Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 81434 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #220 on: March 01, 2010, 12:30:33 PM »
First Place Monster Contest XLII

Kiseichuu Yuurei
Medium Undead (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: Fly 80 ft (16 squares)
Armor Class: 19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Armor Class (Corporeal): 19 (+4 Dex, +5 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/-(+10 Corporeal)
Attack: Touch +9 melee touch (1d4 Con)
Attack (Corporeal): Claw +10 melee (1d4+5)
Full Attack: Touch +9 melee touch (1d4 Con)
Full Attack (Corporeal): 2 Claws +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporeal Manifestation, Terrifying Presence, Draining Touch, Bound by Death
Special Qualities: Dark Vision 60’, Rejuvenation, Life Sense 60’, Turn Immunity, Weaknesses
Saves: Fort +3, Ref +7, Will +12
Abilities: Str – (20 Corporeal), Dex 18, Con -, Int 14, Wis 20, Cha 20
Skills: Bluff +18, Craft (any one) +15, Diplomacy +18, Hide +25, Intimidate +25, Listen +18, Move Silently +25, Search +15, Sense Motive +18, Spot +18
Feats: Ability Focus (Terrifying Presence), Flyby Attack, Necrotic Reserve*
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 11+ HD (Medium) or by Class
Level Adjustment: -----

* See Libris Mortis.

”Our daughter Sadako does not see anyone, not even those she went to school with…”

”But a letter arrived from her in our village some weeks ago saying she was in some sort of trouble.  Is she home?”

”You are mistaken somehow.  Sadako does not live here anymore, and would see no one if she did.”

”But I was told she still resided here…”

”Walk away.”

”What!”

”Walk away while the choice is still yours.”

”Who is at the door father?”

Most parents want to protect their children, and some of their offspring have learned to take advantage of this.  Among them the so called ‘Parasite Singles’ of Japan, children who live with their parents until they get married or even well into their thirties.  They don’t pay rent, or help with the chores, and many don’t even have jobs.  Even those who do find employment usually fritter away their money.  Some even become ‘Hikikomori’, shut-in’s who refuse to leave the house for any reason.  Such people are a strain on their well meaning elders, and their insanity has a way of inspiring tragic decisions when a formerly well-meaning parent has been driven over the edge by a parasitic child who seems hell-bent on draining the life from them.  They murder their children in quiet ways, such as poison or a pillow over the face, and bury the body within the house somewhere to avoid suspicion.  After all their child is already a mentally disturbed recluse, so initially no one suspects anything.

The problem comes when the child comes back.

The Yurei are the ghosts of those who have died suddenly, usually by violent means, and who can find no peace or closure.  Unable to move on to the next life, they torment the living, in this case their parents.   Eternally hungry the child now forces it’s parents to find it food, specifically the living.   Initially it will be satisfied by small things like animals, but eventually it will want children, and then adults.  And if the parents refuse, it can punish them by draining their life away.  Being obsessed with revenge the ghost will torment them every night in some way, and make life for those nearby horrifying as well.  At some point either an exorcist will successfully destroy it, or it will devour the whole village.  Many will not ask for help as they will be terrified of the consequences should he exorcist fail.  They will turn into traps, designed to feed any strangers to the ghost in an attempt to appease it.  Most feel pressured to do it either by shame, or by fear.  Regardless of which they end up bound to a dead tyrant who becomes far worse in death than it was in life.

Corporeal Manifestation (Su): Similar to the Manifestation ability used by Ghosts (see page 118 of the MM), except that the Kiseichuu Yuurei can Manifest as a physical being (temporarily giving up it's Incorporeal Subtype).

Terrifying Presence (Su): As a Free Action at will a Kiseichuu can warp and bend perception around her causing hallucinations as well as magically generating waves of terror.  Any being within 60' of the Kiseichuu Yuurei must make a DC 22 Willpower Save (Save DC is Charisma Based) or be Panicked as long as they remain within range of this ability, and for 1d3 rounds after they leave.  The Kiseichuu Yuurei often uses this ability while grappling with opponents to prevent them from fleeing, causing them to die from a heart attack.  If the opponent rolls a natural 1 on their  Saving Throw they must make a DC 22 Fortitude Save (Save DC is Charisma Base) or die instantly.  If they succeed in the Save they take 3d6 damage instead.

Draining Touch (Su): A Kiseichuu Yuurei is compelled to feed upon the lives of living beings, and is rarely satisfied regardless of how many it kills.  It may drain up to 1d4 Constitution with a Touch attack if it's opponent fails a DC 20 Will Save (Save DC is Charisma Based).  It only requires 1 Con per day to maintain it's Lifelike Appearance, though this does not satisfy it, and the Kiseichuu Yuurei must make a DC 25 Willpower Save to avoid simply draining an opponent dry if it has the chance, or if it has gone more than a day without feeding.  It is rare that they will murder their family in this manner, as it intends for them to live so it can torture them (Save DC to avoid killing opponents they want revenge on for their death is only DC 10). 

Bound by Death (Ex): Anyone who participated or aided in the murder of the Kiseichuu Yuurei, or knew about it and stood by doing nothing receives no Saving throw against the monsters Special Attacks gained as Racial abilities (i.e. Terrifying Presence, Draining Touch and any abilities added by templates).  If the Kiseichuu Yuurei learns any spells/powers/abilities gained via classes after dying, those Bound to it by death are -2 on their Saving throws against them.

Rejuvenation (Su): This is identical to the Ghost ability listed on page 118 of the MM.  Since the Kiseichuu Yuurei wants it's family and friends to suffer before dying, getting it to let go of this world will be difficult, and may require a Wish spell or an Ofuda (see below).  In some cases murdering the Kiseichuu Yuurei's killers may be enough to drive it away, though few resort to such tragic circumstances.

Life Sense (Su): A Kiseichuu Yuurei can sense all living creatures within 60' as if it had Blindsight, and may also determine the strength of their life force as if it had cast Deathwatch.

Weaknesses (Ex): If an Ofuda is attached to the entrance of a building the Kiseichuu Yuurei may not enter it.  An Ofuda is a mystic talisman made of paper, wood, cloth, or metal with the name of a Kami, a Shinto shrine, or a representative of the Kami inscribed on it (effectively it's a form of Holy Symbol).  To place an Ofuda on the head of a Kiseichuu Yurei is normally a Dexterity check (your DC is 10 plus half the Kiseichuu Yuurei's Hit Dice plus it's Dexterity Modifier).  If you successfully Feint the round before attempting this the DC does not include the Dexterity Modifier.  The Ofuda will do 1d6 damage per round it remains on the Kiseichuu Yuurei, which must make a DC 25 Willpower Save to remove it.  If a Kiseichuu Yuurei is brought to -10 hit points, and an Ofuda is placed upon it's forehead it will be destroyed.  Grappling a Kiseichuu Yuurei to make putting the Ofuda on it's head easier is largely pointless, since it will dematerialize if it knows what you're trying to do.

Lifelike (Su): When manifested Kiseichuu Yuurei appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Kiseichuu Yuurei as he was when she died, with pale skin, and an inhuman countenance. The Kiseichuu Yuurei cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Kiseichuu Yuurei has fed within the last hour it's Lifelike Appearance cannot be seen through, and it can even sire children (said progeny have the Half Ghost Template). After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Kiseichuu Yuurei gets a Willpower Save (DC is 10 plus spell level plus appropriate attribute modifier) to control what information its opponent receives.

Skills: Kiseichuu Yuurei gain a +8 Racial Bonus on Hide, Intimidate and Move Silently checks.

Combat: The Kiseichuu Yuurei will pretend to be an ordinary (if very odd) villager while it scouts the abilities of the PC's.  If it thinks they are too powerful to cross, they will never encounter it if the Yurei can help it.  Otherwise it will try to pick them off one by one in the middle of the night when they are sleeping, or bully the parents/townsfolk into murdering them.  After all in all likelihood the PC's will believe they have destroyed the Kiseichuu Yuurei only for it to reappear after they have left (and in a vengeful mood). 


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

Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about the Kiseichuu Yuurei. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
20|Some children sponge off their parents long after they should have left the house, seeming to suffer from some sort of mysterious depression.  Occasionally one is murdered after driving the parents out of their minds, and it returns as an undead..
25| The Kiseichuu Yuurei are incredibly difficult to get rid of, and trying to face one without Divine aid is almost impossible.  Terror emanates from hem in waves, and even if you can get past it to get at them simply destroying it's physical manifestation will not be enough to be rid of it.. 
30| The Kiseichuu Yuurei is bound to this world by the need for revenge on it's murderers.  Destroying them may get rid of it.  If not an Ofuda placed on it's head or a Wish spell may be required to finally lay it to rest..
Plot Hook
  • After many months away adventuring one of the PC's returns home to find his family shattered.  His parents are in very poor health, and his younger sister has changed, being a half insane recluse who viciously drives her mother and father out to work despite their condition.  Eventually he finds his sister eating a small child before fleeing when she notices him, and he confronts his father to be told tearfully "We're sorry..." before his father flings himself from the window without further explanation.  Distraught at the funeral, his mother is little help in providing an explanation much like the other villagers who seem terrified of speaking.
  • Stopping at an Inn the PC's are waited on by an elderly couple who seem to ask a few too many personal questions in between slavishly waiting on their daughter hand and foot.  Before retiring a village boy pulls one of them to the side and tells them to leave while they can, or the daughter of the Innkeeper will come for him in the night...
  • The PC's come upon a dead town.  Seemingly deserted there are signs of former occupation everywhere, with valuables left behind, and obvious signs of occasional struggle.  There are also a great many graves.  Staying in the towns largest hall they come upon a stack of corpses in the basement that look like something just sucked them dry.  Hiding in the same house is a young girl who appears to be mute and in shock.  A young girl who seems particularly terrified of the parties priest.
  • The PC's have been defending a town from raiding brigands for weeks on end.  They don't seem interested in taking food or valuables, just people.  Asked to help negotiate peace, the tearful leader of the raiders asks  the PC's to murder his daughter and he will gladly stop raiding.  Should the PC's say they don't murder the innocent they will be informed that his daughter is neither innocent nor living...and the people they've been kidnapping are to feed to her to prevent her from devouring the whole clan.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #221 on: March 03, 2010, 02:01:38 PM »
http://img.photobucket.com/albums/v103/Zylyn-sama/The_Siren_by_gorrem.jpg

Astral Siren
                      Huge Aberration
Hit Dice:             15d8+75 (142 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Perfect
Armor Class:          23 (-2 Size, +5 Dex, +10 Deflection), touch 23, flat-footed 18
Base Attack/Grapple:  +11/+24
Attack:             Primary Hook +14 melee (2d6+5)
Full Attack:          1 Primary Hook +14 melee (2d6+5) and 2 Secondary Hooks +14 melee (1d10+2) and 4 Tertiary Hooks +14 melee (1d8+2)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Display, Calling, Hooks, Infect
Special Qualities:    Blind, Blindsight 120', Telepathy 120'
Saves:                Fort +10, Ref +10, Will +14
Abilities:            Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills:               Concentration +13, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +13, Search +13, Spot +13
Feats:                Ability Focus (Display), Flyby Attack, Hover, Improved Multiattack, Multiattack, Wingover
Environment:          Astral or Etheral Planes
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          16-23 HD (Huge), 24-30 HD (Gargantuan)
Level Adjustment:     ---

"Awright keep your eyes open for any undead.  The Ethereal is rife with them.  And keep those goggles on.  They're the only thing protecting you from worse things."

"There are worse things here than ghosts?"

"Yes.  I do not speak of them unless I have to.  Let me say simply to avoid the light. If the time comes you'll know what I mean.  And if you don't, it will be the job of those of us who do to put you down."


Sirens are multi-colored conglomerations of semi transparent substance (one hesitates to say flesh) arranged like a great flower.  12 long tentacles with hooks at the end sprout irregularly from the body in odd patterns.  They use an odd form of mesmerism to still prey, and to call it back if it has fled once the Siren feels hungry later.  It is unknown if they mate, but the beginning point of their life cycle is most definitely that of a parasitoid, feeding on their host until it dies (there are the rare odd survivors).  Sirens appear to understand most languages via telepathy, but they never communicate other than with their victims.

Display (Su): At will as a Swift Action the Astral Siren may begin a light display on it's skin (or whatever it has that passes for skin).  This light is a manifestation of a mind-altering ability it has (meaning this is a Mind-Affecting Effect, but it is not sight dependent), and any being within 60' of the Siren must make a DC 24 Willpower Save (Save DC is Charisma based) or be Fascinated as long as the Siren is within range or it takes damage.

Calling (Su): Once the Siren has used it's Hooks ability on a victim, it may call that victim to it as a Standard Action.  If the victim fails a DC 22 Willpower Save it must go to the Siren if it can, and will willingly remain within 120' of it.  Since this ability reaches across dimensions, victims who have fled the Ethereal or Astral Planes are still vulnerable.  The exact effects on the victim if he cannot go to the Siren vary (see below).  This is a Mind-Affecting Compulsion.

Hooks (Su): The Sirens various hook like weapons are it's method of feeding, and it's assumed they aid in various other ways too.  The Primary Hook is it's feeding tube.  If it successfully makes an attack roll against a victim, in addition to normal damage that victim is impaled on the hook.  Effectively he is being Grappled by the Siren, and he (or an Ally) must Pin it in a Grapple while someone (whoever isn't performing the Pin) must make a DC 22 Strength Check to remove the Hook (Check DC is Strength based).  Each round the Hook remains in the victim he must make a DC 22 Willpower Save (Save DC is Charisma Based) or a point of Constitution is Drained.  If the victim escapes (and the Siren is alive) and is Called by the Siren, if he cannot answer he is -2 on all rolls and automatically fails Actions requiring Concentration  due to enormous pain and difficulty breathing.

Secondary Hooks have a red core with bands of other colors (usually green) around them.  They are the Sirens sensory links.  The Secondary Hooks work exactly like the Primary Hook, but instead of doing Constitution Drain the Siren casts one of the following spells as a Free Action (and as a Supernatural ability) each round on the victim it has attached to it's Hook: Detect Thoughts, Know Vulnerabilities, or Lesser Telepathic Bond.   If the victim escapes and the Siren is still alive, it automatically knows his location and may use it's Calling ability on him.

Tertiary Hooks range in color from yellow to orange and are defensive weapons.  They work just like the Primary Hook, but instead of draining Constitution they provide a +1 Resistance Bonus to all Saving throws for each Tertiary Hook embedded in a victim.  If the victim escapes and the Siren is still alive, in future encounters it automatically succeeds on one Saving Throw per encounter against that victim.

Infect (Su): As a Full Round action the Siren may forego it's usual attacks to 'bite' an opponent.  This is a Melee Touch Attack, and an opponent successfully struck but it must make a DC 22 Fortitude (Save DC is Constitution Based).  If the opponent fails, the egg injected into him  develops into a new Astral Siren doing point of Constitution Drain per day, and splitting from the host after it Drains 10 Con (also doing 3d6 damage as it exits).  Usually an Astral Siren will Call Infected victims to the Ethereal or Astral Plane before the 'birthing' begins.

Blind: The Sirens are Blind, and are immune to any attack requiring them to have vision to work.

Combat: Sirens prefer to use their Display and then attach as many hooks as they can to their victims.  If one is able to reproduce it will choose one to infect before fleeing.  Otherwise it will Drain them dry, unless it has need of a pawn for some sort of scheme in which case it will use it's Calling ability to harass him until he gives in to it's demands.

« Last Edit: March 10, 2010, 03:10:34 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #222 on: March 04, 2010, 03:06:08 AM »
Creepy.  :bigeye

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #223 on: March 09, 2010, 05:25:58 AM »
baobhan Sith updated

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #224 on: March 12, 2010, 11:18:24 PM »
http://enchanteddoorway.tripod.com/vamp/philippines.html

http://books.google.com/books?id=dYvy52eOfzgC&pg=PA111&lpg=PA111&dq=bebarlangs&source=bl&ots=LApgRzUkXh&sig=ph23GUHff4I-0_Wt0OIg-vJRnY8&hl=en&ei=XK2aS9fwDsP-8Aa43M3-DQ&sa=X&oi=book_result&ct=result&resnum=13&ved=0CCQQ6AEwDA#v=onepage&q=bebarlangs&f=false

Bebarlang

Bebarlang is an inherited template that can be applied to any living Humanoid.

Size and Type: Unchanged.  

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: The Berbalang gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

Astral Vampirism (Su): As a Standard Action a Bebarlang can enter a sleep like state and send it's soul forth from it's body to feed.  The soul is basically the Base Creature with the following extra abilities: The soul gains the Incorporeal Subtype (the soul and physical body share the same hit points, damage one and you damage both), a Fly Speed of 40' (Perfect), a Deflection Bonus to AC equal to +1 or it's Cha Modifier (whichever is higher), a Draining Touch Attack, and a +8 Racial Bonus to Hide and Move Silently Checks.  The Draining touch is a melee touch attack.  If successful the opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD, plus Cha Mod) or be drained of 1d4 Constitution.  The physical body is comatose (i.e. helpless) while the soul is missing, and any damage to it recalls the soul into it's physical form immediately.  For this reason most Bebarlangs hide before using this ability.

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

Immunities: The Bebarlang becomes immune to Energy Drain and Death Effects.

Saves: Unchanged.

Abilities: +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Usually Neutral Evil.

Advancement: unchanged.

Level Adjustment: +3

Example of creature using template here:

Calupitan Human/Bebarlang, 5th level Commoner
                      Medium Humanoid
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          13 (+3 Profane), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+1
Attack:               By Weapon +1 melee or +2 ranged
Full Attack:          By Weapon +1 melee or +2 ranged
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Listen +10, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil



Calupitan Astral Form
                      Medium Humanoid (Incorporeal)
Hit Dice:             5d4+5 (17 hp)
Initiative:           +0
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          16 (+3 Profane, +3 Deflection), touch 16, flat-footed 16
Base Attack/Grapple:  +2/+1
Attack:               Draining Touch +2 melee (1d4 Con, DC 17)
Full Attack:          Draining Touch +2 melee (1d4 Con, DC 17)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Astral Vampirism
Special Qualities:    Immune to Energy Drain and Death Effects
Saves:                Fort +2, Ref +1, Will +3
Abilities:            Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 16
Skills:               Craft (Basketweaving) +8, Hide +8, Listen +10, Move Silently +8, Spot +10
Feats:                Ability Focus (Astral Vampirism), Alertness
Challenge Rating:     7
Alignment:            Neutral Evil
« Last Edit: April 03, 2010, 05:41:11 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #225 on: March 19, 2010, 06:48:17 AM »
Anyone know more about the Bebarlangs?  I'm not finding much.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #226 on: March 27, 2010, 07:21:53 AM »
Astral Vampirism seem ok as written?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #227 on: March 30, 2010, 05:44:59 AM »
Fetid Abomination
                      Huge Magical Beast
Hit Dice:             18d10+108 (207 hp)
Initiative:           +5
Speed:                40 ft. (9 squares)
Armor Class:          24 (-2 Size, +1 Dex, +15 Natural), touch 9, flat-footed 23
Base Attack/Grapple:  +18/+29
Attack:               Bite +27 melee (3d6+11)
Full Attack:          1 Bite +27 melee (3d6+11) and 4 Tentacles +22 melee (1d6+5)
Space/Reach:          15 ft./10 ft. (50 ft. w/Tentacles)
Special Attacks:      Improved Grab, Drag, Swallow Whole, Weakness
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Energy Resistance (Acid, Cold) 10, SR 30, Vulnerability to Fire
Saves:                Fort +16, Ref +12, Will +11
Abilities:            Str 32, Dex 12, Con 21, Int 6, Wis 16, Cha 12
Skills:               Hide +0 (+8 in swamps), Listen +12, Spot +12
Feats:                Alertness, Improved Natural Attack (Bite), Improved Initiative, Improved Toughness, Iron Will, Run, Track
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:     15
Treasure:             None
Alignment:            Neutral Evil
Advancement:          19-36 HD (Huge), 37-54 HD (Gargantuan)
Level Adjustment:     ---

"Seriously Bert, we aren't taking swamp assignments anymore."

"I agree."

"I mean we sat on that thing eating lunch for 2 hours before we realized it wasn't part of the ground."

Fetid Abominations resemble a bizarre cross of Tyrannosaurus and Roper with hide that resembles a piece of swampland and occasional mutations or deformities.  In other words they resemble something from one of Salvador Dali's nightmares.  More intelligent than animals, but not quite up to the level of most Humanoids they are nonetheless quite cunning.  Due to their incredible appetites it's likely they ate their creator, whatever it was.  They don't seem to have spread much either, and it may be they are quite territorial (or find birthing difficult due to their mutations).  Fetid Abominations can sometimes understand Common, but do not speak.

Improved Grab (Ex): If the Fetid Abomination successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity assuming it's opponent is at least one Size Class smaller than itself.  If successful it does tentacle damage each round and may drag it's victim.

Drag (Ex): On each round the Fetid Abomination successfully Grapples it's opponent they are reeled in 10' closer to it.  Once they are within Bite Range the Fetid Abomination gets a +4 Bonus to hit with it's Bite Attack.  A Tentacle grappling a victim can be attacked via a Sunder attempt (the Fetid Abomination is -4 on it's roll to resist the Sunder).  The tentacles each have 45 hp.

Swallow Whole (Ex): A Fetid Abomination can try to Swallow any creature up to 2 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d8+11 bludgeoning damage and 11 points of acid damage per round it remains swallowed.  A swallowed creature can cut its way out with a light slashing or piercing weapon by doing 30 points of damage to the stomach (AC 17).  Once the creature exits muscular action closes the hole, and other victims must cut their own way out.  A Fetid Abominations gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Weakness (Ex): Any creature successfully Grappled by the Fetid Abominations tentacles must make a DC 24 Fortitude Save (Save DC is Constitution Based) or take 2d8 temporary Strength damage.

Skills: Fetid Abominations gain a +8 Racial Bonus to Hide Checks in their Native Terrain.  It also has a +2 Racial Bonus to Listen and Spot Checks.

Combat:  Fetid Abominations are ambush predators who wait for prey to come within range after which they Grapple, drag, bite, and swallow.  They then repeat until all prey is dead, or they need to revise their tactics due to losing.  It's rare that they flee as they tend to be rather suicidal when attacking.


« Last Edit: April 03, 2010, 06:14:36 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #228 on: March 31, 2010, 06:23:16 AM »
You agree with the CR/LA ofr the Bebarlang?  If so I'll start the next critter.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #229 on: April 03, 2010, 06:38:49 AM »
http://en.wikipedia.org/wiki/Orang-bati

http://www.newanimal.org/orang-bati.htm

http://www.unknown-creatures.com/orang-bati.html

http://www.unknownexplorers.com/orangbati.php

http://www.shopoflittlehorrors.com/Alien%20Species%20Index%20%28orang%20bati%29.html

Orang-Bati
                      Medium Monstrous Humanoid
Hit Dice:             4d10+12 (34 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Fly 50 ft., Average
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d4+4)
Full Attack:          2 Slams +8 melee (1d4+4) and 1 Bite +3 melee (1d4+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Flying Snatch
Special Qualities:    Dark Vision 60'
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 18, Dex 12, Con 13, Int 4, Wis 12, Cha 10
Skills:               Listen +3, Spot +3, Survival +4
Feats:                Flyby Attack, Hover
Environment:          Warm Mountains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"Keep your children inside at night, and away form the old volcano.  It isn't safe for them.  You would not understand this being an outsider, but you must listen."

The Orang-Bati is an odd Indonesian cryptid said to resemble a red skinned humanoid, monkey, or Orangutan with short black fur.  It also has wings, a long tail, and a habit of eating children.

Improved Grab (Ex): If the Orang-Bati successfully hits a creature with it's Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Flying Snatch (Ex): When performing a Charge attack while flying, at any point in it's movement the Orang-Bati can attempt to make a Grapple Check as a Free Action without provoking an Attack of Opportunity provided the opponent is at least one size class smaller than itself.  If successful it snatches the opponent and can continue it's flying movement (Although it will have to make further Grapple Checks in further rounds to continue falling.  Most fly upwards so the fall will kill opponents who do escape their grasp).

Combat: Orang-Bati supposedly prefer to eat children, and usually wait till one is vulnerable to sweep down and fly off with it.  They'll occasionally fight by doing flyby attacks, but if their opponent seems capable of defending himself they'll flee.
« Last Edit: November 07, 2011, 09:37:07 AM by bhu »

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #230 on: April 09, 2010, 05:24:45 AM »
http://enchanteddoorway.tripod.com/vamp/gypsy.html



Bibi
                      Medium Outsider (Native)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          21 (+2 Dex, +7 Profane, +2 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +12 melee (1d3+1)
Full Attack:          2 Slams +12 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse, Improved Grab, Choke
Special Qualities:    Dark Vision 60', Good Fortune, Removed from Nature, SR 18
Saves:                Fort +12, Ref +9, Will +12
Abilities:            Str 12, Dex 15, Con 20, Int 20, Wis 20, Cha 24
Skills:               Bluff +20, Climb +11, Concentration +18, Diplomacy +20, Gather Information +20, Intimidate +20, Knowledge (Arcana, History, Local, Nature) +15, Listen +15, Move Silently +12, Search +16, Sense Motive +18, Spot +15
Feats:               Ability Focus (Curse), Empower Spell-Like Ability (Curse), Multigrab, Weapon Finesse
Environment:          Temperate Mountains and Forest
Organization:         Unique, accompanied by what appear to be two children and or two lambs
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          11+ HD (Medium)
Level Adjustment:     ---

"Who could that be at this time of night?"

Bibi appears as a tall thin woman in a red dress who knocks at the doors of gypsies once a year in the Balkans.  Usually she is accompanied by 2 small girls or lambs (I can't find anything on them or their significance).  She promises good fortune to those who let her in, and curses those who don't.  If she is let inside people must take care for if they have an infant she will murder it (though the infant will appear to have died of Cholera).

Curse (Su): People who refuse Bibi entry to their home receive a Bestow Curse spell.  Bibi may do this as often as she wishes, but usually only curses whoever answers the door.  Caster level is equal to HD.

Improved Grab (Ex): Bibi can make Grapple attempts without provoking Attacks of Opportunity.  If her victim is an infant she then uses her Choke ability.

Choke (Ex): When Bibi strangles an infant the death resembles Cholera (i.e. massive diarrhea and dehydration.  Bibi does 1d4 Constitution Drain with a successful Grapple Check against infants.

Good Fortune (Su): People who welcome Bibi into their home receive one of the following: Remove Blindness/Deafness, Remove Curse, Remove Disease, or Mass Lesser Vigor spell.  Caster level is equal to HD.

Removed from Nature (Ex): Bibi does not eat, breath, drink, age, or sleep.  She is immune to extremes of temperature as if she had the permanent effects of an Endure Elements spell, and is immune to the following: Age effects, death effects, sleep effects, fatigue/exhaustion, disease, and poison.  Regardless of how Bibi is slain, she will appear again one year later. 

Combat: Bibi rarely indulges in combat.  She curses those who oppose her before leaving, and never initiates combat against anything other than infants.
« Last Edit: May 12, 2010, 07:14:34 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #231 on: April 10, 2010, 01:21:35 AM »
More vampires. What a surprise.  ;)

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #232 on: April 17, 2010, 07:42:13 AM »
Okay after researching the Bhut its largely just another name ofr the Vetala, which Ive already done, so I'm editing Bibi into that post.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #233 on: April 20, 2010, 06:31:16 AM »
http://www.unknownexplorers.com/alkalilakemonster.php

http://www.cryptozoology.com/forum/topic_view_thread.php?tid=5&pid=188348

http://cryptozoology.wikia.com/wiki/Alkali_lake_monster



Alkali Lake Monster
                      Gargantuan Animal
Hit Dice:             28d8+196 (322 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 7, flat-footed 18
Base Attack/Grapple:  +22/+51
Attack:               Bite +32 melee (4d6+19/19-20)
Full Attack:          Bite +32 melee (4d6+19/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Capsize Boat
Special Qualities:    Dark Vision 60', Hold Breath
Saves:                Fort +23, Ref +17, Will +9
Abilities:            Str 36, Dex 12, Con 24, Int 2, Wis 12, Cha 10
Skills:               Listen +16, Spot +16, Swim +22
Feats:                Cleave, Devastating Critical (Bite), Great Cleave, Greater Mighty Roar, Improved Critical (Bite), Mighty Roar, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     15
Treasure:             None
Alignment:            Always Neutral
Advancement:          29-44 HD (Gargantuan), 45-58 (Colossal)
Level Adjustment:     ----

"Well sir, you could go down to the lake to go fishin', but I wouldn't advise it.  There's a really big critter in that lake that objects to it."

The Alkali lake monster vaguely resembles a gigantic alligator with a horn on it's head.

Capsize Boat (Ex): A submerged Lake Monster that surfaces under a boat or ship less than 20' long capsizes the vessel 95% of the time.  50% if it's 20-60' long, and only 20% if it's over 60'.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: The Alkali Lake Monster tends to surface under boats to capsize them before picking off swimmers one by one.



Alkali Lake Monster, mythic version
                      Colossal + Animal
Hit Dice:             100d8+1200 (1650 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          33 (-8 Size, -1 Dex, +32 Natural), touch 1, flat-footed 33
Base Attack/Grapple:  +75/+113
Attack:               Bite +90 melee (6d6+33/19-20)
Full Attack:          Bite +90 melee (6d6+33/19-20)
Space/Reach:          40 ft./30 ft.
Special Attacks:      Stench
Special Qualities:    Dark Vision 60', Hold Breath, DR 25/Epic, SR 35
Saves:                Fort +69, Ref +51, Will +50
Abilities:            Str 54, Dex 8, Con 32, Int 2, Wis 12, Cha 24
Skills:               Listen +51, Spot +51, Swim +31
Feats:                Ability Focus (Stench), Awesome Blow, Cleave, Defensive Sweep, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Flay, Great Cleave, Greater Fortitude, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Snatch, Improved Toughness, Indomitable Soul, Iron Will, Large and in Charge, Lunging Strike, Mighty Roar, Multisnatch, Overwhelming Assault, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Snatch, Steadfast Determination, Superior Initiative, Swim-By Attack, Weapon Focus (Bite)
Environment:          Temperate Aquatic
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          101-200 HD (Colossal)
Level Adjustment:     ----


"I never thought you could be killed by something because it just smelled bad."

The Alkali lake monster is a gigantic monstrosity about 300' long whose stench is so incredibly bad it kills anything nearby.

Stench (Ex): Any corporeal, living opponent within 100' of the Lake Monster when it surfaces from the water must make a DC 73 Fortitude Save (Save DC is Constitution based) or be poisoned.  Inhale, DC 73 Fortitude Save, Initial Damage 2d6 Constitution, Secondary damage is death.

Hold Breath (Ex): The Alkali Lake Monster can Hold it's breath for (8 times it's Con modifier) rounds before it risks drowning.

Combat: If anything isn't actually killed by the monsters stench, it tends to just rush in and start biting.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #234 on: April 23, 2010, 07:14:40 AM »
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #235 on: April 23, 2010, 06:48:10 PM »
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?
A bit to limited. It kinda needs the PCs to own a house.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #236 on: April 24, 2010, 04:57:14 AM »
bibi is updated.  Any thoughts on her abilities?  Do you think they're too limited?
A bit to limited. It kinda needs the PCs to own a house.

True.. Ill tweak it a lil

http://www.youtube.com/watch?v=3hWlXT9HhFA

The Beast from Haunted Cave
                      Large Aberration (Cold)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +4/+12
Attack:               Tentacle +7 melee (1d8+4)
Full Attack:          2 Tentacles +7 melee (1d8+4) and 1 Bite +2 Melee (1d8+2)
Space/Reach:          10 ft./10 ft. (15' with Tentacles)
Special Attacks:      Improved Grab, Blood Drain, Webbing, Frightful Presence
Special Qualities:    Dark Vision 60', DR 5/-, Fast Healing 1
Saves:                Fort +7, Ref +4, Will +6
Abilities:            Str 18, Dex 15, Con 20, Int 2, Wis 12, Cha 12
Skills:               Climb +8, Hide +5, Listen +4, Move Silently +5
Feats:                Ability Focus (Frightful Presence), Improved Web, Multigrab (see Savage Species)
Environment:          Cold Mountains or Forest
Organization:         Solitary (Unique?)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"It's suckin' her blood!"

The Beast from Haunted Cave appears to have potentially hatched from an egg (which the film implies was recently), and there are no signs of there being more of it's kind.  This also implies it may be an infant and adults may be significantly larger and more powerful.  It was apparently fairly tough, and while gunfire drove it off it didn't appear to permanently injure it until the end of the film when mass gunfire (and a liberal dose of flame) puts an end to it.  The beast appears vaguely humanoid, but spend much of it's time crouched on all fours walking in a spiderlike gait.  It's front limbs are incredibly long tentacles, and most of it's other features are obscured by long hair (which may be hair or some sort of filament similar to it's webbing). 

Improved Grab (Ex): If the Beast successfully hits with it's Tentacle Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of opportunity.  If successful it may Grapple it's victim, cocoon it, or drink it's blood.

Blood Drain (Ex): If the Beast has it's opponent pinned in a Grapple, or it has it cocooned and helpless, it may do 1d4 temporary Strength damage per round. 

Webbing (Ex): The Beast may cocoon unconscious, paralyzed or helpless victims with some sort of weblike substance.  Once they awake they can try to escape from the cocoon, but with their arms and legs bound as they are they will have to make a successful DC 15 Escape Artist Check or DC 19 Strength Check to break free.  The Save DC is Constitution based, and the Strength Check DC has a +4 Racial Bonus.  The Beast can cocoon a Tiny or Smaller opponent as a Standard Action, and a Small or Medium opponent as a Full Round Action.  It will not willingly attack opponents it's own size or larger but could in theory cocoon them as well.

Frightful Presence (Ex): When the Beast Grapples or Charges an opponent, all enemies with less than 6 HD within 30' must make a DC 16 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.

Skills: The Beast gains a +4 Racial Bonus to Climb and Hide Checks.

Combat: The Beast normally does non lethal damage with it's tentacle attacks (it takes no attack roll penalty when it does this) and Grapple Checks because it wants live victims.  Once it has grappled them into unconsciousness it takes them to it's lair or other convenient hiding place and cocoons them in webbing so it can use their blood as a food source.  Since it does not feed them they eventually die of a combination of blood loss and starvation.


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #237 on: April 27, 2010, 01:25:19 AM »
http://www.youtube.com/watch?v=ek43qsMoiUw

Giant Leeches
                      Large Vermin
Hit Dice:             6d8+30 (57 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +4/+13
Attack:               Grapple +13 melee
Full Attack:          Grapple +13 melee
Space/Reach:          10 ft./5 ft.
Special Attacks:      Blood Drain, Capsize, Improved Grab
Special Qualities:    Dark Vision 60', Amphibious, DR 5/-
Saves:                Fort +10, Ref +3, Will +3
Abilities:            Str 20, Dex 12, Con 20, Int -, Wis 12, Cha 2
Skills:               Swim +13
Feats:                -
Environment:          Warm Aquatic or Marsh
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"AAAAAAAAAAAAAAAAAAAAAAAAHHHHH!"

Although referred to as Giant Leeches, these creatures only resemble Leeches in the basest sense.  They do subsist on blood, and they are invertebrates, but these creatures have two short suckered tentacles, and prominent eyes (maybe even a face).  They also appear incredibly resistant to damage, even gunfire.  In the movie it's assumed they're a mutation due to radiation from the local Rocket Base, but the explanation seems unlikely as they don't resemble leeches much, and aren't nearly as fragile.  In fact many take several shots from rifles used to kill Buffalo, and the underwater shockwave from a dynamite blast.
 
Blood Drain (Ex): Leeches do 1d4 temporary Constitution damage against opponents they have Pinned in a Grapple.  Opponents who lose one third or more of their Con score are considered Exhausted until the damage has healed.

Capsize (Ex): Leeches can surface under any boat 12' long or smaller in an attempt to capsize it.  It has a 45% chance to capsize any boat by charging it from underneath.

Improved Grab (Ex): Leeches may make a Grapple Check without provoking an Attack of Opportunity.

Skills: Giant Leeches get a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.

Combat: The Leeches capsize boats if prey is in them, and then go straight for the Grapple.  They quickly pull victims deeply into the lake into underground caves with pockets of air.  Most victims cant swim well enough to escape assuming they don't drown in the first place, or are too weak from lack of blood.  Due to their slow moving nature on land they generally don't pursue prey that is aware of them out of the water because it's hard for them to catch.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #238 on: April 29, 2010, 03:47:48 AM »
http://www.youtube.com/watch?v=vfKakOgshxw

Black Scorpion
                      Colossal Vermin
Hit Dice:             125d8+1625 (2187 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          60 (-8 Size, +4 Dex, +54 Natural), touch 6, flat-footed 56
Base Attack/Grapple:  +93/+124
Attack:               Pincer +100 melee (8d6+15)
Full Attack:          2 Pincers +100 melee (8d6+15)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Sting, Improved Grab, Constrict
Special Qualities:    Dark Vision 60', Vermin Traits, DR 30/-, Vulnerable Throat
Saves:                Fort +77, Ref +45, Will +42
Abilities:            Str 40, Dex 18, Con 36, Int -, Wis 12, Cha 2
Skills:               Climb +19, Hide -8, Spot +5
Feats:                -
Environment:          Warm Desert or Underground
Organization:         Solitary or Nest (4-10, Nests are usually younglings and are merely Gargantuan in Size)
Challenge Rating:     42
Treasure:             None
Alignment:            Always Neutral
Advancement:          126+ HD
Level Adjustment:     ---

"That's how they kill each other - that weak spot in the throat!"

The Black Scorpion is the largest of a nest of giant prehistoric scorpions released near Mexico City by a Volcanic eruption.  While most of the scorpions were only half it's size (and extremely tough), the Black Scorpion was enormous and easily shrugged off Tank fire before being electrocuted.  While similar to Scorpions their eyes and mouthparts are unlike those of modern scorpions.  But like their namesake they are incredibly territorial, and will kill anything they see (each other included).

Improved Grab (Ex): If the Black Scorpion successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it will Constrict if the opponent is 2 or more Size Classes smaller than it, or Sting if the opponent is larger.

Constrict (Ex): The Black Scorpion does 16d6+30 damage with a successful Grapple Check, unless it wishes to sting.

Sting (Ex): The Black Scorpions sting does 6d6+15 damage, and the victim must make a DC 85 Fortitude Save (Save DC is Constitution based) or be poisoned.  Initial damage is 2d6 Constitution, Secondary damage is death.

Vulnerable Throat (Ex): Scorpions have a small white patch on their throat that is vulnerable and unarmored.  Since they are not immune to each others venom they sting this patch in combat to slay one another.  Opponents who take a -4 to hit, and successfully confirm a critical hit, ignore the Scorpions DR.

Skills: Black Scorpions get a +4 Racial Bonus to Climb, Hide, and Spot Checks.

Combat: Black Scorpions charge and go straight for the Grapple before squeezing their opponents to death.  If they put up a fight or are almost as large as the Scorpion it stings.  They are very aggressive and will fight to the death.
« Last Edit: May 01, 2010, 05:02:54 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #239 on: April 30, 2010, 01:38:04 AM »
Holy. Fucking. SHIT.  :blink :sofa