Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80693 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #260 on: May 21, 2010, 07:43:12 AM »
Think CR 8 is okay for the Bruxsa?

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #261 on: May 21, 2010, 03:35:59 PM »
Think CR 8 is okay for the Bruxsa?
What is the CR of a level 10 sorcerer?
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #262 on: May 26, 2010, 05:40:54 AM »
true nuff

http://angelicvampire.bravehost.com/types.html

http://hubpages.com/hub/Christmas-Vampires-or-Werewolves

http://books.google.com/books?id=H1axCZifXdwC&pg=PA66&lpg=PA66&dq=callicantzaro&source=bl&ots=UQ4xgZmRCk&sig=boezFyCs6psOvx1fWH-VDj3_m3c&hl=en&ei=FZf8S5bUG8K88gb5-5zqBg&sa=X&oi=book_result&ct=result&resnum=7&ved=0CCgQ6AEwBg#v=onepage&q=callicantzaro&f=false

http://www.dutchie.org/Tracy/goddess/calli.html

http://swankivy.com/writing/essays/info/faeries.html

thought on type?

Callicantzari
                      Medium Undead (Extraplanar)
Hit Dice:             6d12 (39 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +3/+6
Attack:               Claw +9 melee (1d6+6)
Full Attack:          2 Claws +9 melee (1d6+6) and 1 Bite +4 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sharp Claws, Steal Babies Soul, Rage, Spoil Food
Special Qualities:    Dark Vison 60', Scent, Hellish travel, Undead traits, Weaknesses
Saves:                Fort +2, Ref +5, Will +5
Abilities:            Str 16, Dex 16, Con -, Int 8, Wis 10, Cha 16
Skills:               Climb +6, Hide +6, Knowledge (Local, Religion, The Planes) +2, Listen +3, Move Silently +6, Search +2, Spot +3
Feats:                Combat Reflexes, Improved Initiative, Power Attack
Environment:          Hell (except on Christmas when it travels to the Prime Material)
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"Give us the women and children and we'll let you live."

Callicantzari are humans born anytime from Christmas to New Years day (or in some stories January 6) who become vampire or werewolf like beings after they die (although some stories consider them a type of Goblin) if they have led a sinful life or are not buried properly.  Half human and half animal their goal is to create more of themselves by stealing the souls of children, or abducting women they can forcibly impregnate (odd considering they're dead and all...).  Only active in our world from Christmas to New Years they ruin holidays by playing pranks, and committing murder to indulge their taste for blood and raw flesh.  They also molest women, ruin food, and eat corpses.  Callicantzaros speak their native languages, and Infernal.  

Sharp Claws (Ex): The claws of the Callicantzari are said to be able to deform metal.  Attacks made with them are considered touch attacks.

Steal Babies Souls (Su): At will as a Standard action the Callicantzaros can make a touch attack on a human toddler or infant, and if successful the victim must make DC 16 Willpower Save or die (Save DC is Charisma based).  The next year during Christmas it arises from Hell as a new Callicantzaros.

Rage (Ex): The Callicantzaros gets a +3 Bonus to Attack and Damage rolls (this increases to +5 against living relatives).

Spoil Food: At will as a Standard action a Callicantzaros may spoil and befoul up to 1 pound of food per Hit Die as long as it is within 60'.  It becomes obviously inedible, but if someone tries it is mildly poisonous (Ingested, DC 16 Fortitude negates, Initial and Secondary damage 1d3 Strength, Save DC is Charisma Based).

Hellish travel (Ex): If a Callicantzari can find a gave it may travel to hell as a Full Round Action, bringing up to one Medium Size creature weighing up to 160 lbs. with it.  It may also travel to Earth from Hell, but only during Christmas to New Years.

Weaknesses (Ex): Callicantzari cannot approach garlic closer than 10', and cannot enter any door or window with a cross painted on it (usually with tar).  To prevent them coming down chimneys it is thought wise to keep a fire going, particularly a fire that burns herbs like hyssop, thistle and asparagus, or the wood of fruit trees.  Some stories say they cant enter a fireplace that has a pig's jawbone hung from it.  Babies born at the wrong time can supposedly be saved from unlife by holding them feet first over a fire until their toenails are turned black, and then removing them.  Once the toenails are consumed by the family the baby is safe.  Ew.

Combat: Callicantzaros prefer to initially perform pranks such as causing noise, spoiling food, etc.  But eventually their rage at their situation overwhelms them and they give way to rape and murder, preferably by ambush.  They are savage and feral in combat using little in the way of tactics.

work in progress

« Last Edit: June 21, 2010, 06:25:52 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #263 on: May 26, 2010, 05:51:07 AM »
http://www.youtube.com/watch?v=0VPcMTg4Lq4

Killer Shrew
                      Small Animal
Hit Dice:         2d8+6 (15 hp)   
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-2
Attack:               Bite +7 melee (1d6+4 plus poison)
Full Attack:          Bite +7 melee (1d6+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Low Light Vision, Scent, Hyper Metabolism, Poison Assimilation
Saves:                Fort +6, Ref +6, Will +1
Abilities:            Str 13, Dex 16, Con 16, Int 2, Wis 12, Cha 4
Skills:               Listen +6, Search +0, Spot +6, Survival +5
Feats:                Weapon Finesse, Track (B)
Environment:          Warm or Temperate Fields or Forests
Organization:         Solitary, Pair, or Pack (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Looks like a rat, smells like a skunk - some call them bone-eaters."

Killer Shrews are mutants grown to enormous size due to scientific experiments.  They share their smaller cousins prodigious breeding rates, and (unfortunately) their enormous appetites.  This means they quickly wipe out the available food in any isolated areas in which they occur unless exterminated quickly.

Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage 1d3 Constitution (Save DC is Constitution based).

Hyper Metabolism (Ex): Shrews must eat three times their own body weight each day or risk starving to death (see DMG page 304).  The Shrew may go 8 hours without food, and then must make a Fortitude check each hour (DC 10+1 per previous check).  However they get a Bonus to Initiative Checks, Attack rolls, and Damage rolls equal to their Constitution modifier.

Poison Assimilation (Ex): Killer Shrews gain a +8 Racial Bonus on ingested Poisons as they're metabolism quickly assimilates it.  If the Shrew eats an Ingested Poison and succeeds in it's Fortitude Save it's poisonous bite becomes worse.  If the Save DC of the ingested Poison is higher than that of the Shrews, the Save DC of the Shrews poison raises to match it for 24 hours.  Regardless of the other poisons effects it also increases the damage of the Shrews poison to 1d6 Constitution.

Skills: Shrews gain a +4 Racial Bonus to Listen, Search, Spot, and Survival Checks.

Combat: Shrews charge, take their prey down and begin eating even before it dies.  Ew...

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #264 on: June 02, 2010, 06:47:09 AM »
http://www.youtube.com/watch?v=_3b0NWljlPw

Giant Gila Monster
                      Huge Animal
Hit Dice:             20d8+160 (250 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Climb 10 ft.
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +15/+41
Attack:               Bite +23 melee (2d6+15 plus poison)
Full Attack:          Bite +23 melee (2d6+15 plus poison)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Poison, Improved Grab, Trample (2d8+22)
Special Qualities:    Low Light Vision, Scent, Burst of Speed, DR 10/-
Saves:                Fort +23, Ref +11, Will +7
Abilities:            Str 30, Dex 8, Con 26, Int 2, Wis 12, Cha 2
Skills:               Listen +9, Spot +9, Survival +8
Feats:                Cleave, Great Fortitude, Heat Endurance, Improved Scent, Power Attack, Stamp, Uncanny Scent
Environment:          Warm or Temperate Forests or Desert
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-30 HD (Huge), 31-42 HD (Gargantuan)
Level Adjustment:     ---

"Have you heard the reports of a 'giant lizard'?"

The Giant Gila Monster is theoretically a normal lizard with a pituitary gland problem according to the film (yeah, right).  It hints there may be more than one, and the size of the creature in the film does vary a bit from around 30' long in some shots to over 60' in some.

Poison (Ex): Injury, DC 38 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage 1d8 Dexterity.

Improved Grab (Ex): If the Giant Gila Monster successfully hits with it's Bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Trample (Ex): DC 40 Reflex Save for half damage (Save DC is Strength based).

Burst of Speed (Ex): 3 times per day as a Swift Action the Gila Monster can increase it's base land speed to 50' for 1d4 rounds.

Combat: The Gila Monster generally ambles along putting up the occasional burst of speed to catch something and bite it, or trample it to the ground.


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #265 on: June 02, 2010, 06:48:32 AM »
http://www.youtube.com/watch?v=Hgby2AXt1kA

Mutant Sewer Gators
                      Huge Animal
Hit Dice:             10d8+60 (105 hp)
Initiative:           +0
Speed:                20 ft. (4 squares), Swim 40 ft.
Armor Class:          18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +7/+25
Attack:               Bite +15 melee (2d8+15) or Tail Slap +15 melee (2d8+15)
Full Attack:          Bite +15 melee (2d8+15) or Tail Slap +15 melee (2d8+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Capsize, Crushing Tail, Swallow Whole
Special Qualities:    Low Light Vision, Hold Breath, DR 5/-
Saves:                Fort +13, Ref +7, Will +4
Abilities:            Str 30, Dex 10, Con 22, Int 2, Wis 12, Cha 2
Skills:               Hide -5, Listen +1, Spot +1, Swim +18
Feats:               Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Hide)
Environment:          Warm Underground or Aquatic
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:     ---

"Something in the sewers is killing people."

Sewer Gators are alligators supposedly surviving after being flushed down the toilet in their youth.  Sometimes there is also the rumor that they have grown to huge size or increased toughness due to exposure to toxic waste.

Improved Grab (Ex): If the Sewer Gator is successful 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 Swallow Whole.

Capsize (Ex): If the Sewer Gator surfaces under a boat Large Size or smaller it has a 65% chance of capsizing the boat.

Crushing Tail (Ex): Opponents struck by the Sewer Gators tail must make a DC 25 Fortitude Save or be Stunned 1 round (Save DC is Strength Based).

Swallow Whole (Ex): With a successful Grapple Check a Sewer Gator may Swallow an opponent at least 2 Size Classes smaller than itself.  The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round.  It may try to escape by doing 25 points of damage to the Gators stomach (AC 15) with a light slashing or piercing weapon.  Once it exits muscular action closes the hole and other victims must cut their own way out.  A Gators stomach may hold 1 Medium, 4 Small, or 16 Diminutive or Smaller opponents.

Hold Breath (Ex): Sewer Gators may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Skills: Sewer Gators gain a +8 Racial Bonus to Swim Checks and may Always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  They also get a +4 Racial Bonus to Hide Checks in the water, or can submerge until only their eyes and nostrils show giving them a +10 Cover Bonus to Hide Checks instead.

Combat:  Sewer Gators use their bludgeoning tail to clear a path and break up groups of opponents/prey.  Against a single victim they bite and swallow.


bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #266 on: June 15, 2010, 05:11:02 AM »
http://www.youtube.com/watch?v=rDK3IT29uoQ

Worker Ant
                      Medium Magical Beast
Hit Dice:             3d10+6 (22 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple:  +3/+5
Attack:               Bite +5 melee (1d8+2)
Full Attack:          Bite +5 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +5, Ref +3, Will +2
Abilities:            Str 14, Dex 10, Con 14, Int 5, Wis 12, Cha 8
Skills:               Climb +10, Hide +3, Spot +4
Feats:                Diehard, Endurance
Environment:          Any Warm
Organization:         Work group (2-6), Scouting group (8-12 plus one Soldier)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---



Soldier Ant
                      Large Magical Beast
Hit Dice:             6d10+18 (51 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          17 (-1 Size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+14
Attack:               Bite +9 melee (2d6+4)
Full Attack:          Bite +9 melee (2d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +8, Ref +5, Will +3
Abilities:            Str 18, Dex 10, Con 16, Int 6, Wis 12, Cha 10
Skills:               Climb +12, Hide +1, Spot +5
Feats:                Diehard, Endurance, Improved Initiative
Environment:          Any Warm
Organization:         Scouting Party (4-6), War Party (10-50)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---


Queen Ant
                      Large Magical Beast
Hit Dice:             9d10+36 (85 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          19 (-1 Size, +10 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +9/+18
Attack:               Bite +13 melee (2d6+5)
Full Attack:          Bite +13 melee (2d6+5)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Pheromone Spray, Incite Frenzy, Improved Grab
Special Qualities:    Dark Vision 60', Hivemind, Scent
Saves:                Fort +10, Ref +6, Will +6
Abilities:            Str 20, Dex 10, Con 18, Int 16, Wis 16, Cha 16
Skills:               Climb +13, Hide +6, Intimidate +13, Knowledge (Local, Nature) +13, Search +13, Spot +13
Feats:                Ability Focus (Pheromone Spray), Diehard, Endurance, Improved Initiative
Environment:          Any Warm
Organization:         Solitary plus in times of danger will  include plus 10-50 Workers and 5-10 Soldiers and 10-50 mind controlled slaves
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:          10-18 HD (Large)
Level Adjustment:     ---

"Oh my God! They're herding us like cattle! "

After eating toxic waste ants grow to giant size and become intelligent and telepathic.  My god if only we had known this, bad things could have been avoided! 

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

Pheromone Spray (Ex): At will the Queen Ant can unleash a burst of pheromone gas in an area radiating 10' from herself.  Anything breathing this gas must make a DC 20 Willpower Save or become part of the ant Hivemind (Save DC is Constitution based).  They can communicate with the ants and willingly obey orders as though under a Dominate spell.  This lasts one week, and as long as it is reapplied before wearing off the victim doesn't get another Save.  If it wears off the victim gets a Save like normal when it is reapplied.  If however the Queen is injured and uses her Incite Frenzy ability all victims of this ability get another Willpower Save with a +6 Bonus.  They also get another Save (along with the Bonus) if attacked by Ants (or without the Bonus if they get reduced to half HP or less).

Incite Frenzy (Ex):  Whenever the Queen is injured she can put out a telepathic call for help as a Standard Action.  All Ants within 1 mile will make their way towards her, killing everything in their path to do so, even their mind controlled human pets.  The Frenzy lasts until 1d6 rounds after they have reached the Queen and killed whatever has caused her pain.  While in a state of Frenzy Ants get a +2 Bonus on Attack and Damage rolls.

Hivemind (Ex):  All Ants within 25 miles of their Queen are in constant telepathic contact, and if one is aware of a danger they all are.  No Ant is considered Flanked or Flat-Footed unless they all are.

Skills: Ants get a +8 Racial Bonus to Climb Checks and may always Take 10 on a Climb Check.

Combat:  Ants seem pretty straightforward in their attacks, but they try to herd intruders towards their Queen so she can gas them and make them part of the collective.


Writers notes: I know they're mutants due to toxic waste, but Magical Beast seemed the best fit Type wise

veekie

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #267 on: June 15, 2010, 06:47:13 AM »
No burrowing for the ants?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #268 on: June 15, 2010, 06:47:50 AM »
They nevah burrowed in teh movie  :D

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #269 on: June 17, 2010, 07:20:58 AM »
Callicantzaros is done cept for CR.  If you guys like it as is Ill get that done and its a new critter.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #270 on: June 21, 2010, 06:44:45 AM »
http://books.google.com/books?id=H1axCZifXdwC&pg=PA78&lpg=PA78&dq=chordewa+witch&source=bl&ots=UQ4A82nJGi&sig=8IhKEGSttsPWnaD3SnT-JqRTqEw&hl=en&ei=E-0eTMzaN8H78Aa-3-HGDA&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBIQ6AEwAA#v=onepage&q=chordewa%20witch&f=false

http://www.vampires.com/witchy-vampires/

http://vampiresaz.webs.com/cd.htm




 Chordewa
                      Medium Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          15 (+2 Dex, +3 Profane), touch 15, flat-footed 13
Base Attack/Grapple:  +3/+3
Attack:               By weapon +5
Full Attack:          By weapon +5
Space/Reach:          5 ft./5 ft.
Special Attacks:      Cat Body, Spells
Special Qualities:    Low Light Vision
Saves:                Fort +2, Ref +3, Will +7
Abilities:            Str 10, Dex 14, Con 12, Int 16, Wis 16, Cha 16
Skills:              Balance +2, Bluff +6, Climb +0, Concentration +5, Diplomacy +5, Hide +6, Intimidate +5, Jump +0, Knowledge (Arcana, Local) +7, Listen +7, Move Silently +6, Search +7, Sense Motive +5, Spellcraft +7, Spot +7
Feats:               Negotiator, Persuasive, Weapon Finesse (B)
Environment:          Warm Forests, Hills, and Mountains
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class, usually an arcane caster
Level Adjustment:     ---


 Chordewa
                      Tiny Aberration
Hit Dice:             5d8+10 (32 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          20 (+2 Size, +5 Dex, +3 Profane), touch 20, flat-footed 15
Base Attack/Grapple:  +3/+2
Attack:               Claw +8 melee (1d3-4)
Full Attack:          2 Claws +8 melee (1d3-4) and 1 Bite +3 melee (1d4-4)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Devour Soul, Spells
Special Qualities:    Low Light Vision, Hard to Catch
Saves:                Fort +2, Ref +9, Will +7
Abilities:            Str 3, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills:              Balance +13, Bluff +9, Climb +9, Concentration +5, Diplomacy +5, Hide +21, Intimidate +5, Jump +12, Knowledge (Arcana, Local) +7, Listen +7, Move Silently +13, Search +7, Sense Motive +5, Spellcraft +7, Spot +7
Feats:               Negotiator, Persuasive, Weapon Finesse (B)


"Aww you's a good lil' kitty..."

The Chordewa is a vampire witch from Bengal known from the myths of the Oraon people.   The Chordewa crafts a second body in the form of a large black cat, and astrally projects him/herself into it to after leaving their own body in a safe place.  The cat then travels to a village and ingratiates itself to people behaving very affectionately.  It then licks one of them on the lips (usually someone already ill or dying to make it easy to hide their powers), and that persons soul is slowly drained away by the Chordewa.  Some legends say the cat can lick the person anywhere, or even just their shadow.  The cat can be identified because its meow sounds like a child in distress.  If the cat is injured, the wounds appear on the Chordewa's body, thus to rid oneself of the Chordewa one must destroy it's avatar.

Cat Body (Su): The Chordewa can prepare a second body in the form of a cat (see stats above).  Once it is ready she hides somewhere safe, and goes to sleep activating the cat form.  Damage and effects that are applied to the cat form are applied to her real form as well (they share hp).  The Cat Form has her 'soul' for lack of a better term inside it, so effects that target her life force must target the cat form once it is activated.  She only needs to eat and drink in cat form to nourish her hidden human body which does not age.  She automatically knows the location of her hidden body at all times.  Preparing the cat body requires materials costing 25 GP, and at least 24 hours.  Once she has activated the Cat Form she usually stays in it, but if she must switch she returns to her old body and it takes a Standard Action for her soul to switch places.  Once this happens if the inert cat body is found and destroyed, she must merely make a new one, but she gains no benefits from Devour Soul as long as she is in her human form.  While in Cat Form the Chordewa may use her Dex Mod instead of her Str Mod for CLimb and Jump Checks.  She also gains a +4 Competence Bonus to Climb, Hide, and Move Silently Checks, and a +8 Competence Bonus to Balance and Jump Checks.

Devour Soul (Su): If the Chordewa can make a melee touch attack on a victim while in her cat body she curses him if he fails a DC 15 Willpower Save (Save DC is Charisma based).  The curse does one point of Constitution Drain per day, and to stop it the Chordewas Cat Body must be destroyed.  Once the victim reaches 0 Constitution the Chordewa permanently devours his Soul, and he may not be Raised or Resurrected.  For every two points of Constitution the Chordewa Drains, the Save DC of her spells and Devour Soul ability is increased by +1 for 24 hours.  If she eats the victims Soul, she permanently gains a +1 to the Save DC's.

Spells: Chordewas can cast spells as a Sorcerer whose level is equal to their Hit Dice.  Any levels she takes in Sorcerer stack with her Hit Dice for spellcasting purposes.

Hard to Catch (Ex): In Cat Form the Chordewa gains her Charisma Modifier as a Bonus to all Initiative Rolls, Reflex Saves, and Grapple Checks made to Escape Grapples.  She also doesn't take Size Modifiers to Grapple Checks.

Combat: Chordewa usually avoid people in their human form, and pretend to be cats in cat form.  They do not initiate combat, preferring to let their ability to Devour Souls work for them.


« Last Edit: August 12, 2010, 08:33:59 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #271 on: June 21, 2010, 11:19:26 PM »
More.:twitch Fucking.:twitch Vampires?:witsend

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #272 on: June 21, 2010, 11:28:33 PM »
More.:twitch Fucking.:twitch Vampires?:witsend
At least with only vampires showing up we don't need to worry about Edward showing up. ;)
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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.
[/spoiler]

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #273 on: June 21, 2010, 11:30:33 PM »
I have a book called the Vampire Encyclopedia.  I'm slowly converting it to DnD.  No worries there will be other spookity critters coming.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #274 on: June 27, 2010, 01:53:19 AM »
Any thoughts on how I should make the ability to devour others souls benefit the Chordewa?  It says they grow more powerful but doesnt really get specific.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #275 on: July 05, 2010, 04:01:55 AM »
How about cursed individuals lose 1 con per day, and x con gives the Chordewa abilities?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #276 on: July 20, 2010, 04:44:05 AM »
http://en.wikipedia.org/wiki/Ninki_Nanka

https://dragonart.wikispaces.com/CD+You+Won

http://www.independent.co.uk/news/science/the-monster-detectives-on-the-trail-of-the-ninkinanka-407645.html

http://www.cryptomundo.com/cryptozoologists/cfz-gambia/

Ninki Nanka, Cryptid version
                      Huge Animal
Hit Dice:             10d8+50 (95 hp)
Initiative:           +5
Speed:                10 ft. (2 squares), Swim 50 ft.
Armor Class:          17 (-2 Size, +1 Dex, +8 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +7/+25
Attack:               Bite +15 melee (2d6+15)
Full Attack:          Bite +15 melee (2d6+15)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +12, Ref +8, Will +4
Abilities:            Str 30, Dex 12, Con 20, Int 2, Wis 12, Cha 8
Skills:               Listen +8, Spot +7, Swim +18
Feats:                Greater Powerful Charge, Improved Initiative, Multigrab, Powerful Charge
Environment:          Warm Marsh
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          11-20 HD (Huge)
Level Adjustment:     ---

"DO NOT GO DOWN TO THE RIVER!! YOU KNOW NOT WHAT YOU DO!"

The Ninki Nanka is described as a dragon or dinosaur like cryptid with a flickering tongue and bright red mouth.

Improved Grab (Ex) If the Ninki Nanka is successful 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 Swallow Whole.

Swallow Whole (Ex): With a successful Grapple Check a Ninki Nanka may Swallow an opponent at least 2 Size Classes smaller than itself.  The swallowed opponents take 2d8+10 bludgeoning damage and 10 points of acid damage per round.  It may try to escape by doing 25 points of damage to the Nanka's stomach (AC 15) with a light slashing or piercing weapon.  Once it exits muscular action closes the hole and other victims must cut their own way out.  A Nanka's stomach may hold 1 Medium, 4 Small, or 16 Diminutive or Smaller opponents.

Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Combat: Ninki Nanka usually charge, bite, swallow, and flee.  They will attack again if there are only one or two more opponents, but larger groups will cause an attack, swallow, flee, attack pattern.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #277 on: July 23, 2010, 07:58:39 AM »
Is hte Chordewa's Cat Body abilitiy thorough enough as written or am I missing anything?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #278 on: July 28, 2010, 03:18:14 AM »
http://en.wikipedia.org/wiki/Ninki_Nanka

https://dragonart.wikispaces.com/CD+You+Won

http://www.independent.co.uk/news/science/the-monster-detectives-on-the-trail-of-the-ninkinanka-407645.html

http://www.cryptomundo.com/cryptozoologists/cfz-gambia/


Ninki Nanka, Mythical version
                      Huge Dragon
Hit Dice:            20d12+100 (230 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Swim 50 ft.
Armor Class:          30 (-2 Size, +22 Natural), touch 8, flat-footed 30
Base Attack/Grapple:  +20/+38
Attack:               Bite +28 melee (2d6+15/19-20 plus 4d6 fire)
Full Attack:          Bite +28 melee (2d6+15/19-20 plus 4d6 fire)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Fiery Mouth, Dire Omen
Special Qualities:    Low Light Vision, Hold Breath, DR 10/Magic
Saves:                Fort +17, Ref +12, Will +17
Abilities:            Str 30, Dex 10, Con 20, Int 20, Wis 20, Cha 20
Skills:               Hide +15, Knowledge (Arcane, History, Local, Nature) +28, Intimidate +23, Listen +23, Move Silently +23, Spot +23, Survival +23, Swim +23
Feats:                Ability Focus (Dire Omen), Cleave, great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack, Weapon Focus (Bite)
Environment:          Warm Marsh
Organization:         Solitary (Unique?)
Challenge Rating:     13
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          21+ HD (Huge)
Level Adjustment:     ---


"We told him not to go down by the river."

This is the mythic version of the Ninki Nanka an omen of death said to look somewhat like an oriental dragon.

Fiery Mouth (Su):  The Ninki Nanka's mouth is full of fire, doing an extra 4d6 fire damage with a successful bite attack.

Bad Omen (Su): Any living creature that can see the Ninki Nanka within 150' must make a DC 25 Willpower Save (Save DC is Charisma Based) or die.  If it succeeds the victim gains a -4 penalty on any Saving Throw that would mean it's death for 1 year.  This effect can be dispelled by Remove Curse, Miracle, or Wish.


Hold Breath (Ex): Ninki Nanka may hold their breath for (8 times Constitution Modifier) rounds before it risks drowning.

Combat: Since it's mere appearance tends to kill people the Ninki Nanka is generally satisfied with killing a victim or two.  It knows the rest will die.
« Last Edit: July 31, 2010, 07:06:06 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #279 on: August 06, 2010, 05:38:24 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Spinal Parasite
                      Tiny Aberration (Psionic)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13
Base Attack/Grapple:  +0/-12 (+0 Attached)
Attack:               Probe +4 melee touch (Attach)
Full Attack:          Probe +4 melee touch (Attach)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Probe, Crush Mind
Special Qualities:    Blindsight 20', Blind
Saves:                Fort +1, Ref +4, Will +5
Abilities:            Str 3, Dex 18, Con 12, Int 6, Wis 16, Cha 10
Skills:               Climb +12, Hide +12, Jump +12, Move Silently +8
Feats:                Weapon Finesse
Environment:          The Far Realms
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:    ----

"Burt...whut the hell is that thing on the freaky bald guys neck?"

Spinal parasites are foul three legged parasites with what appear to be an exposed brain and a proboscis they use to feed on their preys spinal fluids.  Common in the Far Realm borders with other worlds, they can be very dangerous to unsuspecting travelers.

Attach (Ex): If the Spinal Parasite successfully hits with a melee touch attack it attaches itself, and is effectively Grappling it's prey.  It loses it's Dex Bonus to AC, but has a +12 to Grapple Checks to maintain the Hold.  It can be struck with a weapon, or the opponent can Pin it in a Grapple to remove it.

Probe (Su): Spinal Parasites do 1d3 Int Drain with a successful Grapple Check.  If the opponent is Psionic he also drains 1d3 power points.

Crush Mind (Ps): The Spinal Parasite can use the Mind Thrust power at will (Manifester Level 1), however it has no power points and must use it's Probe ability first.  It may use Mind Thrust once for each power point drained.

Blind (Ex): Spinal Parasites have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Spinal Parasites gain a +8 Bonus to Climb and Jump Checks, and may use their Dex Modifier instead of Str for these Checks.  They may always take 10 on a Climb Check.

Combat: Spinal Parasites try to Attach to unaware prey, and use their Probe ability.  It then uses it's Mind Thrust if able to cover it's retreat.