Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187472 times)

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Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #340 on: July 19, 2009, 04:12:16 PM »
<facepalm>

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #341 on: July 19, 2009, 09:58:03 PM »
<facepalm>

In my defense I had a request for these things...

Although currently said request is on hold till the "is it a plant or a monstrous humanoid" conversation is over

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #342 on: July 20, 2009, 08:38:46 AM »
Okay I think I have the Lesser Kaiju Template done except for CR, and anything people would like to see added.

So what animal/vermin/humanoid would you like to see used for the example critters?  :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #343 on: July 25, 2009, 10:57:54 AM »
1st example Kaiju up.  SInce there were no requests I went with my instincts.   :p

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #344 on: July 29, 2009, 09:22:29 AM »
Goomba and Lesser Kaiju updated

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #345 on: July 31, 2009, 08:40:32 AM »
Think CR 25 is okay for the Lesser Kaiju?

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #346 on: August 03, 2009, 09:46:10 AM »
Hmm, how Snookums could be used in a campaign? :P
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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #347 on: August 04, 2009, 08:46:08 AM »
Hmm, how Snookums could be used in a campaign? :P

Small village defended by large kitten/god :D

Nuntius Mortis

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #348 on: August 04, 2009, 09:53:18 AM »
Hmm, how Snookums could be used in a campaign? :P

Small village defended by large kitten/god :D

Interesting, interesting. A village of Cat Burglars of the Budda race defended by Snookums  :P
Never underestimate a halfling!

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #349 on: August 09, 2009, 09:50:40 AM »
not meant for my silly campaign but i had a request, so I gotta put it somewhere:


Abeil Vassal, Debarta
                      Large Monstrous Humanoid
Hit Dice:            3d8+9 (22 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class:          12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple:  +2/+9
Attack:               Claw +4 melee (1d6+3)
Full Attack:          2 Claws +4 melee (1d6+3) and 1 Sting -1 melee (1d6+1 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Drone, Improved Grab, Poison
Special Qualities:    Dark Vision 60', Cold Resistance 20, Hive Mind
Saves:                Fort +4, Ref +4, Will +4
Abilities:            Str 16, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills:               Craft (Any 1) +0, Knowledge (any 1) +0, Listen +4, Search +4, Spot +3, Survival +6
Feats:                Alertness, Skill Focus (choose 1 skill)
Environment:          Any Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Scout)
Level Adjustment:     +3


"Aww they look like giant fwuffy bee critters.  Can we take one home?"

"Seriously, what the hell is wrong with you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a Willpower Save (Save DC is Charisma Based).  This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Search and Survival Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties.  But if they are required to the Vassals make decent hit and run fighters.
« Last Edit: August 13, 2009, 07:59:50 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #350 on: August 09, 2009, 05:15:10 PM »
Kewl.  :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #351 on: August 13, 2009, 09:45:34 AM »
Abeil Soldier, Debarta
                      Huge Monstrous Humanoid
Hit Dice:            14d8+90 (153 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class:          13 (-2 Size, +5 Natural), touch 8, flat-footed 13
Base Attack/Grapple:  +10/+28
Attack:               Claw +18 melee (1d8+10) or Longspear +18 melee (3d6+10/x3)
Full Attack:          2 Claws +18 melee (1d8+10) and 1 Sting +13 melee (1d8+5 plus poison) or Longspear +18/+13 melee (3d6+10/x3)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Drone, Improved Grab, Poison, Favored Enemy, Buzzing Fury
Special Qualities:    Dark Vision 60', Cold Resistance 25, Hive Mind, DR 10/Magic
Saves:                Fort +9, Ref +9, Will +9
Abilities:            Str 30, Dex 11, Con 20, Int 8, Wis 11, Cha 12
Skills:               Knowledge (any one) +2, Intimidate +10, Listen +7, Spot +7, Survival +3
Feats:               Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack
Environment:          Any Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Ranger)
Level Adjustment:     +5

"Omg the fluffy bee critters come in ginormagantuan size! GLEE!"

"How am I related to you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 18 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Favored Enemy (Ex): This is identical to the Ranger ability of the same name, and stacks with it.  The Soldier gets a +4 Favored Enemy Bonus against one type of enemy.

Buzzing Fury (Su): As a Swift Action the Soldier can begin a high pitched keening sound that disturbs opponents.  Whichever opponent it attacks in melee that round must make a DC 18 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.  If the Save is successful the opponent is immune to this Soldiers Buzzing Fury for 24 hours.  The Soldier may use this ability once every 1d4 rounds.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers usually charge en masse performing Flyby Attacks in conjunction with their Buzzing Fury ability.  Once they've injured opponents or slowly whittled them down they close for the grapple and sting.
« Last Edit: August 15, 2009, 08:48:06 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #352 on: August 14, 2009, 09:33:32 AM »
http://en.wikipedia.org/wiki/Wolpertinger

http://www.museumofhoaxes.com/hoax/animals/comments/4289/

Promised someone on the crypto thread id do one of thses and this seemed to be the most logical place to post it

Wolpertinger
                      Tiny Magical Beast
Hit Dice:             1d8+1 (5 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 40 ft. (Good)
Armor Class:          17 (+2 Size, +4 Dex, +1 Natural) touch 13, flat-footed 16
Base Attack/Grapple:  +0/-11
Attack:               Bite +4 melee (1d6-3)
Full Attack:          1 Bite +4 melee (1d6-3) and 2 Claws (1d6-3)
Space/Reach:          2 1/2 ft./ 0 ft.
Special Attacks:      Rake 1d6-3, Pounce
Special Qualities:    Low Light Vision, Scent
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 4, Dex 18, Con 12, Int 6, Wis 14, Cha 10
Skills:               Hide +12, Listen +6, Move Silently +8, Spot +6
Feats:              Weapon Finesse
Environment:          Temperate Forest
Organization:         Solitary, Pair, Pack (6-10), or Troupe (11-40)
Challenge Rating:     1/3?
Treasure:             None
Alignment:            Always Neutral
Advancement:          -
Level Adjustment:     ---

"OMG! I think that bunny thing just bit off Johnson's toe!"

Wolpertingers are odd little beasts thought to be legendary rabbit monsters, but actually just hoaxes.

Skills: Wolpertingers have a +4 Racial Bonus on Spot and Listen checks.

Combat: Charge and nibble.  Fly away if there is resistance.  Swoop down from the skies and nibble.  Repeat till human becomes lunch.
« Last Edit: August 17, 2009, 08:17:26 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #353 on: August 15, 2009, 08:46:31 AM »
Abeil Queen, Debarta
                      Large Monstrous Humanoid
Hit Dice:            20d8+80 (170 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class:          12 (-1 Size, +3 Natural), touch 9, flat-footed 12
Base Attack/Grapple:  +15/+26
Attack:               Claw +21 melee (1d6+7)
Full Attack:          2 Caws +21 melee (1d6+7) and 1 Sting +16 melee (1d8+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Drone, Improved Grab, Poison, Spells
Special Qualities:    Dark Vision 60', Cold Resistance 25, Hive Mind,SR 25
Saves:                Fort +9, Ref +9, Will +9
Abilities:            Str 24, Dex 11, Con 18, Int 12, Wis 20, Cha 14
Skills:               Concentration +11, Diplomacy +9, Intimidate +12, Knowledge (any two) +8, Listen +12, Sense Motive +12, Spot +12, Survival +12
Feats:               Combat Casting, Create Wondrous Item, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment:          Any Plains or Hills
Organization:         Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Spirit Shaman)
Level Adjustment:     ---

"HOW DARE YOU INVADE MY DOMAIN!"

"Holy crap that's the fuzziest rack I've ever seen!"

"Uh, dude, we're in enough trouble..."

"Do those things shoot royal jelly?"

"You'll pardon my companion ma'am he suffers from several curses..."

"He's just gained several more for his trouble."

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 22 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 24 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Spells: A Queen may cast spells as a Spirit Shaman whose caster level is equal to her hit Dice (this stacks with levels she may gain in the Spirit Shaman class).

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Combat:  Queens are rarely called upon to fight as they are necessary for their tribes survival.  If they are required to they rely upon their Soldiers to defend them while they cast spells.
« Last Edit: August 20, 2009, 09:37:31 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #354 on: August 17, 2009, 09:13:44 PM »
Quote
"HOW DARE YOU INVADE MY DOMAIN!"

"Holy crap that's the fuzziest rack I've ever seen!"

"Uh, dude, we're in enough trouble..."

"Do those things shoot royal jelly?"

"You'll pardon my companion ma'am he suffers from several curses..."

"He's just gained several more for his trouble."


XD

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #355 on: August 18, 2009, 09:26:28 AM »
Any thoughts on the Debarta Queens CR?  Technically she casts as a 20th level Shaman but they aren't the greatest of casters. 

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #356 on: August 23, 2009, 08:04:25 AM »
Rosebush Dryad
                      Medium Fey
Hit Dice:             4d6 (14 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +2/+2
Attack:            By Weapon +7 melee
Full Attack:          By Weapon +7 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Luv Advice
Special Qualities:    DR 5/Cold Iron, Bush Dependent, Wild Empathy
Saves:                Fort +1, Ref +9, Will +6
Abilities:            Str 10, Dex 20, Con 10, Int 13, Wis 14, Cha 20
Skills:               Bluff +10, Diplomacy +10, Gather Information +10, Hide +10, Knowledge (Nature) +5, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, Survival +7
Feats:                Ability Focus (Luv Advice), Weapon Focus
Environment:          Any Warm or Temperate (except Aquatic and Desert)
Organization:         Solitary or Garden (5-10)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Good
Advancement:          By Character Class
Level Adjustment:     ---

"Quarion?  Quarion Goldpetal what are you doing sleeping naked out here in the woods alone?"

"Snnnzrrrk...huh?  Where am I?"

"You're in the Woods of Ill Repute you fool!  Wake up and dress yourself!  Don't you know there may be Dryads about?  Dryads partial to making Paladins break their vows?"

"I know about the evils of Dryads better than any Paladin Xanaphia.  Fear not, Pelor is still with me."

"Good maybe he can find your pants. Why are you covered in scratches, were you sleeping in the rose bushes?"

"I...can't seem to remember most of last night.  Hey...where's my coinpurse..."

"Hey baby, thanks for the GP!  Here's your pants."

"Aw crap...now I'm beginning to remember a little..."

"Congratulations.  It would seem you spent the night learning of the evils of prostitution."

"Nah, I stole his money.  In his defense the Knightly Order he belongs to does call itself the Order of the Rose."

"YOU HAVE BEEN A BAD, BAD PALADIN!"

"Did you drug me?  My mouth feels like it's full of cotton?"

"Naw I just convinced you to suck my toes after you got drunk.  Must be Hell having that Elven penalty to Constitution. Hehehehehehe..."

"A BAD...BAD PALADIN!"

"Xanaphia we aren't prohibited in having sex before marriage.  Besides I was drunk.  Obviously it had to be against my will."

"WERE THROUGH!  I AM NEVER MARRYING A PERVERT LIKE YOU!"

"Ouch.  Sorry bout that."

"Don't be she's been my stalker for the last hundred years.  There are days I look out my window and see her standing in the street staring up at me while giggling."

"Aren't you afraid she'll snap and kill you?."

"No she'll come after you first.  Now where the Hell is that artifact you promised me if I took you drinking last night?"

Rosebush Dryads are greenish Dryads with red rose petals for hair.  They tend to be somewhat snarky, and specialize in giving mischievous love advice to people who should know better than to listen to them.  Many a transvestite has gotten dates with the local nobility due to them.  They also tend to hoard shiny things like jewelry and gold if they can get their hands on them.  Accent on the word if.  Most people don't trust their personal shinies near the local Dryads.  Or their sons and daughters for that matter.  Rosebush Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will: Briarweb, Camouflage, Thornskin.  3/day: Charm Person (DC 16), Mind Fog (DC 20), Speak With Plants.  1/day: Hold Person (DC 18).  Caster Level 6. 

Luv Advice (Su):  If the Rosebush Dryad can con it's opponent into discussing their love life, she can give out Luv Advice as a Full Round Action.  This effect is identical to the Suggestion spell but the Rosebush Dryad can only use it to give suggestions on an opponents romantic ideas or sex life.  She can however use it to give suggestions that aren't entirely reasonable ("Women love it when you call them fat, and lather them in butter.  Yup yup.").  She still can't suggest anything immediately harmful or suicidal ("Women love it when you run up to the King naked and stab him with a spear.").  DC 19 Willpower Save negates.

Bush Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Rosebush Dryad is tied to a large rosebush.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Combat: Rosebush Dryads are lovers, not fighters.  If their spell-like abilities don't suffice they generally try seducing their would-be opponent, or chatting with him until they can manipulate the conversation into talking about his love or sex life which is generally when they tend to be their most dangerous.

« Last Edit: August 24, 2009, 08:06:45 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #357 on: August 26, 2009, 08:51:53 AM »
Abeil Vassal, Gaborah
                      Medium Monstrous Humanoid
Hit Dice:            2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Fly 60 ft. (Average)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +1/+2
Attack:               Claw +2 melee (1d4+3) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Full Attack:          2 Claws +2 melee (1d4+3) and 1 Sting -3 melee (1d4+1 plus poison) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Drone, Improved Grab, Poison
Special Qualities:    Dark Vision 60', Hive Mind
Saves:                Fort +1, Ref +4, Will +4
Abilities:            Str 12, Dex 13, Con 12, Int 10, Wis 13, Cha 8
Skills:               Craft (any one) +6, Knowledge (any one) +2, Listen +3, Search +6, Survival +3
Feats:                Heat Endurance
Environment:          Warm Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Scout)
Level Adjustment:     +3


"Is it wrong that I find tall armor plated bee women hot?"

"Ostensibly I'd say yes. Yes it is."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions.  They resemble Hornets more than Honeybees, and have thick armored skin.  They are roughly as advanced as the more common Abeil, but rarer due to producing less young.  They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 10 Willpower Save (Save DC is Charisma Based).  This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 12 Fortitude Save, Initial and Secondary Damage is 1d3 Constitution.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Craft and Search Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties.  But if they are required to the Vassals make decent hit and run fighters.


bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #358 on: August 27, 2009, 09:25:37 AM »
Abeil Soldier, Gaborah
                      Large Monstrous Humanoid
Hit Dice:            8d8+90 (153 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 80 ft. (Average)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +6/+17
Attack:               Claw +12 melee (1d6+7) or Scimitar +12 melee (1d8+7/18-20)
Full Attack:          2 Claws +12 melee (1d6+7) and 1 Sting +7 melee (1d8+3 plus poison) or Scimitar +12/+7 melee (1d8+7/18-20)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Drone, Improved Grab, Poison, Painful Sting
Special Qualities:    Dark Vision 60', Hive Mind, DR 5/Magic, Fire Resistance 20
Saves:                Fort +6, Ref +6, Will +7
Abilities:            Str 24, Dex 10, Con 18, Int 9, Wis 12, Cha 10
Skills:               Knowledge (any one) +1, Intimidate +5, Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats:               Ability Focus (Poison), Flyby Attack, Hover
Environment:          Warm Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating:     6?
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Warblade)
Level Adjustment:     +6

"Hmm....we still got them Potions of Enlarge Person?"

"Maybe one of the bee women has a Remove Curse spell I can use on you.  Now I just have to figure out how to convince her to use it before you speak..."

"Dude...seriously I needs me them potions so I can snuggle me some Bee Woman..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 14 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 20 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Painful Sting (Ex):  Each time an opponent fails to make a Saving Throw against the Gaborah's poison it takes a cumulative -1 penalty to all rolls for 24 hours.  Opponents who are not alive or who are immune to poison or pain are immune to this effect.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers tend to sting opponents and fly away to let hte venom take effect before closing to sting again.  They will repeat this pattern, abandoning it only if opponents seem immune to their venom.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #359 on: August 30, 2009, 09:42:24 AM »
Abeil Queen, Gaborah
                      Medium Monstrous Humanoid
Hit Dice:            16d8+64 (136 hp)
Initiative:           +5
Speed:                40 ft. (8 squares), Fly 70 ft. (Good)
Armor Class:          15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +12/+26
Attack:               Claw +17 melee (1d6+5)
Full Attack:          2 Claws +17 melee (1d6+5) and 1 Sting +12 melee (2d4+1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Drone, Improved Grab, Poison, Spells
Special Qualities:    Dark Vision 60', Fire Resistance 25, Hive Mind,SR 25
Saves:                Fort +9, Ref +11, Will +15
Abilities:            Str 20, Dex 12, Con 18, Int 14, Wis 20, Cha 14
Skills:               Concentration +12, Diplomacy +10, Intimidate +10, Knowledge (any two) +10, Listen +13, Sense Motive +13, Spellcraft +6, Spot +13, Survival +13
Feats:                Combat Casting, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment:          Warm Plains or Hills
Organization:         Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating:     18
Treasure:             Double Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually xx)
Level Adjustment:     ---

"I understand you molested one of my soldiers."

"Wow your bosoms look like they could deflect spears."

"Dude...please stop talking..."

"Can you poop honey?"

"Before you kill us, please understand one of your relatives up North cursed him."

"I understand how she feels..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 20 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Queen hits with her claw attack she may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful she does its claw and sting damage each round.

Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Spells: A Queen may cast spells as an 18th level Clerics with access to the Community, Law, and Planning Domains.  This stacks with any levels they may have in the Cleric class.

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Combat:  Queens are rarely called upon to fight as they are necessary for their tribes survival.  If they are required to they rely upon their Soldiers to defend them while they cast spells.