Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 148427 times)

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #680 on: April 02, 2011, 08:39:18 AM »
round 1 of sea dragon edits up, round 2 coming

veekie

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #681 on: April 02, 2011, 01:59:26 PM »
Thoughts on giving it a resilience to status effects from it's sheer bulk? I.e. any attack that doesn't cover at least a quarter of it's volume has a percentile chance of fading in subsequent rounds.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #682 on: April 08, 2011, 09:47:07 AM »
bees, cat slimes, sea dragon updated.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #683 on: April 09, 2011, 06:57:20 AM »
Dire Dog (Toy Breed)
                      Medium Animal
Hit Dice:             2d8+2 (11 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          14 (+3 Dex, +1 Natural), touch 13, flat-footed 11
Base Attack/Grapple:  +1/+1
Attack:               Bite +4 melee (1d6)
Full Attack:          Bite +4 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Trip
Special Qualities:    Low Light Vision, Scent, Random Health problem
Saves:                Fort +4, Ref +6, Will +1
Abilities:            Str 11, Dex 17, Con 12, Int 2, Wis 12, Cha 8
Skills:               Hide +4, Listen +2, Move Silently +4, Spot +2, Survival +2
Feats:                Track, Weapon Finesse (B)
Environment:          Domesticated
Organization:         Solitary, Pair, or Group (3-5)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"It's got me by a sensitive place Abner.  Do not bash it in the head when making your sneak attack."

Toy breeds are innumerable small size Dire Wolf mutants with varying degrees of health problems and insanities.  Kept as pets, they often are more of a detriment to their master than his opponents due to their random unpredictable nature.

Trip (Ex): If the Toy Breed successfully hits with it's Bite Attack it may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If the attempt fails the opponent doesn't get a Trip attempt in return.

Random Health Problem (Ex): Choose from among one of the following health problems (this can't be switched later).  Toy breeds are infamous for them:

Spontaneous Combustion: Anytime the dog takes damage it must make a Fortitude Save (DC is equal to 10 plus damage) or explode doing 5d6 fire damage in a 10' area.

Spontaneous Zombification: Anytime your dog goes to sleep roll 1d100.  On a 1 it gains the Zombie template.  If brought to less than 0 hit points it automatically gains the Zombie template.

Possible Madness: The dog is permanently Confused, as per the spell. CR 1/2

Fury: Anytime the dog is attacked, takes damage, or is upset it immediately goes into Frenzy (see Complete Warrior page 34).  +1 CR

Fears: Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it becomes either Paralyzed in fear for 2d6 hours, or Panicked for a similar period of time.  Interestingly if Panicked it doesn't need to move in a straight line away from the source of fear, but sometimes runs in circles around it. +1 CR

Projectile Vomiting/Other:  Anytime the dog takes damage, makes a Saving Throw, or is in some way upset it sprays vomit in a 10' Line.  Anything in that Area must make a DC 12 Fortitude Save or be Nauseated 1d3 rounds.

Flatulence Flight:  Exactly one hour after the dog eats there is a small chance of explosive flatulence,  temporarily giving it a Flight move of 40' for 1d6 rounds as long as it moves forwards or backwards in a straight line (or straight up).

Crippling Obesity: The dog is 5 times it's normal body weight.  It becomes Fatigued by performing any Standard or Full Round Action, and Exhausted if it performs one 3 or more rounds in a row.  On the other hand it's odd dimensions and mass give it a +8 Racial Bonus on Checks made to resist Bull Rush or Grapple Checks.  It also gains DR 2/- from it's rippling yards of backfat.

Random Psychic Stare:  At any given time the DM may roll 1d20.  On a 20 result, the dog spontaneously develops an Int Score of 20 for 1d6 minutes along with the ability to cast Dominate at will (caster Level is equal to HD) as a Supernatural Ability.  "Move along citizen this perfectly ordinary but staring Chihuahua has no unusual powers and its not a threat." +1 CR

OMG this shrubbery is alive:  Due to some hideous malformation of it's normal hairiness, your dog looks like a hideously diseased bush when remaining still.  It gains the Camouflage Ability listed on page 50 of the PHB). +1 CR

Jowly: Your dog has a huge head, increasing it's Bite damage to 1d8, but giving it a -8 Racial Penalty to Balance Checks.

Diseased: This dog carries any disease listed in the DMG, and merely touching it can transmit the infection regardless of how you can normally catch it.  The dog is immune, the rest of you wish you were that lucky. +1 CR

Spontaneous Fainting:  Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it becomes Unconscious for 1 minute. CR 1/2

Nervous: Anytime the dog is surprised or fails a Willpower Save that results in a Fear Effect or a Morale Penalty it does 2d6+6 damage to everything within 10' and then dies as it's nervous system implodes upon itself.

Combat: Toy Dogs vary.  Some immediately flee combat, some are quick to charge and bite, and some are actual decent at it.  Much of it varies with how sane hte dog is.

Variants:

Annoying (Affenpinscher, Bichon Frise, Chihuahua, Pekingese, Pomeranian, Shih Tzu): Your dog barks non stop granting it the following ability:

Yap (Ex):  Your dogs non stop yapping gives everything within 60' a -4 to Concentration and Listen Checks.



Energetic (Cavalier King Charles Spaniel, Italian Greyhound, Lowchen, Miniature Pinscher, Silky Terrier, Toy Fox Terrier, Yorkshire Terrier): You dog runs about getting into things non-stop granting it the following ability:

Distracting (Ex): Your dog gets a +2 Racial Bonus on Listen, Search, and Spot Checks, but everything within 10' of him gets a -4 Penalty to Concentration Checks.

 

Stout (Boston Terrier, French Bulldog, Pug): You dog is more squat than normal giving him -10 land speed, increasing bite to 1d8, and giving him the following ability:

Improved Grab (Ex): If the Dog successfully hits with it's Bite Attack it immediately gets a Grapple Check as a Free Action without  provoking an Attack of Opportunity.  If successful it deals it's bite damage each round it maintains the Grapple.  +1 CR



bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #684 on: April 25, 2011, 08:52:16 AM »
Veekies bees have an update!

veekie

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #685 on: April 25, 2011, 07:09:49 PM »
So gonna take a Sun Bee Hive and make it fire sun-lasers.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #686 on: April 27, 2011, 08:43:10 AM »
more bee updatage

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #687 on: May 04, 2011, 07:15:31 AM »
Ramming Roller
                      Large Dragon
Hit Dice:             8d12+36 (88 hp)
Initiative:           +1
Speed:                40 ft. (8 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+17
Attack:               Bite +12 melee (1d8+5)
Full Attack:          1 Bite +12 melee (1d8+5) and 2 Claws +7 melee (1d6+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Rollin', Rollin', Rollin'
Special Qualities:    Dark Vision 60', Just a Ball, DR 5/-, Fire Resistance 5
Saves:                Fort +12, Ref +7, Will +6
Abilities:            Str 20, Dex 12, Con 18, Int 2, Wis 11, Cha 12
Skills:               Listen +6, Spot +5
Feats:                Diehard, Endurance, Great Fortitude
Environment:          Temperate Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-16 HD (Large)
Level Adjustment:     ---

"Don't worry. You're small and you're weak. That'll make you less of a target! They'll see you as sick or insane and go after the more viking-like teens instead. "

Ramming Rollers are odd land bound Dragons that lack wings, and tend to kill victims by rolling over them while curled into a ball.

Rollin', Rollin', Rollin' (Ex)  As a Full Round Action the Ramming Roller performs a Charge Attack, and balls up before hitting the first target.  If the attack is successful it does 2d6+10 damage, and the target must make a Fortitude Save (DC is equal to 10 plus the damage done) or be Knocked Prone.  If the Ramming Roller still has movement left, and there are other viable targets in the straight line of it's Charge attack, it may continue it's Rollin' attack until it fails to knock a target down.

Just a Ball (Ex) As a Swift Action a Ramming Roller can 'ball up' or go back to normal.  While rolled into a ball the Rollers Natural Ac Bonus increases to +12, and It's DR increases to 8/- due to it's armor plates overlapping.  However as a disadvantage it cannot move or attack while rolled up.

Combat: Ramming Rollers tend to just run people down.  They really don't have much else as a strategy.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #688 on: May 04, 2011, 08:23:08 AM »
Updated the list, left possible surprise for veekie on page 1

Dilvish

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #689 on: May 04, 2011, 11:54:00 AM »
Two cactus dryads for you (NSFW).

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #690 on: May 04, 2011, 11:08:53 PM »
Two cactus dryads for you (NSFW).

That is just awesome  :D

Thanks!

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #691 on: May 05, 2011, 09:40:42 AM »
Okay before new stuff I need to gte those cat slimes done like i promised waaay back

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #692 on: July 10, 2011, 01:02:29 AM »
Beholder, Biclops
                      Large Aberration (Psionic)
Hit Dice:             11d8+44  (93 hp)
Initiative:           +2
Speed:                5 ft. (1 squares), Fly 20 ft. (Good)
Armor Class:          26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24
Base Attack/Grapple:  +8/+12
Attack:               Bite +7 melee (2d4)
Full Attack:          Bite +7 melee (2d4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spookity Psychic Powahs
Special Qualities:    Dark Vision 60', Flight, Power Resistance 23
Saves:                Fort +7, Ref +5, Will +9
Abilities:            Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Skills:               Autohypnosis +14, Concentration +16,  Hide +8, Knowledge (Psionics) +15, Listen +12, Psicraft +15, Search +13, Spot +12, Survival +12
Feats:                Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment
Environment:          Cold Mountains
Organization:         Solitary
Challenge Rating:     11
Treasure:             Double Standard
Alignment:            Usually Neutral Evil
Advancement:          12-16 HD (Large)
Level Adjustment:     ---

"I swear if you do any laughing I will pull out your intestines with my mind."

Biclops Beholders look like Beholders but with two eyes like most humanoids, and small tentacular or horny growths as opposed to eyestalks. As usual they were an experiment to increase Beholder power by the Beholder Nations, and they turned out to be weird psychic mutants the regular Beholders felt compelled to murder.  Naturally they fled, and now they hide in lonely mountains nursing their various neuroses and plotting revenge.  They're surprisingly accepting of anyone who doesn't criticize their physical appearance and is willing to help them in their revenge schemes. 

As they were bio-engineered to be slave warriors the Biclops were made without any form of telekinesis, supposedly ensuring their loyalty.  All it's done is mad them dependent on hirelings until they can do enough research to develop the ability for themselves.  Many take levels in Psion.
 
Spookity Psychic Powahs: At will: Charm (Psionic). Concussion Blast, Dispel Psionics, Ectoplasmic Cocoon, Mindlink

3/day: Disintegrate (Psionic), Dominate (Psionic), Fuse Flesh, Personality Parasite, Teleport (Psionic)

Combat:  Biclops generally rely on terrain and flight to their advantage to pick opponents off one by one with their psychic abilities.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #693 on: July 19, 2011, 04:41:39 AM »
Fish Bastards
                      Medium Monstrous Humanoid (Aquatic, Amphibious)
Hit Dice:             10d8+50 (95 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          28 (+10 Natural, +8 Armor), touch 10, flat-footed 28
Base Attack/Grapple:  +10/+19
Attack:               Claw +15 melee (1d6+5)
Full Attack:          2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d8+2) or by Longsword +15/+10 melee (2d6+5/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, +5d6 Sneak Attack, Improved Water Combat, Dabbler
Special Qualities:    Dark Vision 60', Immortality, Spell Resistance 20, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion
Saves:                Fort +10, Ref +7, Will +9
Abilities:            Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15
Skills:               Concentrate, Hide, Intimidate, Listen, Move Silently,  Search, Spot, Survival, Swim, Use Magic Device
Feats:                Combat Expertise, Deft Strike (Complete Scoundrel), Improved Feint, Telling Blow (PHB 2)
Environment:          Any Aquatic
Organization:         Solitary, Group (3-8), or City (potentially hundreds)
Challenge Rating:     10
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class
Level Adjustment:    ---

"Fish Basterds.  Well there goes the neighborhood.  Git me mah fishin' pole son."


Fish Bastards are so called because nobody really knows their actual name as they refuse to communicate with other races whom they consider slaves, food, or breeding stock.  Fish Bastards have somehow perfected a magical curse that allows them to interbreed with virtually any species, after which the victims only produce Fish Bastards at any point they become pregnant (which quite frankly also influences their nickname, they really aren't nice guys).  They truly believe the easiest way to take over the world is to simply breed everyone else out of existence.  You can pretty much see how they got the name...

Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter.  Any opponents rolling a Natural 1 on their Willpower Save must

Sneak Attack (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Water Combat (Ex): Fish Bastards are used to fighting underwater, and when doing so get a +2 Circumstance Bonus to all Attack and Damage rolls and all Opposed Checks.  They also gain one additional die of Sneak Attack if their opponent has no Swim Speed.

Dabbler (Sp): Fish Bastards frequently dabble in magic whether or not they actually have levels in a casting class.  They may choose any three Level 1 spells from the Wizard list to cast 3/day, any 3 spells form the Level 2 Wizard list 2/day, and any one spell from the Level 3 list 1/day as Spell-Like abilities.

Immortality (Ex):  Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease.  They do not die unless purposefully killed.  Or unless big things fall on them.

Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.

Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Improved Evasion (Ex): Identical to the ability listed in page 50 of the PHB.

Combat: Generally FB's tend to swarm boats to bring them down, so they can fight in the water, or they sneak into towns at night to kidnap women or kill and steal.  Raids are quick hits to get back in the water as they really prefer to fight in the water.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #694 on: July 30, 2011, 04:59:06 AM »
Dire Cuttlefish
                      Small Animal (Aquatic)
Hit Dice:             2d8+1 (10 hp)
Initiative:           +3
Speed:                5 ft. (1 square), Swim 30 ft.
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/+2
Attack:               Tentacles +4 melee touch (Grapple)
Full Attack:          Tentacles +4 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Snatch, Poison
Special Qualities:    Low Light Vision, Chameleon, Ink, Jet
Saves:                Fort +4, Ref +6, Will +2
Abilities:            Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 10
Skills:               Escape Artist +13, Hide +13, Listen +2, Move Silently +3, Spot +7, Swim +9
Feats:                Weapon Finesse
Environment:          Warm or Temperate Aquatic
Organization:         Solitary or Group (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:         3-6 HD (Medium)
Level Adjustment:     ---

"Of all the things to go fishin' for Bert.  Ah cain't believe that lady wants these things as pets."

Dire Cuttlefish are pretty large, but usually don't attack humans or similar sized critters unless it's mating season or they're ill or scared.  They normally hunt small prey with their two extending feeding tentacles, but larger prey will be grappled if necessary.  Oddly enough they make decent pets as long as they're well cared for.  They look menacing enough most people won't jump into a moat filled with them.

Improved Grab (Ex): If the Cuttlefish hits with it's Tentacles Attack it automatically gets a Grapple Check as a Free Action without provoking an Attack of Opportunity.  It may Grapple opponents up to 1 Size Class larger than itself and does not take Size Penalties to Grapple Checks.  The Cuttlefish bites it's opponent for 1d3+1 damage with a successful Grapple Check.

Snatch (Ex): The Cuttlefish has two feeding tentacles that have a reach of 10'.  If an opponent 2 Size Classes smaller than itself is within that range it can use them to make it's Tentacle Attack/Grapple Check.  If it's opponent is unaware of it or Denied it's Dexterity Bonus to AC, the Dire Cuttlefish get's a +4 Racial Bonus on the Attack roll, and subsequent Grapple Checks.

Poison (Ex): Injury, DC 12 Fort Save (Save DC is Con based), Initial and Secondary damage 1d4 Dex.

Chameleon (Ex): The Dire Cuttlefish gets a +10 Racial Bonus to Hide Checks, and also has the Camouflage and Hide in Plan Sight abilities listed on page 46 of the PHB.

Ink (Ex): A Cuttlefish can emit a 10'x10'x10' cloud of black ink once per minute as a Free Action.  The cloud provides total concealment, and obscures all vision inside it.  They usually use this opportunity to flee. 

Jet (Ex): Once per round as a Full Action the Cuttlefish can jet backward 200' in a straight line.  This movement does not provoke Attacks of Opportunity.

Skills: Dire Cuttlefish get a +10 Racial Bonus to Escape Artist Checks, and a +8 Racial Bonus to Swim Checks.  They may always Take 10 on a Swim check even if distracted or endangered, and may use the Run Action while swimming in a straight line.

Combat: Cuttlefish like to hide or silently swim up behind their prey.  Smaller prey gets snatched by their feeding tentacles.  Larger prey is grappled in the more normal manner.
« Last Edit: August 04, 2011, 05:00:36 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #695 on: August 09, 2011, 05:12:31 AM »
Dire Butterfly
                      Huge Vermin
Hit Dice:             15d8+30 (97 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          18 (-2 Size, +4 Dex, +6 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +11/+23
Attack:               Proboscis +13 (1d8+4)
Full Attack:          Proboscis +13 (1d8+4)
Space/Reach:          15 ft./10 ft.
Special Attacks:      -
Special Qualities:    Dark Vision 60', Vermin traits, Scent, Toxic flesh
Saves:                Fort +11, Ref +9, Will +7
Abilities:            Str 18, Dex 18, Con 14, Int -, Wis 14, Cha 14
Skills:               Spot +10, Survival +2 (+10 Tracking or Orientation)
Feats:                -
Environment:          Temperate Plains or Forests
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          16-32 HD (Gargantuan)
Level Adjustment:     ---

"What are we being paid for this Abner?"

Dire Butterflies are elephant sized.  No one knows how or why they came into existence, but drunkenness and Gawds are mentioned often.  Color and appearance varies, but they tend to suck down a lot of poisonous plants as young un's so biting one is a baaad idea.  They're fairly inoffensive as long as you don't get between them and food.

Toxic Flesh: Many of the plants commonly eaten by Dire Butterflies are quite toxic.  Anything attempting to bite or swallow (!) the Dire Butterfly that hits successfully must make a DC 19 Fortitude Save (Save DC is Constitution based) or be poisoned.  Initial and Secondary damage is 1d6 Con.

Skills: Dire Butterflies get a +8 Racial Bonus to Spot Checks, and to Survival Checks to track via scent or orient themselves.

Combat: Dire Butterflies ten to whack opponents with their proboscis once and then leave if their persistent.

veekie

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #696 on: August 09, 2011, 09:22:26 AM »
Somehow the butterfly doesn't seem very threatening for it's CR.

Maybe throw in poison powder on its wings as inhaled?
Or maybe hypnotic patterns.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #697 on: August 09, 2011, 09:35:32 AM »
Somehow the butterfly doesn't seem very threatening for it's CR.

Maybe throw in poison powder on its wings as inhaled?
Or maybe hypnotic patterns.
15 HD, 97 HP, 60 ft. fly speed, 10 ft. reach, +13 attack, and an ability that will quickly kill a level 5 char that uses bite attacks.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]

veekie

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #698 on: August 09, 2011, 09:42:36 AM »
Quote
level 5 char that uses bite attacks.
That there be the problem. Not many of those out there, and if they don't bite the thing can't do damage worth looking.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #699 on: August 09, 2011, 10:10:20 AM »
Quote
level 5 char that uses bite attacks.
That there be the problem. Not many of those out there, and if they don't bite the thing can't do damage worth looking.
It's still a 97 hp creature with 10 ft. reach and flight vs. 4 level 5 PC's. They will likely have 1 casting of fly at most, and this creature has strong saves, which make Save or die a poor choice. The party is left targeting it's hp, which are quite high. And it can outrun almost any Level 5 PC.
It can drop a CON 14 wizard in 3 hits.
It can drop a CON 14 rouge in 4 hits.
It can drop a CON 14 Cleric in 5 hits.
It can drop a CON 16 Fighter in 6 hits.
That's assuming average damage.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

But it's not the tool's fault if you use it for something else and you fail utterly, such as trying to eat cereal with a butterknife, pounding nails with a screwdriver, blogging to voice your political opinions, and brushing your teeth with a hammer.
[/spoiler]