Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80692 times)

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Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #180 on: November 11, 2009, 03:23:24 AM »
Still.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #181 on: November 11, 2009, 01:12:23 PM »
Okay, reading a little more it would appear the Alp is the result of various disparate legends, and is considered a spirit summoned by an evil witch.  The disagreement comes because it is sometimes the spirit of a dead person, sometimes the spirit of a living person, and sometimes a sort of elemental spirit summoned from the forest.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #182 on: November 12, 2009, 02:19:41 PM »
Minor Alp update.  ANy thoughts so far?  I'm trying to aim for the middle of the various conflicting legends.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #183 on: November 13, 2009, 02:47:59 AM »
I still say fey. maybe multiple versions if you like the existing build?
btw I need one of those hats...

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #184 on: November 15, 2009, 02:46:44 PM »
OK the Alp is done except for CR, unless anyone thinks there should be changes.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #185 on: November 16, 2009, 12:10:13 AM »
Still say fey. -_-

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #186 on: November 16, 2009, 07:49:31 AM »
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #187 on: November 16, 2009, 09:04:48 AM »
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods

Technically no, as the shapechanging power comes from teh hat, not the Alp itself.

Although given hte confusing and conflicting nature of the Alp legends I'll write something in about Fey variants and such.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #188 on: November 17, 2009, 02:51:56 AM »
I should alp have shapechanger subtype? Also undead is actual supported it charby see dark moods
I give up. You win.  :bigeye  :witsend

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #189 on: November 17, 2009, 01:53:56 PM »
I added some notes about Type at the end of the entry.  Hugs for Radmelon.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #190 on: November 18, 2009, 06:27:57 AM »
I added some notes about Type at the end of the entry.  Hugs for Radmelon.
50 kajillion kudos  :love  :cheers :drunk

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #191 on: November 21, 2009, 03:32:04 PM »
http://3.bp.blogspot.com/_T9n9y1_Lkfs/SeSc9yl1_rI/AAAAAAAABQs/5i49nj0Vffg/s1600-h/Jorge+Lacera.jpg

Ptera-Gloth
Huge Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+330 (465 hp)
Initiative:           +8
Speed:                Fly 120 ft. (24 squares)
Armor Class:          46 (-2 Size, +4 Dex, +24 Natural, +10 Profane), touch 22, flat-footed 42
Base Attack/Grapple:  +30/+41
Attack:               Tongue Lash +39 melee (2d6+11 plus venom) or Grapple +41
Full Attack:          1 Tongue Lash +39 melee (2d6+11 plus venom) and 2 Claws +34 melee (2d6+5) or Grapple +41
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Engulf, Spell-Like Abilities, Venom
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor, Flight
Saves:                Fort +28, Ref +21, Will +23
Abilities:            Str 33, Dex 18, Con 33, Int 18, Wis 20, Cha 23
Skills:               Bluff +28, Concentration +28, Diplomacy +28, Gather Information +28, Hide +26, Intimidate +28, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +26, Listen +27, Move Silently +26, Search +26, Sense Motive +27, Spellcraft +26, Spot +27
Feats:                Ability Focus (Engulf, Form of Madness, Venom), Dark Speech, Flyby Attack, Hover, Improved Initiative, Improved Snatch, Necromantic Might, Necromantic Presence, Snatch, Wingover
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"In my position as head of security for Demogorgon, there are few things I have encountered more vexing than the rumors of an Obyrith Lord far to the North in the Screaming Jungle in a desolate wasteland.  Try as I might I have never found it, but every so many centuries we catch something both undead and Fiend coming from the North.  It has obviously been through great trials to reach us, and it is usually an agent we have sent to the vicinity to investigate.  I have sent small armies to see only their leader return as some sort of abomination.  I will send no more armies to be stolen from me.  If you wish to investigate, be my guest.  I will burn your corpse when it comes walking back."


Currently known only to Obox-Ob, Pale Night, and perhaps a handful of whatever ancient Obyrith Lords have survived over the centuries, the Ptera-Gloth's origin is unknown (or at least the few who know it aren't talking).  It's purpose seems to be expanding it's domain, which makes it seem hellbent on an eventual collision course with either They Who Lie in Wait (assuming they aren't allies) or Demogorgon himself, especially since the Ptera-Gloth has been forcibly converting the occasional force sent to confirm it's existence.

The Ptera-Gloth appears as an immense rotting Pteranodon with black hide and fires illuminating from it's eyes, open mouth, and belly.  It's lower legs and jaw appear to have fallen off, and it's belly is open with rubbery black tentacles hanging from it.


Venom: The Ptera-Gloth's tongue barbs are envenomed.  Injury, Fortitude Save DC 38, Initial damage 1d4 Constitution, Secondary Damage is death.  Victims who die as a result of this venom rise again in 1d6 hours with the Corpse Creature Template from the Book of Vile Darkness.  This even affects Outsiders.

Spell-Like Abilities (Sp): At will: Astral Projection, Awaken Undead, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Evil Glare, Greater Dispel Magic, Greater Teleport, Planeshift, Shapechange, Telekinesis, Unhallow, Word of Chaos.

3/day: Energy Drain, Symbol of Death, Symbol of Insanity,

1/day: Plague of Undead, Vile Death

Caster Level is 22.
Form of Madness (Su): Any creature within 120' of Ptera-Gloth must make a DC 33 Willpower Save (Save DC is Charisma based), or become terrified of the sky.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Ptera-Gloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is under the open sky, and will not recover it's senses until it can hide in either a building or some sort of cave or shelter such as thick jungle or forest.  It will not willingly venture out under the open sky for 24 hours, and Panics again if forced to do so.

Engulf (Su): The Ptera-Gloth can make Grapple Checks without provoking an attack of Opportunity if it's opponent is at least 1 Size Class smaller than itself.  If successful it engulfs it's opponent, and the effect largely depends on what that opponent is.  If the opponent is a Fiend it gains the Corpse Creature Template, and gains the Weakness that it must obey every command given it by the Ptera-Gloth.  If the opponent is a corporeal Undead, it gains the Half Fiend Template (despite this normally not being possible), and also becomes under the Ptera-Gloth's control.  Living beings that aren't Outsiders must make a DC 38 (Save DC is Constitution Based) Willpower Save or die as they are burnt to ashes in the Ptera-Gloth's internal fires.

Immunities: The Ptera-Gloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Ptera-Gloth is rare amongst the Obyrith as he has passed beyonf death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Ptera-Gloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Flight (Ex): The Ptera-Gloth's ability to fly is not related to it's wings, and it may fly regardless of the amount of damage done to it.  If a way is figured out to somehow render it helpless or paralyzed (or some other condition such as unconsciousness Undead are normally immune to) then it floats to the ground as if under the effect of a Feather Fall spell.

Combat: The Ptera-Gloth will usually use a Spell-Like ability or two to soften up prey before Engulfing them one at a time to add to it's army.  Tougher opponents who can fight back, or beings too powerful or too big to use the Engulf attack on receive it's Tongue Lash instead.


« Last Edit: December 05, 2009, 02:14:02 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #192 on: November 26, 2009, 01:13:42 PM »
http://www.spanishred.com/foro/showthread.php?t=3572

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

http://vampiredesire.proboards.com/index.cgi?board=Vampire&action=display&thread=68&page=1

http://www.fortunecity.com/roswell/siren/552/af_sasabonsam.html

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

http://www.answers.com/topic/sasabonsam

Asanbosam
Medium Monstrous Humanoid
Hit Dice:            5d8+20 (42 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+4 Dex, +6 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +5/+9
Attack:              Grapple +9 or Claw +9 melee (1d6+4)
Full Attack:         Grapple +9 or 2 Claws +9 melee (1d6+4) and 1 Bite +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Iron Attacks, Improved Grapple, Death From Above, Blood Drinking
Special Qualities:   Dark Vision 60', Undead Traits
Saves:                Fort +5, Ref +8, Will +5
Abilities:            Str 18, Dex 18, Con 18, Int 8, Wis 12, Cha 8
Skills:              Balance +12, Climb +12, Hide +10, Listen +5, Move Silently +8, Spot +5, Survival +3
Feats:              Alertness, Stealth
Environment:          Warm Forest
Organization:        Solitary
Challenge Rating:    4
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:         6-10 HD (Medium)
Level Adjustment:     ---

Iron Attacks (Ex): The Asanbosam's teeth and hooked feet are made of Iron, and attacks with them are considered to be made with Cold Iron weapons.  

Improved Grapple (Ex): The Asanbosam may make a Grapple Check against any opponent Medium or smaller without provoking an Attack of Opportunity.

Death from Above (Ex):  The Asanbosam usually hangs upside down from a tree, and grabs whoever pounces underneath it.  If an opponent fails a Spot Check vs the Asanbosam's Hide Check, it is considered to be automatically Grappling the opponent if it is Medium or smaller as they were so surprised they had no time to fight back.  On subsequent rounds they may try to escape normally.  The Asanbosam may also hang by it's arms and lash at it's opponent with the iron hooks it has for feet (this does normal claw damage).  It has mastered the art of using it's weight to suddenly plunge downward without breaking the branch it is hanging from, giving it a 10' range for it's surprise grapple.  On the next round both it and the victim are pulled upwards into the tree.

Blood Drinking (Ex): The Asanbosam does 1 point of temporary Constitution damage plus it's Bite damage with a successful Grapple check.

Skills: The Asanbosam gains a +8 Racial Bonus to Balance and Climb Checks, and may always Take 10 on a Balance or Climb Check.  It also gains a +4 Racial Bonus to Hide Checks.

Combat: Asanbosam hide in trees and lunge downward to grab prey passing by, pulling it up into the branches.  Once it has drained 4 Constitution it will flee if hard pressed, otherwise it will slay it's victim and drain it dry.

Options: Some Asanbosam are said to be winged.  In this case they have a Fly Speed of 30' (Clumsy).



« Last Edit: December 05, 2009, 02:23:00 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #193 on: November 28, 2009, 05:52:12 PM »
Got teh Ptera-Gloth pretty much done (anyone think its a CR 26?).

Also got most of the Asanbosam done.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #194 on: December 05, 2009, 02:17:31 PM »
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeScz3kPyMI/AAAAAAAABQk/9rmETAU_M3c/s1600-h/JanPospisil.jpg

Dinogloth
Huge Outsider (Aquatic, Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice:             30d8+450 (585 hp)
Initiative:           +1
Speed:                Swim 80 ft. (16 squares)
Armor Class:          45 (-2 Size, +1 Dex, +26 Natural, +10 Profane), touch 19, flat-footed 44
Base Attack/Grapple:  +30/+61
Attack:               Bite +43 melee (3d6+15)
Full Attack:          Bite +43 melee (3d6+15) and 2 Claws +38 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Form of Madness, Spell-Like Abilities, Internal Fire, Gaze of Soul Destruction
Special Qualities:    Immunities, Energy Resistance 10 (Acid, Electricity), Fast Healing 10, True Seeing, Telepathy 100', Blindsight 120', Damage Reduction 10/Lawful, Epic and Good, SR 39, Deathly Pallor,
Saves:                Fort +32, Ref +18, Will +22
Abilities:            Str 40, Dex 12, Con 40, Int 20, Wis 20, Cha 20
Skills:               Bluff +32, Concentration +37, Diplomacy +32, Gather Information +28, Hide +23, Intimidate +27, Knowledge (Arcana, Geography, History, Nature, Religion, The Planes) +27, Listen +27, Move Silently +23, Search +27, Sense Motive +27, Spellcraft +27, Spot +27, Swim +45
Feats:                Ability Focus (Form of Madness, Internal Fire, Gaze of Soul Destruction), Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Snatch, Power Attack, Snatch, Swim-By Attack
Environment:          Infinite Layers of the Abyss (The Gaping Maw)
Organization:         Unique
Challenge Rating:     26
Treasure:             Double Standard
Alignment:            Always Chaotic Evil
Advancement:          31+ HD (Huge)
Level Adjustment:     ---


"The Ixitxachitl have always avoided the deeper recesses of the Gaping maws seas, as do the rest of us.  Not much that swims that far out ever comes back, and what does is usually raving mad, screaming about a giant dead thing bending an army of beings to it's will in preparation for invasion.  Like anything would be foolish enough to assault Demogorgon."

The Dinogloth comes from the same ancient epoch as the Ptera-Gloth, and many consider them to be partners or perhaps relatives of a sort (both do seem to be undead Fiends with a connection to fire).  Both of them seem to be accumulating armies of some sort, and it is wondered by the few who know of their existence if they intend to coordinate an invasion of Demogorgons personal residence in order to depose him.

Internal Fire: The Dinogloth has an incredibly powerful internal fire burning within it's body that shines from it's eyes and forms horns where it's horns used to be in life.  Anything attacking it with an Unarmed Strike, Grapple, or Natural Weapon takes 10d6 Fire damage.  Any melee weapon striking it must make a DC 42 Fortitude Save or be destroyed by the heat (Save DC is Constitution Based).

Spell-Like Abilities (Sp): At will: Astral Projection, Chaos Hammer, Cloak of Chaos, Desecrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Scrying, Greater Teleport, Plane Shift, Shapechange, Telekinesis, Unhallow, Vision, Word of Chaos

3/day: Demand, Mass Charm Monster, Symbol of Persuasion

1/day: Mass Hold Monster, Programmed Amnesia

Caster Level is 22.

Form of Madness (Su): Any creature within 120' of Dinogloth must make a DC 32 Willpower Save (Save DC is Charisma based), or become terrified of the sea.  This is a mind-affecting ability that does not affect Chaotic Evil Outsiders.  A successful Save means the opponent is immune to the Dinoloth's Form of Madness for 24 hours.  If the Save is failed, the opponent will become Panicked so long as it is underwater or can view the ocean, and will not recover it's senses until it can leave sight of the water.  It will not willingly venture into sighto f the Ocean for 24 hours, and Panics again if forced to do so.

Gaze of Soul Destruction (Su): Gaze attack, Range 30', DC 32 Willpower Negates (Save DC is Charisma Based), Dominate Monster, duration of Dominate effect is permanent.

Immunities: Dinogloth is immune to Mind-Affecting Effects, Cold and Fire Damage.

Deathly Pallor (Ex): Dinogloth is rare amongst the Obyrith as he has passed beyond death and returned, a feat that is most odd for an Outsider whose kind cannot normally be resurrected.  Dinogloth has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead).  It is somewhere between being an Obyrith and an Undead.

Skills: Dinogloth has a +8 Racial Bonus on all Swim Checks, and may always Take 10 on a Swim Check.  He may use the Run Action while swimming in a straight line.

Combat: The Dinogloth prefers to use it's Gaze Attack in order to permanently convert opponents to it's army of minions.  If it's Gaze or spells cannot convince an intruder to leave it will attack, or send Dominated servitors to get distract opponents while it escapes.

« Last Edit: February 05, 2011, 10:48:44 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #195 on: December 12, 2009, 01:47:13 PM »
http://en.wikipedia.org/wiki/Aswang

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

http://aswangmovie.com/

http://www.pantheon.org/articles/a/aswang.html

http://www.unexplained-mysteries.com/viewarticle.php?id=67

http://www.wisegeek.com/what-is-an-aswang.htm

http://www.mythicalcreaturesguide.com/page/Aswang+%28Philippine+Ghoul%29


Aswang
                      Medium Outsider (Evil, Native)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +8/+10
Attack:              Claw +11 melee (1d4+3) or By Weapon +11 (in human form)
Full Attack:         2 Claws +11 melee (1d4+3) and 1 Bite +6 melee (1d4+1) or By Weapon +11/+6 (in human form)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Proboscis, Blood Drain, Distraction
Special Qualities:    Dark Vision 60', Shapeshifter, Cadaver Replacement, Familiar, Weaknesses
Saves:                Fort +12, Ref +9, Will +8
Abilities:            Str 16, Dex 16, Con 18, Int 14, Wis 14, Cha 14
Skills:              Bluff +8, Concentration +10, Hide +13, Intimidate +10, Knowledge (Arcana, Local) +8, Listen +8, Move Silently +13, Profession (Butcher) +8, Search +8, Spellcraft +8, Spot +8, Survival +8
Feats:               Improved Unarmed Strike, Improved Grapple, Improved Initiative
Environment:          Any
Organization:         Solitary or Group (2-4)
Challenge Rating:    5
Treasure:             Standard
Alignment:            Always Neutral or Chaotic Evil
Advancement:          By Character Class (usually Sorcerer)
Level Adjustment:     ---

"Hey stranger.  Hasn't anyone told you it's not good to be out on your own at night here?"

The Aswang are a Filipino monster that is often described as a ghoul or witch, and they are almost always female.    They are described as Manananggals (vampire like beings whose heads separate from their bodies and fly trailing their intestines behind them), human-like shapeshifters, furry monsters similar to the Tasmanian Devil or El Chupacabra (known as the Sigbin), shapeshifting humans with bloodshot eyes and backwards feet (whose eyes reflect people as being upside down), a giant bird (known as the Tik-Tik), a handsome gay man (known as the Dangga or Agitot), a hag with holes in her arms that contain oil (as well as long nails and tongue), and anthropoid bird (or winged woman), a shapeshifter who can turn into animals (usually a pig, cat, or dog), or a strange being whose head leaves it's body and becomes a bird or bat (also known as the Wuk-Wuk or Wak-Wak).  In some stories these variants are undead versions of the Aswang, or even it's familiar.

Most Aswang are said to pose as humans during the day, having a vaguely ageless appearance, and usually in some occupation dealing with meat or corpses (i.e. a butcher, mortician, or gravedigger).  Their eating habits vary a great deal as well, and Aswang are said to feed on blood, unborn fetuses, children, organs (usually the liver or heart), corpses, or they simply eat live human flesh.

Proboscis (Ex): Some versions of the Aswang (usually the Tik-Tik) have a long proboscis like tongue they can extend to eat the unborn children (or variously the blood) of victims.  The Aswang must make a Search Check (DC varies) to find the victim, and then a Touch Attack which doesn't awaken the victim (at least not immediately), although other persons in the room have a chance to awaken from the ticking noise the proboscis makes if they make a DC 15 Listen check (they still take the -10 penalty for being asleep).  As a Full Round Action it can devour the unborn child in a mothers womb, or Drain 1d4 Constitution if it eats blood.

Blood Drain (Ex): If it successfully Pins it's victim in a Grapple the Aswang Drains 1d3 Constitution.

Distraction (Su): The Aswang can cast Ghost Sound at will as a Supernatural ability.  Also as a Free Action the Aswang can change so that any sound it makes is louder the further away it is from a potential victim.  In this instance modifiers to Listen rolls are +1 per every 10 feet of distance between the Aswang and it's victim, and it gets a +6 Circumstance Bonus to Move Silently Checks within 10' of it's victim.

Shapeshifter (Su): The Aswang can use the spell Shapechange at will, but only to assume Animal (usually pigs, dogs, or bats/birds) or Humanoid forms.  Some are also able to mimic inanimate objects.

Cadaver Replacement (Su): Some Aswang can magically change the trunks of Banana Trees or similar plants (or bundles of sticks and grass) into clones of their victims.  This clone in every way resembles her victim, but has the Plant type, and is Mindless.  it will allow itself to be led 'home', where it will die within 24 hours.  Aswangs do this to conceal their murders.

Familiar: Many Aswang are considered the familiars of other Aswang.  If an Aswang has a Familiar, it's abilities are identical to a regular Aswang except as follows:

Change Size Class to Small (Some stories say the Familiar is a dead Aswang, so a possibly type change to Undead is possible as well)
Lower HD to 4
Change the following stats: Str 8, Con 14, Int 8, Cha 10

The Aswang is in constant telepathic contact with their Familiar

Weaknesses (Ex): The Aswang is repelled by certain objects, and must make a DC 25 Willpower Save to approach them.  These objects include Buntot pagi (stingray tails), sterling silver swords, images of old women, semen, phallic objects, pouches full of coins and ginger, and garlic.

Also a special oil made from coconut and plant stems while being prayed over will boil whenever an Aswang is within 20'.

Combat: Aswang prefer to attack from ambush, or use their Familiar to scout out the area first.  Once a lone victim has been selected she moves in and grapples in order to use the blood drain.


« Last Edit: January 21, 2010, 01:42:28 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #196 on: December 26, 2009, 11:08:07 AM »
Minor updates to Dinogloth and Aswang

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #197 on: December 26, 2009, 11:26:04 PM »
I can't take anything called a wang seriously.  :lol

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #198 on: January 04, 2010, 12:05:25 PM »
[spoiler][/spoiler]

warning pic is a lil creepy

The Angel of Death
Medium Outsider (Angel, Extraplanar)
Hit Dice: 40d8+400 (720 hp)
Initiative: +18
Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
Base Attack/Grapple: +40/+50
Attack: Sword of Death +50 (see below)
Full Attack: Sword of Death +50/+45/+40/+35 (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
Special Qualities: DR 25/-, Dark Vision 120’, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
* Feats can be found in Epic Level Handbook
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: 41+ HD (Medium)
Level Adjustment: -----

”And I looked, and behold a pale horse:
and his name that sat on him was Death,
and Hell followed with him. “


There are some crimes that cannot be forgiven or forgotten.  Some that are so bad that the Gods themselves become involved.  Or more specifically, a very special servitor of theirs.  An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death.  Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution.  Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters.  They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

The Angel of Death has all goodness and mercy erased from it’s being, becoming a cold emotionless being.  This is necessary to perform its job.  You can’t be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong.  Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears.  While the Angel is not Evil, it is most definitely no longer a Good being either.  Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down. 


Spell-Like Abilities (Sp):   At will-Gate, Mordenkainen’s Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours.  The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet.  In the case of city states this can obviously be quite large.  Anything within this area of effect takes 120 points of untyped damage per round.  This damage can only be healed normally day by day, and not by magic (assuming anything survives).  The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it.  Any being within 240’ of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes.  Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability.  If the Save is successful, the victims are instead Shaken for the duration of the encounter.

Sword of Death (Su): The Angel of Death’s Sword cannot be Sundered or Disarmed.  If it is somehow removed from the Angels grasp it reappears there on the beginning of it’s next turn.  Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes.  If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds.  If the opponent is not it’s target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds.  If the Angel makes a successful critical hit with the sword, it’s opponent must Save or die regardless if it is the Angels target.

Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead.  Only the Overdeity can bring back someone slain by the Angel of Death.  Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

Death Throes (Ex):  If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly.  If the Save is successful they take 10d6 damage instead.

Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times.  This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
The Bonus provided to AC and Saves is +10 instead of +2
The Bonus applies to all beings other than the Angel itself, not just Evil ones

Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die.  If it is destroyed it returns at full hit points within 24 hours.  Once it has slain or destroyed it’s assignment it can be destroyed normally.

Sense Mark (Ex):  Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if it’s on another Plane).  The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel.  Effects that render the target Invisible against the Angel are ineffective.

Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes.  If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails.  It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission.  While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer.  If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim.  Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
50| The Angel of Death is the God’s chosen assassin.  If there is a being or nation they need destroyed, it is the Angel who is sent to do it.  It is virtually indestructible.
55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into it’s own death.  Then a new Angel is chosen.  It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow. 
60| The Angel of Death is virtually indestructible once it has been given an assignment.  The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve it’s goal and then manage to destroy it with the vain hope that one can somehow reverse it’s deeds afterwards.
65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.
Plot Hook
  • The city of Sheol-Ka is the greatest in the world.  The finest of all goods can be found there, it houses the worlds most wealthy and famous citizens, and it is the crown jewel of the world.  A crown jewel that is rotting from within.  The PC's have learned through the party Cleric that the Angel of Death is being sent to make an example of the city-state, which has fallen into slavery, debauchery, and corruption so foul even the Gods themselves have been personally affronted.  Now they must race to rescue the few remaining friends or innocent people left there before the hammer falls.
  • One of the PC's has been informed in a dream that the Angel of Death is being sent for him.  A local Mage has an Artifact that will block the Angels ability to sense the PC for a time, and the race is on to find out why the God of Gods has marked the PC for death.  And also to find out why this local Mage is so willing to help...
  • The PC's come upon a being of great power dying in a field while traveling.  The being asks them to approach, and tells them that it has been mortally wounded by Asmodeus himself, and its time is near.  It gives a sword to whichever PC seems the most worthy, and informs him he is now the Angel of Death.  He is still mortal, but the Sword of Death now recognizes him, and considers him it's owner.  He must deliver it to the Gods in the Afterlife, without the Lord of Devils killing him first.  Not long after both Angels and Devils begin pursuing the PC's while they try to figure out if the being is telling the truth, and what they can do about it regardless.
  • The PC's have all been recently slain, and a Trickster Deity has approached them with an offer: perform for me a service and I will restore you to life.  The service he requires of them is to convince the current Angel of Death to step down.  An Angel who seems to know what the Deity is up to, and the noose he has around the PC's necks.  he is both unwilling to step down or help them, but suggests they can always ask his Master.  Which would mean approaching the Overdeity himself...

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #199 on: January 05, 2010, 02:58:49 AM »
Whoah.  :blink