Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187542 times)

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Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #320 on: July 09, 2009, 05:51:17 PM »
Quote
Dryad, Mushroom
Awesome.
Quote
Dryad, Banana
:blink

Prak, the Mad

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #321 on: July 10, 2009, 05:21:06 AM »
Ok, I'm starting to want to play a character who is on a good will mission to the dryads who aren't getting any... could be a lot of fun...

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #322 on: July 10, 2009, 09:17:38 AM »
Ok, I'm starting to want to play a character who is on a good will mission to the dryads who aren't getting any... could be a lot of fun...

Play a lesbian elf paladin :P
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #323 on: July 10, 2009, 09:51:46 AM »
http://en.wikipedia.org/wiki/Veo

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

                      Veo
                      Large Animal
Hit Dice:             4d8+12 (30 hp)
Initiative:           -1
Speed:                25 ft. (5 squares), 25 ft climb
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 18
Base Attack/Grapple:  +3/+12
Attack:               Claw +7 melee (1d8+4)
Full Attack:          2 Claws +7 melee (1d8+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +7, Ref +3, Will +2
Abilities:            Str 20, Dex 8, Con 17, Int 2, Wis 13, Cha 4
Skills:               Balance +8, Climb +13, Listen +3, Search +3, Spot +3
Feats:                Power Attack, Cleave
Environment:          Warm Forest
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          5-10 HD (Large)
Level Adjustment:     ----

"It's a good thing this critter only eats ants."

The Veo is a giant Pangolin from Cryptozoology.

Skills: Veo have a +8 Racial bonus on Balance and Climb checks.

Combat: The Veo generally don't initiate combat, and the size of their claws dissuades most attackers.

Prak, the Mad

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #324 on: July 11, 2009, 03:40:07 AM »
Ok, I'm starting to want to play a character who is on a good will mission to the dryads who aren't getting any... could be a lot of fun...

Play a lesbian elf paladin :P

actually I was trying to decide between druid and ranger...

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #325 on: July 11, 2009, 03:45:55 AM »
Ok, I'm starting to want to play a character who is on a good will mission to the dryads who aren't getting any... could be a lot of fun...

Play a lesbian elf paladin :P

actually I was trying to decide between druid and ranger...

You could do those also but only if you take Vow of Chastity and become a Beloved of Valarian (not sure how a Beloved of Valarian would be a lesbian but anyway) :P
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #326 on: July 11, 2009, 08:23:13 AM »
Dire Flamingo
                      Huge Animal
Hit Dice:             10d8+30 (75 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Fly 100 ft. (Average)
Armor Class:          14 (-2 Size, +2 Dex, +4 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +7/+23
Attack:               Bite +13 melee (2d6+7)
Full Attack:          Bite +13 melee (2d6+7)
Space/Reach:          15 ft./15 ft.
Special Attacks:    Swallow Whole
Special Qualities:    Low Light Vision, Hold Breath
Saves:                Fort +10, Ref +9, Will +5
Abilities:            Str 26, Dex 15, Con 16, Int 2, Wis 14, Cha 10
Skills:               Listen +6, Search +5, Spot +6
Feats:                Alertness, Endurance, Multisnatch, Snatch
Environment:         Warm Marshes
Organization:         Solitary, Pair, or Flock (10-100)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:         11-20 HD (Huge)
Level Adjustment:     ---

"More friggin' birds...whut the hell are they doin' anyways?"

"They's eatin' the shrimp in this here marsh were wadin' in.  It's how they get their pink feathers.

"WHUT?  Lookit the size of them things! How big are the shrimp theys eatin?"

"...uuhh..."

Let's git tha hell outta this water Bert!"

Swallow Whole (Ex): If a Dire Flamingo successfully uses it's Snatch Feat it may attempt to Swallow Whole it's victim the next round with a successful Grapple Check.  A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage each round it remains swallowed.  It can escape by doing 25 points of damage to the Flamingos stomach (AC 12) wit ha light piercing or slashing weapon.  Once the victim exits muscular action closes hte hole, and additional swallowed opponents must cut their own way out.

Hold Breath (Ex): A Dire Flamingo can hold it's breath for (Constitution Modifier times 6) turns before it risks drowning.

Combat: Dire Flamingos rarely attack in flight.  Usually they land to peck, and take off only if they're losing or their opponents can fly.


bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #327 on: July 11, 2009, 08:35:15 AM »
Dire Moose
                      Huge Animal
Hit Dice:             18d8+90 (171 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +13/+30
Attack:              Gore +22 melee (3d6+22)
Full Attack:          Gore +22 melee (3d6+22)
Space/Reach:          15 ft./10 ft.
Special Attacks:   Dancing (4d8+22), Powerful Charge (6d6+22)
Special Qualities:    Low Light Vision
Saves:                Fort +16, Ref +11, Will +7
Abilities:            Str 32, Dex 10, Con 20, Int 2, Wis 12, Cha 10
Skills:               Listen +12, Spot +11
Feats:                Cold Endurance, Endurance, Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Reckless Charge
Environment:         Cold or Temperate Forest
Organization:         Solitary
Challenge Rating:     8
Treasure:             None
Alignment:            Always Neutral
Advancement:         19-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment:     ---

"Ah don't think that huntin' bows gonna do us a lotta good Bert..."

Dire Moose are easily spooked despite their size, and will often be seen raining death down on some poor soul who happened to simply stand next to them without being noticed for a few moments.

Dancing (Ex): Dire Moose like to stand over foes and do what looks like a little dance on them.  In reality they are slowly trampling them to death.  This works like Trample except the Moose can end movement in it's opponents square, and the opponent gets no save for half damage.

Powerful Charge (Ex): When performing a charge attack a Dire Moose does 6d6+22 damage.  Opponents must also make an opposed Strength Check or be knocked Prone.

Combat: Dire Moose usually charge, and then dance.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #328 on: July 11, 2009, 09:20:45 AM »
NILBOG


   
"As you can see I'm not the usual token mook.  I'm a new and improved mook.  Wait, that came out wrong..."

 It has long been tradition to experiment magically upon the goblinoids, as their bodies seem to have an affinity for mutation that surpasses the other humanoid races.  Even better they tend to breed true once the results have been accomplished. 

While this has long led to many failed experiments by overzealous madmen seeking to quickly create a new race of loyal minions.   Few experiments have gone more wrong than the Nilbogs.  Originally they were intended to be an enhanced warrior race who would be nigh well invulnerable due to being healed by damage.  The magics used to effect this reversal were unpredictable and tricky, and for once even the Goblins they were used on seemed unwilling to do anything but die.  Success was eventually achieved after many deaths, but it was only a partial success.  The Nilbogs only occasionally bred true, and their strange abilities were only occasionally inherited by their line.  Even worse many were in constant pain or were ferociously defiant when given orders.  Being unpredictable and stubborn made them bad servitors, and many were killed or left to fend for themselves. 

Nilbogs appear to be normal goblins, sometimes with odd deformities or skin colors.

NILBOG RACIAL TRAITS STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4
 Base Weight: Male: 30 lbs.  Female: 25 lbs.
 Weight Modifier: x1 lb.

NILBOG CHARACTERS
 If you want to play something unusual, you don't get much more unusual than the Nilbog.  And healing for you will be simple.  All you need to do is start a fight.  A few solid axe blows and you're good as new.
 Adventuring Race: Nilbogs commonly go on adventures because they're ordered to by their superiors.  Of those few who are in the business for themselves. they adventure for money and power.  Same as most Goblins would.
 Character Development: Being as damage actually heals you, you are born to be a melee tank.  You may not do as much damage as other tanks, but you can really soak it up.  Just watch out for the Undead.  Their ability to bestow ability damage or negative levels can just ruin your day.
 Character Names: Nilbogs use Goblin names.  But they usually reverse the names as a way of letting other Goblinoids know who they are.

ROLEPLAYING A NILBOG
 You're a hired killer.  A goblin meant to take opponents by surprise, and be able to kill them off before they can figure out why their weapons aren't hurting you.  Nilbogs are still rare, and not many people know about your condition.  Fewer people know how much grief it causes you mentally either. 
 Personality: Nilbogs are without exception twitchy and bad tempered.  The reversal causes many small frustrating events in their lives, and sometimes this frustration boils over leading to temporary fits of madness.  Many Nilbogs also have minor deformities they ted to be touchy about.  they are reclusive, antisocial, and sometimes just shy of suicidal.  Life is not happy for a Nilbog.
 Behaviors: Nilbogs are pretty much like any other Goblin, but with some noticeable mental problems.  Many have what could charitably be called anger management issues, or are at least mildly scizophrenic.  Something about living with the Reversal effect is not mentally healthy to individuals.
 Language: Nilbogs are Goblins, and as such speak and use the Goblin language as usual.

NILBOG SOCIETY
 Nilbogs live among Goblins, and share their culture and society.  They aren't exactly accepted as normal, but they aren't discriminated against either.  Many Goblins hold them in superstitious fear.
 Alignment : Unlike most Goblins, Nilbogs are almost always Chaotic Evil.  Perhaps it's what they went through to gain their powers, or maybe it's because their life has been so screwed over because of said powers.
 Lands : Most Nilbogs live amongst Goblins, which means the majority of them live in Temperate Plains areas. 
 Settlements : Only other Nilbogs, and possibly some Goblins, can possibly understand what the Nilbogs go through, so it's rare that the leave the Goblin homelands.  Plus among Goblins, they're just another Goblin.  Among other people their unusual nature becomes much more readily apparent.
 Beliefs : Nilbogs worship the Goblinoid pantheon like any other Goblin.
 Relations: Much like the other Goblinoids the Nilbogs consider themselves to be almost permanently at war with the other races.

NILBOG ADVENTURES
« Last Edit: July 11, 2009, 09:30:01 AM by bhu »

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #329 on: July 11, 2009, 12:13:32 PM »
 :o :o :o :o :o :o :o :o

So, a Vivacious Nilbog would have an adjustment of +5 and would be immune to every kind of damage. Now, add a template that gives him immunity to energy drain and after that even Pun-Pun could not kill him.

PS: Nilbog is one of my nicknames so I'm very proud of it :D :D
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #330 on: July 11, 2009, 09:58:28 PM »
Vivacious?

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #331 on: July 11, 2009, 10:05:19 PM »
Vivacious?


Template from the Planar Handbook which makes the creature immune to the effects of a Positive Dominant Environment (thus, immune to positive energy damage) ;)
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #332 on: July 12, 2009, 07:31:02 AM »
Looking at the book I was under the impression they were just immune to the effects of the Positive Energy Plane. 

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #333 on: July 12, 2009, 07:33:47 AM »
Looking at the book I was under the impression they were just immune to the effects of the Positive Energy Plane. 

My impression is that it makes them also immune to positive energy damage but I may be mistaken.
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Agita

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #334 on: July 12, 2009, 07:41:47 AM »
Looking at the book I was under the impression they were just immune to the effects of the Positive Energy Plane. 

My impression is that it makes them also immune to positive energy damage but I may be mistaken.
You are.

Quote from: Planar Handbook, page 133
Positive Adaptation (Ex): Vivacious creatures do not exceed
their full normal hit points or need to make Fortitude saves
due to being in a positive-dominant environment.
I see nothing to suggest that they would be immune to positive energy damage.

In any case, hit point damage is only one way of killing stuff. They would still be subject to death effects, ability damage, negative levels etc.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #335 on: July 12, 2009, 09:40:40 AM »
True, but there's not much of that at lower levels

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #336 on: July 12, 2009, 12:44:14 PM »
In any case, hit point damage is only one way of killing stuff. They would still be subject to death effects, ability damage, negative levels etc.

The Voidmind template can take care of ability damage, ability drain and energy drain (and for some reason while MM3 says it's LA is +3, the Template handbook says it's LA is +1). Death effects will still affect him unless the creature attains a Divine Rank.

As far as the Vivacious template is concerned, yeah I was reading it wrong :P
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #337 on: July 13, 2009, 09:37:25 AM »
Titan Budgie (aka the Dire Dire Pigeon)
                      Colossal Animal
Hit Dice:             36d8+360 (522 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          22 (-8 Size, +20 Natural), touch 2, flat-footed 22
Base Attack/Grapple:  +27/+58
Attack:               Bite +35 melee (4d6+22/19-20)
Full Attack:          Bite +35 melee (4d6+22/19-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:    Trample (4d6+30)
Special Qualities:    Low Light Vision, DR 5/-
Saves:                Fort +30, Ref +20, Will +12
Abilities:            Str 40, Dex 10, Con 30, Int 1, Wis 10, Cha 14
Skills:               Listen +13, Search +8, Spot +13
Feats:                Awesome Blow, Cleave, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Bite), Mighty Roar, Multisnatch, Overwhelming Critical (Bite), Power Attack, Snatch, Stamp, Weapon Focus (Bite)*
Environment:         Warm or Temperate Plains
Organization:         Solitary, Pair, or Flock (3-6)
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral
Advancement:         37-72 HD (Colossal)
Level Adjustment:     ---

* All feats not found in the PHB are from Savage Species or the Draconomicon.

"Screw this Bert.  Lets just refund their money."

PEEEEP!!!


Titan Budgies are the unfortunate side effect of a prank at a wizards college.  Superficially they resemble baby chicks, or songbirds who have grown so massive that their wings have atrophied and they can no longer fly.  They spend much of their time pecking about for food or peeping in a surprisingly loud bass voice. Titan Budgies are also notoriously territorial and will crush or run off anything larger than Medium Size class that gets in their domain (medium size critters are for light snacking).  It is highly rumored that the mages responsible died or fled the Plane.  Many locals whose farms the Titan Budgies have uprooted would very desperately like to know the truth of this.  And it's not because they expect to sodomize them with a pitchfork or something cliche.  Really, they swear.

Trample (Ex): DC 43 Reflex Save for Half Damage.

Combat: Titan Budgies normally use their Trample attacks against annoying small critters unless they're feeling hungry.  Then they peck.


bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #338 on: July 16, 2009, 08:48:01 AM »
work in progress, my newest take on the Kaiju Template

Kaiju, Lesser

Unlike normal Templates, Lesser Kaiju is not applied to a Base Creature.  lesser Kaiju are little more than gigantic Animals or primitive Humanoids with few if any special powers other than their incredible toughness.  

Size: Lesser Kaiju are Colossal.    

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 Lesser Kaiju begin with 40d12 Hit Dice, giving them 480 hit points (plus their Constitution Modifier times 40).

Speed: Base Land Speed is 30'.

Armor Class: All Lesser Kaiju have a +30 Natural Armor Class Modifier.

Attacks: Lesser Kaiju have a BAB of +40, 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).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.

Special Attacks: All Lesser Kaiju gain a Trample Attack and Frightening Presence:

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

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.

Lesser Kaiju also get 3 choices from the following list:

Acid Spray (Ex):  Once every 1d4 turns you can spray acid in either an 80' Cone or a 10' by 150' line.  The opponent gets a Reflex Save for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution Modifier), and the attack does 20d6 Acid damage.

Acid Sting (Ex):  The Lesser Kaiju's Primary Natural Attack injects acid instead of poison.  In addition to the attacks regular damage it also does 4d6 Acid damage.  On each subsequent turn the victim takes Acid damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).

Attach (Ex): The Lesser 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 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blood Drain (Ex):  The Lesser Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check, 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 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.  If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

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 Lesser 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.  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, 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, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.  

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

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

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.

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).

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

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 bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

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

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

Special QualitiesSaves: Base Saving Throws are all +22 (plus the appropriate Stat Modifier).

Abilities: Lesser Kaiju begin with the following Stats: Str 40, Dex 10, Con 40, Int 3, Wis 14, Cha 30.  The Lesser Kaiju also has 10 points to distribute among it's Stats as you see fit.

Skills: Choose up to any 6 skills as your Lesser Kaiju's class skills.

Feats: A Lesser Kaiju gets 14 Feats, 7 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: 25

Treasure: None

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

Advancement: 41-50 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:


Snookums (Kaiju Kitty)
                      Colossal Kaiju
Hit Dice:             40d12+640 (1120 hp)
Initiative:           +2
Speed:                50' ft. (10 squares), Climb 50'
Armor Class:          34 (-8 Size, +2 Dex, +30 Natural), touch 4, flat-footed 32
Base Attack/Grapple:  +40/+72
Attack:               Claw +47 melee (4d6+15,8-20)
Full Attack:          2 Claws +47 melee (4d6+15, 18-20) and 1 Bite +42 melee (2d8+7)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Battle Frenzy: Speed Variant, Augmented Criticals, Pin Down), Pounce, Rake (+47 melee, 4d6+7), Improved Grab
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (+20 Land Move, Climb Speed, Sprint)
Saves:                Fort +38, Ref +24, Will +25
Abilities:            Str 40, Dex 14, Con 40, Int 3, Wis 16, Cha 34
Skills:               Balance +10, Climb +23, Hide +10, Jump +23, Listen +13, Move Silently +9, Spot +13
Feats:                Extra Attack x2 (Bite, +1 Claw), Improved Grab, Pounce, Racial Skill Bonus x8 (+8 Balance, Climb and Jump, +4 on Hide and Move Silently), Rake, Scent
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---


                      Tsuyoi Ari (Kaiju Ant)
                      Colossal Kaiju
Hit Dice:             40d12+720 (1200 hp)
Initiative:           +4
Speed:                50 ft. (10 squares), Climb 50'
Armor Class:          47 (-8 Size, +45 Natural), touch 2, flat-footed 47
Base Attack/Grapple:  +40/+73
Attack:               Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Full Attack:          Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Acid Sting, Augmented Criticals, Swallow Whole)
Special Qualities:    DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 15, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement Type:Climb, Enhanced Movement, Heavy Armor)
Saves:                Fort +39, Ref +22, Will +25
Abilities:            Str 44, Dex 10, Con 44, Int 3, Wis 16, Cha 30
Skills:               Climb +27, Listen +13, Spot +13, Survival +16
Feats:                Blind-Fight, Cleave, Close-Quarters Fighting, Diehard, Endurance, Great Cleave, Improved Grab, Improved Initiative, Improved Toughness, Increased Toughness x5, Keen Scent, Power Attack, Scent, Track
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---




Ika (Kaiju Squid)
                      Colossal Kaiju
Hit Dice:             40d12+640 (1120 hp)
Initiative:           +4
Speed:                Swim 50' ft. (10 squares)
Armor Class:          32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +40/+76
Attack:               Tentacle +52 melee (4d6+20)
Full Attack:         10 tentacles +52 melee (4d6+20) and 1 Bite +52 melee (4d6+10)
Space/Reach:          30 ft./20 ft. (40 ft. with Tentacles)
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Constrict, Extended Reach: Tentacles, Ink Cloud), Improved Grab
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Enhanced Movement, Jet, Regeneration: Vulnerable to Electricity)
Saves:                Fort +37, Ref +22, Will +24
Abilities:            Str 50, Dex 10, Con 40, Int 3, Wis 14, Cha 30
Skills:               Search +16, Spot +15, Swim +38
Feats:               Extra Attack x10 (9 tentacles and 1 Bite), Improved Grab, Improved Initiative, Improved Multiattack, Improved Natural Attack (Bite), Improved Toughness, Multiattack, Multigrab, Swim-By Attack
Environment:          Any Aquatic
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---


Camazotz (Kaiju Bat)
                      Colossal Kaiju
Hit Dice:             40d12+600 (1080 hp)
Initiative:           +7
Speed:                30' ft. (6 squares), Fly 50' (Poor)
Armor Class:          35 (-8 Size, +3 Dex, +30 Natural), touch 5, flat-footed 32
Base Attack/Grapple:  +40/+71
Attack:               Bite +57 melee (4d6+15, x3)
Full Attack:          Bite +57 melee (4d6+15, x3)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Augmented Criticals, Blood Drain, Windstorm)
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement: Flight, Enhanced Movement: Flight, Sonar)
Saves:                Fort +37, Ref +31, Will +26
Abilities:            Str 40, Dex 16, Con 40, Int 3, Wis 18, Cha 30
Skills:               Hide +0, Listen +18, Move Silently +13, Spot +18
Feats:                Ability Focus (Frightful Presence), Dodge, Epic Reflexes, Eyes in the Back of your Head, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grab, Improved Initiative, Keen Scent, Large and in Charge, Lightning Reflexes, Mobility, Racial Skill Bonus x2 (+4 Spot and Listen), Scent, Wingover
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---



KAIJU FEATS

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+): You 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.

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

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.

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.

Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes: Amphibious, or Aquatic.

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: November 28, 2009, 09:48:03 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #339 on: July 19, 2009, 09:35:01 AM »
work in progress


                      Goomba
                      Small Plant
Hit Dice:             1d8 (4 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple:  +0/-
Attack:               Headbutt -1 melee (1d3-1) or Spit Thorn +0 Ranged (1d3)
Full Attack:          Headbutt -1 melee (1d3-1) or Spit Thorn +0 Ranged (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spit Thorn
Special Qualities:    Low Light Vision, Plant Traits
Saves:                Fort +0, Ref +2, Will +2
Abilities:            Str 8, Dex 10, Con 10, Int 10, Wis 14, Cha 8
Skills:               Climb +1, Jump +3, Knowledge (Dungeoneering) +2
Feats:               
Environment:          Any
Organization:         Solitary, Pair, Group (3-10), Horde (100+)
Challenge Rating:     
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment: +0

work in progress
« Last Edit: July 29, 2009, 09:22:09 AM by bhu »