Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 81382 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #100 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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #101 on: May 30, 2009, 10:21:26 AM »
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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #102 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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #103 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 ), 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
  • One of the PC's has spent years trying to find a murderer in her home city, only to find that while traveling that similar murders seem to have occurred in many places around the world, most of them heavily populated.  Then she begins to hear stories about a knife wielding madman who seems unkillable, and is somehow able to appear just about anywhere he wants to.  While meeting with a group of fellow travelers (i.e. the party) at a local Inn they find the owners and their son murdered.  Standing over them is a tall man in a black coat who smiles at them, and promises to see them soon before fading away.
  • The PC's city is being assaulted by an army of Hobgoblins.  The walls have fallen and there is now fighting in the streets.  During the melee the PC's see a strange black figure killing the invaders, and stringing their bodies up from the lap posts.  At first they take no notice, but as the night wears on, they notice not all the bodies are hobgoblins, and some of them very obviously weren't killed by the Hobgoblins longswords.
  • The PC's are recalled home when the local Kings daughter has suddenly become a brutal, murdering psychotic.  Endlessly raving about "the dark man", she is confined to a cell while the group is charged with finding out what exactly happened.
  • The PC's have been tasked with finding out the origin of Bloody Handed Jack with an eye towards destroying him, or, as is rumored, changing him back to 'normal'.  Casting a Commune or Miracle the party Cleric asks his deity for Jack's origin, and what can be done about him.  After a very long pause his God responds by saying "He was Asmodeus' mistake, not ours.  If you must know the truth, seek out the Lord of the Nine and ask him, if he will admit what he has done.  Please do not press me further on this."

veekie

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #104 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.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #105 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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #106 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.
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #107 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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #108 on: June 04, 2009, 12:21:34 PM »
http://en.wikipedia.org/wiki/Rakshasa

http://www.mythfolklore.net/india/encyclopedia/rakshasa.htm

http://www.monstropedia.org/index.php?title=Rakshasa

http://i-see-them.blogspot.com/2008/09/rakshasa-hindu-mythology.html

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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #109 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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #110 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.
« Last Edit: June 10, 2009, 12:40:12 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #111 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?
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #112 on: June 07, 2009, 01:18:52 PM »
I could just raise the SR to say, 50.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #113 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:     ---
« Last Edit: June 08, 2009, 12:17:15 PM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #114 on: June 09, 2009, 12:03:50 PM »
http://www.geocities.com/area51/vault/6990/namer.html

http://www.palmtreegarden.org/fp/2007/06/07/kushtaka-alaskas-otter-hominid/

http://en.wikipedia.org/wiki/Kushtaka

http://www.bigfootforums.com/index.php?showtopic=2074&pid=47293&mode=threaded&show=&st=&

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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #115 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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #116 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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #117 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).

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #118 on: June 12, 2009, 11:54:10 PM »
Quote
Kushtaka

Would this be the whistleing grandmother of B.C. native myth?

nice job btw.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #119 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