Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80807 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #300 on: September 26, 2010, 09:57:02 AM »
Pale Horse
                      Large Magical Beast
Hit Dice:             6d10+24 (57 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +6/+14
Attack:               Hoof +9 melee (1d6+4)
Full Attack:          2 Hooves +9 melee (1d6+4) and 1 Bite +4 melee (1d4+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Aura of Death
Special Qualities:    Dark Vision 60', Scent
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 18, Dex 14, Con 18, Int 4, Wis 14, Cha 14
Skills:               Listen +7, Spot +6
Feats:                Ability Focus (Aura of Death), Endurance, Run
Environment:          Any Plains
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

Pale Horses are an interesting case of magic driven evolution.  With the prodigious amount of magical beasts that are predators, some horses adopted magical feat as a defense.  Pale Horses appear as white horses large enough to be warhorses, at least until approached.  The closer one gets to a Pale Horse, the more off it seems.  Subtle things seem wrong about it, and the pulse begins to quicken.  By the time a would be predator has gotten close to one (if he can), it's pulse is racing and it feels ill, and the horse seems like some hallucinatory nightmare.   One would think this would be a boon, but few can use them as mounts as the supernatural terror they engender can cause heart failure if exposed to it long enough.  Anyone brave enough to domesticate a Pale Horse will have to care for it himself, and live far from other people...

Aura of Death: Any creature must make a DC 17 Willpower Save if they are within 60' of  a Pale Horse.  If the opponent succeeds, he must still make another Save while he is within range of the Horses Aura, and the Save DC gets a +1 Bonus for each 10' closer the opponent gets to it.  The effects depend on how badly the opponent fails the Save.  If he fails the Save by one or so, he is Shaken for 1 round.  If he fails the Save by 2-3, he is Nauseated 1 round.  If he fails by 4-6 points, he is Frightened for 1d4 rounds.  If he fails by 7-9 points he is Paralyzed in fear for 1d6 rounds.  If he fails by 10 or more not only is he Paralyzed, but he takes 2d6 damage from heart problems.  This is a Mind-Affecting Fear Effect.

Combat: Pale Horses rarely have to fight, but like any herd mammal the males are quite territorial.  Usually their Aura warns of anything other than other Pale Horses though.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #301 on: September 26, 2010, 10:22:12 AM »
http://www.blastingvolume.com/2008/11/danag-filipino-vampire.html

http://www.thingswelovetohate.com/2009/02/danag-and-other-types-of-aswang.html

http://answerpig.com/myths/20060814211040AACMES6/

Danag
                      Medium Monstrous Humanoid
Hit Dice:             4d8+4 (22 hp)
Initiative:           +7
Speed:                60 ft. (12 squares)
Armor Class:          16 (+3 Dex, +3 Dodge), touch 16, flat-footed 10
Base Attack/Grapple:  +4/+5
Attack:               By Weapon +7 melee or Grab +7 melee touch (Grapple)
Full Attack:          By Weapon +7 melee or Grab +7 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Long Tongues, Improved Grab
Special Qualities:    Dark Vision 60', Dark Form, Alternate Form, Blood Addiction, Dodge Bonus
Saves:                Fort +2, Ref +7, Will +5
Abilities:            Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Skills:               Bluff +8, Hide +5, Knowledge (Local, Nature) +8, Listen +3, Move Silently +5, Profession (Agriculture) +6, Spot +3, Survival +7
Feats:                Improved Initiative, Weapon Finesse
Environment:         Warm Forest
Organization:         Solitary, Pair, of Group (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral
Advancement:          By character class
Level Adjustment:     ---

"We do not venture into the jungles here sirs unless it is necessary, and even then only by day, and only in force.  It is also wise not to trust anything you see near them at night to be natural."

The Danag were dark looking humans who were native to the jungles with multiple long tongues.  They taught humans many skills until the day they tasted their blood.  Danag find human blood extremely addictive, and will go to any lengths to get it.  It drives most of them to evil and murder over time.  They speak Common and their own language.

Long Tongues: The Danag has multiple long tongues it inserts into victims, doing 1d4 Constitution Drain with a successful Grapple Check.

Improved Grab: Danag can make a Grapple Check without provoking an Attack of Opportunity.

Dark Form: Danag are more difficult to perceive at night, and if they wish they can gain a +8 Racial Bonus to Hide and Move Silently Checks in darkness or heavy shadow.

Alternate Form (Su): Danag may cast the spell Animal Shapes on itself as a Supernatural Ability 3/day.

Blood Addiction: Danag can become addicted to blood if they taste it in a manner similar to drugs, and it has an Addiction Rating of Extreme (see Book of Vile Darkness page 42).

Dodge Bonus: The Danag gains a Dodge Bonus to Armor Class equal to it's Dex Modifier.

Skills: The Danag have a +4 Racial Bonus to Bluff, Knowledge, Profession, and Survival skills.

Combat: Danag generally assume the form of stray farm animals to attract victims before changing, and grappling with them to get at their blood.

« Last Edit: October 23, 2010, 06:08:21 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #302 on: September 29, 2010, 09:31:37 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/1246615495081.jpg

Elder Terror, Divine Rank 0
                      Huge Outsider (Aquatic)
Hit Dice:             50d8+400 (800 hp)
Initiative:           +1
Speed:                100 ft. (20 squares), Swim 100 ft.
Armor Class:          50 (-2 Size, +1 Dex, +8 Deflection, +23 Natural, +8 Profane), touch 25, flat-footed 49
Base Attack/Grapple:  +50/+68
Attack:               Bite +58 melee (2d6+10 plus Corruption)
Full Attack:          7 Bites +58 melee (2d6+10 plus Corruption)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Soul Leech, Spells, Aura of Terror, Corruption
Special Qualities:    Dark Vision 60', Amphibious, Regeneration 10, SR 35, Damage Reduction 10/-, Damage Reduction 30/Epic, Energy Resistance 25 (Acid, Cold, Electricity, Fire, Sonic), Blindsight 240', Immunities
Saves:                Fort +35, Ref +28, Will +35
Abilities:            Str 30, Dex 12, Con 26, Int 26, Wis 26, Cha 26
Skills:               Bluff +58, Concentration +61, Diplomacy +20, Gather Information +58, Hide +46, Knowledge (Arcana, Geography, History, Local, Nature, The Planes, Religion) +61, Listen +61, Search +58, Sense Motive +58, Spellcraft +61, Spot +61, Swim +18
Feats:               Augment Summoning, Defensive Sweep, Empower Spell, Extend Spell, Heighten Spell, Large and in Charge, Multigrab, Spell Focus (Conjuration), Spell Penetration, Greater Spell Focus (Conjuration), Greater Spell Penetration, any 6 Metamagic or Spellcasting Feats
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:    56
Treasure:             Triple Standard
Alignment:            Always Chaotic Evil
Advancement:          51-100 HD (Gargantuan) 101-200 HD (Colossal)
Level Adjustment:     ---

"There are mistakes buried by the Gods that shouldn't be unearthed again.  Abandon your quest, for it will doom us all.  The trenches of the Black Sea are avoided for a reason."

The Elder Terrors are (according to legend) imprisoned by the Gods.  Whether for disobeying them, or opposing them, or for being creations that turned out to be failures is unclear.  None of these seems truly likely as even though they are powerful, the Terrors aren't on the level of Deities, and given their nature it doesn't seem likely the Gods would have made them either.  Nor do they seem to have the disposition of servants, willing or otherwise.  

Which leaves the older rumors saying they came from a world before this one.  But if that's true, why didn't the Gods eliminate them?  Why imprison a danger such as the Terrors, making their release an inevitable possibility?  

Improved Grab(Ex): If an Elder Terror successfully hits with it's Bite attack, it may immediately make a Grapple Check as a Free Action without making an Attack of Opportunity.  If successful it may use it's Soul Leech ability.

Soul Leech(Ex): The Elder Terror does 1d4 Wisdom Drain with a successful Grapple Check.  If it's opponent is ever reduced to 0 the Elder Terror has the option to immediately use it's Corruption ability (the opponent gets no Save) or the opponent can be killed and cannot be Resurrected.  The opponent does not get a Saving Throw against this effect.

Spells: An Elder Terror may cast spells as a Wizard whose caster level is equal to it's Hit Dice.

Aura of Terror(Ex): Anything within 120' of the Elder Terror when it Charges or casts a Spell must make a DC 43 Willpower Save or be Frightened for 2d6 rounds.  Any opponent making the Save is immune to this Elder Terrors Aura for 24 hours.  Opponents who do not have Divine Rank are not immune to this effect, even if they are normally immune to Fear.

Corruption(Ex): The Elder Terrors corrupt and change everything within their vicinity.  The land and water for 100' around them becomes unsustaining for normal life after about a month.  This effect spreads at 100' per month until it covers a mile in radius.  The plants eventually become bizarre and freakish, and anything eating them or drinking the water must make a Fortitude Save or be poisoned.  Ingestion, DC 18, Initial and Secondary Damage is 2d6 hit points and Corruption.  Corruption begins as mental, with the subject becoming progressively insane.  If three Saves against the poison are failed, the victim becomes Chaotic Evil.  After this the changes become physical resulting in hideous mutations.  After three more Saves the victim gains the Half-Farspawn Template.  Should an opponent actually physically attack an Elder Terror with an Unarmed Strike, Grapple, or Natural Weapon (or be attacked by it's Bite attack) it must make a DC 43 Fortitude Save or immediately gain the Half-Farspawn Template and altered Alignment.  Opponents who do not have Divine Rank cannot be immune to this effect, even if normally immune to magical poisons.  If an opponent succumbs to the mental effects of Corruption it immediately falls under the control of the Elder Terror.

Regeneration (Ex): The Elder Terrors Regeneration doesn't work against untyped damage.

Immunities (Ex): Elder Terrors are immune to polymorph, petrification, or any power/effect that would alter their form that isn't voluntary.  They are also immune to Energy Drain, Ability Drain/Damage, and Mind-Affecting Effects.  They are Immortal, and do not require food, water, or sleep, and do not age.

Combat: Elder Terrors generally rely on lots of spellcasting, using their Improved Grab and Soul Leech on anything insane enough to try to get within melee reach of them.
« Last Edit: November 07, 2011, 09:52:39 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #303 on: September 30, 2010, 03:56:11 AM »
Nice.  :eh

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #304 on: September 30, 2010, 04:20:41 AM »
Sorcerer casting is used more often for monsters, and at CR 56 AC of 40 is nothing. A level 50 Char I'm making doesn't even need to roll to hit, because nat 1 miss is off. I don't think this could hit him either, because he has ac 27 before magic items, and he is an artificer.
The Tarrasque has 48 HD and CR 20. 50 HD w/casting=HD, still wouldn't be more than CR 40. Why? Because AMF kills it's casting and then the fighter kills it. With basic Planning, below average gear, a 6th level spell, it is completely destroyed.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #305 on: September 30, 2010, 06:08:41 AM »
Assuming the Fighter gets through Aura of Terror and Soul Leech/Corruption.

I shall revise a lil.
« Last Edit: September 30, 2010, 06:20:53 AM by bhu »

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #306 on: September 30, 2010, 06:28:22 AM »
Assuming the Fighter gets through Aura of Terror and Soul Leech/Corruption.
Soul leech needs you to lose a grapple check against it. It has +55 grapple. I've seen a low level wizard with +13. A level 50 fighter would have +45 from BAB alone, plus a lot from their massive str score.
Corruption requires a DC 43 if you touch it instead of hitting it with your sword. A straight classed fighter would have +27 base fort save at level 50. with The high CON score they should have and a halfway decent Resistance modifier (AS the spell, or from the cloak). With 18 CON and +10 cloak, that's +41, meaning you save on a 2.
The aura of fear is easily outdone by a 1st level spell called remove fear, which suppresses active fear effects, or a ninth level spell called Cloak of Bravery, Greater, that makes all allies within 1 mile immune to fear for 1 hour/level.
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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 #307 on: September 30, 2010, 06:46:59 AM »
I'll be adding Divine Rank 0 and a few other things shortly.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #308 on: September 30, 2010, 07:38:32 AM »
Better now?

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #309 on: September 30, 2010, 08:11:57 AM »
Better now?
Significantly so. I'd still say the CR is a bit high, but it's epic, so the CR system is already broken.
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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 #310 on: October 09, 2010, 09:35:20 AM »
Danag updated.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #311 on: October 19, 2010, 02:28:40 AM »
Okay I'm bored, and you guys seem bored with the mythical stuff.  So it's challenge time: post any pic appropriate to a horror campaign, and I shall stat the critter out in order of it's posting.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #312 on: October 19, 2010, 07:43:52 AM »
Okay I'm bored, and you guys seem bored with the mythical stuff.  So it's challenge time: post any pic appropriate to a horror campaign, and I shall stat the critter out in order of it's posting.
[spoiler][/spoiler]
[spoiler][/spoiler]
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #313 on: October 19, 2010, 08:00:34 AM »
Would you prefer undead, aberration, fey, outsider, or other for the little white girls?

Agita

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #314 on: October 19, 2010, 07:18:32 PM »
I didn't even think that far, honestly. I just heard 'pic appropiate to a horror campaign', so I dug something up. Hmm... one of Aberration, Fey, or Monstrous Humanoid would probably fit best.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #315 on: October 20, 2010, 01:38:01 AM »
I didn't even think that far, honestly. I just heard 'pic appropiate to a horror campaign', so I dug something up. Hmm... one of Aberration, Fey, or Monstrous Humanoid would probably fit best.
I'm leaning toward Aberration or Monstrous Humanoid, mainly because they make me think of the Little sisters from Bioshock.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
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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 #316 on: October 20, 2010, 05:51:48 AM »
I was leaning towards Fey or Aberration since they seem to maybe have some thing with the roses.

veekie

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #317 on: October 20, 2010, 08:49:52 AM »
Tending towards Fey myself, they're having fun with butterflies and flowers which isn't usually an aberration thing.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

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I can barely read mine.

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[spoiler]
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #318 on: October 23, 2010, 06:10:48 AM »
[spoiler][/spoiler]

                      Children of the Rose
                      Small Fey (Evil)
Hit Dice:             4d6 (14 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          17 (+1 Size, +2 Dex, +4 Profane), touch 17, flat-footed 15
Base Attack/Grapple:  +2/-2
Attack:               Touch +4 melee touch attack (Transformation)
Full Attack:          Touch +4 melee touch attack (Transformation)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Creepiness, Transformation, Spell-Like Abilities
Special Qualities:    Blind, Blindsight 120'
Saves:                Fort +1, Ref +6, Will +8
Abilities:            Str 10, Dex 15, Con 10, Int 18, Wis 18, Cha 18
Skills:               Bluff +15, Hide +13, Intimidate +12, Knowledge (Arcana, Local, Nature) +11, Listen +11, Move Silently +9, Spellcraft +11, Spot +11, Use Magic Device +11
Feats:                Ability Focus (Transformation), Improved Initiative
Environment:          Temperate Hills or Plains
Organization:         Solitary, Pair, or Group (6-12)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (usually Beguiler)
Level Adjustment:    ---

"My son it is time you learned of the truth of our heritage, and the curse behind the Bernard name.  The mansion by the local woods was in our family for generations, and we lived in harmony with the Little People in it's borders.  We treated them well, kept our word to them, and did not trespass within their borders.

That lasted until your great great grandfather, Adolphe Bernard.  He did not respect the Little People, and believed that the riches of the forest were ours by right.  Many times they played cruel and malicious pranks on Adolphe, and did so with the families tacit approval.  They believed it would teach him a lesson he seemed unable to learn otherwise.  Would that we had known the true nature of Adolphe in time.

Adolphe suffered from a disease in the brain.  A disease that caused him to lust after children instead of proper women, and unknown to us he carried out monstrous crimes upon the local villagers.  He had a bad reputation already, and had made many enemies with his caustic tongue, and it was thought by our family that the rumors we heard were simply angry men who could take revenge in no other way.  And had he not forced himself on one of our neighbors we would never have found out the truth.  The Little People have always been frail and childlike in appearance, and Adolphe couldn't contain either his lust or hatred one evening as the family was absent on business.  He was always left behind with the servants as he was considered a liability.

He...met a Lady of the People outside that night and did unspeakable things in revenge for the 'wrongs' done to him over the years.  Upon the families return, they were confronted by a chief of the Little People who recounted Adolphe's crimes and demanded justice.  Adolphe's father was stubborn and demanded that the family deal with him, and would not turn him over.  The chief of the Little People said that from that day we were neighbors no longer, and cursed our family.  Our wealth and crops withered slowly over the years, and we never saw them again.

Many years later a knock came upon our door at midnight.  It was a young girl who insisted she was our relative.  But she was not human, and her aspect was disturbing.  Threatening us with retribution if we did not take her in, we welcomed her, and hid her in the basement so any local peasantry that came our way would not discover her.  She was...a foul creature.  Innocent in the worst sense of the word as she understood nothing or right or wrong, or morality.  She preyed upon the family, turned us against one another, and even seduced some of us and caused in them bizarre and unnatural desires.

Over the years more of her sisters came, and we hid them as well.  Our family sank into debauchery and madness, and the locals avoided us as the monsters we were.  Our wealth vanished, and all that was left to us was the house, and the monstrous children that came from the forest.  Eventually it was decide that someone had to put a stop to what was happening before the few of us left with any sense of morality were destroyed, and I journeyed into the forest to beg the forgiveness of the Little People.

They were gone, and the forest was the worse for it.  It was terrifying at night, and I saw things that should have easily destroyed me body and soul, but the apparitions smiled as if they knew me, and waved me on.  I came to...a grave of sorts.  A resting place that saw no rest.  A hideous corpse from nightmare that had not decayed, but was little more than a distended belly.  And as I watched another monstrous girl child crawled from it and laughed at me, calling me by name and asking me to lie with her.

I fled screaming.  Eventually found wandering the plains completely mad, I was nursed back to health and told my family was gone, and that monsters had claimed our home.  The village took pity on me.  The fools.  Our family should have died, and then perhaps those abominable creatures would leave this world.  The being Adolph had raped had given her life to power an undying curse, and the other Little People had fled to avoid becoming caught in it.  Eventually that curse took your mother in the night, and unless I am strong enough to take my own life it will claim me as well.

So flee my son.  Flee, and never look back.  Go into the world far from this land and learn what you can do to protect yourself.  I will be able to hold them here for a time.  They think of me as the one who got away, and are anxious to remedy that.  I...I am sorry.  I had hoped by now they would have given up.  But I can hear them at night calling me.  When the time comes I will don my sword and armor, and do my best to destroy as many of them as I can.  Goodbye my son.  Always remember I love you, for you will not see me again in this life."



Creepiness (Su): Children of the Rose are both perverse and terrifying of aspect, and they can easily intimidate others who would seem more physically powerful than themselves.  They may use the Intimidate Skill as a Swift Action (including attempts to Demoralize opponents), and if they are successful an opponent is Shaken for the duration of the encounter as opposed to 1 round.  They use this ability to bully others into doing what they want, and if they can't persuade them this way they turn to magic.  The Save DC of any Spell or Spell Like ability they cast with either the Fear or Mind-Affecting Descriptors is +2.

Transformation (Su): The Children of the Rose can corrupt victims with a mere touch.  Opponents touched by a Child of the Rose must make a DC 18 Willpower Save or be compelled not to harm them (this is a Mind-Affecting Compulsion).  If the Child of the Rose is able to make prolonged contact the Save DC goes up by a cumulative +1 each  round with a maximum Bonus of +6.  This compulsion effect lasts 24 hours.  If the victim is touched again during this time his Alignment shifts one step towards Chaotic Evil.  If he becomes Chaotic Evil before the 24 hours are up, his Alignment change is permanent and can only be restored by a Wish or Miracle.  Against Chaotic Evil opponents who fail the Saving Throw the touch is worse, and causes them to develop increasingly disturbing fetishes and insanities.  Insanity rules may be found here: http://www.d20srd.org/srd/variant/campaigns/sanity.htm#typesOfInsanity

Spell-Like Abilities (Sp): At will: Charm Person, Disguise Self, Serene Visage
3/day: Briar Web, Entice Gift, Touch of Idiocy
1/day: Mesmerizing Glare, Miser's Envy, Suggestion

All spells are in the PHB or Spell Compendium, Caster Level is equal to Hit Dice.

Blind (Ex): The Children of the Rose have no eyes and are therefore Blind, seeing by some mystical means other than usual.  They are immune to attacks or effects that cause penalties due to limiting or blinding their vision, and spells/effects that require them to be able to see to take effect.

Skills: Children of the Rose gain a +8 Racial Bonus to Intimidate Checks, and a +4 Racial Bonus to Bluff Checks.  Children of the Rose do not take Size Penalties to Intimidate Checks.

Combat: The Children of the Rose use proxies for combat, using beguiled humanoid pawns to fight for them.  Depending on their whim they may back their pawn up with spell-like abilities, or leave them to die.  If cornered they pretend to be innocent victims, and often bluff their way out of odd circumstances.  They also tend to have blackmail material on many locals having thoroughly corrupted them, and can often use that to escape harm.
« Last Edit: December 22, 2010, 08:57:27 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #319 on: October 23, 2010, 06:20:00 AM »
http://www.vampirerave.com/db/entry.php?id=16738&category=6

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


  Dearg-due
                      Medium Undead
Hit Dice:             10d12 (55 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          30 (+5 Dex, +10 Profane, +5 Natural), touch 25, flat-footed 25
Base Attack/Grapple:  +5/+9
Attack:               Embrace +10 melee touch (Grapple) or by weapon +10 melee*
Full Attack:          Embrace +10 melee touch (Grapple) or by weapon +10/+5 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Devour Life, Seduction
Special Qualities:    Dark Vision 60', Undead traits, Rejuvenation, Weaknesses, Turn Immunity, SR 30, DR 15/Magic, Dark Grace
Saves:                Fort +13, Ref +18, Will +24
Abilities:            Str 18, Dex 20, Con -, Int 18, Wis 24, Cha 30
Skills:               Bluff +21, Diplomacy +21, Disguise +21, Gather Information +21, Hide +15, Knowledge (Local) +14, Listen +18, Move Silently +15, Sense Motive +18, Spot +18
Feats:                Ability Focus (Seduction), Improved Grapple, Improved Unarmed Strike, Weapon Finesse
Environment:         Any
Organization:         Unique
Challenge Rating:    10
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By character class
Level Adjustment:     ---

*She is proficient in all simple weapons.

"You can go if you like, but it would be best for you to wait until a better time..."

Dearg-due was one of the most beautiful women in the land who fell in love with a peasant.  Her father disapproved, and he forced her into marriage with a wealthy man who drove her to suicide.  Rising from her grave she murdered them both, and has ever since lured men to their deaths in her arms.  Apparently indestructable, she can be placated by giving her a victim in your place, or by piling stones on her grave to prevent her rising.

Devour Life (Ex): Legends vary on whether or not the Dearg-Due drinks blood or merely devours the life of opponents.  Either way, if she can Pin an opponent in a Grapple, or her willingly submits to her embrace due to her Seduction ability, shes Drains 1d6 Constitution per round.

Seduction (Su): You may cast Suggestion at will as a Supernatural ability against male opponents.  If you succeed in a DC 30 Bluff Check you might even be able to get them to agree to submit to your bite by creatively fibbing...

Rejuvenation (Ex): The Dearg-Due cannot be slain.  No matter what is done to her she rises from her grave again the next year (or the next full moon depending on what version of the legend you use).

Dark Grace (Ex): The Dearg-Due gains a Profane Bonus to AC and Saving Throws equal to her Charisma Bonus.

Weaknesses: The legends vary on Dearg-Due's abilities.  She is limited on her ability to appear.  Some say she appears every year on the anniversary of her death, some claim a certain number of times per year, some only during the night of the full moon.  Regardless of which version you use, the Dear-Due disappears at dawn, and doesn't reappear until the next time she is allowed to come forth from the grave (she always reappears at her gravesite).  All the legends agree that if a cairn of stones is built on her grave she cannot rise (but if people need to keep doing this something obviously keeps moving them.  Optionally you can replace yourself with another victim.  Good luck tricking them into it.

Combat: The Dearg-Due destroys men, and generally appears only to them.  Women usually pass by unharmed or are simply killed.  Only men are seduced and drained.  She also prefers lone travelers to groups, but it's possible if they're all men she'll still give it a shot.

Options: Some legends say the Dearg-Due is capable of becoming a bat.  If this is true it gains the Alternate Form ability listed for the vampire in the MM, but can only assume bat form.
« Last Edit: January 19, 2011, 11:10:01 AM by bhu »