Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 147688 times)

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Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #280 on: June 07, 2009, 07:02:14 PM »
Quote
Kirby


Nice! It works surprisingly well too!  :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #281 on: June 10, 2009, 12:38:54 PM »
Dire Lemur
                      Tiny Animal
Hit Dice:             1/2d8 (2 hp)
Initiative:           +2
Speed:                15 ft. (15 squares), Climb 15 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +0/-12
Attack:              Nibble +3 melee (1d2-4)
Full Attack:          Nibble +3 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:     
Special Qualities:    Enhanced Low Light Vision, Scent
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 3, Dex 17, Con 10, Int 1, Wis 14, Cha 7
Skills:               Balance, Climb, Hide, Listen, Spot
Feats:                Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert...Bert wake up!"

"Zzzznerk..whut?  Whut's happenin'?"

"Lil' critters Bert.  They're everywhere..."

"Is that one holding your bag of smoke powder and matches?"

"AAAAAAAAAAAAAAAHHHHHH!"

BOOM!

Skills:



                      Epic Lemur
                      Medium Animal
Hit Dice:             2d8+2 (11 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+2
Attack:               Munch +4 melee (1d4+1)
Full Attack:          Munch +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:     
Special Qualities:    Enhanced Low Light Vision, Scent
Saves:                Fort +4, Ref +6, Will +2
Abilities:            Str 12, Dex 16, Con 12, Int 2, Wis 14, Cha 12
Skills:               Balance, Climb, Hide, Listen, Spot
Feats:                Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Ah can't believe that happened."

"Damn jungle critters.  Break out that bag of fruit Ah'm hungry."

"Uh Bert...they got relatives...big relatives.  And I think they want the fruit."


Skills:


work in progress, yes the name will be explained in the text

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #282 on: June 11, 2009, 12:51:20 PM »
Dire Lemur
                      Tiny Animal
Hit Dice:             1/2d8 (2 hp)
Initiative:           +2
Speed:                15 ft. (15 squares), Climb 15 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +0/-12
Attack:              Nibble +3 melee (1d2-4)
Full Attack:          Nibble +3 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Enhanced Low Light Vision, Scent
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 3, Dex 17, Con 10, Int 2, Wis 14, Cha 7
Skills:               Balance +11, Climb +11, Hide +11, Jump +4, Listen +4, Spot +8
Feats:                Weapon Finesse, Brachiation (B)
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert...Bert wake up!"

"Zzzznerk..whut?  Whut's happenin'?"

"Lil' critters Bert.  They're everywhere..."

"Is that one holding your bag of smoke powder and matches?"

"AAAAAAAAAAAAAAAHHHHHH!"

BOOM!

Dire Lemurs are larger versions of smaller Lemur species such as the Pygmy Mouse Lemur.

Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks.  They also have a +4 Racial Bonus to Spot Checks.  They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

Combat: Dire Lemurs use pack tactics to swipe food and run.  If cornered they will bite.

                      Epic Lemur
                      Medium Animal
Hit Dice:             2d8+2 (11 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+2
Attack:               Munch +4 melee (1d4+1)
Full Attack:          Munch +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Enhanced Low Light Vision, Scent
Saves:                Fort +4, Ref +6, Will +2
Abilities:            Str 12, Dex 16, Con 12, Int 2, Wis 14, Cha 12
Skills:               Balance +11, Climb +11, Hide +5, Jump +9, Listen +4, Spot +6
Feats:                Weapon Finesse, Brachiation (B)
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Ah can't believe that happened."

"Damn jungle critters.  Break out that bag of fruit Ah'm hungry."

"Uh Bert...they got relatives...big relatives.  And I think they want the fruit."

Epic Lemurs are merely Dire versions of the larger Lemur species such as the Ring Tailed Lemur.

Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks.  They also have a +4 Racial Bonus to Spot Checks.  They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

Combat: Epic Lemurs use pack tactics to swipe food and run.  If cornered they will bite.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #283 on: June 12, 2009, 01:17:13 PM »
Were Otters

Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid.

Size and Type: Type remains the same, and the Base Creature gains the Shapechanger Subtype.  Size in Otter form is Tiny, Size in Hybrid form is Small. Size in humanoid form is unchanged.

Hit Dice: Unchanged.

Speed: Land speed is 20 in Hybrid and Otter forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Otter or Hybrid Forms.  All 3 forms have a Swim speed equal to their Land Speed (unless they have a higher racial Swim Speed).

Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Otter forms). The Hybrid and Otter Forms have a Bite attack that does 1d3 damage (1d4 in Hybrid Form) plus Strength Modifier.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains Otters Curse:

Otter's Curse (Su): As a Standard Action the Were Otter may curse any Humanoid within 60' if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).  If they fail the Saving Throw, they become Were Otters.

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

Low Light Vision

Scent

Hold Breath (Ex): A Were Otter can hold it's breath for (4 times it's Constitution Modifier) rounds before it risks drowning.

Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

Otter Empathy (Su): Can communicate with Otters and has a +4 Racial bonus on Charisma based checks to influence them.

Damage Reduction 5/Silver (except in humanoid form)

Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

Abilities: Were Otters gain +2 Wis. Physical Stats in Otter Form are -8 Str, +8 Dex, Con unchanged. Physical Stats in Hybrid Form are -4 Strength, +4 Dex.

Skills: Were Otters gain a +8 Racial Bonus on Swim Checks, and may Always Take 10 on a Swim Check.  They can use the Run Action while swimming in a straight line.  They also gain a +4 Racial Bonus on Balance and Climb Checks, and may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.

Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

Environment: Unchanged, but Were Otters prefer to move near water.

Organization: Solitary (Unchanged if there are enough other Were Otters about, or in squads of 5-10 if working for the Lycanthrope Goddess).

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Usually Neutral with some tendencies towards Chaos.

Advancement: Unchanged, usually by Character Class

Level Adjustment: +2


Were Otters are minions of the Goddess of Lycanthropes, as are most weres.   Since Otters are playful, and people seem to adore them she thought they'd make perfect spies.  She was right.  Unfortunately their preferences for water don't make them wide ranging spies.  But since city ports are where much activity and business happens, they are still quite useful.  And Otters are soft fuzzy critters.  People find it hard to kill soft fuzzy critters.

Example of creature using template here:

                      Piggie Faced Bob (Human Form)
                      Medium Humanoid (Human, Shapechanger) Expert 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +0/+2
Attack:               By weapon +2 melee
Full Attack:          By weapon +2 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Otter's Curse
Special Qualities:    Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy
Saves:                Fort +1, Ref +1, Will +5
Abilities:            Str 14, Dex 13, Con 12, Int 10, Wis 17, Cha 8
Skills:               Balance +5, Climb +7, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +11
Feats:              Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating:     2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2


Piggie Faced Bob (Hybrid Form)
                      Small Humanoid (Human, Shapechanger) Commoner 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-4
Attack:               Bite +3 melee (1d4)
Full Attack:          Bite +3 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Otter's Curse
Special Qualities:    Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 10, Dex 17, Con 12, Int 10, Wis 17, Cha 8
Skills:               Balance +7, Climb +9, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +9
Feats:              Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating:    2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:   +2


Piggie Faced Bob (Otter Form)
                      Tiny Humanoid (Human, Shapechanger) Expert 1
Hit Dice:             1d6+1 (4 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          18 (+2 Size, +5 Dex, +1 Natural), touch 27, flat-footed 13
Base Attack/Grapple:  +0/-10
Attack:               Bite +5 melee (1d3-2)
Full Attack:          Bite +5 melee (1d3-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Otter's Curse
Special Qualities:    Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
Saves:                Fort +1, Ref +5, Will +5
Abilities:            Str 6, Dex 21, Con 12, Int 10, Wis 17, Cha 8
Skills:              Balance +9, Climb +11, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +7
Feats:                Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
Challenge Rating:   2
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:    +2


Piggie Faced Bob is a local fisherman and sailor.  Hanging out fishing by the docks it was inevitable he'd end up becoming a Were Otter.  Guess they felt it was payment for all the free fish he gives them.
« Last Edit: June 15, 2009, 01:36:25 PM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #284 on: June 13, 2009, 11:03:15 AM »
Dire Ankylosaur
                      Colossal Animal
Hit Dice:             45d8+585 (945 hp)
Initiative:           -3
Speed:                30 ft. (6 squares)
Armor Class:          30 (-8 Size, -3 Dex, +31 Natural), touch 0, flat-footed 30
Base Attack/Grapple:  +33/+66
Attack:               Tail Slap +43 melee (4d6+34/19-20)
Full Attack:          Tail Slap +43 melee (4d6+34/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample 8d6+34 (DC 49), Spiny Shell, Tail Slap
Special Qualities:    Dark Vision, Low Light Vision, Scent, Thick Armor
Saves:                Fort +42, Ref +21, Will +27
Abilities:            Str 45, Dex 5, Con 35, Int 2, Wis 10, Cha 10
Skills:               Listen +24, Spot +24
Feats:                Awesome Blow, Brutal Strike, Cleave, Devastating Critical, Diehard, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Tail Slap), Improved Toughness, Large and in Charge, Power Attack, Power Critical (Tail Slap), Steadfast Determination, Weapon Focus (Tail Slap)
Environment:          Warm Hills and Plains
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          46-92 HD (Colossal)
Level Adjustment:     ---

"The good news is it's not a Tarrasque.  The bad news is it still looks pretty darn mean..."


Dire Ankylosaurs are pretty rare, and the occasion when two individuals of the opposite sex meet to mate are even rarer.  So the good thing is the world isn't exactly overrun with them.  On the other side they're just to darn stubborn to die.

Thick Armor (Ex): Dire Ankylosaurs are immune to criticals and may not be flanked.  They also gain maximum hit points per hit die.

Trample (Ex): 8d6+34 (DC 49).

Spiny Shell (Ex): The armored shell of the Dire Ankylosaur is covered in bony spikes, and opponents of Gargantuan Size Class or bigger that attack them with an unarmed strike or a natural weapon take 1d6 plus their own Strength Modifier in damage.

Tail Slap (Ex): Any living creature that is not immune to criticals struck by the Dire Ankylosaurs tail must make a DC 49 Fortitude Save (Save DC is Strength based) or be Stunned for 1d3 rounds.

Combat: Ankylosaurs immediately wade in with the tail if surprised, otherwise they wait for an opponent to charge and lash out.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #285 on: June 16, 2009, 02:22:16 PM »
KING

King is an Inherited or Acquired Template that can be applied to any Dinosaur, Dire Animal, or Vermin that is Large or bigger, and has Advanced Hit Dice (remember to recalculate stats before applying template).

Size and Type: Unchanged.

Hit Dice: Unchanged, but Kings get maximum hit points per Hit Die.

Speed: Unchanged.

Armor Class: Base Creatures Natural Armor Class increases by +6.

Attacks: The Base Creatures Natural Attacks gain a competence bonus to all attack rolls equal to their Charisma Bonus (minimum of +1).

Damage: The Base Creatures Natural Attacks gain a competence bonus to all damage rolls equal to their Charisma Bonus (minimum of +1).

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

Ferocity (Ex): King creatures may fight normally even when disabled or dying.

Veteran Combatant (Ex): A roll of 1 is not an automatic failure when making to hit rolls or trying to confirm criticals. 

Veteran Killer (Ex): All the Kings natural attacks have their threat range increased by 2 (i.e. if their bite normally criticals on a 20, it now criticals on an 18-20).  This does not stack with other effects that increase critical threat range.

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

Wily (Ex): You have a 50% chance of negating any critical hit.

Uncanny Dodge (Ex): See PHB page 50.

Improved Uncanny Dodge (Ex): See PHB page 50.

Saves: Base Creature gains a +4 Racial Bonus on all Saving Throws.

Abilities: +4 Str, +4 Dex, +4 Con, +1 Int (unless it is Mindless), +4 Wis, +8 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unique

Challenge Rating: +3

Treasure: Unchanged

Alignment: Unchanged

Advancement: Unchanged

Level Adjustment: ---

Example of creature using template here:

                       King T-Rex
                      Gargantuan Animal
Hit Dice:             54d8+495 (927 hp)
Initiative:           +7
Speed:                40 ft. (8 squares)
Armor Class:          18 (-4 Size, +3 Dex, +9 natural), touch 9, flat-footed 15
Base Attack/Grapple:  +40/+67
Attack:               Bite +56 melee (4d6+29/18-20)
Full Attack:          Bite +56 melee (4d6+29/18-20)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Swallow Whole, Ferocity, Veteran combatant, Veteran Killer
Special Qualities:    Low Light Vision, Scent, Wily, Uncanny Dodge, Improved Uncanny Dodge
Saves:                Fort +42, Ref +36, Will +26
Abilities:            Str 40, Dex 16, Con 29, Int 3, Wis 19, Cha 18
Skills:               Hide +8, Listen +28, Spot +28
Feats:                Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Devastating Critical, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Natural Attack (Bite), Improved Snatch, Large and in Charge, Multisnatch, Overwhelming Critical, Power Attack, Run, Snatch, Toughness (x3), Track, Weapon Focus (Bite)
Environment:          Warm Plains
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral
Advancement:          --
Level Adjustment:     ---


Kings are the last or greatest or most powerful of their race.  Subject of many bad films.  Really really bad films.  Hopefully it makes for a neat template tho :D  Despite it's bonus to Intelligence a King cannot take class levels.  It's still an animal, just a very intelligent one.

« Last Edit: June 17, 2009, 11:21:24 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #286 on: June 17, 2009, 11:04:47 AM »



                      Dire Kangaroo
                      Large Animal
Hit Dice:             5d8+15 (37 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +3/+10
Attack:               Paw +9 melee (1d8+6)
Full Attack:          2 Paws +9 melee (1d8+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grab, Spring Kick
Special Qualities:    Low Light Vision, Short Term Speed
Saves:                Fort +7, Ref +7, Will +2
Abilities:            Str 22, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills:               Jump +14, Listen +5, Spot +5
Feats:                Improved Bull Rush, Power Attack, Flying Kick (B)
Environment:          Warm Plains
Organization:         Solitary, Pair, Troop (5-12)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"You hired us ta fight mice?  Bert we can't fight mice.  The other adventurers will make fun of us.  Wtf man?"

"No no, I said they look like mice.  Kind of.  But not really."

"We're fightin' some horrifyin' abomination of nature agin aren't we?"

Dire Kangaroos are mischievous roos about 13' tall that like to grapple and box the humanoid races for sport.  They're kinda mean.  But the locals say they taste pretty good.  Of course the locals may be biased because the roos beat the crap out of them on a daily basis.

Improved Grab (Ex):  If a Dire Kangaroo hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

Spring Kick (Ex): As a Standard Action the kangaroo jumps up and slams both back claws into it's opponents mid section.  It does 4d6+6 damage.

Skills: Dire Kangaroos have a +8 Racial Bonus to Jump Checks.

Combat: Dire Kangaroos open with a charge if the opponent isn't close, and immediately close to begin grappling if they are.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #287 on: June 19, 2009, 11:59:25 AM »
Dire Rock Wallaby
                      Medium Animal
Hit Dice:             2d8+2 (11 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Paw +4 melee (1d6+2)
Full Attack:          2 Paws +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low Light Vision
Saves:                Fort +4, Ref +6, Will +1
Abilities:            Str 14, Dex 16, Con 12, Int 2, Wis 12, Cha 5
Skills:               Climb +11, Jump +6, Listen +6, Spot +5
Feats:                Alertness, Weapon Finesse (B)
Environment:          Warm Hills or Mountains
Organization:         Solitary, Pair, or Colony (6-100)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"These lil not mouse critters seem nicer than the bigger ones."

"Uh...Abner the tall male is lookin' at you kinda funny like...like he's mad or somethin'..."

Dire Rock Wallabies are almost the size of regular kangaroos.  Meaning they look like...kangaroos.  Kangaroos with attitude who look like they want to kick your behind.  For no better reason than that you're there.

Improved Grab (Ex): If a Dire Wallaby hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

Skills: Dire Rock Wallabies gain a +8 Racial Bonus to Climb Checks and a +4 Racial Bonus to Jump Checks.  Wallabies can always Take 10 on a Climb Check, and can use their Str or Dex modifier for Climb Checks (whichever is higher).

Combat: unexpectedly feistier than their larger kin, Wallabies charge en masse and begin wailing on everything in their path.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #288 on: June 21, 2009, 03:18:30 PM »
work in progress

                     
                      GAK, SPAAAAAAAAAAAAACE CHIIIIIIIIIIIIIIIIIIIIICKEEEEEEEEEEEEENNNNNNNN
                      Colossal Outsider
Hit Dice:             70d8+1260 (1575 hp)
Initiative:           +4
Speed:                60 ft. (12 squares), Fly 240' (Clumsy)
Armor Class:          56 (-8 Size, +4 Dex, +30 Natural, +20 Deflection), touch 26, flat-footed 52
Base Attack/Grapple:  +70/+104
Attack:               Peck +80 melee (6d6+18)
Full Attack:          1 Peck +80 melee (6d6+18) and 2 Scratches +75 melee (4d6+9)
Space/Reach:          40 ft./40 ft.
Special Attacks:      Planetfall, Nonstop Squawking, Trample (4d12+36), Frightful Presence, Ultimate Bawk
Special Qualities:    Dark Vision 240', Flight, Immunities, SR 45, DR 40/Epic, Fast Healing 20, Energy Resistance 50 (Cold, Fire, Sonic)
Saves:                Fort +59, Ref +41, Will +44
Abilities:            Str 46, Dex 18, Con 46, Int 5, Wis 24, Cha 35
Skills:               Climb +57, Intimidate +51, Jump +57, Knowledge (Geography) +36, Listen +46, Search +36, Spot +46, Survival +46, Swim +56
Feats:                Adroit Flyby Attack, Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (Peck), Dodge, Epic Fortitude, Flyby Attack, Great Cleave, Great Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Peck), Improved Flyby Attack, Improved Snatch, Large and in Charge, Mobility, Multisnatch, Overwhelming Critical (Peck), Power Attack, Power Critical (Peck), Snatch, Weapon Focus (Peck), Wingover
Environment:          Any
Organization:         Unique
Challenge Rating:     
Treasure:             Triple Standard
Alignment:            Neutral
Advancement:          71+ HD (Colossal)
Level Adjustment:     ---


"Bert...Bert a giant meteor crushed that town over yonder!"

"You woke me up for that?

"Well it ain't every night a giant space rock destroys a city.  What if there are more.  Wait...is it movin'?"

"Go back to sleep Abner."

"BAWK! BAWK BAWK BAWK BAWK BAAAAAAAAAAAAAWK!"

"Saddle the horse Abner.  Sleep doesn't look like it's waitin' for us tonight..."

The being known as Gak! Spaaaace Chiiiiiiickkkeeeeeeeeeeeennn (insert echo effect here), is an odd being traveling through space visiting planets looking for something.  At least it appears to be that way.  He (everyone calls Gak a him) always makes scratching and nosing about as if looking for something his first priority after he falls from the sky.  Gak appears as a vaguely chickenlike entity with leathery grey hide as opposed to feathers, stubby wings that shouldn't support it's body weight, deely bobber antennae, and an odd crest that runs from the top of it's head down it's back.  It also has huge glowing eyes, and screams and babbles almost nonstop, causing instant hatred in all who encounter it as they pray for it to just shut up.  While Gak appears to be speaking a language, no one has yet deciphered what it is (although no one has used magical means of communicating yet either).

Planetfall (Ex):  When Gak initially visits a planet, he simply falls from the sky doing 40d6 damage in a 500' area.  It can honestly be said that this is a lot more fun for Gak than anyone in the vicinity.

Nonstop Squawking (Ex): Gak never shuts up.  Ever.  As long as he is conscious, so is everything else within the next few miles.  Anything within 120' of Gak must make a DC 63 Listen check to hear anything that is said, possibly ruining any language dependent effects as you simply cant hear them (Save DC is Con based, and the DC is lowered by -5 for every 10' past the normal 120' range).  Bards must make a Level Check against Gak for their Bardic Music to work.  Anything failing the Save once is permanently deafened as well.

Ultimate Bawk (Su): Gak unleashes a horrifyingly loud bawk that can be heard over an area of roughly 50 miles.  It may do this once per day.  The Ultimate Bawk does 35d6 Sonic damage in an area of 50'.  For every 5' past the initial 50' area damage drops by 1d6. Opponents in this area can make a DC 67 Reflex Save (Save DC is Charisma based) for half damage.  Opponents who fail the Save are also permanently deafened.

Trample (Ex): DC 63 Reflex Save for half damage (Save DC is Strength Based).

Frightful Presence (Ex): Any creature who has less Hit Dice than Gak and is within 240' of him when he lands, attacks, or flies overhead must make a DC 57 Willpower Save or be Panicked for 2d6 rounds.  If the Save is Successful the opponent is Shaken for the duration of the encounter instead.

Immunities (Ex): Gak is immune to Mind Influencing Effects, poison, sleep effects, paralysis, disease, and ability drain/damage.

Combat:

work in progress
« Last Edit: June 24, 2009, 01:54:45 PM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #289 on: June 27, 2009, 02:13:10 PM »
Dire Penguin
                      Gargantuan Animal
Hit Dice:             12d8+96 (150 hp)
Initiative:           -1
Speed:                20 ft. (4 squares), Swim 80 ft.
Armor Class:          20 (-4 Size, -1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple:  +9/+33
Attack:               Beak +17 melee (2d6 +12)
Full Attack:          1 Beak +17 melee (2d6+12) and 2 Flipper Slaps +12 melee (1d8+6)
Space/Reach:          20 ft./20 ft.
Special Attacks:      Belly Flop
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +16, Ref +7, Will +5
Abilities:            Str 35, Dex 9, Con 26, Int 2, Wis 12, Cha 18
Skills:               Listen +8, Spot +9, Swim +20
Feats:                Cold Endurance, Endurance, Improved Cold Endurance, Large and in Charge, Swim By Attack
Environment:          Cold Aquatic
Organization:         Solitary, Pair, Flock (11-30), or Colony (31-100)
Challenge Rating:     6
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-24 HD (Gargantuan)
Level Adjustment:     ---

"Screw this Bert.  It's cold, Ah'm hungry, and you didn't tell me we wuz goin' after birds agin.  Ah'm beginnin' to develop a complex bout birds dammit."

Dire Penguins are simply enormous versions of their more traditional cousins.  They're loud, stinky, and wonderful to watch.  As long as you're far away.  Especially during mating or nesting season.

Belly Flop (Ex): The Dire Penguin can fall on any creature two sizes smaller than itself doing 2d8+24 damage (DC 28 Reflex Save for half Damage, Save DC is Strength Based).  This works like Trample in every way but one: If the opponent fails to make his Saving Throw, he is considered Pinned in a Grapple.  Each round the DP can make a Grapple Check to successfully move him 10', simultaneously doing 1d8+12 damage as it grinds it's opponent into the ground.

Skills: Dire Penguins have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.  They may use the Run Action when swimming in a straight line.

Combat:  Dire Penguins will bite and slap opponents of similar size.  Against smaller opponents, they fall on them pinning them to the ground before dragging them across the ice.
« Last Edit: June 29, 2009, 11:29:08 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #290 on: June 29, 2009, 11:32:14 AM »
THE NEW KAIJU TEMPLATE

Kaiju is an inherited Template that can be applied to any corporeal being of Huge Size or Smaller.

Size and Type: Size becomes Colossal. Type remains unchanged except for Animals and Vermin. Their type changes to Magical Beast. Giants and Humanoids become Monstrous Humanoids. All Subtypes are retained.

Hit Dice: Hit Die type remains the same unless the base creature has changed type (i.e. an animal has become a Monstrous Beast). The Base creature adds 40 Hit Dice.

Speed: The base creatures speed increases to 20 ft. if it is slower than 20, otherwise it remains the same. Kaiju with the ability to fly have Poor maneuverability. If you take the Titanic Size Class ability base speed is 25.

Armor Class: The Kaiju gains a bonus to it's Natural Armor Class of +15 with additional bonuses from their increase on size. To save time I have added them here: Medium or Smaller = +29, Large = +27, Huge = +24. Also the monster will have a new Size modifier of -8 to it's Armor Class. If it takes teh Titanic Size Class ability increase the bonus to Natural AC by +1.


Attacks: The Kaiju gains a -8 Size modifier to it's attacks due to it's new Size. If it can use a weapon it gets a maximum of 4 attacks per round with the Full Attack Option (unless Feats, spells, class options, etc alter this). Do not forget to alter the base creatures attack bonus due to its new ability stats. Base Attack Bonus becomes that of a Fighter regardless of Creature Type (i.e. +1 per level). If the Kaiju has no natural attacks (i.e. it's humanoid, or the base creature was too small to do any damage) consult page 296 of the Monster Manual and give it an appropriate attack for it's body style and Size Class. For a humanoid, it will gain 2 slam attacks. If an insect too small to originally do any harm it likely has a bite of some sort, etc.


Damage: Damage of all the Kaiju's natural attacks increases with it's size increase (consult page 291 of the Monster Manual). Don't forget to add the creature's new Str modifier to damage. Special Attacks will also go up in damage and are covered below.

Space/Reach: If the creature is Colossal (Tall) it's new Space is 40 ft. by 40 ft. If it is Colossal (Long) it's new space is 40 ft. by 80 ft. If it is Colossal (Long and Thin) it's new Space is 30 ft. by 120 ft. Reach depends on the base creatures reach: 0 to 5 ft. becomes 20 ft. Reaches 10 feet or above add +10 feet to the Reach. Creatures like Giant Squid that have 2 reaches (one normal and one for a specific attack) increase both. The Giant Squid normally has a Reach of 15' with it's tentacles, and double that (30') for its tentacles. A Kaiju Squid has a Reach of 25' (15 +10) and 50' (25 x2) with it's tentacles. If the base creature has any attacks with a Line effect they become a 10 foot by 150 foot line. If it has any attacks with a Cone effect they become an 80 foot cone. If it has any Ray attacks the new range becomes 300 feet. Other ranged attacks or areas of effect change based on the base creatures size: Diminutive or smaller
is x8, Tiny or Small is x4, Medium or Large is x3, Huge is x2.

Special Attacks: The Kaiju keeps all the Special Attacks of the Base Creature with some modifications. The Save DC for Ability/Energy Drains, Fear/Frightful Presence (or other terror inducing abilities), Gaze Attacks, and any Spell Like/Supernatural/Psionic abilities is now 10 + 1/2 Hit Dice + Charisma modifier. The Save DC for Breath Weapons and Poison is now 10 + 1/2 Hit Dice + Constitution Modifier. Damage for special attacks changes with the new size.

Ability Drain/Damage: Does 1d8 points unless it already does more damage/drain than this.
Breath Weapon: Now does 20d6 damage +1d6 for 3 every 3 Hit Dice over 40 unless it already does more.
Constriction: Now does 3d6 + one and a half times Strength Bonus, unless it already does more. If constriction is based on some sort of claw/pincer attack it does double that attacks normal damage plus Strength bonus.
Energy Drain: Drains 2 levels unless it already does more.
Poison: If the poison does regular damage its Initial and Secondary Damage is 2d6 unless it already does more. Non damage effects do not change.
Spells or Psionics: If the base creature can cast spells or manifest psionics that does not change at all, but the primary casting/manifesting stat is now Charisma. Arcane casters are considered to cast spells as a Sorcerer, Divine as a Favored Soul.
Swallow Whole: The monsters Swallow Whole ability is replaced with the following: The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

All Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier. Does 5d12 if you have taken the Titanic Size Class ability.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifer). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

In addition to Special attacks it may already have and Trample the Kaiju may pick from the following list. It gets one special attack, plus one more for every 3 Hit Dice above 40:

Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit DIce + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects dont count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy usd by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Constriction (Ex): If the Kaiju suceeds in a grapple check it can constrict its opponent for 3d6+one and a half times Strength bonus. Does 4d6 if you have taken the Titanic Size Class Special ability. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must chose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type, this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your natural attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If using this attack as a breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour.

Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (Dc is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet. If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone. Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 it Dice + Constitution modifier) or take the poisons effects. Intital and secondary damage is 1d6, you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Psi Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 psionic power as a Psi Like Ability. The Kaiju is considered to be a 20th level Manifester, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Psionic power on the Psychic Warrior List. Powers of second level or less may be used 5 times per day, powers of 3rd to 5th level may be used 3 times per day, powers of 6th level or higher may be used once per day.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constituion modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage).

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If you have taken the Titanic Size Class ability you can throw up to Gargantuan Sized Rocks doing 5d6 damage (DC: 35 to catch).

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier).

Spell Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 spell as a Spell Like Ability. The Kaiju is considered to be a 20th level Sorcerer, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Sorcerer or Druid spell of 8th level or less. Spells of second level or less may be used 5 times per day, spells of 3rd to 5th level may be used 3 times per day, spells of 6th level or higher may be used once per day.

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes. If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Swallow Whole (Ex):Identical to the ability listed above at the beginning of Special Attacks.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5, and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind. If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: The Kaiju keeps all Special Qualities of the Base Creature. If any of them have an area of effect it is increased in size similarly to the kaiju's Special Attacks. A Kaiju also gains the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 25/Epic. If it already has Damage Reduction it is replaced by this ability.

Dark Vision (Ex): Range is 120 feet.

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to one type of energy listed further up under Energy Attack (DM's will note there are some non standard energy types listed). This is the same as the energy type used by the Kaiju's Energized Attack or Energy Attack (you choose 1 if it has neither).

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including morale effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR. This ability replaces Spell resistance the base creature may already have.

The Kaiju also gains 1 additional Special Quality, and another additional Special Quality for every 3 Hit Dice over 40:

Absorb Energy (Su):Choose one type of energy the Kaiju has Energy Resistance to. Any damage of this type that penetrates the Kaiju's Energy Resistance is absorbed giving it some sort of temporary bonuss for the next 10 minutes. You must choose which option at creation. You may take this ability more than once to absorb different kinds of energy as long as you have multiple Energy Resistance types. Your options are:
1) The absorbed energy is added to your hit points as temporary hit points.
2)The Save DC's of your Special attacks are increased by +1 for every 10 points of energy damage done
3)Your to hit and damage rolls are increased by +1 for every 10 points of energy damage done
4)Your Deflection bonus to Armor class is increased by +1 for every 10 points of energy damage done
5)Your Saving Throws are increased by +1 for every 10 points of energy damage done
6) You may immediately use an ability such as Energy Attack that can only be used so many times per round even if you just used it. You can do this once per attack you absorb and the attack must do at least 10 hp of amage.
7) You may use one spell like ability an extra time per day as long as you do it within the next 10 minutes. You can do this once per attack absorbed, as long as that attack does 10 hp of damage or more.
8)Extend the duration of a Special Attack like Energized Attack one round per 10 points of damage absorbed.
Options that provide a bonus can accu,ulate a maximum bonus of +10.

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Death Throes (Su):When killed this Kaiju explodes doing energy damage of the same type as it has resistance to (choose one at creation if it has more than one). All creatures within 100 feet of the Kaiju must make a Reflex Save (DC=10 + 1/2 Hit Dice + Constitution modifier) or take 20d6 energy damage (+1d6 per 3 hit dice over 40). A successful Save halves this damage.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

Half Construct (Ex): You may only take this Special Quality if the Base Creature was one of the following types: Animal, Aberration, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin. You must also have a solid non amorphous body. Parts of the Kaiju have been replaced with alchemical clockworks and machinery, granting it some Construct like abilities. The Kaiju becomes immune to Poison, Paralysis, Stunning, Disease, and Death Effects. It is also no longer subject to Critical Hits, non lethal damage, and fatigue/exhaustion. It may benefit from either Heal or Repair spells. You are considered a Construct for purposes of taking Feats.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It gains DR: 10/-. This doesn't stack with his other DR. If the Kaiju is attacked by something that would negate it's Damage Reduction: Epic, it still applies this. The Kaiju also has a 50% chance of ignoring any critical hits that are confirmed on it.

Immunity (Ex):The Kaiju is completely immune to one form of attack listed under Energy Attack, or immune to poison and disease. This Special Quality may be taken multiple times.

No Breath (Ex):The Kaiju does not breath and is immune to gas based attacks that require a Fortitude Saving Throw. It can exist buried in the Earth, underwater, or the depths of space easily.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Reflect Spells (Su):Targeted spells and spell-like effects that fail to penetrate the kaiju's Spell Resistance are reflected back at the caster.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): To take this special quality the base creature must not have a solid body, such as an Elemental or Ooze (or some Aberrations and Outsiders). Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Half Construct, Heavy Armor, or Spines Special Qualities and Vice Versa. You must always be vulnerable to at least 1 energy type.

Spell Absorption (Su):If the Kaiju is specifically targeted by a Spell, and it fails to defeat the Kaiju's Spell Resistance, the Kaiju absorbs the Spell. The Kaiju can use this to increase its own power temporarily. Your options are:
1) Gain Regeneration: X . X=the spell level of the spell absorbed.
2)The Save DC of the next Special Attack you use is increased by an amount equal to the level of the spell absorbed.
3)Gain a temporary cicumstance bonus to attack and damage rolls equal to the level of the spell absorbed.
4)Gain a Deflection bonus to Armor Class for equal to the level of the spell absorbed.
5)Gain a circumstance bonus to all Saving Throws equal to the level of the spell absorbed.
6)You can apply one of the following metamagic Feats to your Spell Like ability the next time you use it: Enlarge Spell, Extend Spell, QUicken Spell, Silent Spell, Still Spell, Fortify Spell, Sculpt Spell
7) Gain a circumstance bonus equal to double the spells level of all energy attacks you make.
These bonuses last 1 minute per spell level.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus.

Titanic Size Class (Ex): You are one of the rare Kaiju thats larger even than the others. This Special Quality can only be taken if the Kaiju has more than 60 Hit Dice. You are one Size Class larger than Colossal. You gain a -16 Size penalty to AC and attack rolls, a -32 Size Penalty to Hide Rolls, and a +32 Size Bonus to Grapple checks. The Range of all Special Attacks, and the values listed under Space/Reach are doubled. Your natural attacks add 1 die (i.e. from 3d6 to 4d6). Other effects will be listed in their individual entries.

Saves: The Kaiju's Saves are now recalculated based on it's new Hit Dice (and potentially new type). I put a chart for this later in the thread.

Abilities: Kaiju are fairly Hardy and gain +4 to Strength and Constitution along with the bonuses it gets for his increased size. Charisma increases by +20, and Intelligence becomes a 2. Wisdom is unchanged. To make it easier here's a chart for the total stat increases:

Huge:+20 Str, +12 Con
Large: +28 Str, -2 Dex, +16 Con
Medium: +36 Str, -4 Dex, +20 Con
Small: +40 Str, - 6 Dex, +22 Con
Tiny: +44 Str, -8 Dex, +22 Con
Diminutive: +46 Str, -10 Dex, +22 Con
Fine: +46 Str, -12 Dex, + 22 Con

If the Kaiju has the Titanic Size Class Special Quality add another +8 Strength, -2 Dex, +4 Con.

Skills: The Kaiju has 1 skill point per hit die (4 points for the first Hit Die). Class SKills are the skills possessed by the base creature. If he Kaiju has Psi-Like or Spell-Like abilities it also has Concentration as a Class skill. The Kaiju retains any racial skill bonuses the base creature possesses.

Feats: The number of Feats possessed by the Kaiju is recalculated based on the Kaiju's new Hit Dice total. Feats chosen after the 20th Hit Die may be chosen from Epic Feats if the Kaiju qualifies. You must keep the Base Creatures Feats unless the Kaiju no longer qualifies for them (i.e. Weapon Finesse)

Climate/Terain: Any, or same as Base Creature

Organization: Unique or Solitary

Challenge Rating: CR increases by 20, with an additional +1 per 2 Hit Dice over 40.

Treasure: None

Alignment: Kaiju tend toward Neutrality and Chaos but can be any alignment.

Advancement: n/a

Level Adjustment: n/a



KAIJU FEATS

Agile Kaiju (Prerequisites: Kaiju, Base creature must have been Small or Smaller and had a Dexterity of 15 or better): The Kaiju does not lose Dexterity due to the size increase.

Crafty Kaiju (Prerequisites: Kaiju, Base creature must have had an Intelligence of 15 or higher): The Kaiju retains the base creatures original intelligence score.

Damage Field (Prerequisites: Kaiju, Energized Attack Special Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of thiose attacks.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack it lasts 3 rounds longer. Each time this Feat is taken its duration is increased another 3 rounds.

Death Ray (Prerequisites: Kaiju, Ray Special Attack): Your Ray special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Powerful Charge (Prerequistes: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Powered Attack (Prerequisites: Kaiju, Energized Attack): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju, Energy Attack): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. If you have taken the Titanic Size Class ability the damage is 5d6 for a primary and 3d8 for a secondary attack.

Pounce (Prerequistes: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Rocket Fist (Prerequisites: Kaiju, Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.

Buzzsaw (Prerequisites: Kaiju, Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).

Flying Razors (Prerequisites: Kaiju, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Engulf (Prerequisites: Kaiju. Semi Solid): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Reeking Attack (Prerequisites:Kaiju, Energy Attack doing either Fire or Acid damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Burning Attack (Prerequisites: Kaiju, Energy Attack doing Fire or Acid damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Stunning Attack (Prerequisites: Kaiju, Energy Attack doing Cold, Electricity, Sonic, Force, or Positive/negative Energy Damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Brutal Attack (Prerequisites: Kaiju, Energy Attack doing Sonic or Force damage):
Vulnerability: Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.
« Last Edit: December 13, 2009, 01:12:47 PM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #291 on: June 29, 2009, 06:50:21 PM »
 :blink sweet shi-it!

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #292 on: June 29, 2009, 09:39:41 PM »
Now, you made me want to play a Kirby. I know that the +2 LA isn't worthy (due to its abilities I think that it deserved to be +1 LA but anyway) but the ideas for its RP are simply perfect :p Unfortunately, I don't think that anyone will let me play a Kirby  :bigeye

PS: Now, just imagine a Kaiju Kirby. That would certainly say something :lol
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #293 on: June 30, 2009, 01:01:43 PM »
:blink sweet shi-it!

I think it still needs work.  I intend to revise it someday.  It just still doesn't seem right, and this is my second revisal.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #294 on: June 30, 2009, 01:04:30 PM »
Now, you made me want to play a Kirby. I know that the +2 LA isn't worthy (due to its abilities I think that it deserved to be +1 LA but anyway) but the ideas for its RP are simply perfect :p Unfortunately, I don't think that anyone will let me play a Kirby  :bigeye

PS: Now, just imagine a Kaiju Kirby. That would certainly say something :lol

He had so many abilities I just couldnt see giving him the +1.

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #295 on: June 30, 2009, 01:16:49 PM »
Now, you made me want to play a Kirby. I know that the +2 LA isn't worthy (due to its abilities I think that it deserved to be +1 LA but anyway) but the ideas for its RP are simply perfect :p Unfortunately, I don't think that anyone will let me play a Kirby  :bigeye

PS: Now, just imagine a Kaiju Kirby. That would certainly say something :lol

He had so many abilities I just couldnt see giving him the +1.

Yeah, I can understand. Kudos about making them :clap

PS: Does the Kaiju template applies to Kirbies? If yes, then what's his LA (or it's undecided as of yet cause I'm not seeing any LA in the template)?
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #296 on: June 30, 2009, 01:30:38 PM »
The template can be applied to any corporeal being huge sized or smaller, so yes the Kirby qualifies. 

It doesnt change LA because no one is ever intended to play a Kaiju.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #297 on: June 30, 2009, 01:31:04 PM »
Dire Pigeon
                      Large Animal
Hit Dice:             4d8+8 (26 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 70 ft. (average)
Armor Class:          14 (-1 Size, +2 Dex, +3 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +3/+10
Attack:               Beak +6 melee (1d8+3)
Full Attack:          1 Beak +6 melee (1d8+3) and 2 Claws +1 melee (1d6+1)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Wing Slap, Pigeon Bomb
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +6, Ref +7, Will +2
Abilities:            Str 16, Dex 14, Con 14, Int 2, Wis 12, Cha 7
Skills:               Balance +10, Listen +4, Spot +5
Feats:                Flyby Attack, Wingover
Environment:          Any Warm or Temperate except Aquatic
Organization:         Solitary, Pair, or Flock (11-30)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:         5-8 HD (Large)
Level Adjustment:     ---

"Okay Sally.  This here bein' you first run with Uncle Abner n' me we need to make sure you know whats going on.  You know what we need to do right?"

"Uh-huh."

"Now when Uncle Abner and Ah chase the birdies off the roof, what do  you do?"

"Ah whack em wif mah sling."

"Good."

"Then Ah takes 'em home ta snuggle, cuz theys mah pet now."

"Ah told you she wasn't ready for this yet."

Dire Pigeons are loud, obnoxious, incredibly stupid birds who crap everywhere.  They also bring down property values by nesting on the roofs of houses (usually caving them in at times under their weight).  Few Dire Species have achieved such nuisance levels as the Pigeon.  Adventurers willing to face  them are scarce.  Not because they're powerful, but because no sane adventurer wants to be thrown off roofs and pooped on to earn a living.

Wing Slap (Ex): As a Standard Action the Dire Pigeon may do a quick and unexpected wing slap against an opponent, usually when they are somewhere high.  This does 1d6+1 damage, and the Pigeon gets an Immediate Trip Attack as a Free Action without provoking an Attack of Opportunity.  If it successfully trips it's opponent the opponent may risk falling from the roof or tower the pigeon is on.  It's surprising how otherwise incredibly stupid animals know this.

Pigeon Bomb (Ex):  While in Flight the Pigeon may as a Standard Action poop on gawkers below.  Treat this as a ranged grenade like weapon, and if it hits it covers a 5' area in foul smelling poo.  Opponents who have the Scent ability lose it until they wash, and must make a DC 14 Fortitude Save (Save DC is Constitution Based) or be Nauseated for 1d3 rounds.  Should the Pigeon critically hit with the poop attack it gets in it's victims eyes blinding it for 1d3 rounds. Basically pigeons are evil bastards.

Skills: Dire Pigeons gain a +8 Racial Bonus on Balance Checks.

Combat:  If a Dire Pigeons foes do not have ranged weapons (yes, some players are this stupid), they will patiently wait for them to climb the house to reach them before using a quick Wing Slap to Knock them off the roof.  They will repeat until the PC's get tired of this.  Should they change tactics or have range, they will Bomb the PC's or their mounts.


Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #298 on: June 30, 2009, 01:35:18 PM »
It doesnt change LA because no one is ever intended to play a Kaiju.

Yeah, that's quite logical I'd say. I'd never want to see a Kaiju in my D&D life :P
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Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #299 on: June 30, 2009, 05:47:22 PM »
btw, the swallow mechanic for kirby is a little too undefined...
but think of all the things you could do!