Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 80695 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #60 on: March 30, 2009, 12:22:11 PM »
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment:  Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island.  Not even for revenge on what lives there.  No one here will take you across.  Swim if you like.  You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence.  She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders.  She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex):  See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered.  Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward.  She rushes up, tries to grab, and then pulls victims under to drown them.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #61 on: March 31, 2009, 04:19:10 AM »
http://www.billcasselman.com/casselmans_canadian_words/ccw_two.htm

http://www.maisonsaint-gabriel.qc.ca/en/b/page_b_5a_c11_04.html

Gougou
Gargantuan Giant (Aquatic)
Hit Dice: 25d8+375 (487 hp)
Initiative: +0
Speed: 50 ft. (10 squares), Swim 50 ft.
Armor Class: 26 (-4 Size, +20), touch 6, flat-footed 26
Base Attack/Grapple: +18/+50
Attack: Slam +34 melee (1d8+20) or Rock +18 Ranged (4d6+10)
Full Attack: 2 Slams +34 melee (1d8+20) and 1 Bite +29 melee (2d6+10) or 1 Rock +18 Ranged (4d6+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Rock Throwing
Special Qualities: Amphibious, Low Light Vision, Damage Reduction 5/-, Rock Catching
Saves: Fort +29, Ref +8, Will +12
Abilities: Str 50, Dex 10, Con 40, Int 14, Wis 18, Cha 24
Skills: Climb +35, Hide +10, Knowledge (Local, Nature) +17, Listen +19, Spot +19, Swim +43
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Large and In Charge, Area Attack, Crush, Multigrab, Greater Multigrab
Environment:  Cold Aquatic
Organization: Unique
Challenge Rating: 14??
Treasure: None
Alignment: Chaotic Evil
Advancement: 26+ HD (Gargantuan)
Level Adjustment: ---

"No one visits that island.  Not even for revenge on what lives there.  No one here will take you across.  Swim if you like.  You'll drown either way..."

According to the Micmac Indians, Gougou is a cannibal Giantess that dwells in a secret cave in the Isle of Miscou in the Gulf of St. Lawrence.  She has been described as a beautiful woman, a mermaid; or a hideous scaled giantess with yellow eyes, pointed ears, fangs, seaweed for hair, and 2 great fins on her shoulders.  She either carries a basket or has a belly pouch that she puts victims in before submerging to drown them.

Improved Grab (Ex): If Gougou successfully hits with her Slam attack she can immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she will attempt to Pin her victim underwater, drowning it.

Rock Throwing/Catching (Ex):  See page 119 of the Monster Manual.

Skills: Gougou has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check even if threatened or endangered.  Gougou has a +4 Racial Bonus on Hide checks in the water, and when submerged with only her hair and eyes showing she has a +10 Cover Bonus to Hide checks.

Combat: Gougou is pretty straightforward.  She rushes up, tries to grab, and then pulls victims under to drown them.
WHOOT CANADA! :thumb  :cloud9

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #62 on: April 04, 2009, 02:10:01 PM »
From Native American Myth

The Beaver Women
Medium Fey (aquatic)
Hit Dice: 6d6+6 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+4 Dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Full Attack: Grapple +7 melee touch (Grapple) or by Weapon +7
Space/Reach: 5 ft./5 ft.
Special Attacks: Seduce, Drain Wits, Swift Grappler
Special Qualities: Low Light Vision, Wild Empathy, Unearthly Grace, Amphibious
Saves: Fort +7, Ref +13, Will +11
Abilities: Str 12, Dex 19, Con 12, Int 14, Wis 15, Cha 19
Skills: Bluff +12, Handle Animal +12, Heal +10, Hide +12, Knowledge (Nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10, Swim +9
Feats: Ability Focus (Seduce), Improved Initiative, Weapon Finesse
Environment: Any aquatic
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 4??
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ----

"Beware any women you find in the water here, especially if you cant see her back..."

The Beaver Women are beautiful murderous water nymphs from Blackfoot myth. They will not leave the water and go naked, using their long hair to conceal themselves. Some of them cover themselves in red paint. They will not leave the water because their back and lower extremities are covered in beaver fur. They are adept at bewitching men into the water, and will do so at every opportunity. The fate of these men is unknown, but it is assumed they are either drowned or held captive. Beaver Women despise human women, and will attack them at every opportunity. They will never harm children, and even protect them if possible. Some are a little too fond of children, kidnapping them. The kidnapped girls grow up to become Beaver Women themselves, the fate of the boys is unknown.

Seduce (Su): The Beaver Women may cast Charm Monster on male opponents at Will as a Supernatural ability.

Drain Wits (Su): Gaze Attack, 1d3 temporary Wisdom Damage, 30 ft., DC 17 Wisdom Save to Negate. Save DC is Charisma based. only works on male opponents.

Swift Grappler (Ex): The Beaver Women may use their Dex or Str modifier for Grapple checks, whichever is better. beaver Women may make Grapple checks without provoking an attack of opportunity.

Unearthly Grace (Su): The Beaver Women ad their Charisma modifier as a Defelection Bonus to their AC, and as a Bonus on all her Saving Throws.

Wild Empathy (Ex): This works like the Druids class ability except the Beaver Woman has a +6 Racial modifier.

Skills: Beaver Women get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim check even if threatened or endangered. They may take the Run Action while swimming in a straight line.

Combat: Against males the Beaver Women will immediately try to Charm them after a few rounds of their Gaze attack doing it's work. They will then use magic to give the male the ability to live underwater (if its available to them), or simply grapple him and attempt to pin him underwater. Against women they will try to use their charmed minions to effect her murder, or simply attack her with whatever weapons they have available (Beaver Women are proficient with all Simple weapons). Many Beaver Women are either Shamans or Druids.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #63 on: April 07, 2009, 01:04:51 PM »
From Native American Myth


The Serpent Woman
Colossal Monstrous Humanoid (Aquatic)
Hit Dice: 40d8+760 (940 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Swim 100'
Armor Class: 30 (-8 Size, +1 Dex, +27 Natural), touch 3, flat-footed 29
Base Attack/Grapple: +40/+81
Attack: Claw +57 melee (2d6+25)
Full Attack: 2 Claws +57 melee (2d6+25) and 1 Bite +52 melee (1d10+13)
Space/Reach: 30 ft./20 ft.
Special Attacks: Serpent Curse, Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze, Improved Grab, Constrict (4d6+50)
Special Qualities: Low Light Vision, Dark Vision 60', Amphibious, Telepathy (1 mile, Serpentoids only), Scent, Immunities, Damage Reduction 10/Epic, Spell Resistance 40
Saves: Fort +32, Ref +29, Will +35
Abilities: Str 60, Dex 12, Con 48, Int 20, Wis 24, Cha 35
Skills: Balance +9, Bluff +30, Climb +45, Concentration +27, Heal +25, Hide +9, Intmidate +32, Knowledge (Arcana, History, Local, Nature) +25, Listen +32, Move Silently +21, Search +25, Sense Motive +27, Spot +31, Survival +25, Swim +28, Use Magic Device +23
Feats: Ability Focus (Mesmerizing Appearance, Mesmerizing Presence, Mesmerizing Gaze), Blind-Fight, Epic Reflexes, Epic Will, Greater Multigrab, Improved Initiative, Improved Scent, Iron Will, Lightning Reflexes, Multigrab, Narrowed Gaze, Pervasive Gaze, Uncanny Scent
Environment: Cold or temperate aquatic
Organization: Unique, plus 10-30 humanoid males with the Serpentoid Template
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Neutral
Advancement: 41+ HD (Collosal)
Level Adjustment: ----

"If your wife disappeared near the lakes, you will not be seeing her again.  For the sake of everyone it is best you forget about her as best you can.  Don't go to the Lakes, or you may find yourself with a new wife not of your choosing..."

The Serpent Woman is a 100' long monster living in the Great Lakes. She appears to be a beautiful woman from the waist up, and a monstrous serpent from the waist down. Her haunting beauty is marred slightly by the fangs protruding from her lips, clawed hands, and the scales covering her skin. Long ago her one true love (a human man) was murderd by the tribal shamans for consorting with her (apparently monster/human love is forbidden), and she has hated humanity ever since. Using her movements, voice, and gaze she mesmerizes humans who come near the lakes taking them as lovers. After a few days in her company they start to become snake men, leaving their tribe behind forever.

Serpent Curse (Su): Any humanoid spending time with the Serpent Woman (i.e. in close proximity) for several days begins to turn into a serpent man. Effectively every day the humanoid spends within 60' of her (which is likely because she probably wont let go of him) must make a DC 42 Fortitude Save or he gains the Serpentoid Template permanently. It may not be removed once gained except by a Wish or Miracle spell. Since the Serpent Woman usually kills women it is unknown if it affects them. She is in constant telepathic contact with all victims of her curse, and only loses touch with them if they are over 1 mile away from her. Unlike many monsters the Serpent Woman actually cares for her victims providing thm with food, shelter, and affection. Killing one means her undying wrath, and anyone doing so will have to kill her as well or be pursued for the remainder of their days.

Mesmerizing Appearance (Su): Anyone able to see the Serpent Woman must make a DC 44 Willpower Save (Save DC is Charisma based), or be unable to attack her. They will instead merely stand there Fascinated until either she is out of sight, or notices them. If they succeed they are immune to this ability for 24 hours.

Mesmerizing Presence (Su): Once the Serpent Woman is aware of her Fascinated prey she will begin to talk to it. Anyone hearing the Serpent Woman's voice must make a DC 44 Willpower Save (Save DC is Willpower based) or be affected as if by a Charm Monster spell.

Mesmerizing Gaze (Su): Dominate Monster, 120', Willpower Save DC 44 negates. Mesmerizing Gaze only works on opponents that have been Charmed by her already.

Improved Grab (Ex): If the Serpent Woman successfully hits with her claw attack she may immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If successful she may Constrict the next round.

Constrict (Ex): The Serpent woman may do 4d6+50 damage with a successful Grapple check.

Immunities (Ex): The Serpent Woman is immune to Sleep effects, poison, paralysis, disease, and fear/morale effects.

Skills: The Serpent Woman has a +4 Racial Bonus on Hide, Listen, and Spot checks. She also has a +8 Racial Bonus on Balance, Climb, and Swim checks. She can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered.

Combat: The Serpent Woman usually isn't required to be in combat. Opponents usually end up Fascinated or Charmed, and end up her servants/lovers if men. Females however she will generally approach, and not break her Charm/Domination until grappling the female victim. At which point she will grapple her, pull her underwater, and then drown her while constricting at the same time. And she usually has several servants to help as well.

SERPENTOID

Serpentoid is an Acquired Template that can be added to any humanoid.

Size and Type: Type becomes Monstrous Humanoid with the Reptilian and Aquatic subtypes. Size is unchanged.

Hit Dice: Unchanged.

Speed: If the Base Creature doesn't have a Swim or Climb speed, it gains them equal to it's Land Speed

Armor Class: Natural Armor Bonus increases by +2.

Attacks: If the Base Creature doesn't already have a Primary Bite and Secondary Claw attack it gains them. Damage depends on Size. Bite is 1d4 for Small, 1d6 for Medium, and 1d8 for Large. Claws are 1d3 for Small, 1d4 for Medium, and 1d6 for Large. When performing a Full Attack they get 1 Bite and 2 Claws.

Damage: Unchanged

Special Attacks: Keeps all Special Attacks of the Base reature and gains the following:

Improved Grab (Ex): If the Serpentoid 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 may Constrict the next round.

Constrict (Ex): A Serpentoid does double it's Bite damage plus one and a half times it's Strength modifier with a successful Grapple check.

Special Qualities: Keeps all Special Qualities of the Base Creature and gains the following:

True Love (Ex): Anything acquiring the Serpentoid Template is the willing and complete slave of the Serpent Woman. They will not disobey any of her orders and will gladly die for her. The only way to change this is to remove the Serpentoid Template, which can be done by Miracle or Wish. If removed from the Serpent Woman the Serpentoid will attempt to get back to her side at all costs, and take his own life if it becomes obvious he cannot. Should she be killed he will do his best to murder those resposnible, and take his own life after they are gone. Even victims who have been cured sometimes willingly return to her, saying that life with her was better than it was with their tribe (especially considering the prejudices they sometimes face upon return).

Amphibious (Ex): Serpentoids can breathe in water and air equally well.

Scent (Ex)

Saves: Recalculate any Saves you get from Racial Hit Dice since your type has changed.

Abilities: +6 Str, +6 Dex, +2 Con, +2 Wis, -2 Int, -6 Cha

Skills: Serpentoids have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. They can always take 10 on a Climb check even if rushed or threatened, and may always take 10 on a Swim check even if distracted or endangered. Serpentoids may use their Str or Dex modifier for Climb checks, whichever is better.

Feats: Unchanged.

Environment: Cold or Temperate Aquatic

Organization: Single, Pair, Group (3-6), or Mob (12-20)

Challenge Rating: +1?

Treasure: Unchanged

Alignment: Becomes the same as the Serpent Woman's (currently CN).

Advancement: Unchanged

Level Adjustment: +2

Example of creature using template here:

Walking Snake (Human Fighter 5)
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (8 squares), Swim 30', Climb 30'
Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d3+5) or by weapon +10
Full Attack: 2 Claws +10 melee (1d4+5) and 1 Bite +5 melee (1d6+2) or by weapon +10
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict (2d6+7)
Special Qualities: Dark Vision 60', Amphibious, Scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 21, Dex 16, Con 16, Int 6, Wis 14, Cha 8
Skills: Balance +11, Climb +15, Hide +7, Intimidate +1, Jump +7, Listen +6, Spot +6, Swim +15
Feats: Power Attack, Cleave, Great Cleave, Improved Toughness, Improved Initiative
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By characrer class
Level Adjustment: +2

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #64 on: April 08, 2009, 01:09:41 PM »
http://www.endicott-studio.com/rdrm/rrwoman.html

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

http://www.ghouli.com/GHOSTSTORY/DeerWoman.htm

http://www.timeoutofmind.com/bryce/_DeerWomanMoon.cfm



The Deer Woman
                      Medium Fey (Native)
Hit Dice:          10d6+60 (95 hp)   
Initiative:           +7
Speed:                 50 ft. (10 squares)
Armor Class:          29 (+7 Dex, +5 Natural, +7 Deflection Bonus), touch 24, flat-footed 22
Base Attack/Grapple:  +5/+9
Attack:               Slam +12 melee (1d6+4)
Full Attack:          2 Slams +12 melee (1d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trample (2d6+8)
Special Qualities:    Unearthly Grace, Hypnotic Eyes. Alternate Form, Woodland Stride, Trackless Step
Saves:                Fort +18, Ref +22, Will +22
Abilities:            Str 18, Dex 24, Con 22, Int 18, Wis 24, Cha 24
Skills:               Bluff +15, Concentration +10, Diplomacy +15, Hide +10, Intimidate +15, Jump +15, Knowledge (Arcana, Geography, Local, Nature, Religion) +11, Listen +15, Move Silently +10, Perform (Dance) +15, Sense Motive +15, Spot +15, Survival +15, Swim +11
Feats:                Weapon Finesse, Ability Focus (Hypnotic Eyes), Great Fortitude, Power Attack
Environment:          Any (prefers Forests)
Organization:         Unique
Challenge Rating:     8??
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          11+ HD (Medium)
Level Adjustment:     ----

"Who is that woman outside the circle?"

The Deer woman is a destructive apparition from Native American Myth.

Alternate Form (Su): At will Deer Woman can appear to ba a deer. This is a mostly cosmetic change, and does not alter her stats in any significant way.

Trackless Step (Ex): Identical to the Druid ability listed on page 36 of the Players Handbook.

Woodland Stride (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Unearthly Grace (Su): The Deer Woman adds her Charisma Bonus as a Deflection Bonus to her Armor Class and as a bonus to all her saving throws.

Trample (Ex): DC 19 Reflex Save for half damage, save DC is Strength based.

Hypnotic Gaze (Su): Hypnosis, 60', DC 24 Willpower Save to negate.  Save DC is Charisma Based.  Anyone meeting the Deer Woman's gaze must save or be enthralled (and subsequently not notice she has a deers legs).  Upon choosing a suitable male, he must make another Willpower Save (same DC) or follow her alone into the woods.

Combat: The Deer Woman usually snags a male with her Hypnotic Gaze and leads him far away from his tribe before brutally beating him to death with her hooves.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #65 on: April 10, 2009, 11:16:55 AM »
http://library.thinkquest.org/26264/inhabitants/creatures/site007.htm

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

http://www.theoi.com/Phasma/Empousai.html

http://www.eaudrey.com/myth/lamia.htm

                       Empusa
                      Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:              10d8+50 (95 hp)
Initiative:            +5
Speed:                 40 ft. (8 squares)
Armor Class:           23 (+5 Dex, +8 Natural), touch 15, flat-footed 18
Base Attack/Grapple:   +10/+15
Attack:                Slam +15 melee (1d6+5)
Full Attack:           2 Slams +15 melee (1d6+5)
Space/Reach:           5 ft./5 ft.
Special Attacks:       Blood Drain, Terrify
Special Qualities:     Alternate Form, Weakness. Planewalker
Saves:                 Fort +12, Ref +12, Will +13
Abilities:             Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills:                Bluff +17, Hide +17, Intimidate +17, Knowledge (Arcana,
                       Religion, The Planes) +13, Listen +14, Move Silently +17,
                       Sense Motive +14, Spot +14
Feats:                 Ability Focus (Terrify), Iron Will, Persuasive, Stealthy
Environment:           Any
Organization:          Solitary (Possibly in groups if encountered with Hecate)
Challenge Rating:      7 or 8??
Treasure:              Standard
Alignment:             Chaotic Evil
Advancement:           By Character Class
Level Adjustment:     ----

"Hello young man.  Would you care to walk me home? It's just over that hill..."

The Empusa are the daughters of Hecate.  They appear as hideous women with flaming hair, one leg made of brass, and the other leg that of a donkey.  The Empusa are sent to scare travellers to death.  If hungry they also sometimes become beautiful women to lure travelers to them in an effort to feed  on them.

Blood Drain (Ex): If an Empusa succeeds in a successful Grapple check and manages to pin its victim it drains 1d4 Constitution each round the Pin is maintained.  The Empusa gains 5 temporary hit points with each successful attack.

Terrify (Sp): Once per night the Empusa may attempt to use this ability which works like the Phantasmal Killer spell (Caster Level 10th, Fortitude Save DC 21).

Alternate Form (Su): At will the Empusa may appear to be either a beautiful young human woman, or a cow.  This appearance is purely cosmetic and does not alter their abilities in any way.

Weakness: If an Empusa is insulted directly to her face she must make a Willpower Save DC 38 or flee to her home plane for the next 24 hours.

Planeswalker (Su): The Empusa may freely cross between her home plane and the mortal realm at will.  If she was forced to flee due to being insulted she cannot use this ability for 24 hours.

Combat: Empusa tend to try to lure victims off alone, or ambush those traveling by themselves or only in small groups.  Then they open with their Terrify ability, and run down whoever isn't affected and pins them down to drink their blood.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #66 on: April 10, 2009, 10:37:23 PM »
Quote
Planeswalker (Su):
Nice...  :rollseyes

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #67 on: April 11, 2009, 02:00:24 PM »
http://en.wikipedia.org/wiki/Bouda

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

http://www.jh-author.com/werehyena.htm

http://www.obakemono.com/cgi-bin/yabb/YaBB.cgi?board=monsters;action=display;num=1137808664

Wasn't easy to find much on the Bouda as most of the information was repetitive of what was on wiki.

                      Bouda Tribesman
                      Medium Humanoid (Shapechanger)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                 50 ft. ( 10 squares)
Armor Class:          14 (+2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +1/+3
Attack:               Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Full Attack:          Longspear +3 melee (1d8+2/x3) or Bite +3 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trip
Special Qualities:    Low Light Vision, Scent. Night Time Transformation
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 14, Dex 15, Con 15, Int 10, Wis 13, Cha 10
Skills:              Hide +3, Listen +6, Spot +4
Feats:                Alertness
Environment:          Warm Plains
Organization:         Single, Pair, War Party (5-10)
Challenge Rating:     1
Treasure:             Standard (usually has at least 1 magic item made from metal)
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +2

"Listen...don't deal with the Bouda tribe.  Don't go to their villages.  There are things about them you don't know..."

The Bouda are a tribe of mystical healers, blacksmiths, and woodcutters in Ehiopia who assume the form of hyenas at night.  They are rumored to be cannibals and grave robbers.

Night Time Transformation (Su): At night the Bouda may transform into a Hyena at will.  The change does not change your type, and all equipment you wish to wear in Hyena form must be enchanted to change with you or it must be removed so you can change.  You may stay in Hyena form all night long, but will revert to human form at dawn.  The Bite attack may only be done in the Hyena form.

Trip (Ex): A Bouda that hits with it's Bite Attack can make a trip attempt at +2 to the roll as a free action without making a touch attack or provoking an attack of opportunity.  If the attempt fails the opponent may not react to trip the  Bouda.

Combat: The Bouda fight much like any human warrior would, but at night they fight as hyenas.  They use pack tactics, swarming opponents and bringing them to the ground.


As a race:

Medium Humanoid

Age/Height/Weight: Same as human

Abilities: +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom

Base Speed: 50 feet
+2 Natural Armor Class Bonus
Bite Attack in Hyena Form doing 1d6 plus one and a half times Strength bonus
Trip attack in Hyena form
Low Light Vision
Scent
Night Time Transformation
Proficient with Simple Weapons

2 Racial Hit Dice: 2d8.  This also gives it a +3 Reflex Save, 1 Feat, and (2 + Intelligence bonus) skill points per hit die (with x4 for the first die).

Favored Class: Artificer (The Bouda are known for being magic metalsmiths).

Level Adjustment:+2

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #68 on: April 13, 2009, 09:14:57 AM »
Ahkiyyinni
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Claw +12 melee (1d6+7)
Full Attack: 2 Claws +12 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dance
Special Qualities: Dark Vision 60', undead traits, Tied to water, Immune to Turning
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 24, Dex 15, Con -, Int 13, Wis 16, Cha 18
Skills: Balance +7, Climb +10, Concentration +10, Hide +10, Knowledge (Local, Nature) +9, Listen +10, Move Silently +10, Perform (Dance) +12, Spot +10, Swim +7
Feats: Ability Focus (Dance), Improved Initiative, Skill Focus (Perform), Daunting Presence
Environment: Any Cold
Organization: Unique
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+HD
Level Adjustment: --

"Avoid the rivers.  HE travels by the rivers.  Along all the waters.  Only far from water on land are you safe from him, for once he has decided to take you he will look for you forever."

Ahkiyyinni was once an athletic and handsome Inuit hunter whose one true love was dancing.  He died young, and was interred in a hill overlooking a nearby river.  Many years after his death a group of young hunters were sailing by in a boat making jokes about how he couldnt dance now that he was in his grave.  After several cruel remarks Ahkiyyinni clawed his way from his grave and ripped off his own shoulder blade to use as a drum while he danced.  Ahkiyyinni's footsteps made the earth tremble, and his drumbeats caused the river to rise, eventually toppling the boat and drowning the hunters.  Ahkiyyinni then went to explore the world but learned he was bound to the water, and could not venture far from it.  He went mad, and vowed to slay any who crossed his path.

Dance (Su): As a Full Round action Ahkiyyinni can dance.  This will cause localized earth tremors and the level or nearby rivers will rise as long as he dances.  Effects are identical to the Earthquake spell for any opponents on land.  On water they are different.  Any lake or river within 200' of Ahkiyyinni will rise each turn he dances.  Eventully this will cause serious flooding.  Anyone in a boat on this body of water must make a DC 21 Reflex Save (Save is Charisma based) when the river rises or fall into the water.  The rivers edge will progress 5' outwards each round he dances.  The first round it will effectively be shallow bog.  The second round, it will be deep bog, and the next new 5' will be shallow bog.  After that it will be deep water.  Once Ahkiyyinni stops dancing, he may return the river to normal as a Free Action.  If he does not the excess flood water drains slowly away.

Tied to Water (Su): So long as he is within 150' of a river or lake Ahkiyyinni cannot be permanently killed.  If he ventures more than 150' from a body of water he will lose 1 hit point per round.  If he goes to 0 hp, he is dead.  However if he is within 150' of a river or lake he simply disappears when destroyed, and reappears within 24 hours in a random spot along the river.  While standing in the river or lake he effectively has Fast Healing 10, but cannot dance.

Combat: Ahkiyyinni will begin dancing as soon as possible, especially if opponents are on or in the river or lake he's nearby.  If he can't drown them in the river he'll approach physically, but it's rare that he does so.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #69 on: April 14, 2009, 12:56:00 PM »
THE GHOST WRESTLER

The Ghost Wrestler is a phantom appearing to lone braves on the prairies or woods at night. He offers to wrestle them in a match. If they lose, he kills them. If they win he will grant their fondest desire. He is a Fighter whose level is the same as his opponent.  If they try to cheat or summon help he will attack in his full power (20 HD) and kill everyone in sight. The opponent and he must wrestle without weapons or armor or outside help. Whoever can pin the other for 3 consecutive rounds wins. If they are interrupted by the rising of the sun the Ghost Wrestler will vanish, and reappear when his opponent is alone. 

The Ghost Wrestler is a Template that can be applied to a Human Fighter of any level with the Improved Grapple Feat.

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

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

Speed: Unchanged.

Armor Class: The Base Creature gains a Natural Armor Class Bonus equal to it's opponents AC -10.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature and gains the following:

Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.


Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.

Saves: Recalculate due to improved stats.

Abilities: +2 Str, +2 Dex, +2 Cha.  The Ghost Wrestler has no Constitution Score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Plains

Organization: Unique.  The Ghost Wrestler tailors his power to his opponents, and although this is a Template encounters with the Ghost Wrestler are always the same being.

Challenge Rating: +1

Treasure: None

Alignment: Always Neutral

Advancement: By Character Class

Level Adjustment: ---

Example of creature using template here:

                      Ghost Wrestler
                      3rd Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             3d12 (19 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +3/+10
Attack:               Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Full Attack:          Grapple +10 melee (Grapple) or Unarmed Strike +6 melee (1d4+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +3, Ref +4, Will +2
Abilities:            Str 17, Dex 16, Con -, Int 10, Wis 12, Cha 15
Skills:               Bluff +3, Escape Artist +4, Intimidate +4, Knowledge: History +1, Listen +2, Spot +2
Feats:                Combat Reflexes, Earth's Embrace, Impoved Unarmed Strike, Improved Grapple, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---



Ghost Wrestler
                      20th Level Fighter
                      Medium Undead (Incorporeal
Hit Dice:             20d12+20 (150 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          Varies (see below)
Base Attack/Grapple:  +20/+28
Attack:               Grapple +28 melee (Grapple) or Unarmed Strike +24 melee (2d6+4)
Full Attack:          Grapple +28 melee (Grapple) or Unarmed Strike +24/+19/+14/+9 melee (2d6+4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corporeal manifestation
Special Qualities:    Balanced Opponent, Grant Desires, Track Opponent, Dawn Flight Turn Immunity, Rejuvenation, Unnatural Aura, Lifesense
Saves:                Fort +12, Ref +19, Will +8
Abilities:            Str 18, Dex 18, Con -, Int 10, Wis 14, Cha 15
Skills:               Bluff +4, Escape Artist +8, Intimidate +12, Knowledge: History +4, Listen +6, Spot +6
Feats:                Combat Expertise, Combat Reflexes, Defensive Throw, Dodge, Earth's Embrace, Fists of Iron, Improved Initiative, Improved Toughness, Impoved Unarmed Strike, Improved Grapple, Improved Trip, Stunning Fist, Superior Unarmed Strike
Environment:          Warm Plains
Organization:         Unique
Challenge Rating:     21
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class
Level Adjustment:     ---


Corporeal Manifestation (Su):  The Ghost Wrestler can emerge from the Ethereal Plane at will. It manifests as a physical being temporarily losing it's Incorporeal Subtype. If destroyed it returns to the Ethereal Plane until 24 hours have passed.

Balanced Opponent (Su): The Ghost Wrestler always tries to be a fair opponent. He will always appear to be the same CR as his opponent (meaning after you add this template to a human fighter as the Base Creature he should be the same CR as his opponent is). If his opponent cheats somehow, or the match is interfered with, he will Manifest at 20 Hit Dice and kill everyone. The Ghost Wrestler gains a Natural Armor Bonus to his AC equal to his opponents Armor Class -10.

Grant Desires (Su): When the ghost wrestler is defeated in combat, he will grant his oppenent his heart's desire before disappearing. Treat this as a limited wish spell, CL 13.

Track Opponent (Su): The Ghost Wrestler always knows the location of an opponent if their match was interrupted and unfinished, and of anyone who made such an interruption. He may teleport to this location as a Standard Action.

Dawn Flight (Su): The Ghost Wrestler will disappear when the sun begins to rise, and reappear in that spot the next night when the sun falls.

Turn Immunity (Ex): The Ghost Wrestler cannot be Turned.

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual.  The method of permanently ending the Ghost Wrestler is unkown.  But he will only visit a person once.

Unnatural Aura (Su): Animals will not come within 30' of the Ghost Wrestler, and Panic if forced to do so (they remain Panicked so long as the Ghost Wrestler is within Range).

Lifesense (Su): The Ghost Wrestler may automatically sense Living creatures within 100' as though he had Blindsight. he also automatically knows the strength of their life force as if he had cast Deathwatch.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #70 on: April 16, 2009, 10:07:18 AM »
http://www.cryptozoology.com/glossary/glossary_topic.php?id=371

                      Mahambo
                      Gargantuan Animal
Hit Dice:             20d8+140 (230 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 40 ft.
Armor Class:          19 (-4 Size, +1 Dex, +12 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +15/+39
Attack:               Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Full Attack:          Bite +23 melee (4d6+18) or Tail Slap +23 melee (3d6+18)
Space/Reach:           20 ft./15 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low-Light Vision, Hold Breath
Saves:                Fort +18, Ref +13, Will +7
Abilities:            Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills:               Hide +0, Listen +10, Spot +10, Swim +20
Feats:                Alertness, Endurance, Skill Focus (Hide), Improved Toughness, Power Attack, Brutal Strike, Cleave
Environment:          Warm Marshes
Organization:         Solitary (Unique?)
Challenge Rating:    10
Treasure:             None
Alignment:            Always Neutral
Advancement:          21-28 HD (Gargantuan)
Level Adjustment:     ----

"We will take you anywhere in the Congo you wish to go sir, but not the swamps.  There is a devil that lives there."

The Mahambo appears to be a 50' (or bigger) Crocodile.

Skills: Mahambo have a +4 racial bonus to Hide checks in water.  If they lie still with only their eyes and nostrils showing they gain a +10 cover bonus to Hide checks.  They also gain a +8 Racial bonus to Swim checks and can always take 10 on a swim check even if distracted or endangered.  They may use the Run action while swimming if they move in a straight line.

Hold Breath (Ex): The Mahambo can hold its breath underwater a number of rounds equal to 4 times it's Constitution Score before it risks drowning.

Combat: Mamlambos fight in a manner similar to other crocodilians.  But with their size they often ram rafts, knocking their occupants into the water.
« Last Edit: November 07, 2011, 08:36:15 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #71 on: April 19, 2009, 01:53:10 PM »
http://www.cryptozoology.com/glossary/glossary_topic.php?id=4

http://en.wikipedia.org/wiki/Altamaha-ha

                      Altamaha-Ha
                       Large Animal (Aquatic)
Hit Dice:             6d8+18 (45 hp)
Initiative:           +6
Speed:                Swim 40 ft. (8 squares)
Armor Class:          16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +4/+12
Attack:               Bite +8 melee (1d8+4)
Full Attack:          Bite +8 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Hold Breath, Low Light Vision
Saves:                Fort +8, Ref +7, Will +3
Abilities:            Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills:               Listen +9, Spot +9, Swim +15
Feats:                Alertness, Endurance, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:    2 (3???)
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment:     ----

"How many times ah gotta tell you damn kids to stay away from tha river?  You'll lissen one day! One day when it's too late!"

The Altamaha-Ha is a river predator in Southern Georgia.

Skills: The Altamaha-Ha gets a +8 Racial bonus on swim checks and may always take 10 on a swim check even if endangered or distracted.  It may use the run action while swimming as long as it moves in a straight line.

Hold Breath (Ex): The Altamaha-Ha may hold it's Breath a number of rounds equal to 6 times it's Constitution Score before it risks drowning.

Combat: The Altamaha-Ha fights similarly to eels.  They can be fairly savage in nature, but many stay well away from large groups of humanoids.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #72 on: April 22, 2009, 01:29:44 PM »
http://www.fortunecity.com/roswell/siren/552/souam_anaconda.html

http://www.cryptozoology.com/cryptids/anaconda.php

                      Sucuriju Gigante
                      Colossal Animal
Hit Dice:             40d8+350 (530 hp)
Initiative:           +7
Speed:                30 ft. (6 squares), 30 ft. c;imb, 30 ft. swim
Armor Class:          15 (-8 Size, +3 Dex, +10 Natural), touch 5, flat-footed 12
Base Attack/Grapple:  +30/+63
Attack:               Bite +40 melee (3d6+17)
Full Attack:          Bite +40 melee (3d6+17)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Constrict 3d6+25, Improved Grab, Swallow Whole
Special Qualities:    Scent
Saves:                Fort +35, Ref +25, Will +15
Abilities:            Str 45, Dex 17, Con 25, Int 2, Wis 14, Cha 7
Skills:               Balance +16, Climb +30, Hide +11, Listen +11, Spot +11, Swim +30
Feats:                Alertness, Endurance, Skill Focus (Hide), Improved Toughness,
                         Power Attack, Crush, Gape of the Serpent, Great Fortitude,
                         Improved Initiative, Lunging Strike, Large and In Charge, Epic
                         Fortitude, Epic Toughness, Epic Prowess                   
Environment:          Warm Forest or Swamp
Organization:         Solitary
Challenge Rating:     13
Treasure:             None
Alignment:            Always Neutral
Advancement:          41-60 HD (Colossal)
Level Adjustment:     ----

"Do not swim in the river.  Boats are risky enough, but never swim in the river."

The Sucuriju Gigante is a creature resembling an 80+ foot long anaconda that spends most of it's time in water.

Constrict (Ex): The Sucuriju does 3d6+25 damage with a successful grapple check.

Improved Grab (Ex): If the Sucuriju successfully bites an opponent of any size it may immediately attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful it can then use its Constriction or Swallow Whole attacks in the next round.

Swallow Whole (Ex): If the Sucuriju succeeds with a grapple check it may swallow its opponent.  Once inside opponents take 2d8+8 poitns of crushing damage and 2d8+8 points of acid damage per round.  A swallowed creature may cut its way out by doing 50 points of damage to the Sucuriju's digestive tract (AC 15).  Muscular action closes the whole immediately afterward so other opponents must cut their own way out.  It's gullet may hold 1 Collosal or Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Skills: The Sucuriju has a +8 Racial bonus on Balance, Climb, and Swim checks.  It also has a +4 Racial bonus on Hide Listen and Spot checks.  It may always take 10 on a Climb check even if rushed or threatened.  It can always take 10 on a Swim check even if distracted or endangered.

Combat: The Sucuriju fights in a similar manner to most constrictor snakes.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #73 on: April 24, 2009, 11:09:18 AM »
from Inuit myth

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

http://www.americanmonsters.com/monsters/hyrbid/index.php?detail=article&idarticle=63

                      Adlet
                      Medium Monstrous Humanoid (Cold)
Hit Dice:             2d8+4 (13 hp)
Initiative:           +2
Speed:                50 ft. (10 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +2/+4
Attack:               Claw+4 melee (1d6+2)
Full Attack:          2 Claws +4 melee (1d6+2), and 1 Bite -1 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Howl
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Tough Digestion, Fear of Fire
Saves:                Fort +4, Ref +5, Will +4
Abilities:            Str 15, Dex 15, Con 15, Int 8, Wis 12, Cha 6
Skills:               Hide +3, Listen +2, Move Silently +3, Spot +2, Survival +2
Feats:                Great Fortitude, Track B
Environment:         Cold Mountains, Hills, Forests, and Plains
Organization:         Solitary, Pair, or Pack (7-16)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

"Never let the fire die down at night.  Fire is the only thing that keeps the wolves at bay.  And some wolves walk on two legs."

The Adlet are red furred lupine humanoids standing 7' tall and weighing up to 300 ponds.  They have long tails, yellow eyes, and terrible fangs and claws.

Howl (Su): An Adlet can unleash a horrifying howl once every minute.  Any living creature within 30' that can hear you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be froze in place (Paralyzed) for 1d3 rounds.

Tough Digestion (Ex): Adlet can eat any form of organic matter, and are immune to non magical poison and disease.

Fear of Fire (Ex): Adlet are deathly afraid of fire, and must make a DC 15 Willpower Save to approach an open flame.

Combat: Adlet generally howl, and then carry off or slaughter paralyzed opponents.  Other members of the pack charge opponents who didn't fall to their howl, and distract them long enough to carry off the 'meat'.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #74 on: April 26, 2009, 12:02:24 PM »
http://www.theoi.com/Thaumasios/TauroiAithiopikoi.html


                       Ethiopian Bull
                       Huge Magical Beast
Hit Dice:             11d10+55 (115 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          24 (-2 Size, +16 Natural), touch 2, flat-footed 24
Base Attack/Grapple:  +11/+29
Attack[/B]:               Gore +19 melee (2d6+15/19-20)
Full Attack:          Gore +19 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:     Trample 2d8 +15
Special Qualities:    Damage Reduction 10/Magic, Dark Vision 60', Scent
Saves:                Fort +12, Ref +7, Will +3
Abilities:            Str 30, Dex 10, Con 20, Int 3, Wis 11, Cha 7
Skills:                Listen +7, Spot +7
Feats:                Cleave, Improved Initiative, Power Attack, Improved
                             Critical (Gore)
Environment:          Warm Forest, Hills, and Plains
Organization:         Solitary, Pair, or Herd (3-5)
Challenge Rating:     6???
Treasure:             Usually none
Alignment:            Usually neutral
Advancement:          12-22 HD (Huge)
Level Adjustment:     ----

"Holy crap Bert, that is the biggest cow evah ah has seen'"

"I'm tired of eatin' birds.  Let's catch 'im."

"With whut?  All we got are shortbows?"

Apparently they make some pretty nasty cattle in Ethiopia.

Trample (Ex): Reflex Save for half damage, DC=25.  DC is Strength based.

Combat: Pretty much like normal bulls, with the addition of being nearly immune to harm from non magical critters.
« Last Edit: April 26, 2009, 12:54:04 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #75 on: April 28, 2009, 12:50:02 PM »
http://en.wikipedia.org/wiki/Atmospheric_beast

http://www.newanimal.org/a-beasts.htm

This version of the atmospheric beast is the alien bioship.  A self-aware spacecraft that is grown or bred as opposed to being put together mechanically.  It's assumed most have no passengers, and what they are made for is unknown.

ATMOSPHERIC BEAST (Space Alien version)

Atmospheric Beast is an Inherited Template that can be applied to any Abberration, Animal, Dragon, Magical Beast, Ooze, Plant or Vermin.

Size and Type: Size is unchanged, Type becomes Outsider (Native).  Creatures with the Aquatic Subtype gain the Amphibious ability.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 200 (Good).

Armor Class: Any Natural Armor Class bonus the Base Creature has become Deflection bonuses.  If it has a Natural Armor and Deflection Bonus add them together.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base Creature.

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

Immunities: Atmospheric Beasts are immune to the following: Cold damage, Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.

Energy Resistance (Ex): Atmospheric Beasts have Energy Resitance 20 to Electricity and Acid Damage.

Damage Reduction (Ex): DR 10/Magic

Telepathy (Su): The Atmospheric Beast can communicat telepathically with any creature within 100 ft.

Saves: Unchanged.

Abilities: +8 Dex, +8 Wis

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

                      Space Raptor (Juvenile Arrowhawk, Atmospheric Beast Template
                      Small Outsider (Air, Native)
Hit Dice:           3d8+3 (16 hp)
Initiative:           +9
Speed:                200 ft. (40 squares), Good
Armor Class:          24 (+1 Size, +9 Dex, +4 Natural), touch 20, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Full Attack:          Electricity Ray +9 ranged touch (2d6) or Bite +9 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Electricity Ray
Special Qualities:    Dark Vision 60', Immunities, Telepathy, Damage Reduction/10 Magic
Saves:                Fort +4, Ref +12, Will +8
Abilities:            Str 12, Dex 29, Con 12, Int 10, Wis 21, Cha 13
Skills:               Diplomacy +3, Escape Artist +15, Knowledge (The Planes) +6, Listen +11, Move Silently +15, Search +6, Sense Motive +11, Spot +11, Survival +7 (+9 following tracks, +9 on Plane of Air)
Feats:                Dodge, Weapon Finesse
Environment:         Any
Organization:         Solitary or Clutch (2-4)
Challenge Rating:     6
Treasure:              None
Alignment:             Always Neutral
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Electricity Ray (Su): Can be fired once per round with a range of 50'.

Immunities: Atmospheric Beasts are immune to the following: Cold/Acid/Electricity/Fire damage, poison, disease, paralysis, sleep effects, polymorph, and exposure to vacuum.  They do not eat, sleep, breath, or age.
« Last Edit: May 05, 2009, 12:29:10 PM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #76 on: April 29, 2009, 01:40:54 PM »
Gasbags are odd inflated version of regular animals or plants, or that maneuver through the sky through the use of inflatable gasbags.


ATMOSPHERIC BEAST (Gasbag version)

Atmospheric Beast is an Inherited Template that can be applied to any Aberration, Animal, Ooze, Plant, or Vermin.

Size and Type: Size is unchanged, Type becomes Aberration. Aquatic Subtype is lost.

Hit Dice: All current and future Hit Dice are d8's.

Speed: All movement types are lost, base creature gains Fly 20 (Clumsy), unless its already better. manouverability can't be better than Poor.

Armor Class: Unchanged

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Flight (Ex): The Atmospheric Beast is naturally buoyant, and it permanently is under the effects of a Feather Fall spell with personal range.

Blindsight (Ex): The Atmospheric Beast has 60' Blindsight.

Saves: Unchanged.

Abilities: -2 Str, -8 Dex (minimum 3), +2 Con, +2 Wis

Skills: Unchanged.

Feats: Unchanged. Weapon Finesse is replaced with Weapon Focus (primary attack) if possessed.

Environment: Any

Organization: Unchanged

Challenge Rating: +0

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +0



Example of creature using template here:

                      Podshark (Medium Shark, Atmospheric Beast template)
                      Medium Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           -2
Speed:                Fly 20 ft. (4 squares), Clumsy
Armor Class:          11 (-2 Dex, +3 Natural), touch 8, flat-footed 11
Base Attack/Grapple:  +2/+3
Attack:              Bite +3 melee (1d6)
Full Attack:          Bite +3 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Flight, Blindsight 60', Keen Scent
Saves:                Fort +5, Ref +1, Will +2
Abilities:            Str 11, Dex 7, Con 15, Int 1, Wis 14, Cha 2
Skills:               Listen +7, Spot +7, Swim +8
Feats:                Alertness, Weapon Focus (Bite)
Environment:          Any
Organization:         Solitary, School (2-5), or Pack (6-11)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          4-6 HD (Medium)
Level Adjustment:     ---
« Last Edit: May 05, 2009, 12:32:29 PM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #77 on: April 30, 2009, 01:35:24 AM »
And what exactly are these based on?


Nanshork

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My babies - A thread of random builds I've come up with over the years.
Notes to self