Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80231 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #240 on: May 01, 2010, 04:36:46 AM »
http://www.moddb.com/games/interstellar-marines/images/shark-creature

Pale Shark
                      Large Undead (Aquatic)
Hit Dice:             8d12+8 (60 hp)
Initiative:           +6
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +4/+12
Attack:               Bite +8 melee (1d8+6 plus wounding and toxin)
Full Attack:          Bite +8 melee (1d8+6 plus wounding and toxin)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Toxic Bite, Wounding Bite
Special Qualities:    Dark Vision 60', Undead Traits, Amphibious, Dark Vitality, DR 5/Slashing, Blood Healing 5, Sense Living 60', Blind, Blood Scent
Saves:                Fort +5, Ref +4, Will +8
Abilities:            Str 18, Dex 15, Con -, Int 5, Wis 15, Cha 12
Skills:               Climb +11, Jump +12, Listen +6, Move Silently +6, Spot +6, Swim +12
Feats:                Alertness, Great Fortitude, Improved Initiative, Track (B)
Environment:          Any Aquatic and any coastal lands
Organization:         Solitary or Frenzy (6-10)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          9-16 HD (Large), 17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"The Dead aren't always human Bobbie..."

Pale Sharks are hideous mutants, corrupted by vile magics and alchemical processes into monstrosities that made them elite hunter-killers, able to track by land or sea.  At least that's what everyone believes.  And it may even be true.  They were originally large sharks magically engineered to survive on land as well as the ocean.  They were very useful minions, and when a rift to the Far Realms opened near a mage's castle he sent them in as backup for a batch of mercenaries hired to find out what was up, and close the rift down.  None of the mercs came back.  But the sharks did, mutated worse than ever.  They appeared normal, but quickly dried out and died on returning to this plane.

And if they had stayed dead that would've been the end of it.  After a few days they simply got back up and decided to start eating again, this time without the controlling hand of their creator.  More seem to be found every year, and it's wondered if they are a species capable of reproducing as undead...

Toxic Bite (Su): The Pale Sharks Bite is incredibly toxic, riddled with diseases and poisons.  Injury, DC 18 Fortitude Save (Save DC is Constitution Based with a +4 Racial Bonus to the Save DC), Initial and Secondary Damage 1d6 Constitution.  If the victim dies before the Constitution damage is healed, they rise again in 1d6 hours as a Zombie.  These Zombies do not attack Pale Sharks and vice versa.

Wounding Bite (Ex): If the Pale Shark successfully bites an opponent they take 1d4 Temporary Strength damage.

Dark Vitality (Ex): The Pale Shark gains it's Charisma Modifier as Bonus hp, and as a modifier to Fortitude Saves.

Blood Healing (Ex): This works like Fast Healing, but only on rounds in which the Pale Shark has successfully bitten someone, or is bathing in/drinking blood.

Sense Living (Su): Pale Sharks can sense all living beings within 60' as if they had Blindsight.

Blind: Pale Sharks are Blind, and cannot be affected by attacks based on sight, or blinding flashes of light.

Blood Scent: Pale Sharks have the Scent ability listed in the MM, but in addition can Scent blood from up to 3 miles away.

Skills: Pale Sharks have a +8 Racial Bonus to Jump and Swim Checks, and can always Take 10 on a Swim Check.  They also have a +4 Racial Bonus to Climb Checks.

Combat: Pale Sharks are ambush predators who try sneaking up behind victims they spot before pouncing and biting away, often trying to eat prey before it has died.  They are somewhat fearless and will fight to their destruction if necessary. 

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #241 on: May 01, 2010, 05:18:47 AM »
http://www.youtube.com/watch?v=heWIXXOAPpw

The Inchworm
                      Gargantuan Vermin
Hit Dice:             20d8+80 (170 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          27 (-4 Size, +3 Dex, +18 Natural), touch 9, flat-footed 24
Base Attack/Grapple:  +15/+25
Attack:               Tentacles +25 melee (Grapple)
Full Attack:          Tentacles +25 melee (Grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Tentacles
Special Qualities:    Dark Vision 60', Vermin Traits,Twisting Grappler
Saves:                Fort +16, Ref +9, Will +7
Abilities:            Str 30, Dex 16, Con 18, Int -, Wis 12, Cha 2
Skills:               Climb +18, Escape Artist +11
Feats:                -
Environment:          Underground
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Gargantuan), 31-40 HD (Colossal)
Level Adjustment:     ---

"What the heck is that?"

In one scene in the Black Scorpion when the geologists go underground, they encounter several monsters, including this strange creature that looks like an armored inchworm with tentacles.  It's not quite a match for even the younger scorpions, and is a left over prop from the lost Spider Pit sequence from the original King Kong.

Tentacles: The Inchworm can make a Grapple Check without provoking an Attack of opportunity.  If successful, it holds it's opponent while gnawing with it's jaws, doing 3d6+15 damage.

Twisting Grappler: The Inchworm twists and turns when grappled by an opponent.  Aside from being hard to hold on to, it makes it difficult to use extra attacks (such as stings or rakes) gained by opponents Grappling it.  Opponents who can use extra Natural Weapon attacks in a Grapple take a -4 Penalty to hit.

Skills: Inchworms get a +8 Racial Bonus to Climb and Escape Artist Checks, and may always Take 10 on a Climb Check.

Combat: Inchworms Grapple opponents, trying to Pin them so they can then Bite at their leisure.


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #242 on: May 01, 2010, 06:47:03 AM »
I revised Bibi.  Shes not seeming too spooky so far unless the party is low level.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #243 on: May 05, 2010, 06:56:11 AM »
http://fc08.deviantart.com/fs12/i/2006/284/2/6/monster_bird_by_plutonia.jpg

Spirit Bird
                      Small Magical Beast
Hit Dice:             3d8+9 (22 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Fly 80 ft. (Good)
Armor Class:          19 (+1 Size, +5 Dex, +3 Deflection), touch 19, flat-footed 14
Base Attack/Grapple:  +3/+0
Attack:               Claw +8 melee touch (1d6+1)
Full Attack:          2 Claws +8 melee touch (1d6+1) and 1 Bite +3 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Dual Nature
Special Qualities:    Dark Vision 60', Low Light Vision, Confound Senses
Saves:                Fort +6, Ref +8, Will +4
Abilities:            Str 12, Dex 20, Con 16, Int 16, Wis 16, Cha 16
Skills:               Hide +9, Knowledge (Arcane, Nature) +9, Listen +9, Move Silently +11, Spot +9
Feats:                Weapon Finesse
Environment:          Any Temperate except Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Chaotic Neutral
Advancement:         4-6 HD (Medium)
Level Adjustment:     ---

“All that spirits desire, spirits attain.”

Spirit Birds are bizarre predatory birds that straddle two realities.  They prey on both the dead and the living and many bizarre beliefs are attributed to them.

Dual Nature (Ex): Spirit birds are present in both the spirit and physical realm (or if you prefer in DnD, they are simultaneously present on the Prime material and Ethereal Planes.  For this reasons their Natural Weapons are touch attacks and affect Incorporeal beings.  They may also Grapple Incorporeal beings, and see un-manifested Incorporeal Undead as they are also present in the Ethereal.  Damage done by the Spirit Birds natural weapons is untyped and therefore ignores DR.

Confound Senses (Su):  Spirit Birds are difficult to really see well, and it effectively benefits from having a Blur spell permanently in effect on it's person (Caster level is equal to it's HD).  Any opponent attacked successfully by it must make a DC 14 Willpower Save (Save DC is Charisma based) or be Confused for 1 round as per the spell.

Combat: Spirit Birds usually dive out of the sky, claw, and keep going.  After a few successful passes they will try to really tear into an opponent.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #244 on: May 05, 2010, 08:07:12 AM »
http://www.youtube.com/watch?v=J1DHK9Fkw8Y&feature=related

Giant Trap Door Spider
                      Large Vermin
Hit Dice:             6d8+12 (39 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Burrow 20 ft.
Armor Class:          19 (-1 Size, +3 Dex, +7 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +4/+11
Attack:               Pincer +6 melee (1d6+3)
Full Attack:          2 Pincers +6 melee (1d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:    Dark Vision 60', Vermin traits,
Saves:                Fort +7, Ref +5, Will +3
Abilities:            Str 16, Dex 17, Con 14, Int -, Wis 12, Cha 2
Skills:               Climb +11, Hide +3, Spot +5
Feats:                -
Environment:          Underground
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         7-12 HD (Large)
Level Adjustment:     ---

"Run!"

Also in the underground lair of the semi-communal giant scorpions was a giant trap door spider with long crablike pincers.  It also was a holdover from the lost Spider Pit scene from King Kong.

Improved Grab (Ex): If the Trap Door Spider successfully hits with it's Pincer attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It may also make a Grapple as part of a Charge Attack. If it successful it may constrict. 

Constrict (Ex): The Trap Door Spider does 2d6+6 damage with a successful Grapple Check.

Ambush (Ex): Trap Door Spiders make burrows which have hinged lids with silken triplines radiating from them.  It hides beneath the lid holding the triplines, effectively giving it Tremorsense 60' while in this position as well as Total Concealment.  Opponents get a DC 21 Knowledge (Nature) Check to realize whats up or when the spider pushes the lid up and charges them they are considered Flat-Footed. 

Skills:  Trap Door Spiders get a +4 Racial Bonus on Hide and Spot Checks.  They also get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.  The Trap Door Spider gets a +4 Racial Bonus on Grapple Checks against Flat Footed opponents.

Combat: Trap Door Spiders generally lie in wait under the lids of their burrows before ambushing prey.  If it manages to dodge the initial attack the spider will give chase.

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #245 on: May 05, 2010, 03:19:23 PM »
DC 21 ambush that only a druid or ranger would make. 2d6+6 damage from grappling. If it ambushes you, which is highly likely, it gets a +4 racial bonus on the grapple check. Cool, but needs a higher CR.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #246 on: May 05, 2010, 06:14:40 PM »
a 4 maybe?

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #247 on: May 05, 2010, 07:07:00 PM »
DC 21 ambush that only a druid or ranger would make.
Or a wizard. Or anyone with Knowledge Devotion. DC 21 isn't that high, even at level 3. Even with just a single rank and a decent Int bonus, you have a pretty good chance of making it.

And even if you don't make the knowledge check, this just means you're flat-footed... which you likely were anyway, if the spider was hiding inside a trapdoor...



At first I thought perhaps it was a bit under-CRed also. However, it is pretty comparable to the large monstrous scorpion as far as the type of monster (big brute with improved grab). The spider has higher hit points, a higher AC, and a higher grapple check against flat-footed opponents.

They are about equal when it comes to ambushing enemies, since the scorpion also has Tremorsense and a racial hide bonus, and so could use the same tactics as the spider. However, many DMs probably wouldn't even notice that on the scorpion, whereas you've spelled it out. I don't think we can fault your monster for other peoples' stupidity though...

The advantages the scorpion has is its extra attack which delivers poison, but the save DC is pretty low and the damage is only 1d4 (it is Con, though).

However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.

So overall, CR 3 is about right.
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #248 on: May 06, 2010, 01:58:56 AM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #249 on: May 06, 2010, 02:08:03 PM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
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jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #250 on: May 06, 2010, 04:13:59 PM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
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But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #251 on: May 06, 2010, 04:17:08 PM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #252 on: May 06, 2010, 08:12:24 PM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #253 on: May 11, 2010, 07:18:34 AM »
http://www.bloodylexicon.com/monsters/bruxsa/

http://www.vampirestate.net/portugal-myth.html

http://www.ghostsandstories.com/heila-batista-the-bruxsa-part-2.html

http://books.google.com/books?id=H1axCZifXdwC&pg=PA58&lpg=PA58&dq=bruxsa+vampire&source=bl&ots=UQ4wd_mQCk&sig=u7OSpQYPVF1ZTYc5brQiWrvubc8&hl=en&ei=oOfoS-7DO4OB8gbyk4XaDA&sa=X&oi=book_result&ct=result&resnum=10&ved=0CDoQ6AEwCQ#v=onepage&q=bruxsa%20vampire&f=false

                      Bruxsa
                      Medium Outsider (Native)
Hit Dice:             10d8+10 (50 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          20 (+1 Dex, +8 Deflection, +1 Natural), touch 19, flat-footed 19
Base Attack/Grapple:  +10/+11
Attack:               Slam +11 melee (1d3+1)
Full Attack:          2 Slams +11 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spells, Blood Drain, Carnal Beauty
Special Qualities:    Dark Vision 60', Alternate Form, Weaknesses, Near Invulnerability
Saves:                Fort +8, Ref +8, Will +8
Abilities:            Str 13, Dex 13, Con 13, Int 18, Wis 12, Cha 26
Skills:               Bluff +21, Concentration +14, Diplomacy +21, Hide +14, Intimidate +21, Knowledge (Arcane, Local, Religion) +17, Listen +14, Move Silently +14, Spellcraft +17, Spot +14
Feats:                Combat Casting, Greater Spell Penetration, Maximize Spell, Spell Penetration
Environment:          Any
Organization:         Solitary
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class (usually Sorceror)
Level Adjustment:    ---

Bruxsa are witches who have somehow ascended to demonic immortality through their magics.  The usually waylay travelers for blood, appearing as beautiful women or birds, but they prefer the blood of children.  They are well known for seducing virile men so as to become pregnant to be able to devour their own offspring.  Sadly they don't seem to be killable by any means known to mortal men, though there are ways to avoid them.

Spells: Bruxsa may cast Spells as a Sorceror of their level, and their Racial Hit Dice stack with Sorceror Levels for purposes of determining Caster Level.

Blood Drain (Ex): The Bruxsa can Drain 1d4 Constitution per round if it Pins it's opponent in a Grapple.

Carnal Beauty (Su): The Bruxsa carries the illusion of sexual perfection regardless of her true appearance (and after years of bloodlust the appearance of many becomes increasingly inhuman).  This is an Illusion (Glamer) effect, and is considered to be a 6th level spell for purposes of being dispelled by things such as Dispel magic.  While a Bruxsa maintains her Carnal Beauty she may always Take 10 on any Charisma related skill (Except Iaijutsu Focus and Use Magic Device).  

Alternate Form (Su): Bruxsa can turn into a Bird after dark at will as a Swift Action.  The only difference in stats is that the Bruxsa shrinks to Small Size, and gains a Fly Move of 80' (Good).  Turning back is a Swift Action as well.

Weaknesses (Ex): Bruxsa cannot approach within 10' of garlic, holy water, or magical warding charms made by Gypsies.

Near Invulnerability (Ex): The Bruxsa cannot normally be killed by ordinary means.  No matter how much damage is done the Bruxsa will resurrect within 24 hours.  To kill one it must be brought to -10 hp, the killing blow must be done with a Holy Weapon or a spell with the Good Descriptor, and then a Limited Wish, Wish, or Miracle spell must be cast.

Combat:  Bruxsa generally use their spells to cause confusion to single off and seduce a virile male.  After she becomes pregnant the man and his companions are considered food and she will use her spells to kill them off.



« Last Edit: May 26, 2010, 05:32:13 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #254 on: May 12, 2010, 07:42:14 AM »
http://en.wikipedia.org/wiki/The_Beast_from_20,000_Fathoms

http://www.youtube.com/watch?v=mTGMc-QPBlw

http://godzilla.wikia.com/wiki/Rhedosaurus

Rhedosaurus
                      Colossal Animal (Aquatic)
Hit Dice:             48d8+624 (840 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Swim 60 ft.
Armor Class:          33 (-8 Size, +1 Dex, +30 Natural), touch 3, flat-footed 32
Base Attack/Grapple:  +36/+70
Attack:               Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Full Attack:          Bite +47 melee (4d6+27/19-20) or Tail Lash +46 melee (4d6+27)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Improved Grab, Swallow Whole, Infectious, Tail Lash
Special Qualities:    Low Light Vision, Amphibious, Immune to Cold, DR 15/-
Saves:                Fort +45, Ref +27, Will +17
Abilities:            Str 46, Dex 12, Con 36, Int 2, Wis 12, Cha 20
Skills:               Climb +29, Listen +18, Spot +18, Swim +36
Feats:                Alertness, Awesome Blow, Cleave, Devastating Critical (Bite), Diehard, Endurance, Epic Endurance, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary
Challenge Rating:     24
Treasure:             None
Alignment:            Always Neutral
Advancement:         49+ HD (Colossal)
Level Adjustment:     ---

"New York is like a city besieged. A state of emergency has been declared... and the entire police force put on 24-hour duty. Civilian defense is fully mobilized... and shelters have been opened in an effort to stop the mounting hysteria. All traffic has been halted. And Times Square, the heart of New York, has stopped beating. The National Guard has been called out, fully armed. to repel the invader. This is full-scale war against a terrible enemy... such as modern man has never before faced. Ordinary bullets have no effect... and a method of destroying the awesome creature... has not yet been formulated. But the battle field has been cleared. Herald Square. 34th Street. Broadway. Every section of the city is guarded. No one knows where the monster will strike next. It was last seen on Wall Street, close to where it came ashore. But lower Manhattan has become no man's land... where the beast, at present, lies hidden. The National Guard is barricading the entire area... in an effort to confine the death and destruction... of what is already the worst disaster in New York's history."

The Rhedosaurus is a fictional dinosaur that in all honesty resembles a more common lizard like reptile than anything else.  It also appears to be capable of surviving being frozen in ice for millions of years, has a high degree of resistance to disease (although it is a carrier), and is capable of either breathing underwater or holding it's breath for obscenely long periods of time.  Traveling through a blizzard doesn't seem to be a problem for it, and small arms fire only seems to enrage it as opposed to causing any serious damage.

Improved Grab (Ex): If the Rhedosaurus successfully hits with it's bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may then do Bite damage each round, or attempt to Swallow an opponent if it is at least 3 Size classes smaller than it.

Swallow Whole (Ex): A Rhedosaurus can  try to swallow an opponent at least 3 Size Classes smaller than itself with a successful Grapple Check.  The swallowed creature takes 2d6+18 bludgeoning damage along with 18 points of acid damage per round.  A swallowed creature can cut it's way out by doing 50 points of damage with a light slashing or piercing weapon to the Rhedosaurus' gullet (AC 25).  Once it exits muscular action closes the hole, and other swallowed opponents must find their own way out.

Infectious (Ex): The Rhedosaurus is infected with an incredibly virulent bacteria.  Any opponent who successfully damages the Rhedosaurus in melee must make a Reflex Save (Save DC is 10 plus damage dealt) or come in contact with it's blood.  If the attack is a natural weapon such as a claw or bite the opponent gets no Save. Contact, DC 47 Fortitude Save (Save DC is Constitution based), Incubation period 1 day, damage is 1d6 Constitution.

Tail Lash (Ex): The Rhedosaurs' Tail Lash attack can only be made to it's rear.  It affects all opponents in a 30' Cone.

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

Combat: The Rhedosaurus normally moves forward, bites and swallows.  If there are multiple targets it will Tail Lash.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #255 on: May 15, 2010, 06:00:43 AM »
it says Bruxsa cant be killed by mortal means.  How bout i give it the tarrasque/Ghost bit of needing to be brought to negative hp and then having a Miracle or Wish cast as the means of getting rid of it?

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #256 on: May 15, 2010, 07:13:33 AM »
it says Bruxsa cant be killed by mortal means.  How bout i give it the tarrasque/Ghost bit of needing to be brought to negative hp and then having a Miracle or Wish cast as the means of getting rid of it?
I'd allow limited wish and other effect that destroy or trap the should to also work. No medium creature should be harder to kill than the tarrasque until well into epic levels.
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Prak, the Mad

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #257 on: May 15, 2010, 07:20:51 AM »
However, if you move up to core CR 4 grapple monsters, you'll see the giant crocodile which is MUCH more dangerous than this spider in my opinion.
Does the crocodile jump out of nowhere and 1 shot the wizard?
It's a possibility, at least. Crocs get high bonuses to hide in the water. And really, that's pretty much their MO in real life, too.
But who wades through corc infested water? You'll still know they are in the area.
Any water in D&D could have crocs in it theoretically.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #258 on: May 18, 2010, 08:42:12 AM »
Bruxsa updated

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #259 on: May 19, 2010, 07:31:35 AM »
http://www.youtube.com/watch?v=rWRi23-r6p8

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

Giant Prehistoric Snail
                      Large Vermin (Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           -2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          15 (-1 Size, -2 Dex, +8 Natural), touch 7, flat-footed 15
Base Attack/Grapple:  +4/+14
Attack:               Bite +9 melee (1d8+6/18-20)
Full Attack:          Bite +9 melee (1d8+6/18-20)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Blood Drain, Severing Bite
Special Qualities:    Dark Vision 60', Amphibious, Vermin Traits, Defensive Foam
Saves:                Fort +8, Ref +0, Will +3
Abilities:            Str 22, Dex 6, Con 16, Int -, Wis 12, Cha 2
Skills:               Swim +14
Feats:                Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---


The film lists these creatures as dried out eggs from prehistoric times that hatch when exposed to water in the manner that some primitive shrimp do.  An earthquake in the Salton Sea provides the water.  Despite being called molluscs, the monsters look more like armored caterpillars with mandibles than snails.  Perhaps it's their exposure to radiation...

Improved Grab (Ex): If the Giant Snail successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage each round.

Blood Drain (Ex): If the Giant Snail pins it's opponent in a Grapple it may do 1d4 temporary Constitution damage with a successful Grapple Check.

Severing Bite (Ex): The Snails jaws are incredibly sharp and threaten a critical on an 18-20. 

Defensive Foam (Ex): If the Snail takes damage it emits defensive foam from it's body, giving it a +6 Racial Bonus on all Grapple Checks made to escape Grapples and a +1 Deflection Bonus to AC.  This foam is radioactive and highly toxic, and creatures attacking the Snail with a Bite Attack may be poisoned.   Ingested, DC 16 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1 negative level.

Skills: Snails get a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

Combat: Snails simply approach as quickly as thy can and begin biting.  Once they have a victim in a Grapple they start draining his blood.  They definitely aren't tactical geniuses.