Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 147669 times)

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #380 on: October 03, 2009, 01:19:21 PM »
http://www.newanimal.org/howlersnake.htm

Howler Monkey Snake legendary version
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+2 plus Poison)
Full Attack: Bite +5 melee (1d6+2 plus Poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Howl, Poison
Special Qualities: Low Light Vision, Hold Breath
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +5, Swim +10
Feats: Ability Focus (Poison), Endurance, Improved Grapple (B) Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large), 13-24 (Huge) Level Adjustment: ---

"Bert...whut the hell is wrong with this snakes face?"

This is the more mythical version of the Howler Monkey Snake.

Howl (Ex): Any creature within 10' of the Howler Monkey Snake when it howls must make a DC 13 Fortitude Save or be Deafened 1d6 rounds (Save DC is Constitution Based).

Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Constitution Based), Initial and Secondary Damage 1d4 Constitution.

Hold Breath (Ex): The Howler Monkey Snake can hold it's breath for (8 times it's Constitution Modifier rounds) before it begins to risk drowning.

Skills: The Howler Monkey Snake has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line.

Combat: Howler Monkey Snakes usually bite and let their poison do it's work to soften the victim up so they can pull him into the water.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #381 on: October 03, 2009, 01:23:44 PM »
http://en.wikipedia.org/wiki/Batsquatch
http://www.unknown-creatures.com/batsquatch.html http://www.batsquatch.com/batsquatch/batsquatch.html oh dear god
http://www.wunderkabinett.co.uk/damndata/index.php?/archives/1738-The-Mount-Shasta-Batsquatch.html http://www.americanmonsters.com/monsters/avian/index.php?detail=article&idarticle=218
Batsquatch
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Fly 50' (Average)
Armor Class: 14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Slam +9 melee (1d8+6)
Full Attack: 2 Slams +9 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 22, Dex 11, Con 18, Int 6, Wis 14, Cha 8
Skills: Listen +6, Spot +7
Feats: Flyby Attack, Hover, Wingover
Environment: Cold or Temperate Mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large)
Level Adjustment: ---

"Bert...ah don't like this here mountain..."

Batsquatch are large batlike creatures or flying primates.

Improved Grab (Ex): A Batsquatch that successfully hits with it's Slam attack can make a Grapple Check as Free Action without provoking an Attack of Opportunity. If successful it usually flies upwards, and then drops it's victim.

Combat: Batsquatch rely on flyby attacks to whittle foes down, before grabbing them, flying as high as they can, and then dashing them to the ground.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #382 on: October 11, 2009, 12:25:06 PM »
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/

Okay I can sort of almost see the octopus explanation but stingrays??


                      El Cuero
                      Large Animal (Aquatic)
Hit Dice:             5d8+10 (32 hp)
Initiative:           +6
Speed:                Swim 30 ft. (6 squares)
Armor Class:          15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +3/+13
Attack:               Wrap +4 melee touch (Grapple)
Full Attack:          Wrap +4 melee touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Wrap, Blood Drain
Special Qualities:    Low Light Vision, Amphibious
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 2
Skills:               Hide +0 (+8 water), Jump +4, Listen +5, Spot +5, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Whut fool left a perfectly good cowhide in the water?"

"BERT! DON'T...!"

El Cuero appears to be either an octopoid or stingray that looks like a reddish cowhide floating in the water.  It has eyes at the end of stalks and a strange proboscis on it's underside.

Wrap (Ex): If El Cuero makes a successful touch attack it can Attach itself to any opponent Large Size or smaller.  Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC.  To be removed it must be successfully Pinned in a Grapple or struck with a light weapon.  El Cuero has a +4 Racial Bonus to Grapple Checks.

Blood Drain (Ex): El Cuero does 1d3 temporary Constitution damage with a successful Grapple check.

Skills: El Cuero has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line.  It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: El Cuero floats on the water surface pretending to be a discarded cowhide (which it resembles).  Whenever something comes close enough, it pounces, wrapping itself around the victim and drinking their blood.
« Last Edit: October 13, 2009, 11:13:18 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #383 on: October 11, 2009, 01:39:03 PM »
Larval Otyugh
                      Tiny Aberration
Hit Dice:             1d8 (4 hp)
Initiative:           +1
Speed:                5 ft. (1 square)
Armor Class:          18 (+2 Size, +1 Dex, +5 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +0/-12
Attack:               Tentacle +1 melee (1d3-4)
Full Attack:          2 Tentacles +1 melee (1d3-4) and 1 Bite -4 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.(5 ft. with tentacles)
Special Attacks:      Constrict, Disease, Improved Grab, Stench of the Unholay!
Special Qualities:    Dark Vision 60', Scent
Saves:                Fort +0, Ref +1, Will +4
Abilities:            Str 3, Dex 12, Con 10, Int 2, Wis 12, Cha 3
Skills:               Hide +9 (+17 in Lair), Listen +3, Spot +3
Feats:               Weapon Finesse
Environment:          Underground
Organization:         Solitary or Swarm (3-4)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          2-3 HD (Small), 4-5 HD (Medium)
Level Adjustment:     ---


"Oh mah gawd, I think they stink even worse when they're babies!"

Otyugh apparently develop from little stinky larva.  Good news for adventurers everywhere...

Constrict (Ex): A Larval Otyugh automatically does its tentacle damage with a successful Grapple Check.

Disease (Ex): Filth Fever-Bite, Fortitude DC 10, incubation period 1d3 days, damage 1d3 Dex and Con.  Save DC is Constitution based.

Improved Grab (Ex): Larval Otyughs do not provoke an Attack of Opportunity when attempting a Grapple.

Stench of the Unholay! (Ex): Any living corporeal creature within 10' of the Larval Otyugh must make a DC 10 (Save DC is Constitution based) or be Nauseated so long as they remain within range of the Otyugh, and 1 round after.  Opponents who save successfully are immune to this Larval Otyughs stench for 24 hours.

Skills: Larval Otyughs have a +8 Racial Bonus to Hide Checks in their lair.

Combat: Larval Otyughs ambush prey smaller than themselves, but hide otherwise.  Unfortunately they seem to be of value to Alchemists so adventurers are often sent to fetch them.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #384 on: October 14, 2009, 10:14:16 AM »
Dire Arapaima
Huge Animal
Hit Dice: 12d8+36 (90 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +8/+27
Attack: Bite +13 melee (2d6+14)
Full Attack: Bite +13 melee (2d6+14)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Blindsense, Hold Breath
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 24, Dex 14, Con 16, Int 1, Wis 14, Cha 8
Skills: Listen +10, Spot +9, Swim +15
Feats: Combat Reflexes, Improved Initiative, Improved Snatch, Snatch, Snatch and Swallow (B, see Draconomicon, energy damage is acid)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Huge)
Level Adjustment: ---

"Aaahh...nuthin' like realxin' on the river trout fishin'..."

"..."

"..."

*coughs*

"We're not trout fishin' are we Bert..."

"(Sighs) No."

"Dammit Bert! You said we was supposed to be on vacation!"


The Dire Arapaima (also known as the Pirarucu) is a huge predator fish found in large rivers.  It is also one of the few fish required to surface every so often for air.

Blindsense: The Dire Arapaima can sense all creatures within 60' while underwater.

Hold Breath: The Dire Arapaima can Hold it's breath for (8 times it's Constitution modifier) rounds before it risks drowning.

Combat: The Dire Arapaima tends to snatch and swallow against creatures small enough,  Otherwise it simply snatches one, and swims away while chewing on it.  It will return for another when the first is dead.



bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #385 on: October 15, 2009, 11:15:41 AM »
http://www.unexplained-mysteries.com/forum/lofiversion/index.php/t153749.html

http://www.unknownexplorers.com/elcuero.php

http://books.google.com/books?id=H1axCZifXdwC&pg=PA88&lpg=PA88&dq=cuero+cryptid&source=bl&ots=UQ2t9-lKDc&sig=fmOy72D5k5gmrlRkO1eoFfWNjAI&hl=en&ei=M_qDSpONH8uLtgeQk72uCg&sa=X&oi=book_result&ct=result&resnum=10#v=onepage&q=cuero%20cryptid&f=false

http://myths.freshcaffeine.com/african/



                      The Hide mythic version
                      Large Aberration (Aquatic)
Hit Dice:             5d8+10 (32 hp)
Initiative:           +6
Speed:                Swim 30 ft. (6 squares)
Armor Class:          15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +3/+13
Attack:               Wrap +4 melee touch (Grapple)
Full Attack:          Wrap +4 melee touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Wrap, Constrict, Control Winds
Special Qualities:    Low Light Vision, Amphibious
Saves:                Fort +3, Ref +3, Will +5
Abilities:            Str 15, Dex 15, Con 15, Int 12, Wis 12, Cha 12
Skills:               Hide +6 (+14 water), Jump +5, Knowledge (Nature) +4, Listen +5, Move Silently +5, Spot +5, Survival +3, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm or Temperate Aquatic
Organization:         Solitary
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"Whut fool left a perfectly good cowhide on the beach?"

"___DAMMIT BERT WE TALKED ABOUT THIS!"

The Hide appears to be a large floating cowhide with either a pair of eyes at it's top, eyes or claws ringed around it's diameter, or with eyes/claws on it's tentacles, making it some sort of octopoid.  There are descriptions of it being an octopus with clawed hands on it's tentacles, and ears covered with eyes of various sizes, but this sounds more like one description of the Lusca.

Wrap (Ex): If the Hide makes a successful touch attack it can Attach itself to any opponent Large Size or smaller.  Effectively it is Grappling it's opponent and is Denied it's Dex Bonus to AC.  To be removed it must be successfully Pinned in a Grapple or struck with a light weapon.  El Cuero has a +4 Racial Bonus to Grapple Checks.

Constrict(Ex): The Hide does 1d6+2 plus 2d6 Acid damage with a successful Grapple Check.

Control Winds (Su): The Hide may cast Control Winds 3 times per day as a Supernatural Ability.

Skills: The Hide has a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim check. It may use the Run action while swimming in a straight line.  It also has a +8 Racial Bonus to Hide checks while in the water.

Combat: The Hide floats on the water surface pretending to be a discarded cowhide (which it resembles).  Whenever something comes close enough, it pounces, wrapping itself around the victim and consuming them.  It often uses it's ability to Control Winds to interfere with boats.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #386 on: October 18, 2009, 02:36:13 PM »
Capsichum
                      Medium Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +1/+1
Attack:               Skewer (aka Shortspear) +1 melee (1d6)
Full Attack:          Skewer (aka Shortspear) +1 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Fire Magic
Special Qualities:    Low Light Vision, Plant traits, DR 5/slashing, They Taste Like Burning!
Saves:                Fort +4, Ref +1, Will +2
Abilities:            Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 14
Skills:               Concentration +4, Knowledge (Arcana, Nature) +2, Spellcraft +3
Feats:                Cooperative Spell-Like Ability (works exactly like Cooperative Spell from Complete Arcana, but for Spell Like Abilities.  Can be used 3/day).
Environment:          Warm Forest or Plains
Organization:         Pair or Group (4-8)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral (with some Evil tendencies)
Advancement:          By Character Class (Usually Sorcerer)
Level Adjustment:     +5

"Abner...Ah smell chili..."

"Ain't chili Bert, it's freaky pepper people."

"AWRIGHT! Finally a challenge I can sink mah teeth into..."

Capsichums are odd ambulatory green or orange peppers with small limbs and faces on their fronts.  Yeah it doesn't get much weirder than that...and whats with that skewer anyways?

Fire Magic (Sp): Capsichums gain certain fire related Spell Like abilities as they advance in Hit Dice.
1HD: 3/day-Burning Hands, Produce Flame  1-day-Lesser Orb of Fire
4HD: 3/day-Burning Hands, Lesser Orb of Fire, Produce Flame  1/day-Combust, Fireburst, Flaming Sphere, Scorch
10HD: At will-Burning Hands, Lesser Orb of Fire, Produce Flame    3/day-Combust, Fireburst, Flaming Sphere, Scorch   1/day-Fireball

They Taste Like Burning! (Ex): Anything biting a Capsichum must make a DC 14 Fortitude Save (Save DC is Constitution Based with a +2 Racial Bonus) or be Nauseated for 1 round.  If the Save is successful they are Shaken 1 round instead.  If the opponent swallows them whole, it must make a Save each round the Capsichum is in their stomach.

Combat: Capsichums rely on teamwork and fire magic to beat foes.  Against enemies that are fire resistant they tend to flee.




Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #387 on: October 18, 2009, 09:41:56 PM »
Quote
Capsichum

XD bad pun!

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #388 on: October 18, 2009, 11:48:15 PM »
actually its a critter from Dragon Quest.  I had a request to do a few odd monsters.

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #389 on: October 19, 2009, 02:33:13 AM »
btw bhu, I was looking through the previous monsters and found that some of the kaiju's feats aren't done. Fix plox.  :(
« Last Edit: October 21, 2009, 03:36:31 AM by Radmelon »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #390 on: October 21, 2009, 01:46:15 PM »
btw bhu, I was looking through the previous monsters and found that some of the kaiju's feats aren't done. Fix plox.  :(

I redid the Kaiju Template partially as The Lesser Kaiju Template.  I need to do Kaiju, and Greater Kaiju, and then there shall be Feats :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #391 on: October 25, 2009, 01:13:06 PM »
BEHOLD THE FURY OF THE LEECHMEN!
                      Medium Monstrous Humanoid
Hit Dice:             2d8+2 (11 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 45 ft.
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +2/+6
Attack:               Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Full Attack:          Bite +2 melee (1d4 plus disease) or Spear +2 melee (1d8) or Short Bow +2 Ranged (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spit, Blood Drain, Disease
Special Qualities:    Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves:                Fort +1, Ref +3, Will +4
Abilities:            Str 10, Dex 10, Con 12, Int 8, Wis 12, Cha 8
Skills:               Climb +8, Escape Artist +4, Hide +2 (+6 Swamps), Survival +3, Swim +8
Feats:                Ability Focus (Spit)
Environment:          Warm Marshes
Organization:         Solitary, Pair, or Group (4-12)
Challenge Rating:    1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment:     +3



LEECHMAN GUARD
                      Medium Monstrous Humanoid
Hit Dice:             3d8+3 (16 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 45 ft.
Armor Class:          15 (+2 Natural, +3 Armor), touch 10, flat-footed 15
Base Attack/Grapple:  +3/+8
Attack:               Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +0 Ranged (1d6)
Full Attack:          Bite +5 melee (1d4+2 plus disease) or Spear +5 melee (1d8+2) or Short Bow +3 Ranged (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spit, Blood Drain, Disease
Special Qualities:    Dark Vision 60', Slime, Immune to Non-Magical Disease, Salt Vulnerability
Saves:                Fort +2, Ref +3, Will +3
Abilities:            Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 6
Skills:               Climb +10, Escape Artist +8, Hide +4 (+8 Swamps), Survival +4, Swim +10
Feats:                Ability Focus (Spit),
Environment:          Warm Marshes
Organization:         Solitary, Pair, or Group (4-12)
Challenge Rating:    2
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (usually Barbarian or Spirit Shaman)
Level Adjustment:     +4

"Abner...Abner there's something in mah sleepin' bag.  It's cold, and it's wet, and I think it has a mouth fastened to one of my buttocks...I'd really like it if you could wake up and kill it now..."

The Leechmen are slimy bipedal creatures vaguely resembling humanoid leeches with long boneless arms.  Almost all of them are armed with either Short Bows or Spears (though where they gained the ability to create Short Bows is unknown as otherwise they are quite primitive).  They use selective breeding to create variants of their species, the most common of which are the guards (which in addition to being about a foot taller than regular Leechmen, are also slightly more intelligent), and some have domesticated Giant Leeches and similar swamp invertebrates as companions.  Usually only the guards wear armor, which is usually some sort of Hide.  Tribes are led by a Shaman, and usually not aggressive unless threatened or starving.  While they need blood, the Leechmen try not to kill victims, as this ensures a future food supply (though they can survive on fish and vegetables for brief periods of time).

Spit (Ex): The Leechmen can spit a viscous glob of mucousy substance up to 10' once every 1d3 rounds as a Standard Action.  This is a Ranged Touch Attack, and opponents successfully hit by it must make a DC 14 Fortitude Save (Save DC is Constitution based) or be Stunned for 1d3 rounds.

Blood Drain (Ex): If the Leechman pins an opponent in a Grapple it does 1d3 temporary Constitution Damage, and has a small chance of infecting it's opponent (see below).

Disease (Ex): Whenever an opponent is successfully bitten by the Leechmen (or they can use their Blood Drain ability), he must make a DC 12 Fortitude Save (Save DC is Constitution based) or contract the red Ache disease (see DMG page 292).

Slime (Ex): The Slime covering Leechmen can be manipulated somewhat, giving them a +4 Racial Bonus to Grapple and Escape Artist Checks.

Salt Vulnerability (Ex): Leechmen take 1d4 damage per round per pound of salt they come in contact with.  They also have a -1 Morale Penalty on all rolls so long as they are in the presence of salt.

Skills: Leechmen get a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim check.  They also get a +4 Racial Bonus to Hide Checks in their native terrain.

Combat:  Leechmen tend to spit, grapple stunned opponents, and drain their blood if hungry.  Otherwise they spit, and then skewer them with spears/bows.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #392 on: October 28, 2009, 01:06:17 PM »
Dire Candiru
Diminutive Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 20 ft. (4 squares)
Armor Class: 18 (+4 Size, +3 Dex, +1 Natural), touch 17, flat-footed 15
Base Attack/Grapple: +0/-17
Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
Full Attack: Nibble -1 melee (1 point) or Lunge +3 melee touch (see below)
Space/Reach: 1 ft./0 ft.
Special Attacks: AAAAAAAAAAAAAAAAH!!!!!!
Special Qualities: Low Light Vision, Blindsense
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 16, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +15, Listen +3, Spot +3, Swim +3
Feats: Alertness
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---

"Ah really, really don't like this river Bert."

Dire Candiru are too large to truly annoy humanoid populations, and instead focus their parasitization on the local Giants.  Something which has made the Giants a bit fussy about entering rivers.  They do however like Candiru sushi, and many humanoid villages earn decent pay by fishing for the critter, both to provide food and remove a menace to future generations of giants.

AAAAAAAAAAAAAAAAH!!!!!! (Ex):  Candiru survive by feeding on the blood supply of larger fish, or of Giants and giant sized critters.  To do this they perform a Lunge attack, which is a melee touch attack to fit themselves into the gill cavities of a large fish, or any other appropriate opening on a Giant (usually the urethra).  If the touch attack is successful and the Candiru has made it's way inside, it extends spines, making it impossible to pull out without seriously injuring or killing the victim.  Attempting to pull the Candiru out does 1d4 temporary Constitution damage, and the victim loses an additional 2d6 hp per round due to blood loss if it can be puled out (a DC 25 Str check is required).  Unsuccessful attempts do 1 point of temporary Con damage per attempt, and if the check rolls a natural 1 or fails by 5 or more, the victim also begins taking the additional bleeding damage per round.  The Candiru can also be removed via surgery (DC 25 Heal Check, takes 1d3 hours).  If the check is failed, the fish is still removed but the victim takes 1 point of temporary Con damage, and also takes the bleeding damage.  The victim may also suffer some physical and mental impairment as a result.  There are also herbal remedies that can be made (DC 25 Knowledge: Nature check) that will kill the fish and dissolve it over the course of 1d4 days. 

While the fish is alive and inside a victim it does 1 point of temporary Con damage per day while feeding.

Blindsense (Ex): While underwater the Dire Candiru can sense any creature within 30'.

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

Combat: Candiru tend to stalk an appropriate fish to parasitize.  If this fails it finds a Giant it can use.  They avoid humanoids who have no appropriately sized openings they can get into.  They can't really fight, aand have to hope to take victims by surprise.



Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #393 on: October 29, 2009, 01:41:05 AM »
Quote
appropriate opening on a Giant (usually the urethra). 
:o

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #394 on: October 29, 2009, 09:29:15 AM »
Quote
appropriate opening on a Giant (usually the urethra). 
:o
I take it someone hasn't been exposed to the supposed horrors of the Candiru fishies yet? :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #395 on: November 04, 2009, 02:31:03 PM »
work in progress, my next take in the series of Kaiju Templates

Kaiju

Unlike normal Templates, Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, or occasional freakish mutants.  Usually they have some sort of special power or attack they are known for.

Size: Kaiju are Colossal, but they can get bigger.  If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons.  Space is 40'.  Reach is 30' if long, or 40' if tall.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Kaiju begin with 50d12 Hit Dice, giving them 600 hit points (plus their Constitution Modifier times 50).

Speed: Base Land Speed is 30' (40' if Increased Size is taken)

Armor Class: All Kaiju have a +40 Natural Armor Class Modifier (+48 if Increased Size is taken, and Size Modifier increases to -16). 

Attacks: Kaiju have a BAB of +50, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.  If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

Special Attacks: 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 (5d12 if Increased Size is taken). 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.

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

Kaiju also get 3 choices from the following list:


Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack.  While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  To remove it requires the opponent to successfully Pin it in a Grapple.

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 don't 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 used by a 20th 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.

Blood Drain (Ex):  The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them.  This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes.  Opponents with the Scent ability take a -4 Penalty on this roll.  If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken).  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 (120' if Increased Size is taken)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 choose 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 (5d6 if Increased Size is taken), 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. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' 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 Increased Size is taken add +3d6 damage.  If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Sting (Ex):  The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison.  In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation).  On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).  If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

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.

Ink Cloud (Ex):  Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action.  This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken).  Vision within the cloud is completely obscured.  The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving.  If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

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 (2d8 if Increased Size is taken), 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 Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), 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 (225' if Increased Size is taken). 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 (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), 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.

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'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread.  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 + Constitution 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). Increase damage by +3d6 if Increased Size is taken.

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 Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

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, 150' if Increased Size is taken).

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 (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): 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 modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). 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 (75 points if Increased Size is taken). 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.

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'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'.  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 (Hardness 10 if Increased Size is taken), 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, 150' if Increased Size is taken). 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 (150' if Increased Size is taken). 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: All Kaiju begin with the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Kaiju have Invulnerability 15.  Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 15) from all sources.  This does not stack with Damage Reduction or Energy Resistance.  If an attack could be stopped by either of these abilities use the higher of the two values.  For example if you have Damage Reduction 30/Epic, and Invulnerability 15 and are hit with a sword attack, use the DR's higher value.  But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

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.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt.  8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

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.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

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

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.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex):  Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal.  It must move in a straight line, but does not provoke attacks of opportunity.

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

Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju.  See notes by each entry in the Template for the effects of Increased Size.

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.

Regeneration (Ex): The Kaiju gains Regeneration 10.  You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

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): 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, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

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 (1d8 if Increased Size is taken).

Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

Saves: Base Saving Throws are all +27 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 50, Dex 10, Con 50, Int 3, Wis 16, Cha 40.  The Kaiju also has 10 points to distribute among it's Stats as you see fit.  If Increased Size is taken modify as follows: Str 60, Dex 8, Con 60.

Skills: Choose up to any 8 skills as your Kaiju's class skills.  If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

Feats: A Kaiju gets 17 Feats, 10 of which may be Epic Feats, and any of which may be Kaiju Feats.  It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 28

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 51-60 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:




Atsui Wa-Mu (Kaiju Remorhaz)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Burrow 30'
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple:  +50/+86
Attack:               Bite +62 melee (4d6+30 plus 9d6 fire)
Full Attack:          Bite +62 melee (4d6+30 plus 9d6 fire)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample (4d12, DC 55), Frightening Presence (DC 50), Energized Attack (Fire, 9d6), Energy Attack (Fire, Energy Missile, 18d6, DC 50), Swallow Whole
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Burrow), Tremorsense 240', Immune to Fire Damage
Saves:                Fort +47, Ref +29, Will +32
Abilities:            Str 50, Dex 14, Con 50, Int 5, Wis 20, Cha 40
Skills:               Climb +25, Hide +1, Knowledge (Nature) +2, Listen +10, Move Silently +7, Search +2, Spot +10, Survival +13
Feats:                Awesome Blow, Burning Attack (Energized Attack), Cleave, Close-Quarters Fighting, Damage Field, Devastating Critical (Bite), Extend Energized Attack, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Grab, Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Weapon Focus (Bite), Permanent Damage Field (B), Powerful Attack x3 (Energized Attack)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:    28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Yonbusou (Kaiju Girallon)
                      Colossal Kaiju
Hit Dice:             50d12+1050 (1650 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 30'
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple:  +50/+93
Attack:               Claw +69 melee (4d6+27)
Full Attack:          4 Claws +69 melee (4d6+27) and 1 Bite  +64 melee (2d8+13)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 62), Frightening Presence (DC 50), Pin Down, Rock Throwing/Catching, Stunning Blow (DC 62)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Enhanced Ability Score x2 (Strength)
Saves:                Fort +47, Ref +29, Will +36
Abilities:            Str 64, Dex 14, Con 50, Int 3, Wis 16, Cha 40
Skills:               Climb +40, Hide -9, Jump +32, Listen +13, Move Silently +7, Search +5, Spot +13, Survival +8
Feats:                Awesome Blow, Defensive Sweep, Epic Will, Fling Opponent, Improved Bull Rush, Improved Grab, Improved Multiattack, Improved Toughness, Iron Will, Keen Scent, Multiattack, Multigrab, Pounce, Power Attack, Rend, Scent, Shock Trooper, Extra Attacks x4 (3 Primary and 1 Secondary)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Ikiresu (Kaiju Choker)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +10
Speed:                30 ft. (6), Climb 30 ft.
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural, ), touch 4, flat-footed 42
Armor Class Frenzied:          48 (-8 Size, +4 Dodge, +2 Dex, +40 Natural), touch 8, flat-footed 42
Base Attack/Grapple:  +50/+88
Attack:               Tentacle +64 melee (4d6+22/19-20)
Attack (Frenzy):               Tentacle +68 melee (4d6+26/19-20)
Full Attack:          2 Tentacles +64 melee (4d6+22/19-20) and a Bite +59 melee (2d8+11)
Full Attack (Frenzy):          2 Tentacles +68 melee (4d6+26/19-20) and a Bite +59 melee (2d8+11)
Space/Reach:          30 ft./30 ft. (60 ft. w/Tentacles)
Special Attacks:      Trample (4d12, DC 57), Frightening Presence (DC 50), Constriction (8d6+44), Extending Limbs, Battle Frenzy (Speed)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Blindsense 240', Chameleon
Saves:                Fort +47, Ref +35 (+39 Frenzy), Will +30
Abilities:            Str 54 (62 Frenzy), Dex 14, Con 50, Int 5, Wis 16, Cha 40
Skills:               Climb +35, Hide +13, Jump +27, Listen +10, Move Silently +14, Search +5, Spot +8, Tumble +10
Feats:                Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Defensive Sweep, Elusive Target, Epic Reflexes, Eyes in the Back of Your Head, Fling Enemy, Improved Critical (Tentacle), Improved Initiative, Lightning Reflexes, Multigrab, Overwhelming Assault, Racial Skill Bonus (+4 Hide, Move Silently), Superior Initiative, Trip, Extra Attack x2 (1 Primary and 1 Secondary)(B), Improved Grab (B), Pounce (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Kyuuketsuki (Kaiju Stirge)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Fly 50' (Average)
Armor Class:          47 (-8 Size, +5 Dex, +40 Natural), touch 7, flat-footed 42
Base Attack/Grapple:  +50/+86
Attack:               Proboscis +63 melee (4d6+30/19-20)
Full Attack:          Proboscis +63 melee (4d6+30/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample (4d12, 55), Frightening Presence (DC 50), Attach, Blood Drain, Diseased Attack (DC 50)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Fly), Enhanced Movement (Fly, x2)
Saves:                Fort +47, Ref +32, Will +30
Abilities:            Str 50, Dex 20, Con 50, Int 3, Wis 16, Cha 40
Skills:               Balance +10, Climb +25, Hide +4, Knowledge (Geography) +3, Listen +8, Move Silently +9, Search +8, Spot +8, Survival +8
Feats:               Dodge, Elusive Target, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Critical (Proboscis), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Climb, Power Critical (Proboscis), Power Dive, Spring Attack, Weapon Focus (Proboscis), Wingover, Keen Scent (B), Racial Skill Bonus (+4 Hide, Move Silently)(B), Scent (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---


 


KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic 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 Paralyzed 1d3 turns.

Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire 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.

Damage Field (Prerequisites: Kaiju, Energized 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 those attacks.

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

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.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

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.  Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack.  For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

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

Increased Toughness (Prerequisites: Kaiju, Con 42+): Your Natural Armor Bonus increases by +3.  This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Permanent Damage Field (Prerequisites: Kaiju, Damage Field, Energized Attack, Extend Energized Attack): The Kaiju's Energized Attack is now always on.  Opponents attacking you in melee now take 3d6 energy damage.

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

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.

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

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

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill.  This may be taken twice to gain up to a +8 Racial Bonus to one skill.  Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on.  Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

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.

Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire 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.

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.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic 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.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky.  It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju):  The Kaiju takes double damage from one specific source, such as an energy or alignment type.  Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.
« Last Edit: December 08, 2009, 01:27:05 PM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #396 on: November 05, 2009, 03:43:53 AM »
I still like the original better...  :bigeye

Prak, the Mad

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #397 on: November 05, 2009, 09:12:23 AM »
hmm... Kaiju Candiru...

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #398 on: November 05, 2009, 11:56:35 AM »
I still like the original better...  :bigeye

I have yet to add the Greater Kaiju Template once this is finished  :D

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #399 on: November 06, 2009, 03:21:24 AM »
I still like the original better...  :bigeye

I have yet to add the Greater Kaiju Template once this is finished  :D
What will happen to the old post?