Tentacles)
Special Attacks:      Improved Grab, Blood Drain, Webbing, Frightful Presence
Special Qualities:    Dark Vision 60', DR 5/-, Fast Healing 1
Saves:                Fort +7, Ref +4, Will +6
Abilities:            Str 18, Dex 15, Con 20, Int 2, Wis 12, Cha 12
Skills:               Climb +8, Hide +5, Listen +4, Move Silently +5
Feats:                Ability Focus (Frightful Presence), Improved Web, Multigrab (see Savage Species)
Environment:          Cold Mountains or Forest
Organization:         Solitary (Unique?)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"It's suckin' her blood!"

The Beast from Haunted Cave appears to have potentially hatched from an egg (which the film implies was recently), and there are no signs of there being more of it's kind.  This also implies it may be an infant and adults may be significantly larger and more powerful.  It was apparently fairly tough, and while gunfire drove it off it didn't appear to permanently injure it until the end of the film when mass gunfire (and a liberal dose of flame) puts an end to it.  The beast appears vaguely humanoid, but spend much of it's time crouched on all fours walking in a spiderlike gait.  It's front limbs are incredibly long tentacles, and most of it's other features are obscured by long hair (which may be hair or some sort of filament similar to it's webbing). 

Improved Grab (Ex): If the Beast successfully hits with it's Tentacle Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of opportunity.  If successful it may Grapple it's victim, cocoon it, or drink it's blood.

Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round. 

Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance.  Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 15 Escape Artist Check or DC 19 Strength Check to break free.  The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus.  The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action.  It will not willingly attack opponents it's own size or larger but could in theory cocoon them as well.

Frightful Presence (Ex): When the Beast Grapples or Charges an opponent, all enemies with less than 6 HD within 30' must make a DC 16 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.

Skills: The Beast gains a +4 Racial Bonus to Climb and Hide Checks.

Combat: The Beast normally does non lethal damage with it's tentacle attacks (it takes no attack roll penalty when it does this) and Grapple Checks because it wants live victims.  Once it has grappled them into unconsciousness it takes them to it's lair or other convenient hiding place and cocoons them in webbing so it can use their blood as a food source.  Since it does not feed them they eventually die of a combination of blood loss and starvation.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 27, 2010, 01:25:19 AM
http://www.youtube.com/watch?v=ek43qsMoiUw (http://www.youtube.com/watch?v=ek43qsMoiUw)

Giant Leeches
                      Large Vermin
Hit Dice:             6d8+30 (57 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +4/+13
Attack:               Grapple +13 melee
Full Attack:          Grapple +13 melee
Space/Reach:          10 ft./5 ft.
Special Attacks:      Blood Drain, Capsize, Improved Grab
Special Qualities:    Dark Vision 60', Amphibious, DR 5/-
Saves:                Fort +10, Ref +3, Will +3
Abilities:            Str 20, Dex 12, Con 20, Int -, Wis 12, Cha 2
Skills:               Swim +13
Feats:                -
Environment:          Warm Aquatic or Marsh
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"AAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

Although referred to as Giant Leeches, these creatures only resemble Leeches in the basest sense.  They do subsist on blood, and they are invertebrates, but these creatures have two short suckered tentacles, and prominent eyes (maybe even a face).  They also appear incredibly resistant to damage, even gunfire.  In the movie it's assumed they're a mutation due to radiation from the local Rocket Base, but the explanation seems unlikely as they don't resemble leeches much, and aren't nearly as fragile.  In fact many take several shots from rifles used to kill Buffalo, and the underwater shockwave from a dynamite blast.
 
Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage against opponents they have Pinned in a Grapple.  Opponents who lose one third or more of their Con score are considered Exhausted until the damage has healed.

Capsize (Ex): Leeches can surface under any boat 12' long or smaller in an attempt to capsize it.  It has a 45% chance to capsize any boat by charging it from underneath.

Improved Grab (Ex): Leeches may make a Grapple Check without provoking an Attack of Opportunity.

Skills: Giant Leeches get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.

Combat: The Leeches capsize boats if prey is in them, and then go straight for the Grapple.  They quickly pull victims deeply into the lake into underground caves with pockets of air.  Most victims cant swim well enough to escape assuming they don't drown in the first place, or are too weak from lack of blood.  Due to their slow moving nature on land they generally don't pursue prey that is aware of them out of the water because it's hard for them to catch.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on April 29, 2010, 03:47:48 AM
http://www.youtube.com/watch?v=vfKakOgshxw (http://www.youtube.com/watch?v=vfKakOgshxw)

Black Scorpion
                      Colossal Vermin
Hit Dice:             125d8+1625 (2187 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          60 (-8 Size, +4 Dex, +54 Natural), touch 6, flat-footed 56
Base Attack/Grapple:  +93/+124
Attack:               Pincer +100 melee (8d6+15)
Full Attack:          2 Pincers +100 melee (8d6+15)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Sting, Improved Grab, Constrict
Special Qualities:    Dark Vision 60', Vermin Traits, DR 30/-, Vulnerable Throat
Saves:                Fort +77, Ref +45, Will +42
Abilities:            Str 40, Dex 18, Con 36, Int -, Wis 12, Cha 2
Skills:               Climb +19, Hide -8, Spot +5
Feats:                -
Environment:          Warm Desert or Underground
Organization:         Solitary or Nest (4-10, Nests are usually younglings and are merely Gargantuan in Size)
Challenge Rating:     42
Treasure:             None
Alignment:            Always Neutral
Advancement:          126+ HD
Level Adjustment:     ---

"That's how they kill each other - that weak spot in the throat!"

The Black Scorpion is the largest of a nest of giant prehistoric scorpions released near Mexico City by a Volcanic eruption.  While most of the scorpions were only half it's size (and extremely tough), the Black Scorpion was enormous and easily shrugged off Tank fire before being electrocuted.  While similar to Scorpions their eyes and mouthparts are unlike those of modern scorpions.  But like their namesake they are incredibly territorial, and will kill anything they see (each other included).

Improved Grab (Ex): If the Black Scorpion successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it will Constrict if the opponent is 2 or more Size Classes smaller than it, or Sting if the opponent is larger.

Constrict (Ex): The Black Scorpion does 16d6+30 damage with a successful Grapple Check, unless it wishes to sting.

Sting (Ex): The Black Scorpions sting does 6d6+15 damage, and the victim must make a DC 85 Fortitude Save (Save DC is Constitution based) or be poisoned.  Initial damage is 2d6 Constitution, Secondary damage is death.

Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored.  Since they are not immune to each others venom they sting this patch in combat to slay one another.  Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.

Skills: Black Scorpions get a +4 Racial Bonus to Climb, Hide, and Spot Checks.

Combat: Black Scorpions charge and go straight for the Grapple before squeezing their opponents to death.  If they put up a fight or are almost as large as the Scorpion it stings.  They are very aggressive and will fight to the death.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Radmelon on April 30, 2010, 01:38:04 AM
Holy. Fucking. SHIT.  :blink :sofa
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 01, 2010, 04:36:46 AM
http://www.moddb.com/games/interstellar-marines/images/shark-creature (http://www.moddb.com/games/interstellar-marines/images/shark-creature)

Pale Shark
                      Large Undead (Aquatic)
Hit Dice:             8d12+8 (60 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +4/+12
Attack:               Bite +8 melee (1d8+6 plus wounding and toxin)
Full Attack:          Bite +8 melee (1d8+6 plus wounding and toxin)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Toxic Bite, Wounding Bite
Special Qualities:    Dark Vision 60', Undead Traits, Amphibious, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
Saves:                Fort +5, Ref +4, Will +8
Abilities:            Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
Skills:               Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12
Feats:                Alertness, Great Fortitude, Improved Initiative, Track (B)
Environment:          Any Aquatic and any coastal lands
Organization:         Solitary or Frenzy (6-10)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"The Dead aren't always human Bobbie..."

Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track by land or sea.  At least that's what everyone believes.  And it may even be true.  They were originally large sharks magically engineered to survive on land as well as the ocean.  They were very useful minions, and when a rift to the Far Realms opened near a mage's castle he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down.  None of the mercs came back.  But the sharks did, mutated worse than ever.  They appeared normal, but quickly dried out and died on returning to this plane.

And if they had stayed dead that would've been the end of it.  After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator.  More seem to be found every year, and it's wondered if they are a species capable of reproducing as undead...

Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with diseases and poisons.  Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution.  If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie.  These Zombies do not attack Pale Sharks and vice versa.

Wounding Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.

Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hp, and as a modifier to Fortitude Saves.

Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood.

Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.

Blind: Pale Sharks are Blind, and cannot be affected by attacks based on sight, or blinding flashes of light.

Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.

Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check.  They also have a +4 Racial Bonus to Climb Checks.

Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot before pouncing and biting away, often trying to eat prey before it has died.  They are somewhat fearless and will fight to their destruction if necessary. 
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 01, 2010, 05:18:47 AM
http://www.youtube.com/watch?v=heWIXXOAPpw (http://www.youtube.com/watch?v=heWIXXOAPpw)

The Inchworm
                      Gargantuan Vermin
Hit Dice:             20d8+80 (170 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          27 (-4 Size, +3 Dex, +18 Natural), touch 9, flat-footed 24
Base Attack/Grapple:  +15/+25
Attack:               Tentacles +25 melee (Grapple)
Full Attack:          Tentacles +25 melee (Grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Tentacles
Special Qualities:    Dark Vision 60', Vermin Traits,Twisting Grappler
Saves:                Fort +16, Ref +9, Will +7
Abilities:            Str 30, Dex 16, Con 18, Int -, Wis 12, Cha 2
Skills:               Climb +18, Escape Artist +11
Feats:                -
Environment:          Underground
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Gargantuan), 31-40 HD (Colossal)
Level Adjustment:     ---

"What the heck is that?"

In one scene in the Black Scorpion when the geologists go underground, they encounter several monsters, including this strange creature that looks like an armored inchworm with tentacles.  It's not quite a match for even the younger scorpions, and is a left over prop from the lost Spider Pit sequence from the original King Kong.

Tentacles: The Inchworm can make a Grapple Check without provoking an Attack of opportunity.  If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.

Twisting Grappler: The Inchworm twists and turns when grappled by an opponent.  Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it.  Opponents who can use extra Natural Weapon attacks in a Grapple take a -4 Penalty to hit.

Skills: Inchworms get a +8 Racial Bonus to Climb and Escape Artist Checks, and may always Take 10 on a Climb Check.

Combat: Inchworms Grapple opponents, trying to Pin them so they can then Bite at their leisure.

Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 01, 2010, 06:47:03 AM
I revised Bibi.  Shes not seeming too spooky so far unless the party is low level.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 05, 2010, 06:56:11 AM
http://fc08.deviantart.com/fs12/i/2006/284/2/6/monster_bird_by_plutonia.jpg (http://fc08.deviantart.com/fs12/i/2006/284/2/6/monster_bird_by_plutonia.jpg)

Spirit Bird
                      Small Magical Beast
Hit Dice:             3d8+9 (22 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Fly 80 ft. (Good)
Armor Class:          19 (+1 Size, +5 Dex, +3 Deflection), touch 19, flat-footed 14
Base Attack/Grapple:  +3/+0
Attack:               Claw +8 melee touch (1d6+1)
Full Attack:          2 Claws +8 melee touch (1d6+1) and 1 Bite +3 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dual Nature
Special Qualities:    Dark Vision 60', Low Light Vision, Confound Senses
Saves:                Fort +6, Ref +8, Will +4
Abilities:            Str 12, Dex 20, Con 16, Int 16, Wis 16, Cha 16
Skills:               Hide +9, Knowledge (Arcane, Nature) +9, Listen +9, Move Silently +11, Spot +9
Feats:                Weapon Finesse
Environment:          Any Temperate except Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:         4-6 HD (Medium)
Level Adjustment:     ---

“All that spirits desire, spirits attain.”

Spirit Birds are bizarre predatory birds that straddle two realities.  They prey on both the dead and the living and many bizarre beliefs are attributed to them.

Dual Nature (Ex): Spirit birds are present in both the spirit and physical realm (or if you prefer in DnD, they are simultaneously present on the Prime material and Ethereal Planes.  For this reasons their Natural Weapons are touch attacks and affect Incorporeal beings.  They may also Grapple Incorporeal beings, and see un-manifested Incorporeal Undead as they are also present in the Ethereal.  Damage done by the Spirit Birds natural weapons is untyped and therefore ignores DR.

Confound Senses (Su):  Spirit Birds are difficult to really see well, and it effectively benefits from having a Blur spell permanently in effect on it's person (Caster level is equal to it's HD).  Any opponent attacked successfully by it must make a DC 14 Willpower Save (Save DC is Charisma based) or be Confused for 1 round as per the spell.

Combat: Spirit Birds usually dive out of the sky, claw, and keep going.  After a few successful passes they will try to really tear into an opponent.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 05, 2010, 08:07:12 AM
http://www.youtube.com/watch?v=J1DHK9Fkw8Y&feature=related (http://www.youtube.com/watch?v=J1DHK9Fkw8Y&feature=related)

Giant Trap Door Spider
                      Large Vermin
Hit Dice:             6d8+12 (39 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Burrow 20 ft.
Armor Class:          19 (-1 Size, +3 Dex, +7 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +4/+11
Attack:               Pincer +6 melee (1d6+3)
Full Attack:          2 Pincers +6 melee (1d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:    Dark Vision 60', Vermin traits,
Saves:                Fort +7, Ref +5, Will +3
Abilities:            Str 16, Dex 17, Con 14, Int -, Wis 12, Cha 2
Skills:               Climb +11, Hide +3, Spot +5
Feats:                -
Environment:          Underground
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         7-12 HD (Large)
Level Adjustment:     ---

"Run!"

Also in the underground lair of the semi-communal giant scorpions was a giant trap door spider with long crablike pincers.  It also was a holdover from the lost Spider Pit scene from King Kong.

Improved Grab (Ex): If the Trap Door Spider successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It may also make a Grapple as part of a Charge Attack. If it successful it may constrict. 

Constrict (Ex): The Trap Door Spider does 2d6+6 damage with a successful Grapple Check.

Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them.  It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60' while in this position as well as Total Concealment.  Opponents get a DC 21 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed. 

Skills:  Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks.  They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.  The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.

Combat: Trap Door Spiders generally lie in wait under the lids of their burrows before ambushing prey.  If it manages to dodge the initial attack the spider will give chase.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on May 05, 2010, 03:19:23 PM
DC 21 ambush that only a druid or ranger would make. 2d6+6 damage from grappling. If it ambushes you, which is highly likely, it gets a +4 racial bonus on the grapple check. Cool, but needs a higher CR.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 05, 2010, 06:14:40 PM
a 4 maybe?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: PhaedrusXY on May 05, 2010, 07:07:00 PM
DC 21 ambush that only a druid or ranger would make.
Or a wizard. Or anyone with Knowledge Devotion. DC 21 isn't that high, even at level 3. Even with just a single rank and a decent Int bonus, you have a pretty good chance of making it.

And even if you don't make the knowledge check, this just means you're flat-footed... which you likely were anyway, if the spider was hiding inside a trapdoor...



At first I thought perhaps it was a bit under-CRed also. However, it is pretty comparable to the large monstrous scorpion (http://www.d20srd.org/srd/monsters/monstrousScorpion.htm) as far as the type of monster (big brute with improved grab). The spider has higher hit points, a higher AC, and a higher grapple check against flat-footed opponents.

They are about equal when it comes to ambushing enemies, since the scorpion also has Tremorsense and a racial hide bonus, and so could use the same tactics as the spider. However, many DMs probably wouldn't even notice that on the scorpion, whereas you've spelled it out. I don't think we can fault your monster for other peoples' stupidity though...

The advantages the scorpion has is its extra attack which delivers poison, but the save DC is pretty low and the damage is only 1d4 (it is Con, though).

However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.

So overall, CR 3 is about right.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on May 06, 2010, 01:58:56 AM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Agita on May 06, 2010, 02:08:03 PM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on May 06, 2010, 04:13:59 PM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Nanshork on May 06, 2010, 04:17:08 PM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Ruam on May 06, 2010, 08:12:24 PM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
Note to self: If I ever have a mean DM, drink booze
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 11, 2010, 07:18:34 AM
http://www.bloodylexicon.com/monsters/bruxsa/

http://www.vampirestate.net/portugal-myth.html

http://www.ghostsandstories.com/heila-batista-the-bruxsa-part-2.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA58&lpg=PA58&dq=bruxsa+vampire&source=bl&ots=UQ4wd_mQCk&sig=u7OSpQYPVF1ZTYc5brQiWrvubc8&hl=en&ei=oOfoS-7DO4OB8gbyk4XaDA&sa=X&oi=book_result&ct=result&resnum=10&ved=0CDoQ6AEwCQ#v=onepage&q=bruxsa%20vampire&f=false

                      Bruxsa
                      Medium Outsider (Native)
Hit Dice:             10d8+10 (50 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          20 (+1 Dex, +8 Deflection, +1 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +11 melee (1d3+1)
Full Attack:          2 Slams +11 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Blood Drain, Carnal Beauty
Special Qualities:    Dark Vision 60', Alternate Form, Weaknesses, Near Invulnerability
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 13, Dex 13, Con 13, Int 18, Wis 12, Cha 26
Skills:               Bluff +21, Concentration +14, Diplomacy +21, Hide +14, Intimidate +21, Knowledge (Arcane, Local, Religion) +17, Listen +14, Move Silently +14, Spellcraft +17, Spot +14
Feats:                Combat Casting, Greater Spell Penetration, Maximize Spell, Spell Penetration
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class (usually Sorceror)
Level Adjustment:    ---

Bruxsa are witches who have somehow ascended to demonic immortality through their magics.  The usually waylay travelers for blood, appearing as beautiful women or birds, but they prefer the blood of children.  They are well known for seducing virile men so as to become pregnant to be able to devour their own offspring.  Sadly they don't seem to be killable by any means known to mortal men, though there are ways to avoid them.

Spells: Bruxsa may cast Spells as a Sorceror of their level, and their Racial Hit Dice stack with Sorceror Levels for purposes of determining Caster Level.

Blood Drain (Ex): The Bruxsa can Drain 1d4 Constitution per round if it Pins it's opponent in a Grapple.

Carnal Beauty (Su): The Bruxsa carries the illusion of sexual perfection regardless of her true appearance (and after years of bloodlust the appearance of many becomes increasingly inhuman).  This is an Illusion (Glamer) effect, and is considered to be a 6th level spell for purposes of being dispelled by things such as Dispel magic.  While a Bruxsa maintains her Carnal Beauty she may always Take 10 on any Charisma related skill (Except Iaijutsu Focus and Use Magic Device).  

Alternate Form (Su): Bruxsa can turn into a Bird after dark at will as a Swift Action.  The only difference in stats is that the Bruxsa shrinks to Small Size, and gains a Fly Move of 80' (Good).  Turning back is a Swift Action as well.

Weaknesses (Ex): Bruxsa cannot approach within 10' of garlic, holy water, or magical warding charms made by Gypsies.

Near Invulnerability (Ex): The Bruxsa cannot normally be killed by ordinary means.  No matter how much damage is done the Bruxsa will resurrect within 24 hours.  To kill one it must be brought to -10 hp, the killing blow must be done with a Holy Weapon or a spell with the Good Descriptor, and then a Limited Wish, Wish, or Miracle spell must be cast.

Combat:  Bruxsa generally use their spells to cause confusion to single off and seduce a virile male.  After she becomes pregnant the man and his companions are considered food and she will use her spells to kill them off.



Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 12, 2010, 07:42:14 AM
http://en.wikipedia.org/wiki/The_Beast_from_20,000_Fathoms (http://en.wikipedia.org/wiki/The_Beast_from_20,000_Fathoms)

http://www.youtube.com/watch?v=mTGMc-QPBlw (http://www.youtube.com/watch?v=mTGMc-QPBlw)

http://godzilla.wikia.com/wiki/Rhedosaurus (http://godzilla.wikia.com/wiki/Rhedosaurus)

Rhedosaurus
                      Colossal Animal (Aquatic)
Hit Dice:             48d8+624 (840 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 60 ft.
Armor Class:          33 (-8 Size, +1 Dex, +30 Natural), touch 3, flat-footed 32
Base Attack/Grapple:  +36/+70
Attack:               Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Full Attack:          Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Improved Grab, Swallow Whole, Infectious, Tail Lash
Special Qualities:    Low Light Vision, Amphibious, Immune to Cold, DR 15/-
Saves:                Fort +45, Ref +27, Will +17
Abilities:            Str 46, Dex 12, Con 36, Int 2, Wis 12, Cha 20
Skills:               Climb +29, Listen +18, Spot +18, Swim +36
Feats:                Alertness, Awesome Blow, Cleave, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     24
Treasure:             None
Alignment:            Always Neutral
Advancement:         49+ HD (Colossal)
Level Adjustment:     ---

"New York is like a city besieged. A state of emergency has been declared... and the entire police force put on 24-hour duty. Civilian defense is fully mobilized... and shelters have been opened in an effort to stop the mounting hysteria. All traffic has been halted. And Times Square, the heart of New York, has stopped beating. The National Guard has been called out, fully armed. to repel the invader. This is full-scale war against a terrible enemy... such as modern man has never before faced. Ordinary bullets have no effect... and a method of destroying the awesome creature... has not yet been formulated. But the battle field has been cleared. Herald Square. 34th Street. Broadway. Every section of the city is guarded. No one knows where the monster will strike next. It was last seen on Wall Street, close to where it came ashore. But lower Manhattan has become no man's land... where the beast, at present, lies hidden. The National Guard is barricading the entire area... in an effort to confine the death and destruction... of what is already the worst disaster in New York's history."

The Rhedosaurus is a fictional dinosaur that in all honesty resembles a more common lizard like reptile than anything else.  It also appears to be capable of surviving being frozen in ice for millions of years, has a high degree of resistance to disease (although it is a carrier), and is capable of either breathing underwater or holding it's breath for obscenely long periods of time.  Traveling through a blizzard doesn't seem to be a problem for it, and small arms fire only seems to enrage it as opposed to causing any serious damage.

Improved Grab (Ex): If the Rhedosaurus successfully hits with it's bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may then do Bite damage each round, or attempt to Swallow an opponent if it is at least 3 Size classes smaller than it.

Swallow Whole (Ex): A Rhedosaurus can  try to swallow an opponent at least 3 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d6+18 bludgeoning damage along with 18 points of acid damage per round.  A swallowed creature can cut it's way out by doing 50 points of damage with a light slashing or piercing weapon to the Rhedosaurus' gullet (AC 25).  Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out.

Infectious (Ex): The Rhedosaurus is infected with an incredibly virulent bacteria.  Any opponent who successfully damages the Rhedosaurus in melee must make a Reflex Save (Save DC is 10 plus damage dealt) or come in contact with it's blood.  If the attack is a natural weapon such as a claw or bite the opponent gets no Save. Contact, DC 47 Fortitude Save (Save DC is Constitution based), Incubation period 1 day, damage is 1d6 Constitution.

Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear.  It affects all opponents in a 30' Cone.

Skills: Rhedosaurus get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.

Combat: The Rhedosaurus normally moves forward, bites and swallows.  If there are multiple targets it will Tail Lash.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 15, 2010, 06:00:43 AM
it says Bruxsa cant be killed by mortal means.  How bout i give it the tarrasque/Ghost bit of needing to be brought to negative hp and then having a Miracle or Wish cast as the means of getting rid of it?
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: jojolagger on May 15, 2010, 07:13:33 AM
it says Bruxsa cant be killed by mortal means.  How bout i give it the tarrasque/Ghost bit of needing to be brought to negative hp and then having a Miracle or Wish cast as the means of getting rid of it?
I'd allow limited wish and other effect that destroy or trap the should to also work. No medium creature should be harder to kill than the tarrasque until well into epic levels.
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: Prak, the Mad on May 15, 2010, 07:20:51 AM
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile (http://www.d20srd.org/srd/monsters/crocodileGiant.htm) which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
Note to self: If I ever have a mean DM, drink booze

and thus the miniature giant booze croc was born
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 18, 2010, 08:42:12 AM
Bruxsa updated
Title: Re: Uncle Kitties Evil Bad Spookity Critters
Post by: bhu on May 19, 2010, 07:31:35 AM
http://www.youtube.com/watch?v=rWRi23-r6p8 (http://www.youtube.com/watch?v=rWRi23-r6p8)

http://en.wikipedia.org/wiki/The_Monster_That_Challenged_the_World (http://en.wikipedia.org/wiki/The_Monster_That_Challenged_the_World)

Giant Prehistoric Snail
                      Large Vermin (Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           -2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          15 (-1 Size, -2 Dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:  +4/+14
Attack:               Bite +9 melee (1d8+6/18-20)
Full Attack:          Bite +9 melee (1d8+6/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Blood Drain, Severing Bite
Special Qualities:    Dark Vision 60', Amphibious, Vermin Traits, Defensive Foam
Saves:                Fort +8, Ref +0, Will +3
Abilities:            Str 22, Dex 6, Con 16, Int -, Wis 12, Cha 2
Skills:               Swim +14
Feats:                Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---


The film lists these creatures as dried out eggs from prehistoric times that hatch when exposed to water in the manner that some primitive shrimp do.  An earthquake in the Salton Sea provides the water.  Despite being called molluscs, the monsters look more like armored caterpillars with mandibles than snails.  Perhaps it's their exposure to radiation...

Improved Grab (Ex): If the Giant Snail successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage each round.

Blood Drain (Ex): If the Giant Snail pins it's opponent in a Grapple it may do 1d4 temporary Constitution damage with a successful Grapple Check.

Severing Bite (Ex): The Snails jaws are incredibly sharp and threaten a critical on an 18-20. 

Defensive Foam (Ex): If the S