Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 106485 times)

0 Members and 1 Guest are viewing this topic.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #40 on: March 04, 2009, 04:32:29 AM »
Winner of GitP Monster Competition XXX



The Mother of Teeth
Large Outsider (Extraplanar, Chaotic, Evil, Shapeshifter, Water), Psion (Telepath) 10, Wizard 10
Hit Dice: 30d8+10d4+10d4+500 (685 hp)
Initiative: +13
Speed: 50 ft (10 squares), Swim 150 ft.
Armor Class: 43 (-1 Size, +9 Dex, +15 Natural, +12 Profane), touch 29, flat-footed 34
Base Attack/Grapple: +40/+51
Attack: Tentacle +46 melee (1d6+7+2d6 Profane)
Full Attack: 8 Tentacles +46 melee (1d6+7+2d6 Profane)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of Madness, Frightening Presence, Manifest, Improved Grab, Caress, Sinful Touch
Special Qualities: Saves: Fort +45, Ref +44, Will +52
Abilities: Str 25, Dex 28, Con 30, Int 25, Wis 28, Cha 35
Skills: Autohypnosis +28, Bluff +42, Concentration +44, Diplomacy +31, Gather Information +31, Hide +24, Intimidate +31, Knowledge (Arcana, Dungeoneering, Geography, Local, Nature, Psionics, Religion, The Planes, Things Man Was Not Meant To Know) +41, Listen +28, Move Silently +28, Perform (Sing, Dance) +31, Psicraft +26, Search +26, Sense Motive +38, Spellcraft +26, Spot +28, Swim +34
Feats: Combat Casting, Combat Manifestation, Combat Reflexes, Defensive Sweep, Improved Combat Casting*, Improved Combat Reflexes*, Improved Initiative, Master Manipulator, Mobile Spellcasting, Multigrab, Greater Multigrab, Power Penetration, Greater Power Penetration, Greater Spell Penetration, Spell Focus (Enchantment), Spell Penetration, Swim-By Attack, Enlarge Power (B), Extend Power (B), Quicken Power (B), Chain Spell (B), Scribe Scroll (B), Transdimensional Spell (B)
* Epic Feats
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil
Advancement: 31+ HD (Medium)
Level Adjustment: -----

Spells: The Mother of Teeth may cast spells as a Wizard of 10th level.  She can cast this many spells per day:

0: 6 (DC 17)
1: 6 (DC 18)
2: 6 (DC 19)
3: 4 (DC 20)
4: 4 (DC 21)
5: 3 (DC 22)
She knows most Divination, Enchantment, and Illusion spells, as well as any spells with the Chaotic, Evil or Water descriptors.

Psionics: The Mother of Teeth may Manifest powers as a 10th level Psion with the Telepath Discipline:

1: (DC 18) Mindlink, Missive, Psionic Charm, Sense Link, Telempathic Projection
2: (DC 19) Aversion, Brain Lock, Psionic Suggestion, Read Thoughts
3: (DC 20) Dispel Psionics, False Sensory Input, Mind Trap, Psychic Containment
4: (DC 21) Correspond, Implanted Suggestion, Psionic Dominate, Psionic Modify Memory
5: (DC 22) Cranial Deluge, Mind Probe, Psychic Crush, Shatter Mind Blank
She has 123 power points

Manifest (Su): If the correct sacrifices and rituals are performed the Mother of Teeth can physically Manifest in the Plane of her Summoner.  She is, of course, ever eager to teach these rituals.  She can Manifest for a period of 1 hour per point of Constitution possessed by the beings sacrificed to her in the final ritual.  If any of the rituals are interrupted, they must be begun again.  Each one requires the sacrifice of an intelligent victim of varying genders, certain magical materials of 1000 GP, and takes at least 1 hour.  At least 1 ritual must be performed every month for 1 year for her to Manifest.

Improved Grab (Ex): If the Mother of Teeth successfully hits with her Caress attack, she may immediately make a Grapple Check without provoking an Attack of Opportunity as a Free Action.  If successful she does her Caress damage each round.

Caress (Ex): The tentacles (and most of her bodily surface really) of the Mother of Teeth can sprout lamprey like mouths at will, doing massive trauma to victims. With a successful Grapple Check the Mother of Teeth begins to erode away her victims life, doing 1d6 Constitution Drain.  If her opponent has no Constitution, she Drains 1d6 Charisma instead.  If her opponent is immune to Ability Drain (for example Deities or Undead) she instead does 3d6 Vile damage.  Every round she successfully Drains a victim she temporarily gains a +1 to all rolls for 1 week.  This effect is cumulative.

Sinful Touch (Su): All Natural Weapon attacks, grapple checks, or unarmed strikes made by the Mother of Teeth do an additional 2d6 profane Damage. 

Aura of Madness (Ex): Any creature seeing the Mother of Teeth (living, dead, mindless, or otherwise) must make a DC 47 Willpower Save, or go insane.  At first it begins to show as mild nervousness and paranoia (-1 on all rolls), and an obsession with the Mother of Teeth.  Eventually the victim believes he is in love with her, although this usually comes after events of severe mental stress (possibly even orchestrated by her through her cultists), or a second exposure to her.  Eventually it will blossom into suicidal depression, and the desire to be with the Mother of Teeth.  Sometimes other forms of insanity occur (see Unearthed Arcana and Cthulhu d20 for ideas), but usually the victim becomes very obsessive compulsive, paranoid, and sees the Mother as the only being who truly understands him, or that he can relate too.  The idea of being removed from her presence forever causes suicidal depression.  With the exception of Miracle or Wish this effect cannot be cured.  Virtually all beings seeing her either summon her within a few years or die by their own hand.

Frightening Presence (Ex): Any living creature within 120' seeing the Mother of Teeth attack must make a DC 47 Willpower Save or end up Cowering for 2d6 rounds if they have fewer Hit Dice than her, or Shaken for 2d6 rounds if they have more Hit Dice.  If the Save is successful opponents with half her Hit Dice or less are still Shaken for the encounter.

Immunities (Ex): The Mother of Teeth is immune to damage from electricity, cold, and acid.  She is also immune to disease, poison, stunning, death effects, sleep effects, paralysis, petrification, polymorph, energy drain, ability drain or damage, critical hits, nonlethal damage, and Mind-Affecting effects.  She does not eat, sleep, drink, age, or breathe.

Bargain (Su): The Mother of Teeth makes a Bargain with her would be lovers.  She grants them a Wish (as per the spell), if they contract with her.  She may only perform one Wish per Bargain.  In return they must perform a series of sacrificial rituals that will open the Gates of her prison long enough to be with them.  Usually she mates with them, and devours them afterwards before returning to exile.  She devours them for a reason: they become a part of her, and worship her forevermore.  Eventually when she gains enough worshipers over the eons, she will gain Divine Rank.  This is important to her, as only a being with Divine Ranks can permanently release her from her prison, and no God will willingly do so.  She may cast spells or manifest psionic powers or use any Special Attacks she has on bargainers regardless of distance  once they have committed their first sacrifice in her name.  She uses this to enforce the Bargain after she has granted her Bargainers wish.  A Bargain can be broken by a Miracle or Wish spell, leaving the victim free of her influence, but he loses the benefits of whatever wish she previously granted him.

Forbidden Knowledge (Su): The Mother of Teeth has immense knowledge of things unknown to many, and is willing to share it for a price.  This is similar to the bardic Knowledge ability listed on page 28 of the PHB, but the Mother can be questioned on just about anything (she rolls 1d20+60).  If she can't get  someone petitioning her for knowledge to agree to a Bargain (if they know enough to ask her questions, they know enough to avoid looking at her and contact her in another way), she will demand that they assist her cult in her plans in some way.  Usually helping craft or rescue some item or steal an artifact of some significance, or assist in the rituals to summon her.

Unearthly Grace (Su): The Mother of Teeth adds her Charisma Modifier as a Profane Bonus to Saving Throws and to Armor Class.

Immortal (Ex):  The Mother of Teeth is older than the current universe, and cannot be destroyed permanently by any being who does not have Divine Rank.  Should she be destroyed she will regenerate to full power inside her prison over a period of several decades.  Beings who temporarily destroy her still gain full XP, but have made a very powerful, and very permanent enemy.

Telepathy (Su): The Mother of Teeth has Telepathy 1 Mile.  If someone has entered into a Bargain with her, her range is nigh well infinite.  She can contact him from virtually any distance, and even across dimensions from her prison.  She may also telepathically contact anyone who fails a Save against her Aura  of Madness once per month for up to 5 minutes at any range as well, usually in the form of a dream.  She uses this ability to prod people into further insanity, and to eventually Bargain with her.

Skills: The Mother of Teeth has a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check.  She may use the Run action while swimming in a straight line.

Combat: The Mother of Teeth usually  attempts to Grab and finish off opponents.  Her spells and Psionics are occasionally used in combat, but she prefers to use them to intimidate and terrify.  Unless she's vastly outnumbered or outpowered she really does prefer the physical approach.


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

Lore
Characters with ranks in Knowledge (The Planes) or Knowledge (Things Man Was Not Meant To Know) can learn more about the Mother of Teeth. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

Plot Hook
  • The PC's come across a city that appears to have been in the midst of some sort of strange apocalyptic event.  Bodies line the streets with strange marks on them, and the flies and other insects won’t touch them.  Slime seems to cover them and much of the area, and it sticks to the PC’s if they touch it for days.  In a few hours the bodies begin to rot and crumble away, and many of the buildings begin to decay too.  It’s like something just sucked the life from the place.  Sitting in the middle of the city is a crystal sphere perfectly unblemished.  People in the next city refuse to talk about it, and they appear to be packing up and fleeing.  No one will talk to or associate with the PC’s if they mention they came through the city, and many make signs against evil towards them.
  • A brutal Orc warlord is ravaging the land, leading an army of horrifying monstrosities against everyone, even other tribes of his own people.  Hired to investigate, the other Orcs tell them he’s gone mad, and fallen in love with a demon who supplies him with magical powers and armies of things from other worlds.  But why she is doing it, or chose him they don’t know.  They do know she contacts him through a mirror of some kind.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #41 on: March 05, 2009, 08:02:48 AM »
Cannibal

Cannibal is an Inherited or Acquired Template that can be applied to any Giant or Humanoid.

Size and Type: Unchanged. 

Hit Dice: Unchanged

Speed: Unchanged.

Armor Class: Increase Natural Armor Bonus by +2.

Attacks: Cannibals without bite attacks gain a Bite as a Secondary weapon.  Damage depends on Size Class: Fine=1 point, Diminutive=1d2, Tiny=1d3, Small=1d4, Medium=1d6, Large=1d8, Huge=2d6, Gargantuan=3d6, Colossal=4d6.  Add half Strength modifier to damage. 

Damage: Unchanged.

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

Devour (Su): By devouring the raw flesh of an opponent killed in battle the Cannibal can gain knowledge and power, if that opponent is the same species.  What exactly he can gain depends on what he can eat.  He must have killed an opponent in battle himself, or helped with it's defeat.  He must then eat the necessary portions of his opponent within 1 hour.  The Bonus gained by Devour lasts for a number of hours equal to the Cannibal's Hit Dice divided by 4.

Brain: The Cannibal gains all of the opponents memories for 24 hours.  This is often used to gain information about the tribes enemies, or the plans of potential meals.  During this time the Cannibal may make a Skill Check in any skill the victim possessed, even if he has no ranks in it himself, and can speak any language the victim spoke. 

Eyes: The Cannibal gains an Enhancement Bonus to Spot and Search Checks equal to the victims Hit Dice for 24 hours.

Heart: The Cannibal gains an Enhancement Bonus to Willpower Saves equal to half the victims Hit Dice for 24 hours.

Lungs: The Cannibal gains an Enhancement Bonus to Constitution equal to half the victims Hit Dice for 24 hours.

Liver: The Cannibal gains an Enhancement Bonus to Fortitude Saves equal to half the victims Hit Dice for 24 hours.

Muscle: The Cannibal gains an Enhancement Bonus to Strength equal to half the victims Hit Dice for 24 hours.

Bone Marrow: The Cannibal gains an Enhancement Bonus to his Armor Class equal to the victims Hit Dice for 24 hours.


Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Low Light Vision

Scent

Saves: Unchanged

Abilities: +2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis, -4 Cha

Skills: Gains a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Spot, and Survival checks.

Feats: Unchanged

Environment: Unchanged

Organization: Unchanged

Challenge Rating: +1

Treasure: Unchanged

Alignment: Alignment becomes Evil.

Advancement: Unchanged

Level Adjustment: +2


"The Southern Tribes don't keep prisoners long boy.  Unless you want to end up being eaten alive, make sure they have to kill you in combat.  If they take you alive, your dying will take a very long time."

Some primitive tribes have learned to gain power by eating their own species.  Many worship Demons or evil gods.  Their secrets of power were handed down to them by these patrons long ago, and hte tribes continue to flourish despite living in some of the harshest, most remote territories in the world.


                      Bok
                      Human, 5th level Scout, Cannibal template
                      Medium Human, Humanoid
Hit Dice:             5d8+15 (37 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +3/+6
Attack:               By weapon +6 or Bite +6 melee (1d6+1)
Full Attack:          By weapon +6 or Bite +6 melee (1d6+1)
Space/Reach:          5 ft./ ft.
Special Attacks:      Skirmish (+2d6, +1 AC), Devour
Special Qualities:    Battle Fortitude +1, Evasion, Fast Movement, Trackless Step, Trapfinding, Uncanny Dodge, Low Light Vision, Scent
Saves:                Fort +5, Ref +7, Will +1
Abilities:            Str 16, Dex 16, Con 17, Int 8, Wis 10, Cha 4
Skills:               Balance +8, Climb +8, Hide +13, Intimidate +1, Jump +9, Knowledge (Nature) +4, Listen +10, Move Silently +13, Spot +10, Survival +10, Swim +8
Feats:                Blind-Fight, Improved Initiative, Hear the Unseen (B)
Environment:          Warm Forest
Challenge Rating:     6
Treasure:             See below
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +2

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #42 on: March 07, 2009, 05:37:04 AM »
Displacer Fish Swarm
Size/Type: Tiny Magical Beast
Hit Dice: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 20 ft. (4 squares)
Armor Class: 17 (+4 size, +2 Dex, +1 Natural), touch 16, flat-footed 15
Base Attack/Grapple: +8/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10'/0'
Special Attacks: Distraction (DC 15)
Special Qualities:Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Swarm Traits, Half Damage from Slashing and Piercing weapons
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 5, Wis 12, Cha 6
Skills: Hide +18, Listen +9, Spot +8, Swim +5
Feats:  Alertness, Improved Initiative, Toughness
Environment: Warm Aquatic
Organization: Solitary or school (2-4 Swarms)
Challenge Rating: 5?
Treasure: None
Alignment: Usually Lawful Evil
Advancement:
Level Adjustment: --

"The jungles rivers had always had an evil reputation.  Many times natives entered them and never came back.  And some of the fish were strange things without scales, and random numbers of eyes..."

Displacer fish are vaguely fishlike creatures that share the Displacer Beasts ability to deflect light.  They are also incredibly voracious carnivores.  There are a great many rumors regarding them, as no spawning behavior has ever been observed, and they don't seem to migrate like many fish do.  In fact their behavior is disturbingly un-fishlike and suggests higher intelligence.  Rarely are they caught in fishing nets, and they seem to be able to remember people, even going so far as to stalk fishermen who have caught one of their own...

Displacer Fish understand Common but cannot currently speak.

Distraction (Ex): See Monster Manual page 318.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Fish has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Fish have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Fish get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat: Displacer Fish use pretty much the same tactics as any Pirhana swarm.  Their enhanced intelligence means they aren't dumb brutes though.  They know when they're outmatched. and when fleeing is a good idea.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #43 on: March 08, 2009, 08:45:36 AM »
Displacer Eel
                      Large Magical Beast (Aquatic)
Hit Dice:             6d10+12 (45 hp)
Initiative:           +5
Speed:                Swim 50 ft. (10 squares)
Armor Class:          15 (-1 Large, +1 Dex, +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +6/+9
Attack:               Bite +9 melee (1d8+3)
Full Attack:          Bite +9 melee (1d8+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent
Saves:                Fort +7, Ref +6, Will +3
Abilities:            Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8
Skills:               Hide +8, Listen +6, Spot +6, Swim +11
Feats:                Alertness, Improved Initiative, Swim-By Attack
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     3?
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:          7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment:     --

"Worse than the fish in the local rivers are the eels.  Some of them have heads as big as horses..."

Displacer Fish are, it turns out, merely the larval form of a much nastier brute.  When the swarm begins to get to the appropriate age the fish turn on each other, mindlessly killing and devouring one another until only one is left, ignoring everything else until this is accomplished.  At least it's assumed to be age.  No one knows how old Displacer Fish get, or how to tell what age they are.  It could simply be a chemical stimuli.  It finds a hiding place and enters a state of suspended animation while it metamorphoses into it's adult form.  The time for metamorphosis is up to a few weeks.  Scholars aren't certain because of the difficulty in watching a Displacer Eel in the wild.  Displacer Eels get up to 12 feet long and can weigh several hundred pounds.  They still do not have the ability to speak yet.

Displacement (Su):  Any melee or ranged attack targeting the Displacer Eel has a 50% chance of missing unless the attacker has some means of locating them other than sight.  See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Eels have a +2 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Eels get a +8 Racial Bonus to Hide and Swim checks.  They may always Take 10 on a Swim check, even if threatened or endangered.  They may use the Run action while swimming in a straight line.

Combat:  Displacer Eels tend to rely on Swim-By attacks, snipping at opponents bit by bit.  Or luring them into traps, or against deadlier opponents that will allow the Displacer Eel to scavenge remains.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #44 on: March 09, 2009, 07:36:12 AM »
Displacer Newt
                      Huge Magical Beast (Aquatic)
Hit Dice:             18d10+90 (189 hp)
Initiative:           +4
Speed:               30 ft. (6 squares), Swim 30 ft.
Armor Class:          21 (-2 Large, +11 Natural, +2 Deflection), touch 10, flat-footed 21
Base Attack/Grapple:  +18/+40
Attack:               Bite +26 melee (2d6+15/19-20)
Full Attack:          Bite +26 melee (2d6+15/19-20)
Space/Reach:          15 ft./10 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious
Saves:                Fort +16, Ref +11, Will +8
Abilities:            Str 30, Dex 11, Con 20, Int 10, Wis 14, Cha 10
Skills:               Balance +7, Climb +15, Hide +5, Listen +9, Move Silently +5, Search +5, Spot +9, Swim +18, Survival +7
Feats:                Alertness, Cleave, Great Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     9?
Treasure:             None
Alignment:            Usually Lawful Evil
Advancement:         19-27 HD (Huge), 28-36 HD (Gargantuan)
Level Adjustment:     --

"Watch out for some of the Eels.  Not all of them are restricted to the water.  Some of them have learned to crawl.  And they aren't picky about what they eat..."

After several decades in Eel form, a Displacer Eel once again goes into suspended animation for a few weeks, and emerges as a Displacer Newt.  Much bulkier, and with stubby legs, it now begins to hunt on land as well as the rivers.  It reminds many of a pudgy salamander the size of a dinosaur. Most are now capable of speech and speak Sylvan or Common, depending on which language they have encountered first.



Displacement (Su): Any melee or ranged attack targeting the Displacer Newt has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Newts have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Newts get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatend or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Newts usually Charge directly into melee and bite away until their opponent falls or they take more than half their hit points in damage.  If hurt they will retreat, and track the opponent until it goes to sleep, when the Displacer Newt will ambush.

Radmelon

  • Bi-Curious George
  • ****
  • Posts: 512
    • Email
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #45 on: March 09, 2009, 09:48:06 PM »
Quote
Cannibal

Omnomnomnomnom, must eat teh deelishous peeples...  :p

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #46 on: March 09, 2009, 10:17:36 PM »
Omnomnomicon?
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

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #47 on: March 11, 2009, 07:16:31 AM »
Displacer Wyrm
                      Gargantuan Magical Beast
Hit Dice:             36d10+288 (486 hp)
Initiative:           +4
Speed:               40 ft. (8 squares)
Armor Class:          31 (-4 Size, +21 Natural, +4 Deflection), touch 10, flat-footed 31
Base Attack/Grapple:  +36/+61
Attack:               Bite +45 melee (4d6+13)
Full Attack:         1 Bite +45 melee (4d6+13) and 2 Claws +45 melee (2d6+6) and 1 Tail Lash +46 melee (2d8+6/19-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 5/Cold Iron
Saves:                Fort +28, Ref +22, Will +17
Abilities:            Str 37, Dex 10, Con 27, Int 14, Wis 20, Cha 18
Skills:               Climb +35, Hide +10, Intimidate +18, Knowledge (Local, Nature) +17, Listen +19, Move Silently +14, Search +16, Spot +19, Swim +35, Survival +19
Feats:                Cleave, Great Cleave, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Rend, Snatch, Weapon Focus (Tail)*
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         37-54 HD (Gargantuan)
Level Adjustment:     --

* Feats not found in the PHB may be found in the Draconomicon.

"There are many great Wyrms sleeping in the depths of the jungle.  If you come across one do not awaken it for they are ravenous, and not easily dealt with."


After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer fish).  The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail roughly the same size and shape as a Purple Worm.  By now they usually speak Common, Sylvan, and at least one other language.

Displacement (Su): Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Wyrms have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Displacer Wyrms are more intelligent but have changed little.  They still prefer to close and begin ripping away like animals of some sort.  The difference is they now usually have some form of tactics to fall back on if brute force isn't enough to win the day.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #48 on: March 13, 2009, 10:55:46 AM »
Displacer Drake
                      Colossal Magical Beast
Hit Dice:             55d10+605 (907 hp)
Initiative:           +6
Speed:               Fly 80 ft. (16 squares), Perfect
Armor Class:          43 (-8 Size, +2 Dex, +31 Natural, +8 Deflection), touch 12, flat-footed 41
Base Attack/Grapple:  +55/+88
Attack:               Bite +64 melee (4d8+17)
Full Attack:         1 Bite +64 melee (4d8+17) and 2 Claws +64 melee (2d8+8) and 1 Tail Lash +65 melee (4d6+8/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision
Saves:                Fort +40, Ref +33, Will +24
Abilities:            Str 45, Dex 15, Con 32, Int 18, Wis 22, Cha 25
Skills:               Climb +46, Hide +23, Intimidate +36, Knowledge (Local, Nature) +33, Listen +35, Move Silently +31, Search +37, Spot +39, Swim +54, Survival +35
Feats:                Cleave, Devastating Critical (Tail), Flyby Attack, Great Cleave, Hover, Improved Critical (Tail), Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Dive, Rend, Snatch, Weapon Focus (Tail) *
Environment:          Warm Aquatic or Forest
Organization:         Solitary
Challenge Rating:     27??
Treasure:             Double Standard
Alignment:            Usually Lawful Evil
Advancement:         55-110 HD (Colossal)
Level Adjustment:     --

* Feats not found in the PHB are in the Draconomicon.

"There are dragons in the jungle if you look for them hard enough.  Likely they'll find you first..."


After several centuries a Displacer Wyrm begins to take to the skies as a Displacer Drake.  Incredibly large and sinuous they are a more frightening version of their Wyrm incarnation with multiple eyes, a spinier back, and an ability to fly without wings or visible locomotion.  They have picked up an additional language by now as well.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Drake can breathe a 70' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Any creature in the Cone must make a DC 48 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 48 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Drake is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Drake attacks, charges, or flies overhead anything within 360' has to make a DC 44 Willpower Save (Save DC is Charisma Based. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Drake's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Drake is surrounded by an Anti-Magic Field that only works against Illusion spells or effects.  They cannot be cast within 10' of a Displacer Drake.

Displacement (Su): Any melee or ranged attack targeting the Displacer Drake has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Drakes have a +6 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Drake cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Drakes levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
 
Skills: Displacer Drakes get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Combat: Drake's love using their Snatch Feat in conjunction with Flyby attacks, or their devastating spined tail.  Most don't stand and fight, they'll make multiple passes slowly chipping away at opponents, using their breath weapon to soften them up a little first.

Life Cycle:  Displacer Drake eggs take 4-6 weeks to hatch, giving birth to swarms of voracious Displacer Fish.  The Fish add to their weight with every meal (roughly half an ounce per meal at the start, but rapidly gaining stride as they get bigger).  The metabolic side effects from their rapid growth drive them blood-mad, and by the time they are up to 50 pounds they begin slaughtering one another.  The last surviving member of the swarm is roughly 400+pounds.  They will then pupate for 1-3 weeks depending on how much they've ate.  A Displacer Fish swarm that eats well will turn on itself within a few weeks.  But they are otherwise nearly immortal, and poorly fed swarms can live for hundreds of years.  They will then spend 10-40 years as a Displacer Eel before pupating again, to rise as a Displacer Newt and move onto land.  Their metabolism will have stabilized by now and growth is fairly regular as long as they can eat.  After another 10-40 years the Newt will become a Wyrm.  Most never make it beyond this state, and spend their lives eating and rutting.  If they aren't killed after a few hundred years they become a Drake and begin a true reign of terror, possibly leaving the Jungle behind.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #49 on: March 14, 2009, 07:36:48 AM »
Displacer Dragon
                      Colossal+ Magical Beast
Hit Dice:             110d10+1430 (2035 hp)
Initiative:           +8
Speed:               Fly 150 ft. (30 squares), Perfect
Armor Class:          60 (-16 Size, +4 Dex, +50 Natural, +12 Deflection), touch 10, flat-footed 56
Base Attack/Grapple:  +110/+162
Attack:               Bite +114 melee (8d6+20/19-20)
Full Attack:         1 Bite +114 melee (8d6+20/19-20) and 4 Claws +114 melee (4d6+10/19-20) and 1 Tail Lash +115 melee (4d8+10/18-20)
Space/Reach:          100 ft./50 ft. (75 ft. with claws)
Special Attacks:      Frightful Presence, Distortion Field, Fetid Breath, Spiny, Unnatural Sharpness
Special Qualities:    Darkvision 60 ft., Low-light vision, Displacement, Resistant to Ranged Attacks, Scent, Amphibious, Damage Reduction 10/Cold Iron, Wide Angle Vision, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Warp Field
Saves:                Fort +70, Ref +65, Will +47
Abilities:            Str 50, Dex 18, Con 36, Int 24, Wis 32, Cha 35
Skills:               Bluff +69, Climb +75, Concentration +68, Decipher Script +62, Hide +51, Intimidate +72, Knowledge (Arcane, Geography, History, Local, Nature) +67, Listen +66, Move Silently +59, Search +66, Sense Motive +66, Spot +61, Swim +73, Survival +66
Feats:                Adroit Flyby Attack, Awesome Blow, Cleave, Clinging Breath, Devastating Critical (Tail), Dodge, Epic Reflexes, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tail), Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved Snatch, Large and in Charge, Lightning Reflexes, Lingering Breath, Maximize Breath, Mobility, Multiattack, Multisnatch, Overwhelming Critical (Tail), Power Attack, Power Climb, Power Critical (Tail), Power Dive, Quicken Breath, Recover Breath, Rend, Shape Breath, Snatch, Tempest Breath, Weapon Focus (Tail), Wingover
Environment:          Any
Organization:         Solitary
Challenge Rating:     40??
Treasure:             Triple Standard
Alignment:            Usually Lawful Evil
Advancement:        111-220 HD (Colossal+)
Level Adjustment:     --

"It is done with our world at last.  All that remains for us are ashes, but from ashes perhaps a new world can emerge...and other worlds will die."


After a millenium a Displacer Drake begins to become it's final form, the Displacer Dragon.  Ribbons of spiny flesh hundreds of feet long, they're claws are now at the end of 4 long tentacle like appendages. They leave worlds after scavenging them of life, and fly to others to spread their kind. Displacer Dragons usually speak Common, Sylvan, Draconic, and at least 4 other languages. They are rare in the extreme, and only 3 such beings are currently known.

Fetid Breath (Ex): Once every 1d4 rounds the Displacer Dragon can breathe a 300' Cone of poisonous vapor.  The poisons are a byproduct of their odd metabolism, and how they rid their body of toxins (they effectively have no liver or kidneys).  Any creature in the Cone must make a DC 78 Reflex Save or take 2d6 temporary Int and Wisdom damage.  Additionally they must make an additional DC 78 Fortitude Save each round for 3d6 rounds, or take a cumulative -2 penalty to Listen, Spot, and Search checks each round.  When all 3 skills have a negative penalty the Displacer Dragon is effectively invisible to the victim. The penalty lessens by 4 points a day until normal (a Greater Restoration spell negates the penalties immediately). Save DC is Constitution Based.

Frightful Presence (Ex): Whenever the Displacer Dragon attacks, charges, or flies overhead anything within 700' has to make a DC 77 Willpower Save (Save DC is Charisma Based).  If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Dragon's Frightful Presence for 24 hours.

Distortion Field (Su):  Effectively the Displacer Dragon is surrounded by an Anti-Magic Field that only works against Illusion spells or effects.  They cannot be cast within 30' of a Displacer Drake. At will it may drop this Field to become Invisible  instead (as per the spell) until it attacks or restores the Distortion Field.

Spiny (Ex): The Displacer Dragon is now covered in many small sharp barbs hidden in it's hide (much like a shark).  Anything attempting to grapple the Dragon takes it's own Strength modifier in damage each round it maintains the grapple.  If the Displacer Dragon grapples something it does +1d6 damage with a successful grapple.

Unnatural Sharpness (Ex): The critical threat range of all the Displacer Dragons natural weapons is increased by 1.

Warp Field (Su): Displacer Dragons may warp time and space around them, effectively traveling through space as quickly as any ship (we'll assume this means roughly light speed).  Exact effects are up to the DM depending on how he handles space travel in his campaign (which is a nice way of saying I don't know of any official space travel rules, and I don't have the time to make any).

Displacement (Su): Any melee or ranged attack targeting the Displacer Dragon has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks (Su): Displacer Dragons have a +8 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Wide Angle Vision (Ex): Due to it's many eyes a Displacer Dragon cannot be flanked, and it has a +4 Racial Bonus on Spot and Search checks.

Flight (Ex): Displacer Dragons levitate by unknown means (they have no wings). For all intents and purposes they have a permanent Feather Fall effect on their person at all times.
  
Skills: Displacer Dragons get a +8 Racial Bonus to Hide and Swim checks. They may always Take 10 on a Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.

Life Cycle:  After a 1000 years or so of life a Displacer Drake will pupate for 4 months, after which it will emerge as a Displacer Dragon, and leave for the stars to spread its species to other worlds.

Colossal+: The Displacer Dragon has double the usual Size Bonuses/Penalties due to size.

Immortal (Ex): The Displacer Fish that lives to see Dragon status effectively becomes Immortal.  It is immune to aging, even by magic.  It is also immune to poison, paralysis, polymorph, sleep effects, fear or morale effects, fatigue/exhaustion, and disease.  They are immune to extremes of temperature that occur naturally, but are still capable of being effected by magical attacks such as cold and fire if they are powerful enough.  Likewise it is immune to vacuum, or the extreme pressures of the ocean depths. It does not sleep or breathe anymore, but must still eat.

Combat: Displacer Dragons will usually lurk invisibly until a sizable prey appears, then decloak and move in for the kill, blasting away with their Fetid Breath.  The Tail Lash is usually reserved for the most troublesome opponents.
« Last Edit: November 07, 2011, 01:03:59 AM by bhu »

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #50 on: March 15, 2009, 08:59:11 AM »
Rot Elemental

Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Water Subtype that doesn't also have the Fire Subtype.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

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

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Rotting Touch (Su): Anything the Rot Elemental touches rots, falls apart, and dies.  Any plant it touches dies as per the Blight spell.  Other corporeal opponents who aren't undead must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or take 1d6 temporary Constitution damage.  If the opponent has no Con score (i.e. most Constructs) it damages Charisma instead, and the Construct is destroyed when it reaches Cha 0. 

The Rot Elemental also gains one of the following attacks depending on what Subtype it has:

Rotting Mist (Su): Once per week a Rot Elemental with the Air Subtype can create a 100' cloud of poisonous mist.  Anything traveling through the mist must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Wisdom).  Any plants the mist passes over will die, and the cloud lasts for 1 day.

Dead Soil (Su): Once per week a Rot Elemental with the Earth Subtype can 'blight' the soil around it in a 100' radius.  Any plants in the soil will begin to die, and once they are gone nothing will grow there again.  Anything burrowing in the soil must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Strength).

Tainted Water (Su): Once per week a Rot Elemental with the Water Subtype can 'blight' the water around it in a 100' radius.  This water is permanently spoiled, and anything drinking it or swimming through it must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Poisoned (Contact, Initial and Secondary Damage 1d6 Dexterity).  If the water is part of a lake or other body of water too big to completely effect it will dissipate within 1 day.

Special Qualities: The Base Creature retains it's Special Qualities, and gains the following:

Detect Living (Su): The Rot Elemental effectively has 120' Blindsight, but it only detects living beings.

Immunities: Immune to disease, death effects, nonlethal damage, ability damage or drain, energy drain, and Fatigue and Exhaustion effects.

Necrotic (Ex): The Rot Elemental is healed by Negative energy instead of Positive energy as though it were undead.

Saves: The Rot Elemental gains a Profane Bonus to Saving Throws equal to it's Charisma Bonus (minimum +1).

Abilities: +2 Int, +2 Wis, +2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Warm Forest

Organization: Solitary.

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Do not call up that which you can't put down again."

Rot Elementals are elemental beings personifying the decay of all things found within nature.  Plants blight and die at their touch, animals become ill and their wounds fester into gangrene.  Entire forest wither and die if their presence is maintained long enough in this world.  Their origin is unknown, but it is suspected to be unnatural, and other elementals do not like to speak of Rot Elementals, and will try to destroy them on sight if possible.

Example of creature using template here:

                      Large Earth Elemental w/Rot Elemental Template
                      Large Elemental (Earth, Extraplanar)
Hit Dice:             8d8+32 (68 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          19 (-1 Size, -1 Dex, +10 Natural, +1 profane), touch 9, flat-footed 19
Base Attack/Grapple:  +6/+17
Attack:               Slam +12 melee (2d8+7 plus Rotting Touch)
Full Attack:          Slam +12 melee (2d8+7 plus Rotting Touch)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Earth Mastery, Push, Rotting Touch (DC 18), Dead Soil (DC 18)
Special Qualities:    Damage Reduction 5/-, Earth Glide, Dark Vision 60', Elemental traits, Immunities, Detect Living, Necrotic
Saves:                Fort +11, Ref +2, Will +4
Abilities:            Str 25, Dex 8, Con 19, Int 8, Wis 13, Cha 13
Skills:               Listen +6, Spot +5
Feats:                Cleave, Great Cleave, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             None
Alignment:            Neutral Evil
Advancement:          9-15 HD (Large)
Level Adjustment:     ---
« Last Edit: March 21, 2009, 08:03:48 AM by bhu »

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #51 on: March 15, 2009, 02:09:37 PM »
Quote
Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Fire Subtype that doesn't also have the Fire Subtype.
Uh, wut.
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

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #52 on: March 15, 2009, 09:49:55 PM »
Quote
Rot Elemental is an Acquired Template that can be applied to any Elemental with the Air, Earth, or Fire Subtype that doesn't also have the Fire Subtype.
Uh, wut.

Fixed.  THis is what I get for doing these without sleep  :banghead

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #53 on: March 19, 2009, 09:27:13 AM »
The Blighted

The Blighted is an Acquired Template that can be applied to any Plant.

Size and Type: Type changes to Undead.

Hit Dice: All current and future Hit Dice become d12's.  Bonus hit points are now based off Charisma Modifier instead of Constitution modifier.

Speed: Unchanged.

Armor Class: The Base Creature gains a Profane Bonus to AC equal to it's Charisma Modifier (minimum +1).  It's Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attack of the Base Creature, plus gains the following:

Spore Cloud (Ex): The Blighted are surrounded by clouds of spores, extending out 10 feet from the squares they occupy.  Anything encountering the spores has difficulty breathing, and effectively must hold it's breath while inside the spores area.  If it remains there long enough it will suffocate.  Anything breathing in the spores must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier.  Each round spent in the spore cloud increases the Save DC by +1) each round inside the cloud.  If it fails it is infected, and begins to suffer symptoms similar to disease (Incubation 1 day, Damage 1d6 Constitution, successful Saves do not allow recovery, only magical healing will help).  If the victim is a plant, it rises in 1d6 days as a Blighted.

Special Qualities: Retains all Special Qualities of the Base Creature (except any vulnerability to fire), plus gains the following:

Dual Nature (Ex): The Blighted are considered to have both the Undead and Plant types for spells that are beneficial/harmful to them. 

Immunities: Immune to polymorph and all attacks specifically involving fungus, such as Myconid Spores. 

Blindsight 120'

Blind (Ex): The Blighted are Blind, relying on their Blindsight to find food or foes.  They are immune to an attack/effect requiring them to have sight.

Saves: The Base Creature gains a Profane Bonus to all Saving Throws equal to it's Charisma Modifier (minimum +1).

Abilities: +4 Str, +4 Cha. The Base creature no longer has a Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, but usually Warm Forest

Organization: Solitary

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Becomes Neutral Evil.

Advancement: Unchanged.

Level Adjustment: +5


"Some things are better off left alone where they are."

In the hidden corners of truly gigantic rain forests there are often pockets of fungus.  But some have a rare white fungus, a blight of fine white strands that chokes the life from vegetation, and even other fungi like some sort of parasite.  it's discoverers find out all too well that it devours animal life as well.  But at least it devours animals whole.  Plants are reanimated to carry the fungus, and spread it across the world like a living cancer.  Particularly problematic are large, powerful Plants like Treants.  Communication with the hulking remains of these beings hints that the fungus may have an intelligence and purpose.  And that purpose seems to be eliminating all life in the world save itself...

Example of creature using template here:



                      Treant w/Blighted Template
                      Huge Undead
Hit Dice:             7d8+21 (52 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          26 (-2 Size, -1 Dex, +16 natural, +3 Profane), touch 10, flat-footed 23
Base Attack/Grapple:  +5/+24
Attack:               Slam +14 melee (2d6+11)
Full Attack:          2 Slams +14 melee (2d6+11)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Animate trees, double damage against objects, trample 2d6+16), SPore Cloud (DC 16)
Special Qualities:    Damage Reduction 10/Slashing, Low Light Vision, Immunities, Dual Nature, Blindsight 120', Blind
Saves:                Fort +8, Ref +4, Will +13
Abilities:            Str 33, Dex 8, Con -, Int 12, Wis 16, Cha 16
Skills:               Diplomacy +3, Hide -9, Intimidate +6, Knowledge (Nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 below ground)
Feats:                Improved Sunder, Iron Will, Power Attack
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     7
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          8-16 HD (Huge), 17-21 HD (Gargantuan)
Level Adjustment:     +10
« Last Edit: March 21, 2009, 08:14:49 AM by bhu »

Radmelon

  • Bi-Curious George
  • ****
  • Posts: 512
    • Email
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #54 on: March 19, 2009, 07:40:40 PM »
Quote
The Blighted
Counter: +5 sacred holy weedwhacker.  :P

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #55 on: March 21, 2009, 08:18:40 AM »
Rot Elemental and Blighted are done if you guys agree with CR/LA.

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #56 on: March 26, 2009, 09:16:24 AM »
From Inuit myth

The Worm Men
Medium Aberration (Shapechanger, Cold)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Bite +7 melee (1d6)
Full Attack: Bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form (Man), Immunities, Blindsight 50', Tremor Sense 120', Quick Healing
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 24
Skills: Concentration +10, Hide +6, Intimdate +12, Knowledge (Arcana, Nature) +7, Listen +6, Move Silently +6, Spellcraft +10, Survival +7
Feats: Combat Casting, Fearsome Necromancy, Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Environment: Any Cold
Organization: Solitary, Pair, group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ Hit Dice (Medium)
Level Adjustment: --


"Large intelligent worms with the ability to take on the form of a man. Found throughout the Far North they use their vast supernatural powers to destroy Inuit villages by poisoning wells, murdering livestock, and killing crops."

So says the only book source i can find on them. Hopefully i can find more or I'll have to wing it.

Spells: Worm Men can cast spells as a Sorcerer whose level is equal to their Hit Dice. Certain Divine spells may be cast by them as an Arcane Spell of the same level. These spells are:

1st: Bane, Curse Water, Deathwatch, Detect Animals and Plants, Detect Snares and Pits, Doom, Inflict Light Wounds
2nd: Curse of Ill Fortune, Death Knell, Diminish Plants, Inflict Moderate Wounds,
3rd: Inflict Serious Wounds
4th: Inflict Critical Wounds, Poison
5th: mass Curse of Ill Fortune, Mass Inflict Light Wounds
6th: Harm Mass Inflict Moderate Wounds
7th: Mass Inflict Serious Wounds
8th: Mass Inflict Critical Wounds

Immunities: Worm Men are immune to Cold, Poison, sleep effects, paralysis, and stunning.

Alternate Form (Su): Worm Men can transform into the shape of a human of any gender (the worm men themselves are both genders) at will. The transformation is a move equivalent action. It's stats and abilities are effectively unchanged (it cant use it's bite), but in human form it can now wear armor and use weapons if it knows how.

Quick Healing (Ex): Worm Men that are resting heal 1 hit point per hour.

Combat: Worm Men rarely fight. They sneak into villages in the dead of night and wreak havoc with their spells, or pretend to be men via their Alternate Form ability and claim to be lost so they can infiltrate and sow disorder.
« Last Edit: March 29, 2009, 08:47:59 AM by bhu »

Radmelon

  • Bi-Curious George
  • ****
  • Posts: 512
    • Email
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #57 on: March 26, 2009, 10:13:05 PM »
Do you get a bonus on atk with fishhooks?  :D

Chemus

  • Donkey Kong
  • ****
  • Posts: 751
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #58 on: March 27, 2009, 01:47:39 AM »
Since the Worm Men are sorcerers of their HD (sorcerers have no class features), have higher HD, higher BAB, really good senses, a disguise and better natural defenses, I'd put them at at least CR 11 or 12. Truly defeating one would be a job and a half, since they'd look like a man, run away, come back as another human...
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

bhu

  • Organ Grinder
  • *****
  • Posts: 6783
  • Convincing the rich whale fat enemas are healthy
Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #59 on: March 29, 2009, 08:54:40 AM »
It's fixed

From Native American Myth

The Cannibal Baby
Tiny Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (+2 Size, +4 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Grab +9 melee (Grapple)
Full Attack: Grab +9 melee (Grapple)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Inhale Flesh, Charm
Special Qualities: Immune to Cold, Dark Vision 60'
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 15, Cha 15
Skills: Bluff +12, Climb +4, Hide +8, Listen +6, Move Silently +3, Spot +6, Survival +4
Feats: Ability Focus (Charm), Alertness, Great Fortitude, Track
Environment: Temperate or Cold Forest or Plains
Organization: Unique
Challenge Rating: 4??
Treasure: None
Alignment: Chaotic Evil
Advancement: 11+ HD (Tiny)
Level Adjustment: ---


"Do you hear a baby crying?"

This Native American creature is most often mentioned in the Dakotas, Nebraska, and Montana. It lives in caves, and comes out to hunt, pretending to be a human baby.  In actuality it is some sort of demon or spirit that inhales the flesh off the bones of anyone unfortunate enough to pick it up.

Skills: Cannibal Babies have a +8 Racial Bonus to Bluff checks. They also do not take Size Penalties for Grapple checks.

Inhale Flesh (Su): When picked up the Cannibal Baby will coo and attempt to suckle a finger. If it is offered a finger or can Grapple it then begins to inhale the victims flesh off his body rapidly killing him. The Cannibal Baby does 1d6 Constitution Drain per turn with a successful Grapple check.

Charm (Su): Any being hearing the Cannibal Babies cries must make a DC 19 Willpower Save or take pity on it. The effect is similar to Charm Person, but lasts until the Cannibal Baby attacks. This is a sonic mind-affecting effect. Save DC is Charisma based.

Combat: The Cannibal Baby crawls outside on cold nights and wails just like a human child.  When someone picks it up, it grabs hold of them, and begins sucking the flesh from their bones. 
« Last Edit: March 30, 2009, 08:21:59 AM by bhu »