Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 81374 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #200 on: January 07, 2010, 01:37:33 PM »
Dinogloth is done, minor aswang update

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #201 on: January 11, 2010, 02:29:07 PM »
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSbSSoNGLI/AAAAAAAABPk/XoC5vCgtVbc/s1600-h/J_Lonnee.jpg

The Burning Dead

The Burning Dead is an Inherited Template that can be applied to any corporeal Living Creature with an Intelligence of 2 or less.

Size and Type: Size is unchanged, Type changes to Undead with the Fire Subtype.

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

Speed: Unchanged

Armor Class: The Base Creatures Natural Armor Bonus increases by +3.

Attacks: Unchanged, do not recalculate BAB due to type change.

Damage: Unchanged.

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

Burning Death (Su): All of the Base creatures natural attacks do an additional 1d6 fire damage.  If they successfully critical with a natural attack it does an additional 2d6 fire damage.  Anything the Burning Dead strikes must make a Reflex Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by the Burning Dead are considered to be on fire, and will continue to burn even after the Burning Dead has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by a Burning Dead becomes one, and rises again 24 hours later.

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

Healing Flame (Ex): Fire damage restores the Burning Deads hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, the Burning Dead instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold damage.

DR 10/Good and Magic

Saves: The Base Creature gains a +4 Profane Bonus to Fortitude Saves.  Remember to recalculate Saves due to Type Change.

Abilities: +2 Dex, +6 Cha.  Being Undead the Burning Dead have no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: unchanged.

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

Challenge Rating: +3

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

 

Example of creature using template here:

Smelting Horn Triceratops/Burning Dead Template
                      Huge Undead (Fire)
Hit Dice:             16d12+12 (116 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          22 (-2 Size, +14 Natural), touch 8, flat-footed 22
Base Attack/Grapple:  +12/+30
Attack:               Gore +20 melee (2d8+15 plus 2d6 Fire)
Full Attack:          Gore +20 melee (2d8+15 plus 2d6 Fire)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Powerful Charge, Trample 2d12+15 plus 1d6 Fire, Burning Death, Spawn
Special Qualities:    Low Light Vision, Scent, Healing Flame, Immune to Cold and Fire, DR 10/Good and Magic
Saves:                Fort +11, Ref +5, Will +11
Abilities:            Str 30, Dex 11, Con -, Int 1, Wis 12, Cha 13
Skills:               Listen +13, Spot +12
Feats:                Alertness, Great Fortitude, Toughness x4
Environment:          Any
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     12
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment:     ---


Burning Death (Su): All of Smelting Horns natural attacks do an additional 1d6 fire damage.  If he successfully criticals with a natural attack it does an additional 2d6 fire damage.  Anything Smelting Horn strikes must make a DC 19 Reflex Save or catch fire and take 1d6 fire damage (see heat dangers and catching fire rules on page 303 of the DMG).  The squares occupied by Smelting Horn are considered to be on fire, and will continue to burn even after he has left so long as there is fuel.  In addition, roll 1d20 for each adjacent square.  If it rolls less than 15, it catches fire also.

Spawn (Su): Any living corporeal being with an Intelligence of 2 or less killed by Smelting Horn becomes a Burning Dead within 24 hours.

Healing Flame (Ex): Fire damage restores Smelting Horns hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, Smelting Horn instead heals 30 points of damage.

Immunities (Ex): Burning Dead are immune to Cold and Fire damage.

Powerful Charge (Ex): On a successful charge Smelting Horns Gore Attack does 4d8+20 plus 1d6 Fire damage.

Trample (Ex): DC 28 Reflex Save, Save DC is Str Based.


 
« Last Edit: February 12, 2010, 02:26:24 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #202 on: January 16, 2010, 03:31:07 PM »
Anyone think the Aswangs Proboscis ability is vague in parts?

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #203 on: January 16, 2010, 10:52:11 PM »
Not really, but if you reread that last statement of yours out loud, than it sounds pretty funny.  :lmao

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #204 on: January 19, 2010, 12:23:38 PM »
Aswang is done cept CR.  If you guys think it's okay as is, I'll do CR and move on.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #205 on: January 21, 2010, 01:55:43 PM »
http://www.monstropedia.org/index.php?title=Bajang

http://gothlupin.tripod.com/vvampeast.html




Bajang
                      Small Outsider
Hit Dice:             5d8+10 (32 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Size, +2 Dex, +2 Profane), touch 15, flat-footed 13
Base Attack/Grapple:  +5/+2
Attack:               Claw +8 melee (1d4+1)
Full Attack:          2 Claws +8 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Shapechange, Curse
Special Qualities:    Dark Vision 60', Bound to Tree/Creator, Weaknesses
Saves:                Fort +6, Ref +6, Will +5
Abilities:            Str 12, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Skills:               Hide +17, Listen +13, Move Silently +13, Search +10, Spot +12
Feats:                Ability Focus (Curse), Weapon Finesse
Environment:          Warm Forests
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          6-10 HD (Small)
Level Adjustment:     ---

"The local cemetery has the bodies of dead infants scattered among the headstones.  We'll have a big problem soon.  Call the Pawang now before things go worse."

A Bajang is a minor demon that can be captured by sorcerors and kept as a fetish.  It is summoned forth/created from the corpse of an infant that died in childbirth and was promptly buried.  The Bajang appears as a dwarfish, stocky humanoid with pale brown skin, orange eyes, clawed hands, birds feet, and a lipless mouth.  Usually it is encountered in the form of a polecat or lizard as it does not wish to announce it's presence.

Shapechange (Su): The Bajang can Shapechange at will as per the spell, but only seems to be able to take the form of a Polecat (or a Polecat sized lizard in some stories).

Curse (Su): If the Bajang is captured and kept in a bamboo vessel with a stopper by a sorceror, and it is fed well,  it will curse his enemies on his behalf (it may also use these curses on it's own behalf if free).  1/day it may cast Bestow Curse, Contagion, or Poison as a Supernatural Ability.  Caster Level is equal to twice HD.

Bound (Ex): It varies from myth to myth, but the Bajang is either Bound to the tree it lives in within the Forest, or to it's creator if it is the type summoned forth from dead children.  If it's tree/creator is destroyed the Bajang dies.  Otherwise, if it is ever reduce to -10 hp, it merely reforms 24 hours later. 

Weaknesses (Ex): A Bajang cannot approach magical amulets designed to ward it off (which are usually given to the village children).  Certain experts called Pawang can find it's creator by scraping an iron vessel with a razor (thereby causing the creators hair to fall out).

Combat: Bajang tend to stalk victims and curse them according to their masters wishes (or just for fun).  In some myths they kill and eat children, so likely they would ambush them while fleeing or hiding from parties.



Amulet of Bajang Repelling

These small wooden amulets are semi-magical in nature but repel Bajangs in the same manner that a mirror repels a vampire. 

The amulet doesn't harm the the Bajang — it merely keeps the Bajang at bay. A recoiling Bajang must stay at least 5 feet away from a creature holding the amulet and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a Bajang at bay takes a standard action.

Anyone with a Craft (Woodworking) skill and at least one level in an Arcane spellcasting class can create an amulet with a successful (DC 10) check.  The amulet is an inch-long piece of wood in the shape of an hourglass.
« Last Edit: February 26, 2010, 03:30:51 PM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #206 on: January 22, 2010, 02:51:11 AM »
You may want to limit yourself to one creature per thread at a time. It's getting kind of hard to follow.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #207 on: February 02, 2010, 01:49:58 PM »
http://1.bp.blogspot.com/_T9n9y1_Lkfs/SeSa6C4WsBI/AAAAAAAABPU/fHtzFBusIiM/s1600-h/FedericoPiatti.jpg

Drei
                      Huge Aberration
Hit Dice:             15d8+150 (217 hp)
Initiative:           +4
Speed:                60 ft. (12 squares)
Armor Class:          23 (-2 Size, +15 Profane), touch 23, flat-footed 23
Base Attack/Grapple:  +11/+29
Attack:               Flense +19 melee (2d8+10/18-20)
Full Attack:          Flense +19 melee (2d8+10/18-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Flense, Disconcerting Appearance, Aura of Terror
Special Qualities:    Dark Vision 60', Immune to Gravity, Size is No Weakness, Regeneration 10, Energy Resistance 10 (Acid, Cold, Fire, Electricity, and Sonic), DR 15/Lawful and Magic, SR 20, Planar Adaptation
Saves:                Fort +15, Ref +5, Will +13
Abilities:            Str 30, Dex 10, Con 30, Int 6, Wis 15, Cha 18
Skills:           Concentrate +15, Intimidate +9, Listen +6, Spot +6
Feats:                Ability Focus (Aura of Terror), Greater Powerful Charge, Improved Initiative, Intimidating Strike, Powerful Charge, Reckless Charge,
Environment:          The Far Realms
Organization:         Unique
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Chaotic Neutral
Advancement:          16-30 HD (Huge)
Level Adjustment:     ---


"What...is that thing...and why does that look like paw's scythe attached to it?"

Originally the Drei was an animal of some sort from the Prime Material in it's dim infancy (obviously a ceratopsian is the likeliest possibility) that wandered through a Gate into the Realms outside our own.  Against all odds it survived and flourished there, changing bit by bit as it traveled from place to place, eventually coming to the Far Realms.  Once there it panicked blindly, and attacked what would later be known as one of the nascent Lords of that place.

Enraged that a being from our Plane of existence had injured it (even if only temporarily and to no real effect) the Lord spent millenia crafting changes in the poor beast, and then spat it back out onto the Prime material to wreak it's revenge upon us by proxy.

It is since become known as the Drei (though the origin of that term is lost to tme), and it travels back and forth as it pleases wreaking havok and terrorizing all in it's path as it goes.

Flense (Ex): Attacks from the Drei's natural weapons do untyped damage, and threaten a critical on an 18-20.

Disconcerting Appearance (Su): The Drei's appearance alters significantly from one moment to the next, and the alteration is different for each viewer, sometimes incorporating elements of their past.  Perhaps they see objects they once knew composing parts of it, or see the flesh boil away to mimic wounds they once suffered or that were inflicted on someone they knew.  All opponents fighting the Drei take a -2 penalty on all rolls while they can see it, regardless of distance (this includes viewing it by scrying or other Divination spells).

Aura of Terror (Su): Any being within 60' of the Drei cannot use an ability or take an Action requiring Concentration unless it makes a DC 23 Will Save for each attempt (Save DC is Cha based).

Immune to Gravity (Ex): The Drei may alter how gravity affects it at will as a Free Action, effectively being able to walk on any surface or even upside down as though it's current location had Subjective Directional Gravity (see Manual of the Planes).

Size is no Weakness (Ex):  At the beginning of each round as a Free Action the Drei may decide to change all Size Penalties into Bonuses and vice versa (it's actual Size Class does not change).  It remains this way until the Drei changes it back as a Free Action.

Regeneration (Ex) The Regeneration ability of the Drei does not work against damage done by weapons/spells with the Lawful descriptor.

Planar Adaptation (Su): The Drei appears to adapt to the Traits of any Plane it encounters as if it were a Native.  It permanently has the benefits of a Planar Tolerance spell.

Combat: The Drei generally relies on it's sheer unnerving presence to distract it's enemies while it rushes in for the kill.  Despite this apparant lack of tactics it is not quite a dumb brute any longer, and does sometimes employ simple tactics and ambushes.

« Last Edit: March 10, 2010, 03:40:33 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #208 on: February 08, 2010, 01:39:08 PM »
bajang and Drei updated

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #209 on: February 11, 2010, 01:19:34 PM »
http://www.angelfire.com/bc2/cryptodominion/invertebrates.html

Dundas Island Black Flies
                      Fine Vermin
Hit Dice:             3d8 (13 hp)
Initiative:           +4
Speed:                Fly 40 ft. (8 squares), Average
Armor Class:          22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6)
Full Attack:          Swarm (1d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Blood Drain
Special Qualities:    Dark Vision 60', Swarm traits, Vermin traits, Immune to Weapon damage
Saves:                Fort +3, Ref +5, Will +2
Abilities:            Str 1, Dex 18, Con 10, Int -, Wis 12, Cha 1
Skills:               -
Feats:                -
Environment:          Cold Forest
Organization:         Solitary or Group (3-6 Swarms)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Peek outside ans see if they're still there."

"AAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

"Quick! Get that hatch closed!

The Dundas Island flies travel in huge swarms and are notable for chewing through the skin of victims to get at their blood leaving horrible welts behind.  They are technically considered a cryptid simply because no one wants to study bloodsucking insects at remote locations.  They are well hated by the fishermen who sometimes go there.

Distraction (Ex): Any living creature that begins its turn within a swarm of Black Flies must make a DC 11 Fortitude Save or be Nauseated for 1 round.  Save DC is Constitution Based.

Blood Drain (Ex): Any opponent successfully damaged by the FLies Swarm attack also takes 1 point of temporary Constitution damage.

Combat: Much like any other swarm the flies just swarm and bite away.  They aren't tactical geniuses.

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #210 on: February 12, 2010, 02:33:34 AM »
Healing Flame (Ex): Fire damage restores Burning Deads hit points instead of doing damage.  In other words if a Fireball would normally do 30 points of damage, Burning Deads instead heals 30 points of damage.

Immunities (Ex): Burning Deads are immune to Cold and Fire damage.
Now either Fire immunity is irrelevant do to healing flame or the immunity stops healing flame from working.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #211 on: February 12, 2010, 02:25:43 PM »
:headdesk:

This is why I shouldnt do these at the wee hours on pain medication...

I shall fix

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #212 on: February 21, 2010, 01:41:27 PM »
http://en.wikipedia.org/wiki/Baobhan_sith

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

http://celtopedia.druidcircle.net/index.php?title=Baobhan_sith

http://irelandsown.net/baobhan.html


Baobhan Sith
                      Medium Undead
Hit Dice:             6d12 (39 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          18 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +3/+5
Attack:               Claws +7 melee (1d6+2 plus Blood Drain)
Full Attack:          2 Claws +7 melee (1d6+2 plus Blood Drain)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Intoxicating Dance, Blood Drinking, Enchanting Beauty, Wolf Form
Special Qualities:    Low Light Vision, Dark Vision 60', Weaknesses, Polyglot, Fey, Blood Scent, DR 10/ Cold Iron
Saves:                Fort +2, Ref +6, Will +8
Abilities:            Str 14, Dex 18, Con -, Int 16, Wis 16, Cha 22
Skills:               Bluff +13, Concentration +6, Diplomacy +13, Hide +10, Knowledge (Arcana, Nature) +9, Listen +9, Move Silently +10, Perform (Dance) +13, Spellcraft +9
Feats:                Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
Environment:          Temperate Forests or Mountains
Organization:         Solitary or Group (4-6)
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (usually an Arcane Caster)
Level Adjustment:     ---


"We were hoping for female company tonight..."

The Baobhan Sith are either Fey or Undead (most legends don't make it clear) appearing as pale, beautiful women with deer hooves for feet.  They seduce attractive young hunters into dancing until they are exhausted and then drain the blood from them.

Intoxicating Dance (Su): The Baobhan Sith can cast Otto's Irresistible Dance at Will.  In addition at the end of the spell their victim becomes Exhausted until he can rest for 8 hours.

Blood Drinking (Ex): Whenever the Baobhan Sith successfully strikes an opponent with it's claws it does 1 point of Constitution damage.  If it pins it's opponent in a Grapple it does normal claw damage plus 1d4 Constitution.

Enchanting Beauty: The Baobhan Sith may cast spells as a Beguiler whose level is equal to her Hit Dice.

Wolf Form (Su): Baobhan Sith can use Shapechange at will, but only to assume Wolf Form.

Weaknesses (Ex): Baobhan Sith can't stand sunlight, and when sunlight touches them they disappear until the night returns.  They return anywhere within 1 mile of where they disappeared.  Baobhan Sith must make a DC 25 Willpower Save to approach closer than 15' from any source of cold iron.

Polyglot (Ex): The Baobhan Sith can understand and speak any spoken language, although they always have an odd accent.

Fey (Ex): Baobhan Sith count as both Undead and Fey for purposes of spells that are beneficial.

Blood Scent (Ex): This is identical to the Scent ability, except the Baobhan Sith can smell blood up to a mile away.

Combat: The Baobhan Sith use their skills and beauty to seduce men and convince them to dance, during which time they cast Otto's irresistible Dance to exhaust them.  Once their opponents are exhausted or asleep they grapple them and drain their blood.



« Last Edit: March 12, 2010, 11:04:09 PM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #213 on: February 21, 2010, 10:58:44 PM »
The drei's abilities are cool (we need more far realm monstrosities anyways), but the picture you provided just seems like a screwed-up triceratops. que?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #214 on: February 22, 2010, 02:34:18 AM »
wait till i add the fluff and all will be made clear

Bozwevial

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #215 on: February 22, 2010, 06:12:22 AM »
Should the drei's Disconcerting Appearance apply to all rolls, or just to d20 rolls? Or perhaps to a combination of rolls?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #216 on: February 22, 2010, 09:59:08 AM »
Currently it's all rolls.  I was considering adding "abilities or spells requiring concentration automatically fail if within 60' of the Drei, and you are able to see him"

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #217 on: February 23, 2010, 01:39:37 PM »
http://en.wikipedia.org/wiki/Bobbit_worm

this one seems suitably horrifying:

                      Giant Polychaete Worm (Aquatic)
                      Large Vermin
Hit Dice:             4d8+8 (26 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Burrow 20 ft., Swim 10 ft.
Armor Class:          13 (-1 Dex, +4 Natural), touch 9, flat-footed 13
Base Attack/Grapple:  +3/+9
Attack:               Bite +5 melee (1d10+4, 19-20, x4)
Full Attack:          Bite +5 melee (1d10+4, 19-20, x4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Bristles, Ambush, Deadly Jaws, Photoreceptive Reflexes
Special Qualities:    Blind, Vermin traits, Mindless, Amphibious, Tremor Sense 60', Blindsense 20'
Saves:                Fort +6, Ref +1, Will +2
Abilities:            Str 14, Dex 10, Con 14, Int -, Wis 12, Cha 1
Skills:               Hide +4 (+12 buried)
Feats:                -
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Large), 9-16 HD (Huge)
Level Adjustment:     ---

"Okay we won't have many chances to get these things.  Bob will detonate the flash grenades when we're at a safe distance. Have your spearguns ready before he sets them off, we won't get a second chance.  Once you fire, get the hell out of there whether you hit or not.  We'll finish off the rest tomorrow"

Polychaete worms (or at least this giant version) are ambush predators armed with poison bristles along their body that can cause permanent numbness.  Some cryptids are suspected to be enormous Polychaetes.

Bristles (Ex): Contact, DC 14 Fortitude Save, Initial and Secondary Damage is 1d8 Dex.  If the victim rolls a natural 1 on the Saving Throw, the Dexterity loss is permanent instead of temporary (though it can still be healed by any spell curing ability damage).  Any being attacking the Polychaete Worm with an Unarmed Strike, Grapple, or natural weapon must make a Save.  Attacking with a melee weapon that doesn't have Reach gives the opponent a 20% chance each round he attacks of having to make a Save.

Ambush (Ex): The Polychaete Worm can burrow in the bottom until virtually none of it is exposed, gaining Total Concealment.  It waits until prey moves overhead and lunges, potentially doing mass damage.  The Worm gains +3d6 Sneak Attack for that round, and if it successfully critically hits it automatically does maximum damage.

Deadly Jaws (Ex): The Polychaete Worms bite attack does x4 damage on a successful critical hit.  It threatens a critical hit on a Natural 19-20

Photoreceptive Reflexes (Ex): The Polychaete Worm is attracted to light moving past it, which is it's signal to attack.  Due to reflexive action the Worm gains an Attack of Opportunity against anything passing within 5' of it with a light source.  This does not count against the limit of Attacks of Opportunity it normally has for the round.

Blind (Ex): The Polychaete Worm is technically blind, and therefore immune to attacks/abilities that require sight to work.

Skills: Polychaete Worms have a +8 Racial Bonus to Hide Checks.  When fully buried within the bottom this increases to +16.

Combat: Polychaete Worms are ambush predators that burrow in the ocean bed, and ambush prey traveling above them.  They rarely stand and fight unless the initial strike was successful, retreating into the burrow.



Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #218 on: February 24, 2010, 02:55:19 AM »
Woah. And my hydrophobia compounds itself.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #219 on: February 25, 2010, 02:16:36 PM »
minor updates to Drei and Baobhan Sith