Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187452 times)

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #400 on: November 06, 2009, 08:06:13 AM »
It'll be left up of course.  And once the Feats are done they'll be re-edited into it

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #401 on: November 06, 2009, 11:26:32 PM »
kthxbai  :)

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #402 on: November 07, 2009, 07:50:39 PM »
Blunderbore
                      Large Giant
Hit Dice:             15d8+75 (142 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          20 (-1 Size, -1 Dex, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple:  +11/+25
Attack:               Headbutt +20 melee (2d6+10)
Full Attack:          Headbutt +20 melee (2d6+10)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Powerful Charge
Special Qualities:    Low Light Vision, Weather Beaten
Saves:                Fort +14, Ref +4, Will +5
Abilities:            Str 30, Dex 8, Con 20, Int 6, Wis 10, Cha 7
Skills:               Intimidate +4, Listen +6, Spot +6
Feats:                Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge, Rapid Assault, Reckless Charge*
Environment:          Warm Plains
Organization:         Solitary, Pair or Group (4-8)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Neutral (with some Evil tendencies)
Advancement:          16-22 HD (Large) and 23-30 HD (Huge)
Level Adjustment:     +4


* Feats not in PHB are in Tome of Battle and the Miniature's Handbook.

"Abner...we've done some damn fool things for money...but this has to top them all..."

The Blunderbore appears to be a 7' tall humanoid man with a massive head almost twice the size of it's body composed of eyes, teeth, and knobs of bone.  Their origin is unknown and hotly debated, with rumors of incest among the Hill Giants blamed by the less intelligent amongst us.  Obviously it takes powerful magic to keep such an unlikely being going, so the smart money is that another Wizard made a new species of guard critters, and promptly died, thus allowing them to roam free and breed.

Civilization appears to be severely under developed among them, and how they have survived (let alone reproduce giving their bodies) is a puzzlement to monsterologists everywhere.  They have no form of shelter (many are found standing perfectly still in the driving wind and rain as if they don't notice it), and indeed they may not have the means of constructing it anyway.  Even the lowly Hill Giants have more ability than they do.  The only reason there is any form of treasure available in thir entry is their habit of throwing indigestible adventurer bits on the communal trash pile.

They understand Common and Giant, but do not truly seem interested in communicating (or perhaps they are incapable).

Powerful Charge (Ex): The Blunderbores headbutt does 4d8+20 damage with a successful Charge attack (plus it's bonuses from Feats).

Weather Beaten (Ex): Blunderbores are used to exposure to the outside weather, and permanently have the benefits of an Endure Elements spell on their person.

Combat: Blunderbores tend to charge immediately upon seeing anything not of their own kind.  Hence why they live on plains as large open areas are best for their preferred form of fighting.  They also really don't have a backup plan if this tactic fails...



bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #403 on: November 11, 2009, 09:06:14 AM »
kaiju Template updated,  If you like I'll add CR and example critters

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #404 on: November 21, 2009, 08:45:31 AM »
Greater Kaiju

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

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

Type: Type is Kaiju.

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

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


Hit Dice: All Greater Kaiju begin with 60d12 Hit Dice, giving them 720 hit points (plus their Constitution Modifier times 50).

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

Armor Class: All Greater Kaiju have a +50 Natural Armor Class Modifier (+58 if Increased Size is taken, and Size Modifier increases to -16). 

Attacks: Greater Kaiju have a BAB of +60, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.  If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

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

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

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

Greater Kaiju also get 3 choices from the following list:


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

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

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

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

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

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

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

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken).  If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

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

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread.  An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage.  If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour (+2 on a critical hit), or the Save DC's of it's Special Attacks are +2 for 1 hour (+4 on a critical hit).

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

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

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

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

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

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

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none. 

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread.  Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

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

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Unusual Power (Sp): Each time this power is selected the Kaiju gains a different Psilike Ability or Spell-Like Ability.  The Kaiju's Caster/Manifester Level is 20th level, and it's Save DC is 10 plus Spell/Power Level plus Charisma Modifier.  The Kaiju can pick any power on the Psychic Warrior List if this is a Psilike Ability, or any Spell on the Sorcerer or Druid Spell List of 8th level or less.  Spells/Powers of 2nd level or less may be used 5/day, 3rd-5th level can be used 3/day, and 6th level or higher 1/day.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'.  All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special QualitiesSaves: Base Saving Throws are all +32 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 60, Dex 10, Con 60, Int 8, Wis 18, Cha 46.  The Kaiju also has 10 points to distribute among it's Stats as you see fit.  If Increased Size is taken modify as follows: Str 80, Dex 6, Con 80.

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

Feats: A Kaiju gets 21 Feats, 14 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: 36

Treasure: None

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

Advancement: 61+ HD (Colossal)

Level Adjustment: ---


« Last Edit: December 12, 2009, 05:39:21 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #405 on: November 21, 2009, 08:45:56 AM »
Greater Kaiju Part 2

Example of creature using template here:

Seishin-Namida (Kaiju Mindflayer)
                      Colossal Kaiju
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          52 (-8 Size, +50 Natural), touch 2, flat-footed 52
Base Attack/Grapple:  +60/+101
Attack:               Tentacle +83 melee (4d6+30/19-20)
Full Attack:          4 Tentacles +83 melee (4d6+30/19-20) and 2 Claws +77 melee (2d8+15)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 70), Frightening Presence (DC 58), Unusual Power (Psionic Blast 5/day, DC 33, Stun 8 rounds), (Psionic Mind Blank 3/day), (Ultrablast 1/day, 20d6, DC 37)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Spell/Power Absorption (increase Save DC's), Regeneration 10, Forcefield
Saves:                Fort +57, Ref +32, Will +42
Abilities:            Str 60, Dex 10, Con 60, Int 18, Wis 18, Cha 46
Skills:           Bluff +54, Concentration +85, Hide +14, Listen +67, Move Silently +30, Sense Motive +67, Spot +67, Swim +55
Feats:                Ability Focus (Psionic Blast, Ultrablast), Close-Quarters Fighting, Combat Manifestation, Defensive Sweep, Enhanced Power x2 (Ultrablast, 3/day, 60' Area of Effect), Epic Will, Extra Attacks x5 (3 Primary Tentacles and 2 Secondary Claws), Improved Critical (Tentacle), Improved Initiative, Iron Will, Multigrab, Overwhelming Assault, Power Critical (Tentacle), Superior Initiative, Weapon Focus (Tentacle), 4, Enhanced Power x2 (Psionic Blast, 80' Cone, 5/day)(B), Enhanced Power (Mind Blank 3/day)(B), (Improved Grab (B),
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Akumakoori (Kaiju Ice Devil)
                      Colossal Kaiju/Construct (Living)
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Fly 30 ft. (Poor)
Armor Class:          54 (-8 Size, +2 Dex, +50 Natural), touch 4, flat-footed 52
Base Attack/Grapple:  +60/+103
Attack:               Claw +84 melee (4d6+32)
Full Attack:          2 Claws +84 melee (4d6+32), 1 Bite +84 melee (2d8+16 plus 4d6 Cold), and 1 Sting +85 melee (2d8+16/19-20 plus 4d6 Cold)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 72), Frightening Presence (DC 58), Energy Attack (Cone, 23d6 Cold, DC 70), Energy Sting (Bite, Cold), Webbing (200' blast, DC 70)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (living Construct), Immune to Fire, Additional Movement Type (Flight)
Saves:                Fort +57, Ref +34, Will +36
Abilities:            Str 65, Dex 15, Con 60, Int 8, Wis 18, Cha 46
Skills:               Bluff +25, Climb +35, Concentration +33, Jump +35, Listen +12, Move Silently +10, Search +7, Spot +12
Feats:                Alertness, Cleave, Combat Reflexes, Defensive Sweep, Devastating Critical (Sting), Extra Attack x3 (1 Primary Claw, 1 Secondary Bite, and 1 Secondary Sting), Flyby Attack, Hover, Improved Critical (Sting), Improved Initiative, Improved Multiattack, Multiattack, Overwhelming Assault, Overwhelming Critical (Sting), Power Attack, Power Climb, Power Dive, Weapon Finesse (Sting), Wingover, Stunning Attack x2 (Energy Attack, Energy Sting)(B), Powerful Blast x2 (+4d6 Energy Sting)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Lawful Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Daichi (Kaiju Earth Elemental)
                      Colossal Kaiju/Elemental (Earth)
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Burrow 30 ft.
Armor Class:          58 (-8 Size, +56 Natural), touch 2, flat-footed 58
Base Attack/Grapple:  +60/+106
Attack:              Slam +88 melee (4d6+30/19-20)
Full Attack:          2 Slams +88 melee (4d6+30/19-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 77), Frightening Presence (DC 58), Constriction (8d6+60), Improved Grab, Pin Down
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Additional Movement Type (Burrow), Partial Type Change (Elemental), Tremorsense
Saves:                Fort +57, Ref +32, Will +36
Abilities:            Str 70, Dex 10, Con 60, Int 8, Wis 18, Cha 46
Skills:               Balance +8, Climb +38, Hide -8, Knowledge (The Planes) +6, Listen +12, Move Silently +8, Search +7, Spot +12
Feats:                Ability Focus (Trample), Alertness, Awesome Blow, Cleave, Close-Quarters Fighting, Combat Brute, Defensive Sweep, Devastating Critical (Slam), Epic Will, Extra Attack (Primary Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Sunder, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Shock Trooper, Weapon Focus (Slam), Subtype (Earth)(B), Improved Grab (B), Increased Toughness x2 (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Neutral
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Gaki (Kaiju Ghoul)
                      Colossal Kaiju/Undead
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +5
Speed:                50 ft. (10 squares), Burrow 30 ft.
Armor Class:          57 (-8 Size, +5 Dex, +50 Natural), touch 7, flat-footed 52
Base Attack/Grapple:  +60/+101
Attack:            Claw +82 melee (4d6+30 plus disease plus paralysis)
Full Attack:          2 Claws +82 melee (4d6+30 plus disease plus paralysis) and 1 Bite +82 melee (2d8+15/19-20 plus disease plus paralysis)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (DC 70), Frightening Presence (DC 58), Diseased Attacks (DC 70), Poison Attack (Bite and Claws, Paralysis, DC 70)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (Undead), Additional Movement Type (Burrowing), Enhanced Movement Type (Land speed)
Saves:                Fort +57, Ref +43, Will +36
Abilities:            Str 60, Dex 20, Con 60, Int 8, Wis 18, Cha 46
Skills:               Balance +13, Climb +37, Hide -3, Jump +38, Listen +12, Move Silently +13, Spot +12, Tumble +13
Feats:                Close Quarters Fighting, Defensive Sweep, Dodge, Elusive Target, Epic Reflexes, Extra Attack x2 (1 Primary Claw, 1 Secondary Bite), Improved Critical (Bite), Improved Multiattack, Improved Snatch, Lightning Reflexes, Mobility, Multiattack, Multisnatch, Overwhelming Assault, Prone Attack, Snatch, Keen Scent (B), Rend (B), Scent (B), Trip (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---


 


KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzeed 1d3 turns.

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

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

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

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

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

Enhanced Power (Prerequisites: Kaiju, Unusual Power): You can increase the range of your power, or the number of times per day it can be used.  If used to increase range, the effect depends on the spell.  Cones become an 80' Cone, Lines become a 10'x150' Line, Rays get a range of 300 feet, Area of Effect attacks get a range of 200 feet and a 60 foot radius spread, all other attacks get a range of 150'.   If used to increase the number of times per day 5/day powers become at will, 3/day powers become 5/day, and 1/day powers become 3/day.  This Feat may be taken multiple times.

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

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage.  Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack.  For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

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

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.

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

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

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

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

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

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

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

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.

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

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

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

Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes:
Air, Amphibious, Aquatic, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Good, Lawful, Shapechanger, or Water.

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

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


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju):  The Kaiju takes double damage from one specific source, such as an energy or alignment type.  Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.
« Last Edit: December 12, 2009, 05:39:45 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #406 on: November 21, 2009, 09:55:08 AM »
http://en.wikipedia.org/wiki/Agogwe

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




Agogwe
                      Small Humanoid
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-5
Attack:               Bite +2 melee (1d3-1)
Full Attack:          Bite +2 melee (1d3-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision
Saves:                Fort +1, Ref +4, Will +1
Abilities:            Str 8, Dex 14, Con 12, Int 4, Wis 12, Cha 8
Skills:          Hide +10, Listen +7, Move Silently +6, Search +5, Spot +7, Survival +5
Feats:                Alertness, Weapon Finesse (B)
Environment:          Warm Forest
Organization:         Solitary, Pair, or Group (3-4)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          By Character Class (usually Scout)
Level Adjustment:     +0

"Bert...Bert wake up were surrounded by furry red nekkid monkey people..."

The Agogwe are a race of diminutive cryptid anthropoids with reddish fur.

Skills: Agogwe have a +4 Racial Bonus to Hide, Listen, Move Silently, Search, Spot, and Survival checks.

Combat: Agogwe aren't natural combatants for the most part, and except for insane or exceptional individuals run away at the earliest opportunity.
« Last Edit: November 21, 2009, 09:56:02 PM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #407 on: November 21, 2009, 06:48:53 PM »
It says both that the kaiju templates are not added to creatures but at the bottom  it has examples with base creatures. Explain?  ???

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #408 on: November 21, 2009, 09:58:16 PM »
Peek through the Template.  All Kaiju start with the same Base HD/Saves/stats (with a few stat points for customization).  I tried to make the Template flexible enough so that you could make a Kaiju version of most DnD monsters.  If there's an ability or three missing. I can just add it to the template, and you can mimic aKaiju version of thta critter too.

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #409 on: November 22, 2009, 08:28:55 PM »
I still prefer and will use the original.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #410 on: November 23, 2009, 09:30:43 AM »
I still prefer and will use the original.

Your faith encourages me   :D

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #411 on: November 24, 2009, 12:30:26 PM »
Minor updates to the three new kaiju templates

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #412 on: November 26, 2009, 08:02:05 AM »
OK I just need to get Feats on the example critters, and then I can finally CR the Kaiju and Greater Kaiju (as well as maybe do fluff).

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #413 on: November 28, 2009, 10:19:53 AM »
Kaiju Templates are done except for the CR and any fluff (Phew!!).  Also added Swat Feat.  Will have them CR'd soon.

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #414 on: November 28, 2009, 11:48:27 AM »
Dire Toucan
                      Medium Animal
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Average)
Armor Class:          14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +1/+2
Attack:               Beak +3 melee (1d8+2/19-20, x3)
Full Attack:          Beak +3 melee (1d8+2/19-20, x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:     Crushing Beak
Special Qualities:    Low Light Vision,
Saves:                Fort +4, Ref +5, Will +1
Abilities:            Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 10
Skills:               Intimidate +2, Listen +2, Spot +3
Feats:                Weapon Finesse
Environment:          Warm Forest
Organization:         Solitary, or Pair
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

"Bert...I can't help but notice we're in a jungle.  Which means we're hunting birds or bugs or snakes."

"It's birds."

"_________ BERT WE AGREED NO MORE BIRDS!"

"But the poison critters are okay?"

"YES! I MEAN NO! Look you owe me a big one for this!  Everytime we go after birds bad things happen."

Dire Toucans are slightly more aggressive (and much larger) versions of their smaller relatives.

Crushing Beak (Ex): A Dire Toucans beak criticals on a 19-20 and does x3 damage.

Combat: Dire Toucans rarely see the need to fight unless PC's are close to their nest or food sources.  Then it's Beak Time.  Preferably on the back of your head if Intimidation doesn't work.


bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #415 on: December 05, 2009, 08:39:31 AM »
Beer Lurker
                      Fine Vermin (Aquatic)
Hit Dice:             1/4d8 (1 hp)
Initiative:           
Speed:                5 ft. (1 square), Swim 5 ft.
Armor Class:          20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple:  +0/-21
Attack:               -
Full Attack:          -
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Parasite
Special Qualities:    Dark Vision 60', Vermin Traits, Camouflage, Blindsense
Saves:                Fort +2, Ref +2, Will +0
Abilities:            Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 2
Skills:               Hide +20, Listen +2, Move Silently +4, Spot +2, Swim +3
Feats:                Alertness
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:   
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

It's become a damn sad day when a man has to check his beer for worms Bert.  Damn sad."

It's assumed Beer Lurkers are yet another project by an insane Wizard, as their evolving naturally just seems too darned unlikely.  Beer Lurkers appear as blind, squat worms a few inches long with a mouth full of teeth and 2 small fins they use for swimming and pulling themselves along midway through their body.  They can only reproduce inside a host, and cannot survive long outside of water/liquid.  If not inside a host they must find an aquatic environment quickly or perish. 

Which brings us to beer.  Beer Lurkers are usually the exact same color as the local beer of choice, making it difficult to believe they occurred naturally.  If anyone has any idea as to the origins of this critter please contact the Guild of Suffocating Vengeance.  We eagerly await your news.

Parasite (Ex): Each day the Beer Lurker spends inside a host it does 1 point of temporary Constitution damage.  Symptoms include feeling ill the first day, and then passing blood the next.  Anyone with Knowledge (Nature) or Healing can make a DC 20 Check to determine the cause of the problem, and it takes a DC 25 roll to remove the parasite via surgery without also harming the patient (2d6 damage per failed roll).  Spells that cure or remove parasites/disease will also cure the individual, but the Lurker does 1d10 damage in it's death throes.  Miracle or Wish removes it with no problem.  Should the host die, the Lurker must find an appropriate host or an aquatic environment within 1d4 hours or perish.  Not truly amphibious, but it can live that long without water (whether or not it breathes is unknown).  Since the Lurker is willing to kill it's host after reproducing, it is not truly a parasite but a parasitoid, and given it's short lifespan without a host (and it's abilities to camouflage itself in drinks) most assume it's an artificially created life form used for assassinations or spreading terror in communities.

Camouflage (Ex): Beer Lurkers have a +8 Circumstance Bonus to Hide checks inside Beer, muddy water, or similarly colored liquids.  Anyone drinking a Beer inhabited by a Beer Lurker must make an Opposed Spot vs Hide check or accidentally drink it (at which point bad times are comin').

Blindsense (Ex): While in water (or other liquid) the Beer Lurker can sense all other beings within 10'.

Skills: Beer Lurkers get a +8 Racial Bonus to all Swim Checks, and can Always Take 10 on a Swim check.  They can use the Run Action while swimming in a straight line.

Combat: Beer Lurkers are not combatants.  If they aren't swallowed they pretty much leave the party alone.  Otherwise they are content to simply live in their gut for a long while.  At 1 point of Con damage per day, they will never cause their victim to really die, unless something else does Con damage, or until the Lurker spawns.  Being able to reproduce by parthenogenesis the Lurker needs no mate, and after absorbing 10 points of Con it can lay eggs within it's host, which take 2d4 days to hatch. The spawn leave the host after 1d4 days, but in the process they do an additional point of Constitution damage each day until they leave.


bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #416 on: December 05, 2009, 08:48:54 AM »
Think CR 28 is okay fro the Kaiju template?

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #417 on: December 10, 2009, 09:09:03 AM »
How about CR 36 for the Greater Kaiju?

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #418 on: December 12, 2009, 05:24:08 AM »
Guess there are no objections then.  Moving on:

Combustible Chicken
                      Tiny Magical Beast
Hit Dice:             1d8+3 (7 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 20 ft. (Poor)
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +1/-11
Attack:               Peck +4 melee (1 point)
Full Attack:          Peck +4 melee (1 point) and 2 Claws -1 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Combustion
Special Qualities:    Dark Vision 60', Flight
Saves:                Fort +5, Ref +5, Will +1
Abilities:            Str 3, Dex 16, Con 16, Int 3, Wis 12, Cha 8
Skills:               Balance +4, Jump +5, Spot +3
Feats:                Weapon Finesse
Environment:          Warm or Temperate Plains
Organization:         Solitary or Flock (6-20)
Challenge Rating:    1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Birds again...Bert you know birds hate me.  Why do you take these assignments?"

"Cuz we need the money to get that curse of yours removed.  Now put that pipe out.  We can't let them see it."

"Why, will the chickens fine me for smoking?"

"Dammit Abner put that thing out before..."

BOOM!

"Bert...I feel I have been denied critical, need to know information..."

Obviously created by an insane mage of some kind, Combustible Chickens appear as ordinary farm fowl, albeit maybe a little meaner and a little tougher.  Combustible Chickens are very attracted to heat however, and flock towards it like moths to a flame.  Unlike moths, they explode if they catch fire.  

This of course has to be a feature that isn't commonly found in evolution, so Wizards are blamed (who else is there to blame really?).  It's perfect for assassinating farmers as the chickens keep their combustibility after death.  Slaughter a few, sell them for cooking chickens, set back and watch the fun.  If the world ever evolves a few psychiatrists one assumes they'd have a field day with Wizards...

Combustion (Ex): Combustible Chickens seeing an open flame must make a DC 20 Willpower Save or immediately run towards it in effort to 'be one with the fire'.  If the Save is Successful the Chicken doesn't need to make another one for 2d4 rounds.  When a Combustible Chicken takes 1 point or more of Fire or Electrical damage it explodes doing 3d6 Fire damage in a 10' Radius.  Should the ambient air temperature reach 100+ degrees, the Chicken must make a DC 20 Fortitude Save or explode (+1 to Save DC for every 10 degrees above 100).

Flight (Ex): Chickens can fly for a maximum of (3 plus Con Modifier) rounds before it must rest for at least 1 minute.  They can always use their wings to slow their flight though, so as long as the fall is 20' or less they have no worries of taking damage.  If it's longer they subtract 20' from the fall for purposes of how much damage they take.

Skills: A Chickens wings give it a +8 Racial Bonus to Jump Checks.

Combat: Combustible Chickens prefer not to fight at all.  They're only really a danger around fire and electricity.  So hiding in the Chicken coop during the lightning storm...not such a good idea.
« Last Edit: December 27, 2009, 06:41:52 AM by bhu »

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #419 on: December 12, 2009, 09:19:43 AM »
Inspired by the Death Throes'd  Elysian Thrush?
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."