Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 81407 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #20 on: February 06, 2009, 01:03:09 PM »
Ghost Squidling Swarm
Diminutive Aberration (Incorporeal, Extraplanar, Swarm)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7 (+3)
Speed: Flight 40 ft. (8 squares, perfect)
Armor Class: 26 (+4 Size, +7 Dex, +5 Deflection), touch 26, flat-
footed 19
Base Attack/Grapple: +9/-4
Attack: Swarm (1 point of Wisdom Damage)
Full Attack: Swarm (1 point of Wisdom Damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Horrifying Appearance, Rend Soul
Special Qualities: Dimensional Sense 60', Improved Incorporeality,
Invisibility, Partial Invulnerability, Vulnerabilities,
Confusion, Pan-Dimensional, Flight, Swarm Traits,
Immune to Weapon Damage
Saves: Fort +6, Ref +13, Will +10
Abilities: Str 0 (1), Dex 27 (17), Con 14, Int 14, Wis 14, Cha 16
Skills: Knowledge (Arcana, Religion, The Planes, Things Man Was
Not Meant To Know) +11, Listen +10, Move Silently +16,
Spot +10
Feats: Dodge, Mobility, Lightning Reflexes, Flyby Attack, Improved
Flyby Attack
Environment: Any
Organization: Solitary or Giant Swarm (8-12 Swarms)
Challenge Rating: 14
Treasure: None
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: ----

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Combat: Pretty much the same as a regular Ghost Squid.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #21 on: February 07, 2009, 12:39:59 PM »

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


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

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

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

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

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

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

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

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

Combat: Vampire Squids immediately close to Grapple.  They flee immediately from light or any creature that puts up a serious fight.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #22 on: February 10, 2009, 11:06:09 AM »
Amanga Impisi (False Hyena)
Medium Aberration
Hit Dice: 12d8+48 (102 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (1d6+3)
Full Attack: Bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Madness Gaze, Spell-like abilities
Special Qualities: Alternate Form, Summon Pack, Regeneration 5, Damage
Reduction 5/Good, Telepathy 100', Scent, Dark Vision 60',
Immunities
Saves: Fort +8, Ref +6, Will +12
Abilities: Str 16, Dex 15, Con 18, Int 16, Wis 18, Cha 18
Skills: Bluff +9, Diplomacy +9, Hide +7, Intimidate +9, Knowledge
(Arcana) +8, Knowledge (Religion) +8, Listen +9, Move
Silently +7, Search +8, Sense Motive +9, Spot +9, Survival +7
Feats: Ability Focus (Madness Gaze), Track, Narrowed Gaze,
Pervasive Gaze, Improved Initiative
Environment: Warm Deserts or Plains
Organization: Solitary or traveling with hyena pack
Challenge Rating: 9
Treasure: None
Alignment: Chaotic Evil
Advancement: 13-30 HD (Medium)
Level Adjustment: ---

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

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

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

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

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

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

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

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

Combat: The Amanga will stalk its prey in the bush for weeks slowly destroying its mind with its spell like abilities before using its gaze to drive it over the brink. After that it and the pack tear the victim apart.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #23 on: February 11, 2009, 12:23:31 PM »
not quite sure I like this one as is.  Needs some tweaking

The Corrupt



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

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

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

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

Armor Class: Unchanged.

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

Damage: Unchanged.

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

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

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

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

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

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

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

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

Regeneration 5

Damage Reduction 5/Slashing or Piercing

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

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

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

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

Dark Vision(Ex)  60'

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

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

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

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

Environment: Any

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

Challenge Rating: +3?

Treasure: Double Standard

Alignment: Becomes Chaotic Evil

Advancement: By class level

Level Adjustment: +6?

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

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

The Lady Alessa is a human noble and a typical example of a Corrupt made for gathering information and political power.

bhu

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

See Spell Compendium for spells

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

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

Combat: Combat varies with what attack/defense the Demon has chosen.  Most simply rush forward into their foes and begin ripping.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #25 on: February 13, 2009, 12:53:40 PM »
Spectral Ape
Size/Type: Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +11 melee (1d6+6) or Rock +11 ranged (1d6)
Full Attack: 2 Slams +11 melee (1d6+6) and 1 Bite +6 melee (1d4+3) or or Rock +11 ranged (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+12)
Special Qualities: Darkvision 60 ft., Low-light vision, Greater Invisibility
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 23, Dex 14, Con 17, Int 5, Wis 12, Cha 5
Skills: Climb +14, Listen +4, Move Silently +5, Spot +4
Feats: Improved Initiative, Power Attack, Spectral SKirmisher
Environment: Warm forests
Organization: Solitary, Hunting Party (3-6), Colony (10-20), or City (50-75)
Challenge Rating: 6
Treasure:  Standard
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: --

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

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

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

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

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

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

Combat: Spectral Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Sometimes if there are groups they'll fling rocks, but generally they like to be up close and personal

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #26 on: February 16, 2009, 01:06:35 PM »

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

* See Savage Species and PHB 2 for some Feats.

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

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

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

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

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

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

Combat: Spectral Dire Apes go straight for the Grapple. Lock up with the victim and rip him to shreds. Usually one in each hand.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #27 on: February 17, 2009, 04:12:56 AM »
Did you get the ideas from Libris Mortis? veeery similar.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #28 on: February 17, 2009, 03:06:58 PM »
Did you get the ideas from Libris Mortis? veeery similar.

There are invisible apes in Libris Mortis?

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #29 on: February 18, 2009, 02:35:32 AM »
Just ghost ones. pg. 146. the weird thing is, they exist for the exact same reasons!

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #30 on: February 19, 2009, 01:36:49 PM »
Wow.  That's eerie...

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #31 on: February 19, 2009, 01:43:59 PM »
The Fly People
                      Medium Aberration
Hit Dice:             5d8+35 (57 hp)
Initiative:           +9
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 50 ft., Good
Armor Class:          23 (+5 Dex, +4 Natural, +4 Insight), touch 19, flat-footed
Base Attack/Grapple:  +3/+11
Attack:               Bite +11 melee (1d8+8 plus disease)
Full Attack:          1 Bite +11 melee (1d8+8 plus disease) and 4 Claws +9 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Vomit, Improved Grab
Special Qualities:    All-Around Vision, Scent, Droning Flight, Spider Climb, Danger Sense, Immune to Disease and Poison, Alien Mind
Saves:                Fort +8, Ref +10, Will +7
Abilities:            Str 26, Dex 20, Con 24, Int 8, Wis 16, Cha 4
Skills:               Balance +13, Climb +16, Hide +6, Intimidate +3, Listen +3, Search +4, Spot +7, Survival +11
Feats:                Hover, Multiattack, Multiweapon Fighting (B)
Environment:          Any
Organization:         Solitary, Group (3-6), or Swarm (10-100)
Challenge Rating:     9??
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          By Character Class (favored Class is Rogue)
Level Adjustment:     +10?


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

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

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

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

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

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

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

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

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

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

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

Combat: The Fly People will immediately close to Grapple so they can use their Acid Vomit, before biting and inflicting the character with disease.  They will then fly away and let the disease take its course, and weaken them.  They will attack again when the PC seems to  have weakened (they will be stalking him all the while).  If the PC's seem stubborn or disease resistant they will go all out for an assault, fleeing if they are reduced to half hp or less. 

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #32 on: February 21, 2009, 10:32:34 AM »
Black Fly Swarm
                      Fine Outsider (Extraplanar, Lawful, Evil
Hit Dice:             12d8+12 (66 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6 plus disease)
Full Attack:          Swarm (3d6 plus disease
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Panic, Waken the Dead, Dark Magic
Special Qualities:    Damage Reduction 10/Magic, Dark Vision 60', Immune to Weapon Damage, Low Light Vision, Swarm Traits, Immunities (Fire, Poison, Disease)
Saves:                Fort +11, Ref +13, Will +11
Abilities:            Str 1, Dex 20, Con 12, Int 3, Wis 12, Cha 12
Skills:               Hide +28, Listen +8, Knowledge (Arcana, Religion, The Planes) +4, Intimidate +9, Search +3, Spot +8
Feats:                Ability Focus (Diseased Bite, Panic), Great Fortitude, Hover, Iron Will
Environment:          Any, usually the 9 Hells
Organization:         Solitary, Scourge (2-4), Blight (5-8)
Challenge Rating:     8
Treasure:             None
Alignment:            Always Lawful Evil
Advancement:          None
Level Adjustment:     ---

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

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


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

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

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

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

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

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


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #33 on: February 24, 2009, 12:11:36 PM »
(If youve seen the Mist, you know what this one is):

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

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

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

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

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

Combat: Scorpionflies generally sting their victims and retreat.  Swarms are more persistent though, and will repeatedly sting victims to death.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #34 on: February 25, 2009, 12:26:20 PM »
Face Eater
                      Tiny Magical Beast
Hit Dice:             5d8+10 (30 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Size, +1 Dex, +8 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +5/+11
Attack:               Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Full Attack:          Claw +9 melee (1d2+2) or Attach +11 (Grapple)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Anesthetic, Attach, Bore
Special Qualities:    Mindless, Dark Vision 60', Scent
Saves:                Fort +6, Ref +2, Will +2
Abilities:            Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills:               Climb +10, Hide +3, Listen +3, Move Silently +3, Spot +3
Feats:                Dodge, Mobility
Environment:          Any Warm and Underground
Organization:         Solitary, Swarm 3-6
Challenge Rating:     3??
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Small)
Level Adjustment:     --

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

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

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

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

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

Combat: Face Eaters generally only fight unconscious victims.  They will grapple with awake victims, but only as long as they aren't taking any real damage.  If the opponent proves difficult they flee.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #35 on: February 26, 2009, 01:39:19 PM »
Mansects are vermin magically enhanced to be able to disguise themselves as humans well enough to infiltrate human society.  Most are ambush predators who pose as attractive women, or infirm/vulnerable people long enough to get someone to approach close enough to ambush.  They are often used by spellcasters who despise human society as minions.




MANSECT

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

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

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: Recalculate BAB due to Type change.

Damage: Unchanged.

Special Attacks: Retains all attacks of the Base Creature.

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

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

Saves: Recalculate Saving Throws due to Type change.

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

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

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

Environment: Unchanged.

Organization: Solitary.

Challenge Rating: +1

Treasure: Standard.

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

Advancement: Unchanged or By Character Class.

Level Adjustment: ---


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

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


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

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

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

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

Combat: The Mantis Woman tries to appear as a diseased beggar, or helpless woman who has been attacked to lure victims close.  Then she grapples and tries to finish them off as quickly as possible, fleeing if the battle attracts attention.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #36 on: February 27, 2009, 01:47:14 PM »
"Before the time of Men and Beasts there was a Darkness in the World, and when the Gods made Men and Beasts that Darkness was jealous, for before it had the entire world to itself. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And the Darkness said unto them:

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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




Marked

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

Size and Type: Unchanged (but see below).

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

Speed: Unchanged.

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

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

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

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

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

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

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

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

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

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

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

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

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

Feats: Base Creature gains any Feats the Darkness has.

Environment: Any

Organization: Solitary

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

Treasure: Unchanged.

Alignment: Neutral Evil.

Advancement: n/a

Level Adjustment: ---

Example of creature using template here:

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

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

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

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

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

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

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


okay so it's not so much a Dunsanian pastiche as a brutal ripoff but I thought you'd like it.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #37 on: February 28, 2009, 10:40:41 AM »
The Black Eye
Gargantuan Aberration
Hit Dice:  36d8+288 (450 hp)
Initiative:  +3
Speed:  10 ft. (2 squares), Fly 30 ft. (good), Swim 50 ft.
Armor Class:  26 (-4 Size, -1 Dex, +21 Natural), touch 5, flat-footed
26
Base Attack/Grapple:  +27/+52
Attack:  Eye Rays +22 ranged touch and 1 Tentacle +37 melee
(2d6+13)
Full Attack:  Eye Rays +22 ranged touch, 10 Tentacles +37 melee
(2d6+13), and 1 Bite +34 melee (3d6+6)
Space/Reach:  20 ft./15 ft. (tentacles 30 ft)
Special Attacks:  Baleful Flash, Constrict 3d8+13, Eye Rays, Improved
Grab, Persistent Image
Special Qualities:  All-Around Vision, Dark Vision 60', Flight, Damage
Reduction 15/-, Black Skin
Saves:  Fort +22, Ref +11, Will +26
Abilities:  Str 36, Dex 8, Con 26, Int 12, Wis 18, Cha 24
Skills:  Hide +7, Listen +41, Search +40, Spot +45, Survival +3 (+5 following
tracks)
Feats:  Ability Focus (Baleful Flash), Alertness, Damage Reduction
(Epic, x5), Fling Enemy, Great Fortitude, Improved
Initiative, Iron Will, Large and In Charge, Multiattack,
Multigrab, Weapon Focus (Tentacle)
Environment:  Cold Aquatic
Organization:  Unique
Challenge Rating:  17 or 18?
Treasure:  Double Standard
Alignment:  Neutral Evil
Advancement:  37+ HD
Level Adjustment:  ---

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

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

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

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

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

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

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

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

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

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

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

Combat: Initially the Eye will use it's Persistent Image to distract guards on a ships crew at night.  It will then use it's Flash to blind them, and pull them over the side to drown.  It will do this on multiple nights to whittle down the crew it's facing before finally attacking.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #38 on: March 01, 2009, 01:07:04 PM »
Jungle Ghost
Small Ooze
Hit Dice: 1d10+3 (8 hp)
Initiative: +0
Speed: Flight 30 ft. (6 squares)
Armor Class: 11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+4
Attack: Grapple +4 melee touch (attach)
Full Attack: Grapple +4 melee touch (attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease), Blindsense 60'
Special Qualities: Mindless, Ooze traits
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 12, Cha 2
Skills: -
Feats: -
Environment: Warm Forest
Organization: Solitary, Pair, Group (3-5), Swarm (10-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

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

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

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

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

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

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

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

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible.  They have little to no tactical ability, and will flee if damaged badly.  It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).
« Last Edit: November 07, 2011, 06:00:32 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #39 on: March 02, 2009, 09:19:31 AM »
Jungle Ghost Mob
Gargantuan Ooze
Hit Dice: 30d10+90 (255 hp)
Initiative: +0
Speed: Flight 20 ft. (4 squares)
Armor Class: 6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple: +22/+37
Attack: Mob (5d6 and Attach)
Full Attack: Mob (5d6 and Attach)
Space/Reach: 20 ft./0 ft.
Special Attacks: Attach, Constrict (1d6 acid plus poison plus disease, Save DC 28), Blindsense 60', Expert Grappler, Trample (2d6-3, DC 22)
Special Qualities: Mindless, Ooze traits, Mob Anatomy
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 5, Dex 10, Con 16, Int 1, Wis 10, Cha 2
Skills: -
Feats: Improved Bull Rush (B), Improved Overrun (B)
Environment: Warm Forest
Organization: Solitary, Pair, or Gang (3-12 mobs)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

See DMG 2 for Mob traits

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

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

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

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

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

Combat: Jungle Ghosts simply fly up and swarm opponents, grappling as soon as possible.  They have little to no tactical ability, and will flee if damaged badly.  It is thought that some post attack (i.e. infect victims, and wait for the disease/poison to wear them down before attacking again).