Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80206 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #140 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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #141 on: August 03, 2009, 11:21:44 AM »
Winner o' Gitp Monster COmpetition XXXV



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
  • The PC's have been asked to find out what's behind raids in the local desert.  Defeating the bandits, they stealthily follow them to their lair, and find a camp built around an oasis on no maps they know of.  What lurks in the pool can only be called an abomination before the Gods.  A monstrous violation of nature.  Fleeing back to their city bound employers they make ready to lead an assault that may well be the death of them all.
  • Animals in a nearby forest have been somehow picking off the villages one by one.  Eventually the PC's find a deserted town filled with the staring malignant eyes of what should be dumb beasts gazing at them from every cranny.  After enduring countless assaults from animals far craftier than they should be, the PC's venture into the forest to find the source of their discomfort, and find waiting for them a thing that demands to be worshiped on pain of their deaths.
  • The High Temple of Pelor has been destroyed by what appears to be a rival God.  A God with...less than benevolent intentions.  A God who claims to have defeated Pelor and replaced him as deity of the Sun.  All of the priests are dead so there is no one to say otherwise.  The PC's have been asked to find out what has happened.  If they can escape the city.
  • The PC's rescue what appears to be a lone woman surrounded by a gathering of Druids.  The Druids seem to give up a little too easily, perhaps even without combat.  And long after they have left the forest, the PC's new traveling companion begins to exhibit certain powers.  Powers that suggest that perhaps she never needed the PC's help.  Powers that suggest they may have been wrong in 'rescuing' her.  But how can they find out what her intentions are now?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #142 on: August 04, 2009, 01:25:28 PM »
http://www.newanimal.org/biggrayman.htm

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

http://www.pantheon.org/articles/f/fear_liath_more.html

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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #143 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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #144 on: August 07, 2009, 01:38:26 PM »
http://www.newanimal.org/salaman.htm

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. 

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #145 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.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #146 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

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #147 on: August 11, 2009, 02:00:07 PM »
woops! need to fix that.  Thanks Radmelon!

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

http://www.newanimal.org/tatzel.htm

http://www.cryptomundo.com/cryptozoo-news/txwurm-ia/

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.
« Last Edit: August 12, 2009, 12:02:50 PM by bhu »

Chemus

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #148 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.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #149 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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #150 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

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #151 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!

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #152 on: August 30, 2009, 01:31:58 PM »
http://en.wikipedia.org/wiki/Gorgon

http://www.pantheon.org/articles/g/gorgons.html

http://www.britannica.com/EBchecked/topic/239265/Gorgon

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

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

http://www.theoi.com/Pontios/Gorgones.html

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

http://www.perseus.tufts.edu/classes/finALp.html

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.
« Last Edit: September 03, 2009, 01:15:50 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #153 on: September 01, 2009, 03:11:49 PM »
[Spoiler]

[/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
  • A young girl in the village has suddenly changed, and the men can’t seem to keep their eyes off her or say no to her.  Marriages are ending, and many of the men thrown form their houses by their wives have gone to live with the girl in a relationship widely regarded as blasphemous.  As the days go by they look worse and worse, and eventually all of them are found dead with the girl missing.  You are hired to find out what has happened.   And when the mens bodies begin walking, you’ll also be hired to stop them.
  • Years after burning a witch at the stake the villages female children show signs of magical talent themselves.  When a Wizard stops by the villagers ask him to look at their daughters, and if they do have talent how to best channel it away from unwholesome activities.  Upon seeing the girls the Wizard turns pale, and leaves the village without saying a word.  After he leaves the girls begin a reign of terror, committing acts of lewdness that break their parents hearts and throw the village into chaos.  It all comes to a boil when you’re assaulted by corpses one night after refusing one of the girls.
  • The local priestess has hired you to find out why the dead won’t stay in their graves.  Rumor has it a woman is seen dancing through the graveyards at midnight, and she wants this woman stopped if she is the cause of things.
  • Stopping by a gypsy encampment one of the adventurers is surprised to find out an old lover is dead, and that she bore him a daughter.  A daughter whose a bit of a strange girl…

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #154 on: September 02, 2009, 02:28:31 AM »
 :twitch

Animate necrophilia? ew.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #155 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

veekie

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #156 on: September 04, 2009, 04:00:17 PM »
Thats...something, alright.
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 #157 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.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #158 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.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #159 on: September 05, 2009, 11:45:20 PM »
[Sarcasm] Mo' effin gawds. Great. [/sarcasm]