Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 106542 times)

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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #80 on: April 30, 2009, 07:33:49 AM »
No believe it or not I got a lot of requests for the Atmospheric beasts.  Somehow they're popular.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #81 on: April 30, 2009, 09:37:44 AM »
Dimensional Ghosts are strange, incorporeal life from other realms that aren't entirely made of matter as we know it


ATMOSPHERIC BEAST (Dimensional Ghost version)

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

Size and Type: Size is unchanged, Type becomes Outsider. Gains Extraplanar and Incorporeal Subtypes. Creatures with the Aquatic subtype also become Amphibious.

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

Speed: All movement types are lost, base creature gains Fly 80 (Perfect), unless its already better

Armor Class: The Base Creatures natural Armor Class Bonus becomes a Deflection Bonus instead.

Attacks: Unchanged.

Damage: Attacks that are purely physical are no longer usable. Instead their Natural weapons become melee touch attacks doing untyped damage based on size (Tiny=1d2, Small=1d3, Medium=1d4, Large=1d6, Huge=1d8, Gargantuan=2d6, Colossal=3d6). Strength bonuses do not add to this attacks damage.

Special Attacks: Retains all Special Attacks of the Base Creature, but purely physical attacks are no longer useful. 

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

Immunities: Atmospheric Beasts are immune to the following: Critical hits, 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 Resistance 20 to all energy types.

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

Shifter (Su): The Atmospheric Beast can cross from any 1 Plane to another as a Standard Action at will.

Saves: Unchanged.

Abilities: Due to being Incorporeal the Atmospheric Beast has no Strength score.  +4 Int, +4 Wis, +4 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudsquid (Squid w/Dimensional Ghost Template)
                      Huge Outsider (Extraplanar, Incorporeal, Aquatic)
Hit Dice:             12d8+18 (72 hp)
Initiative:           +3
Speed:                Fly 80 ft. (16 squares), Perfect
Armor Class:          17 (-2 Size, +3 Dex, +6 Deflection), touch 17, flat-footed 14
Base Attack/Grapple:  +9/-
Attack:               Tentacle +10 melee (1d8)
Full Attack:          10 Tentacles +10 melee (1d8)
Space/Reach:          15 ft./15 ft. (30 ft. with Tentacles)
Special Attacks:      -
Special Qualities:    Amphibious, Ink Cloud, Jet, Low Light Vision, Immunities, Energy Resistance 20 (Acid, Cold, Electricity, Fire, Sonic), Telepathy, Shifter
Saves:                Fort +9, Ref +11, Will +7
Abilities:            Str -, Dex 17, Con 13, Int 5, Wis 17, Cha 7
Skills:               Listen +12, Spot +13, Swim +8
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-18 HD (Huge), 19-36 HD (Gargantuan)
Level Adjustment:     ----
« Last Edit: May 17, 2009, 08:26:49 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #82 on: May 03, 2009, 09:12:22 AM »
Cloudbeasts are apparently animate patches of fog or mist, or that appear to be creature formed primarily of some sort of vapor.


ATMOSPHERIC BEAST (Cloudbeast version)

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

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

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

Speed: All movement types are lost, base creature gains Fly 80 (Good), unless its already better

Armor Class: Unchanged. No longer has a Natural armor bonus.

Attacks: Unchanged.

Damage: Unchanged. Attacks that are purely physical are no longer useable.  

Special Attacks: Retains all Special Attacks of the base Creature, but purely physical attacks are no longer useable.  It also gains the following:

Engulf (Ex): The Cloudbeast may engulf any creature by moving into it's square.  The gases making up the Cloudbeast cause the opponent severe problems.  Anything inside the Cloudbeasts area must make a Fortitude save each round (DC is 10 plus half hit dice plus Constitution modifier) or take 1 point of Constitution damage.  Other gaseous beings are not immune to this effect, and opponents have a -6 circumstance penalty to all Wisdom based skill checks while inside the Cloudbeast.

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 Resistance 20 to Electricity and Acid Damage.

Blindsight (Ex): The Atmospheric Beast has 120' Blindsight.

Saves: Unchanged.

Abilities: Due to Incorporeal status the creature no longer has a Strength score.  -2 Dex, +2 Con.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged

Challenge Rating: +3

Treasure: None

Alignment: Always Neutral

Advancement: As Base Creature

Level Adjustment: +4

Example of creature using template here:

                      Cloudwhale (Baleen Whale, Atmospheric Beast Template)
                      Gargantuan Outsider (Native, Air, Incorporeal)
Hit Dice:             12d8+84 (138 hp)
Initiative:           +0
Speed:                Fly 80 ft. (16 squares), Good
Armor Class:          6 (-4 Size), touch 6, flat-footed 6
Base Attack/Grapple:  +9/-
Attack:               Engulf
Full Attack:          Engulf
Space/Reach:         20  ft./15 ft.
Special Attacks:      Engulf
Special Qualities:    Immunities, Energy Resistance (acid and electricity), Blindsight  120', Hold breath, Low light Vision
Saves:                Fort +15, Ref +8, Will +5
Abilities:            Str -, Dex 11, Con 24, Int 2, Wis 12, Cha 6
Skills:               Listen +15, Spot +14, Swim +20
Feats:                Alertness, Diehard, Endurance, Toughness x2
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          13-18 HD (Gargantuan), 19-36 HD (Collosal)
Level Adjustment:     ---
« Last Edit: November 07, 2011, 03:42:01 AM by bhu »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #83 on: May 03, 2009, 03:13:41 PM »
I personally like the second one best.  :p
« Last Edit: May 03, 2009, 11:48:00 PM by Radmelon »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #84 on: May 05, 2009, 08:46:51 AM »
from Native American myth

Big Owl
Gargantuan Outsider (Shapeshifter), Divine Rank 0
Hit Dice: 25d8+225 (850 hp)
Initiative: +1
Speed: 120 ft. (24 squares)
Armor Class:  24(-4 Size, +1 Dex, +13 Natural, +4 Deflection), touch 11, flat-footed 23
Base Attack/Grapple: +25/+52
Attack: Slam +36 melee (1d8+15)
Full Attack: 2 Slams +36 melee (1d8+15)
Space/Reach[/B]: 20 ft./20 ft.
Special Attacks:  Glowing Eyes
Special Qualities: Low Light Vision, Scent, Dark Vision 120', Owl Form, Immunities, Damage Reduction 35/Epic, Fire Resistance 20, Spell Resistance 32, Immortality, Divine Rank 0, Fast Healer, Hard to Kill
Saves: Fort +23, Ref +15, Will +18
Abilities: Str 40, Dex 12, Con 28, Int 12, Wis 18, Cha 18
Skills: Climb +39, Intimidate +29, Jump +39, Knowledge (Local, Nature) +26, Listen +29, Search +26, Spot +29, Survival +29
Feats: Snatch, Improved Snatch, Multisnatch, Rend, Power Attack, Flyby Attack, Hover, Power Dive
Environment: Warm Plains
Organization: Unique
Challenge Rating: 21?
Treasure: None
Alignment:  Neutral Evil
Advancement: 26+ HD (Collosal)
Level Adjustment: ---

"If you wish to go to the mountain tonight we cannot stop you.  But my people will not guide you.  Big Owl has been seen near there, and we will not risk meeting him."

Big Owl appears as a gigantic White Owl or as a sallow skinned giant with greasy hair and round yellow eyes.  He is a cannibal spirit hunting the White Mountain Apache, and is well nigh indestructible. Despite being defeated and even wounded by his brother (a Demigod), he is never killed.

Owl Form (Su): At will Big Owl can assume the form of a gigantic owl, and remain in that form for 1 hour per point of Constitution modifier.  His Size and Type do not change.  He gains a Flight speed of 160 ft. (Good). Instead of his slam he has Talon +29 melee (2d8+15).  If he makes a Full attack he may use 2 Talons +36 melee (2d8+15) and 1 Bite +31 melee (2d8+7). He may not speak in Owl Form, but may use his Glowing Eyes attack.

Glowing Eyes (Su): Charm Monster or Hold Monster (Big Owl's choice), 50', Willpower Save DC 26 to Negate (Save DC is Charisma based).

Fast Healer (Su): Big Owl heals 25 hit points per hour, whether he rests or not.

Immunities (Ex): Big Owl is immune to polymorphing, petrification or any other attack that alters his form.  He is also immune to Ability Drain/Damage, Energy Drain, Mind Affecting Effects, and Acid/Cold/Electricity Damage.   

Immortality (Ex): Big Owl is Immortal and cannot die from old age.  He does not need to sleep, eat, or breath

Hard to Kill (Ex): Big Owl has proven to be almost imposible to kill during his lifetime (and many  have tried).  He is immune to Death Effects, and cannot be permanently destroyed by any being without at least Divine Rank 1. If destroyed by a mortal he returns again 24 hours later at half hit points.

Combat: Big Owl likes to hypnotize or paralyze victims with his great glowing eyes before taking them off to be tortured and devoured at leisure.  If it comes down to a fight he is direct in his attacks, wading into melee and killing off anyone who manages to hurt him first.  In some stories he is a more accomplished shapeshifter.
« Last Edit: May 09, 2009, 08:12:39 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #85 on: May 09, 2009, 08:35:28 AM »
http://www.cryptomundo.com/cryptozoo-news/pugwis/

http://www.americanmonsters.com/monsters/aquatic/index.php?detail=monster&idmonster=32

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

Pugwis
Medium Monstrous Humanoid (Reptilian, Aquatic)
Hit Dice: 2d10+6 (17 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 30'
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charge
Special Qualities: Dark Vision 60', Amphibious
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 16, Int 6, Wis 14, Cha 8
Skills: Climb +6, Listen +5, Spot +5, Swim +11
Feats: Alertness
Environment: Temperate Aquatic
Organization: Solitary, Pair, or Group (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class (most likely Scout)
Level Adjustment: +2

"Why don't you go to the lake and fish if you need food?"

"Because there's that which lives in the lake that we do not wish to awaken.  It has forgotten we exist, and we do not intend to allow it to remember."

The Pugwis are a race of violent fishlike humanoids from Indian myth that have made their way into the world of cryptozoology in the form of the Thetis Lake Monster.

Charge (Ex): When making a charge attack the Pugwis slams the razor sharp fin on it's head into it's opponent doing 2d6+6 damage.

Skills: Pugwis get a +8 Racial Bonus to Swim checks, and may always take 10 on a Swim check, even if distracted or endangered.  They may use the Run option while swimming in a straight line.

Combat: Pugwis are ferocious combatants, but not very subtle.  Generally they charge and begin flailing at their opponents.   If this doesn't work they will flee once it becomes the opponent isn't going to fall down dead.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #86 on: May 10, 2009, 07:00:35 AM »
http://en.wikipedia.org/wiki/Baykok

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

http://www.jimrage.com/Pagukpage.html

The Baykok

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

Size and Type: Size remains same, type changes to Undead. Subtypes are kept.

Hit Dice: All current and future Hit Dice become d12's, and hit points must be recalculated.
 
Speed: Base land and Climb speed is doubled.  If the base creature has no Climb speed it gains one equal to it's land speed.

Armor Class: Natural Armor class Bonus increases by +5.

Attacks: If the Base Creature doesn't already have a claw attack it gets one (Small:1d4, Medium: 1d6, Large: 1d8).  Any foe injured by the claw attack must make a Fortitude Save (DC is 10 plus half hit dice/levels plus Charisma modifier) or be paralyzed for 1d4+1 rounds.  When doing a full attack without weapons he Baykok gets 2 claw attacks. BAB remains the same, do not recalculate for Undead type.  Baykok are proficient with all Simple and Martial weapons, but not armor and shields (unless they get armor proficiency from a class).

Damage: Unchanged

Special Attacks: The Baykok retains all Special Attacks of the base creature and gains the following:

Paralysis (see above)

Special Qualities: The Baykok retains all the Special Qualities of the Base Creature, and gains the following:

Immune to Turn Attempts

Fast Healing: 3

Saves: Unchanged, except for differences in stats (do not recalculate because of Undead type).

Abilities: Str +6, Dex +4, Con -, Wis +2, Cha +2

Skills: Unchanged

Feats: Unchanged

Environment: Any

Organization: Unchanged

Treasure: Unchanged except for it's equipment

Challenge Rating: As Base Creature +2

Advancement: By character class

Level Adjustment: As Base Creature +4

Almost all Baykok are armed with a magical Club and Short Bow, and they are always proficient with these items.

The club is a +1, Impact, Warrior Bane Club.  Warrior Bane acts liek teh Bane ability, and warrior is defined as anyone possessing levels in a class whose Base Attack Bonus is equal to it's class level (i.e. Fighter, Paladin, Ranger, Hexblade, etc.).

The Short Bow is a +1 Invisible Short Bow.  All ammunition fired from this bow is invisible.  Opponents lose any Dexterity bonus to Armor Class against attacks from this weapon.

These weapons only work when held by a Baykok, otherwise they function as normal non magical weapons.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #87 on: May 12, 2009, 09:31:12 AM »
http://en.wikipedia.org/wiki/Cattle_mutilation

 Cattle Mutilator
                      Colossal Aberration
Hit Dice:             40d8+400 (580 hp)
Initiative:           +6
Speed:                Fly 240' ft. (48 squares), Perfect
Armor Class:          25 (-8 Size, +6 Dex, +10 Natural, +7 Deflection), touch 15, flat-footed 19
Base Attack/Grapple:  +30/+63
Attack:               Tendril +55 melee (1d6+17/18-20)
Full Attack:          8 Tendrils +55 melee (1d6+17/18-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Blood Drain, Experimental Weapons, Surgical Tendrils, Blight Area, Anesthesia Ray
Special Qualities:    Flight, All-Around Vision, Immunities, SR 30, Fast Healing 5
Saves:                Fort +23, Ref +25, Will +28
Abilities:            Str 45, Dex 24, Con 30, Int 18, Wis 24, Cha 24
Skills:               Disable Device +10, Heal +10, Knowledge (Arcana, Geography, Nature, The Planes) +12, Listen +10, Move Silently +10, Search +14, Spot +14
Feats:                Ability Focus (Anesthesia Ray), Adroit Flyby Attack, Dodge, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Lightning Reflexes, Mobility, Multisnatch, Power Climb, Snatch, Wingover
Environment:          Temperate Plains
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     21
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          41+HD (Colossal)
Level Adjustment:     ---

"What could do something like this?"

Cattle Mutilators are horrifying aberrations created by alien races to conduct research and experiments on the livestock of the humanoid races in preparation fro something.  it is assumed to be an invasion.  Many cattle bear the signs of chemical or biological infection, or some other oddities.  Predators will not touch their corpses, nor will herbivores touch the ground near the corpse (which soon rots all plant life in it). Appearance varies, but most resemble some sort of nightmarish jellyfish.

Blood Drain (Ex): Once a victim is paralyzed, the Mutilator extends a proboscis to drain the carcass of blood.  As long as the victim is Paralyzed or Pinned in a grapple the proboscis does 1d4 temporary Constitution damage per round.

Experimental Weapons (Ex):  The Mutilators often carry many experimental weapons for testing.  These are either a 30' Cone or a 30' Radius, and may be used as a Standard Action.  Anything within the Area of Effect must make a DC 40 Fortitude Save or take one of the following effects:

Contract a disease (see DMG page 292, all versions of the disease used are assumed to be Contact or Inhaled)

Become Poisoned (see DMG page 296, all versions of the poisons used are Inhaled or Contact).

Surgical Tendrils (Ex): The Mutilators Tendrils are razor sharp, and critical on an 18 or higher.  They are considered Magical and Adamantine for purposes of overcoming Damage Reduction.

Blight Area (Ex): If a Mutilator spends more than 3 rounds hovering no more than 20' over a patch of vegetation, it kills all plant life there (creatures with the Plant Type get a Fortitude Save, DC 40 Fortitude Save, Save DC is Constitution based).  Additionally it seems to permanently poison the ground, and nothing will grow there again until a Miracle or Wish spell is cast.

Anesthesia Ray (Su): Ray, range 240', target must make a DC 39 Fortitude Save or be Paralyzed for 2d6 rounds (Save DC is Charisma based).

Flight (Ex): The Mutilators fly through unknown means, and if they become unconscious they simply float where they were (i.e. they have a permanent Feather Fall spell on their person).

All-Around Vision (Ex): Mutilators can't be flanked, and gain a +4 Racial Bonus on Spot and Search checks.

Immunities (Ex): Mutilators are immune to the vacuum of space and are not required to breathe.  They are also immune to Cold and Fire damage.

Combat: A Mutilator generally suddenly dives out of the sky towards livestock blasting them with the anesthesia ray.  It then drains their blood and dices them up.  If they should be troublesome it will flee before attention is drawn to it.  The best defense Mutilators have is that no one knowing what they are, or what they're up to.  They will not fight a determined foe, and will seek to escape and return later, unless ordered to by their superiors.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #88 on: May 12, 2009, 06:51:08 PM »
holy fuck I'm definitely using the Cattle Mutilator in my game when it gets going again and is higher level...

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #89 on: May 13, 2009, 08:58:18 AM »
http://www.sapphire-steele.com/tim/06_05.jpg

http://www.ohmboy.com/blog/uploaded_images/22deep_eye-740274.jpg

http://www.zmescience.com/wp-content/uploads/2007/10/071015214545.jpg

http://www.abdn.ac.uk/octopod/stasyr.jpg

http://olympiccoast.noaa.gov/images/bodypic_dsc_octopus_lg.jpg


                      Cirrate Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d10+180 (290 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Natural), touch 7, flat-footed 20
Base Attack/Grapple:  +20/+42
Attack:               Engulf +42 melee touch (grapple)
Full Attack:          Engulf +42 melee touch (grapple)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Constrict (8d6+10)
Special Qualities:    Blindness, 360' Blindsight, Psi-Like Abilities
Saves:                Fort +21, Ref +13, Will +15
Abilities:            Str 30, Dex 12, Con 29, Int 24, Wis 20, Cha 20
Skills:               Autohypnosis +20, Concentration +29, Hide +12, Intimidate +20, Knowledge (Psionics) +22, Knowledge (Nature) +22, Listen +22, Search +22, Sense Motive +20, Spot +22, Survival +20, Swim +33, Use Psionic Device +22
Feats:                Alertness, Blind-Fight, Combat Manifestation, Improved Initiative, Iron Will, Skill Focus: Hide, Power Penetration
Environment:          Cold Aquatic
Organization:         Solitary
Challenge Rating:     12??
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We are NOT steering this ship into deeper waters.  I've seen whats down there, and I barely escaped the last time..."

Cirrate Kraken live 7000 meters or more below the surface.  Due to being nearly blind, and having no ink or jets, many believe them to be among the most primitive of Krakens.  This is untrue, they are merely better adapted to their lightless environment. 

Improved Grab (Ex): Cirrate Kraken can make a Grapple Check without provoking an Attack of Opportunity.

Constrict (Ex): The Cirrate Kraken does 8d6+10 with a successful Grapple check.

Blindness (Ex): The Cirrate Kraken is blind despite having eyes, and relies on it's Blindsense to "see".  It is immune to effects that cause Blindness.

Psi-Like Abilities (Ps): The Kraken may manifest the following powers as Psi Like abilities once per day: Chameleon, False Sensory Input, Insanity, Psychotic Break.  Manifester Level is 13.

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: While the webbing between their tentacles discourages grappling multiple foes, one on one fights are deadly as it can bring all it's mucous lined tentacles to bear against one opponent.  Cirrates tend to hide, and ambush opponents one by one.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #90 on: May 15, 2009, 08:36:37 AM »
http://www.youtube.com/watch?v=O5hEmZCuX0Y

                      Ghost Kraken
                      Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d8+180 (270 hp)
Initiative:           +1
Speed:                Swim 20 ft. (4 squares)
Armor Class:          21 (-4 Size, +1 Dex, +14 Deflection), touch 21, flat-footed 20
Base Attack/Grapple:  +20/+56
Attack:               Tentacle +26 melee (1d6+9)
Full Attack:          10 Tentacles +26 melee (1d6+9) and 1 Bite +21 melee (3d6+4)
Space/Reach:          20 ft./15 ft. (60 ft. with Tentacles)
Special Attacks:      Improved Grab, Constrict (1d6+9)
Special Qualities:    Dark Vision, Low Light Vision, Spell-Like Abilities, Ethereal Jaunt
Saves:                Fort +21, Ref +15, Will +15
Abilities:            Str 30, Dex 12, Con 28, Int 20, Wis 20, Cha 24
Skills:               Concentration +22, Hide +2, Intimidate +20, Knowledge (Geography, Nature, Arcane) +17, Listen +19, Search +17, Sense Motive +17, Spot +20, Survival +17, Swim +30, Use Magic Device +20
Feats:              Alertness, Blind-fight, Combat Expertise, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes
Environment:          Any Aquatic
Organization:         Solitary (possibly unique)
Challenge Rating:     14
Treasure:             Triple Standard
Alignment:            Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---

"We find new things in the sea all the time.  Considering some of them, it might be preferable if we simply left it alone..."

The Ghost Kraken is a nearly legendary Kraken like squid that seems to shift between the Material and Ethereal Planes.  Few people have ever seen it, or perhaps simply few living people have seen it.  It's unknown if it's a single mutated individual, or a new species. 

Improved Grab (Ex): If the Ghost Kraken hits with a Tentacle attack it may perform a Grapple check as a Free Action without provoking an attack of opportunity.  If it is successful it may Constrict.

Constrict (Ex): A Ghost Kraken does 1d6+9 damage with a successful Grapple check.

Spell-Like Abilities (Sp): A Ghost Kraken may cast Blackwater Tentacle, Dark Tide, Evard's Black Tentacles, and Pressure Sphere 1/day.  Caster Level is 9th, Save DC's are Charisma Based.

Ethereal Jaunt (Su): A Ghost Kraken can shift from the Ethereal Plane to the Material as a Free Action, and move back again as a Move Action (or during a Move Action). The ability is otherwise identical to the spell of the same name (Caster Level i equal to Hit Dice).

Skills: Kraken have a +8 Racial Bonus on all Swim checks, and may always Take 10 on a Swim check. 

Combat: Ghost Krakens tend to phase into the Material Plane, unleash a spell or two to wreak havoc, and then shift back.  Or they'll shift in an out making tentacle attacks.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #91 on: May 19, 2009, 09:02:59 AM »
http://theseventhvoyage.com/thecephalopod.htm

                      Kraken, Ammonoid
                     Gargantuan Magical Beast (Aquatic)
Hit Dice:             20d8+220 (310 hp)
Initiative:           -1
Speed:                Swim 15 ft. (3 squares)
Armor Class:          30 (-4 Size, -1 Dex, +25 Natural), touch 5, flat-footed 20
Base Attack/Grapple:  +20/+45
Attack:               Tentacle +31 melee (1d8+13)
Full Attack:          6 Tentacles +31 melee (1d8+13) and 1 Bite +29 melee (4d6+6)
Space/Reach:          20 ft./15 ft. (30 ft. with tentacles)
Special Attacks:      Improved Grab, Constrict (1d8+13)
Special Qualities:    Dark Vision 60', Ink Cloud, Low Light Vision, Spell Like Abilities, Hard Shelled
Saves:                Fort +22, Ref +11, Will +10
Abilities:            Str 36, Dex 9, Con 30, Int 18, Wis 18, Cha 18
Skills:               Concentration +20, Diplomacy +14, Hide +1, Intimidate +18, Knowledge (Geography, Nature) +14, Listen +16, Search +14, Sense Motive +14, Spot +16, Survival +14, Swim +33, Use Magic Device +14
Feats:                Alertness, Blind-Fight, Defensive Sweep, Improved Initiative, Improved Toughness, Multiattack, Multigrab
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     12
Treasure:             Triple Standard
Alignment:            Usually Neutral Evil
Advancement:          21-32 HD (Gargantuan), 33-60 HD (Colossal)
Level Adjustment:     ---


"If you see any large shells on the sea floor during the dive, get out of there immediately".

There are reports of odd Kraken like beings with spiraled shells protecting their bodies.  If possible they may even be more surly and aggressive than their counterparts, but do not display as much intellectual prowess (which is not to say that they are dumb, they still tend to make plans for ambushes).  Ammonoid Krakens tend to live in shallow waters, and are therefore a bit more of a threat than usual.

Improved Grab (Ex): If the Kraken successfully hits with a tentacle attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): A Kraken does 1d8+13 damage with a Grapple check.

Ink Cloud (Ex): Once per minute as a Free Action a Kraken can emit a cloud of ink in an 80' spread.  Creatures within the cloud are considered to be in Darkness, and it provides total concealment.  Krakens usually use it to escape fights going badly.

Spell Like Abilities (Sp): 1/day: Control Winds, Forestfold, Turbidity, Waterspout.  Caster Level 9, Save DC's are Charisma Based.

Skills: Krakens have a +8 Racial Bonus to Swim checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.

Hard Shelled (Ex): The krakens hard shell give it a 75% chance of ignoring a Critical Hit.

Combat: An opponent can make Sunder attempts against a Krakens tentacles (they have 10 hp).  If an opponent severs a limb the Kraken takes 5 hp damage.  It will usually withdraw if it loses 3 limbs, and can regrow severed ones in 1d10+10 days.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #92 on: May 20, 2009, 08:33:04 AM »
The Beast of Blackwater Moors
                      Large Monstrous Humanoid
Hit Dice:             10d8+50 (95 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          21 (-1 Size, +12 Natural Armor), touch 9, flat-footed 21
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (1d8+6/19-20)
Full Attack:          2 Claws +15 melee (1d8+6/19-20) and 1 Bite (1d10 +3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Assimilate, Living Juggernaut, Improved Grab, Rend 2d8+12
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, DR 5/Adamantine, Regeneration 5 (may be killed by fire or acid)
Saves:                Fort +8, Ref +7, Will +9
Abilities:            Str 22, Dex 10, Con 20, Int 2, Wis 14, Cha 14
Skills:               Climb +12, Hide +2, Intimidate +4, Jump +12, Listen +7, Move Silently +6, Search +1, Spot +7, Survival +7, Swim +7
Feats:                Cleave, Improved Bull Rush, Improved Critical (Claw), Improved Initiative, Power Attack
Environment:          Temperate Marsh or Plains
Organization:         Unique
Challenge Rating:     9
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          11+ HD (Large)
Level Adjustment:     ---

"Did you hear that?"

The Beast of Blackwater Moor is a large hairy anthropoid with a mixture of various features of ape, goat, man, and other animals.  It is said to have clawed hands and feet, fanged teeth with tusks jutting from its mouth, pointed ears, and long horns.  Many dismiss it as simply a rogue minotaur that has escaped an underground maze and ended up on the moors.  Others point out that Minotaurs are very obviously Bull men, and have cloven hooves for feet.  Nor do they occasionally change in appearance.  Some wonder if it's the creation of a dead Mage, a curse gone wrong, or a punishment by the Gods. Thankfully there only seems to be one.

Assimilate (Su): Whenever the Beast of Blackwater Moor eats a creature it gains one Exceptional ability listed under either Special Attacks or Special Qualities for 1 week.  It also temporarily changes appearance based on what this ability is.  For example if it gains a poisonous Bite from eating gant spiders, it may take on a spiderlike face and mandibles. It may only absorb 1 ability at a time, but may switch out at will when it consumes a new opponent.  If the victim has no Exceptional Abilites (or none that the Beast doesn't already possess), it may gain 1 of the following: A move type it doesn't currently have, a Secondary Natural Attack it doesn't currently have (modify damage based on Size), a +4 Bonus to 1 Saving Throw, a +4 Bonus to one Skill, a +2 Bonus to 1 Ability, or it's Natural Armor Bonus increases by +4.

Living Juggernaut (Ex): The Beast is immune to Feats (such as Large and in Charge) or Class Abilities that would interrupt or prevent its attack when it is Charging.  It is immune to Slow or any similar effect that lowers it's movement when Charging. The Beast does 2d10+12 damage with a successful Charge Attack. Instead of the normal charge modifiers, it's bonus to hit is +4, and it receives no AC penalty.   
It does not need to move in a straight line when Charging, but it does still need to move at least 10'.

Ferocity (Ex): The Beast may fight normally when at negative hit points.

Improved Grab (Ex): If the Beast hits successfully with a claw attack it may make a Grapple check as a Free Action without provoking an attack of opportunity.  If it succeeds it may Rend the next round.

Rend (Ex): The Beast does 2d8+12 with a successful Graple check.

Skills: The Beast has a +4 Racial Bonus to Climb, Hide, Jump, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: The Beast charges into the nearest opponent, and begins to tear it to pieces.  It will concentrate on this opponent unless another proves itself to be more of a problem (i.e. does more damage).  If reduced to half or less hit points it will flee and try to hide in the moors.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #93 on: May 22, 2009, 09:05:40 AM »
Black Render
                      Huge Magical Beast
Hit Dice:             16d10+144 (232 hp)
Initiative:           -1
Speed:                40 ft. (8 squares)
Armor Class:          22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +16/+34
Attack:               Bite+24 melee (2d8+10)
Full Attack:          1 Bite +24 melee (2d8+10) and 2 Claws +19 melee (1d8+5)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Rend (2d8+15)
Special Qualities:    Dark Vision 60', Low Light Vision, Scent, Determined Fury
Saves:                Fort +19, Ref +9, Will +6
Abilities:            Str 31, Dex 8, Con 28, Int 5, Wis 12, Cha 10
Skills:               Hide +3, Spot +10, Survival +5
Feats:                Cleave, Great Cleave, Power Attack, Improved Bull Rush, Track
Environment:          Warm Marshes
Organization:         Solitary
Challenge Rating:     10
Treasure:             None
Alignment:            Usually Neutral
Advancement:          17-32 HD (Huge), 33-64 HD (Gargantuan)
Level Adjustment:     ---

"Looks like Harvey made it into the swamps.  Poor bastard.  He might've preferred the gallows to what' waiting for him out there."

Black Renders are much much taller than the typical Gray Render, and inhabit warmer feeding areas as well.  Unlike Gray Renders they don't appear to adopt companions, and attack virtually everything in sight large enough to gain their attention.  Rarely spotted it is currently unknown if this is a separate species or simply an occasional mutation as no specimen has ever been brought in for study, dead or otherwise.

Improved Grab (Ex): If the Black Render successfully attacks with its Bite it may immediately attempt a Grapple Check as a Free Action without provoking an attack of opportunity.

Rend (Ex): If the Render succeeds in grappling after a bite it automatically does 2d8+15 damage with its claws each round until the grapple is escaped by it's opponent.

Determined Fury (Ex): 3 times per day whenever the Black Render takes damage from any source or fails a Saving Throw, it can choose not to take the damage or suffer the effects of a Failed Save (or a successful one if there is an additional effect for successful Saves) until the beginning of the next round.  It may fight normally even at negative hit points.

Skills: Black Renders gain a +6 Racial Bonus to Spot checks.

Combat: Black Renders are unsurprisingly not so different from Gray Renders when it comes down to the point of fighting and killing.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #94 on: May 23, 2009, 08:10:45 AM »
http://en.wikipedia.org/wiki/Vetala

http://www.deardeath.com/vetala.htm

                      Vetala
                      Medium Undead (Evil, Incorporeal)
Hit Dice:             8d12 (52 hp)
Initiative:           +8
Speed:                Fly 90 ft. (18 squares), Perfect
Armor Class:          19 (+4 Dex, +5 Deflection), touch 19, flat-footed 15
Base Attack/Grapple:  +4/-
Attack:               -
Full Attack:       -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Touch of Death, Frightful Presence, Corpse Possession
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +2, All Knowledge
Saves:                Fort +4, Ref +6, Will +11
Abilities:            Str -, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Ability Focus (Frightful Presence), Great Fortitude, Improved Initiative,
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"There is...something that may know about how to fix your problem.  But whether or not it will wish to cooperate I cannot say.  I can't even say if you will come back alive..."

Vetala are evil spirits who possess corpses and use them as vehicles.

Touch of Death (Su): If the Vetala comes within 60' of a pregnant woman, her unborn child is slain and will miscarry.  A Vetala can cast Finger of Death at will as a Supernatural ability on any child (child is defined as the human equivalent of 12 or younger, this only works on actual children, not people polymorphed or age-regressed due to a spell or effect).

Madness (Sp): The Vetala can cast Insanity as a Spell-like ability 3 times per day.

Frightful Presence (Su): Any creature attcked or charged by the Vetala that has less Hit Dice than it must make a DC 21 Willpower Save (Save DC is CHarisma based) or be Frightened for 2d4 rounds.  If it saves successfully the opponent is immune to this Vetala's Frightful Presence for 24 hours.

Corpse Possession (Su): The Vetala can possess any one corpse within 60' as a Standard action.  The corpse has the physical stats of the original creature with the Zombie template, and can't be of a CR higher than the Vetala (i.e. at most it can animate a CR 7 zombie).  However it is immune to turning (though a successful Turning attempt will expel the Vetala from the corpse, after which a second Turn attempt affects the Vetala normally provided it can be done before it possesses another corpse.), and instead of mindless it has the mental stats/skills/Feats of the Vetala.  If the corpse is destroyed or damaged the vetala is unharmed (and expelled if it's destroyed). 

All Knowledge (Su): This is similar to the Bardic Knowledge ability on page 28 of the PHB, but the Vetala adds it's Hit Dice plus Int Modifier.  However due to the Vetala's odd ability to know the past, present, and future, it has a straight DC 20 check for any question.

Rejuvenation: This is identical to the Ghost ability listed on page 118 of the Monster Manual.  The only way to truly get rid of the Vetala is to find it's body and give it the proper burial rites.

Combat: The Vetala will cast Madness on anyone entering it's graveyard or attacking it's village.  It will then animate a corpse to attack, and repeat until available corpses run out.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #95 on: May 24, 2009, 06:17:15 AM »
http://www.delcarsdungeon.com/mels/Vampire/india.htm

http://enchanteddoorway.tripod.com/vamp/india.html

Vetala manbat version
                      Small Undead
Hit Dice:             8d12 (52 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 80 ft., Good
Armor Class:         19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +4/+5
Attack:               Bite +9 melee (1d4+1)
Full Attack:          Bite +9 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Improved Grapple, Blood Drain
Special Qualities:    Dark Vision 60', Undead Traits, Turn Resistance +4
Saves:                Fort +2, Ref +6, Will +11
Abilities:            Str 12, Dex 18, Con -, Int 20, Wis 20, Cha 20
Skills:               Bluff +14, Hide +13, Intimidate +14, Knowledge (Local) +14, Listen +14, Move Silently =13, Search +14, Sense Motive +14, Spot +14
Feats:                Daunting Presence, Death Master, Weapon Finesse
Environment:          Any graveyard
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     4?
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          9-18 HD (Medium)
Level Adjustment:     ---

"You can't go that way stranger.  The graveyard is that way, and it's not safe at night."

This version of the Vetala is a manbat that haunts graveyards at night.

Improved Grapple (Ex): If a Vetala successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action, without provoking an Attack of Opportunity.  Vetala do not take Size Penalties to Grapple Checks.

Blood Drain (Ex): If the Vetala can Pin it's victim in a Grapple it does 1d4 temporary Constitution Damage each round the Pin is maintained.  Whenever it succeeds it gains Fast Healing 5 for 1 round.

Combat: The Vetala will use hit and run tactics to weaken foes before closing for the grapple, especially if there are many of them.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #96 on: May 26, 2009, 09:56:06 AM »
http://www.vampirerave.com/member_articles2.php?entry=180

http://www.vampgirl.com/vampmyth.html

http://theshadowlands.net/vamp3.htm



Gayal

Gayal is an Acquired Template that can be applied to any male humanoid whose family has not performed the proper burial rites for him.

Size and Type: Size is unchanged.  Type changes to Undead.  Base Attack Bonus,Skills, and Saving Throws are not recalculated.

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

Speed: Gayals have a Fly Speed of 50 with Perfect maneuverability, unless the base creature already has better.

Armor Class: Natural Armor is the same as the Base Creatures plus its Charisma bonus (minimum of +1).

Attacks: A Gayal retains all the attacks of the Base Creature. The Base Creature gains a Bite attack if it does not have one already. Damage depends on the Gayals size (Fine: 1 point, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 3d6, Colossal: 4d6). This bite attack cannot be used while the Gayal is maintaining it's Lifelike Appearance (see below).

Damage: Unchanged.

Special Attacks: A Gayal retains all the Special Attacks of the base creature, but those relying on physical contact cannot effect non ethereal creatures (unless it has manifested). The Gayal also gains  Blood Drain, and 1-3 abilities from the following list. The Save DC against a Special Attack is 10 plus half hit dice plus Charisma modifier unless otherwise stated.

Terrifying Appearance (Su): If your Lifelike Appearance is lost, any living creature within 30' seeing your true appearance must make a Willpower Save or become Panicked for 1d6 rounds plus 1 round per point of your Charisma modifier. If they make their save successfully, tehy are immune to the Terrifying Appearance of thsi Corporeal Spirit for 24 hours.

Ghost's Curse (Su): You may cast Bestow Curse at will as a Supernatural ability. Anyone 'slaying' (i.e. temporarily ending your existence without permanently getting rid of you) a Gayal is automatically subjected to this ability and receives no Save.

Bestial Rage (Su): If your Lifelike Appearance is lost you go into a berserker frenzy attacking every living creature you can detect until everything is dead. This state is identical to the Barbarian Rage ability listed on page 25 of the PHB, except you also temporarily grow long claws which you can use as Secondary natural weapons. Damage depends on the Corporeal Spirits size (Fine: -, Diminutive: 1 point, Tiny: 1d2, Small: 1d3, Medium: 1d4, Large: 1d6, Huge: 1d8, Gargantuan: 2d6, Colossal: 3d6).

Blood Drain (Ex): If a Gayal can Pin an opponent with a successful Grapple Check it can Drain 1d4 Con each round the Pin is maintained. On each such sucessful attack it gains 5 temporary hit points.

Unseen (Su): The Gayal may cast Invisibility at will or Greater Invisibility 3 times per day as a Supernatural ability.


Special Qualities: A Gayal has all the Special Qualities of the Base Creature plus Rejuvenation, Turn Immunity, Unnatural Aura, Lifesense, Lifelike Appearance, and 1 other from the following list:

Rejuvenation (Su): This is the same as the regular Ghosts ability listed on page 118 of the Monster Manual but deserves some clarification. A Gayal may be laid to rest by performing the proper burial rites and continuing to show it respect.  If the proper respect is not maintained it may return.

Turn Immunity (Ex): You are Immune to Turn/Rebuke Undead attempts.

Unnatural Aura (Su): Animals will not come within 60' of a Gayal, and Panic if forced to do so (they remain Panicked so long as the Gayal is within Range).

Lifesense (Su): Gayal may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch, and whether or not that creature is a relative.
 
Lifelike Appearance (Su): Gayals appear to be alive and healthy. They are warm to the touch, and even appear to breathe. But this is illusion. Anyone who suspects them can make a Willpower Save ( DC is 10 plus half hit dice plus Charisma modifier) to see through it. In which case they see the Gayal as he was when he died. The Gayal cannot maintain this facade if it has been more than 2 weeks without feeding, or on Hallowed ground. If a Gayal has fed within the last hour it's Lifelike Appearance cannot be seen through. After that hour it may be seen though as normal. Spells that would detect it's undead nature or health or alignment do not work upon it well. The Gayal gets a Willpower Save (Dc is 10 plus spell level plus appropriate attribue modifier) to control what information its opponent receives. This does not work if the Gayal has lost it's Lifelike Appearance.

Iron Skin: The Gayal has Damage Reduction 10/Magic.

The Blood is the Life (Su): For 1 hour after feeding all rolls made by the Gayal are at +2.

Spell Resistance (Ex): The Gayal gains Spell Resistance equal to 10 plus half its hit Dice plus its Charisma modifier.

Unnatural Vitality (Ex): The Gayal may add its Charisma modifier to it's hit points instead of it' now nonexistent Constitution score.

Saves: Saves remain unchanged except for changes due to new stats.

Abilities: +4 Str, +4 Dex, +4 Wis, +4 Cha. Gayal have no Constitution Score.

Skills: Gayal have a +4 Racial Bonus to Hide, Intimidate, Listen, Move Silently, Search, and Spot checks

Feats: Unchanged.

Environment: Any

Organization: usually Solitary.

Challenge Rating: +2

Treasure: As Base Creature.

Alignment: Becomes Evil.

Advancement: As Base Creature

Level Adjustment: +5

Example of creature using template here:

original stats 15 Str  (+1 at level 4), 12 Dex, 14 Con, 8 Int, 10 Wis, 13 Cha

                       Pradu, Commoner 5
                       Medium Undead
Hit Dice:             5d12 (32 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class:          16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple:  +2/+7
Attack:               Bite +7 melee (1d6+5) or Grapple +7 melee
Full Attack:          Bite +7 melee (1d6+5) or Grapple +7 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Blood Drain, Terrifying Appearance, Bestial Rage
Special Qualities:    Rejuvenation, Turn Immunity, Lifelike Appearance, Lifesense, Unnatural Aura, Iron Skin
Saves:                Fort +3, Ref +4, Will +3
Abilities:            Str 20, Dex 16, Con 14, Int 8, Wis 14, Cha 17
Skills:               Climb +7, Hide +7, Intimidate +7, Listen +8, Move Silently +7, Profession (Farmer) +4, Search +3, Spot +8
Feats:                Improved Unarmed Strike, Improved Grapple
Environment:          Any
Organization:         Solitary
Challenge Rating:     7? (what is the CR for a Commoner?)
Treasure:             None
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +5

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #97 on: May 27, 2009, 08:50:23 AM »
Tympanios

Tympanios is an aquired template that can be added to any human. 

Size and Type: The creatures type changes to undead.  Do not recalculate base attack bonus, saves, or skill points.  Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12's.

Speed: Same

Armor Class: Increase Natural Armor Class by +1

Attack: A Tympanios' unarmed attacks and grapples do lethal instead of subdual damage.

Special Attacks: The Tympanios retains all class abilities it had while alive.  Abilities that were based on Con are now based on Cha.  i.e. if the base creature were formerly a Barbarian, the duration of your rage is based on Cha insead of Constitution.  It also gains the following:

Horrific Appearance (Su): If it wishes a Tympanios may appear bloodstained and obviously dead.  Any living creature within 60' immediately must make a Fortitude Save DC (10+ 1/2 Ghosts Hit Dice + Charisma modifier) or take 1d4 points of Strength, Dexterity, and Constitution Damage.  A creature who saves cannot be affected by the same Tympanios' Horrific Appearance for 24 hours. 

Special Qualities: The Tympanios retains all class abilities it had while alive.  Abilities formerly based on Constitution are also now based on Charisma like Special Attacks are above.  It also gains the following:

Damage Reduction (Su): Damage Reduction 5/-

Immunities (Ex): A Tympanios is immune to being turned like most undead.

Resistances (Ex): Resistance 10 to Cold and Fire.

Rejuvenation (Su): Most Tympanios are immune to destruction.  Regardless of what is done to them they will return in 2d4 days after being destroyed.  The only sure way to get rid of a Tympanios is to find out what it wants (most have come back for a purpose) and see to it they get it or are at least shown that what they want is unnattainable.  If the ghost is appeased it leaves for the afterlife.  If it is thwarted in tis desires and realizes they are impossible to achieve they go into a rage for up to (Charisma modifier, minimum 1) hours before disappearing destroying all in their path.  During this time their DR increases to Damage Reduction 10/-.

Weaknesses: Some Tympanios (especially evil ones) are compelled to either drink the blood of the living or eat their flesh.  Many attack their own relatives.  They have no fangs or claws like vampires or other undead so they must beat their victims to death before ripping them open to feed.  A Tympanios who spends time among the living must make a Willpower save DC 15 (+1 cumulative per hour or day they go without blood) every hour if Evil or every day if otherwise or go mad and attack someone for blood.  Feeding a Tympanios blood willingly will abate this madness.  Relatives may also feed it animal blood in an attempt to trick it, but if the Tympanios discovers this it will go mad and attack.

Abilities: Increase from the Base Creature as follows: Str +6, Cha +2.  As an undead creature the Tympanios has no Constitution score.

Feats: The Tympanios gains Improved Unarmed Strike and Improved Grapple as Bonus Feats.

Environment: The afterlife, or their former home.

Organization: In Greece its Solitary, in the afterlife 10-100

Challenge Rating:+2

Treasure: usually None

Alignment: Becomes Chaotic Evil if formerly any Evil alignment, Chaotic Neutral if any other Chaotic alignment, or Neutral if any other non evil, non chaotic alignment.

Advancement: By character class.

Level Adjustment: +5

The Tympanios is not quite a vampire despite its predilection for blood and more of an 'embodied ghost'.  The solid manifestation of a dead relative that visits the earth one month out of the year.  While their living relatives are sometimes happy to see them they understand the fickle and violent nature of their dead ancestors and placate them as much as they can wth food and drink and offerings of blood.  Below is an exampel of a famous Tympanios called Philocritus:

                      Philocritus
                      Medium Undead, Expert 3, Aristocrat 2
Hit Dice:           5d12 (32 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          11 (+1 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +3/+5
Attack:               Slam +5 melee (1d3+2)
Full Attack:          2 Slams +5 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Horrifying Appearance Save DC 17
Special Qualities:    Damage Reduction 5/-, immune to Turning, Cold and Fire
                           Resistance 10, Rejuvenation, Weaknesses
Saves:                Fort +0, Ref +0, Will +8
Abilities:            Str 14, Dex 10, Con -, Int 12, Wis 14, Cha 17
Skills:               Appraise +7, Bluff +13, Dipomacy +17, Gather Information +10,
                       Knowledge (History, Local, Nobility) +5, Listen +6, Sense
                       Motive +11, Spot +6, Intimidate +12
Feats:                Improved Unarmed Strike, Improved Grapple, Negotiator,
                         Persuasive, Ability Focus (Horrific Appearance)
Environment:          Hades, or his home city
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:             Neutral
Advancement:          as per character class
Level Adjustment:     ---

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #98 on: May 28, 2009, 02:14:19 AM »
Idea: Xenomorphs, as per Alien (the movie)  :evillaugh :plotting

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #99 on: May 28, 2009, 05:45:59 AM »
Idea: Xenomorphs, as per Alien (the movie)  :evillaugh :plotting
I've thought about it.  Kinda tricky to pull off.