Author Topic: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature  (Read 187513 times)

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bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #540 on: May 01, 2010, 12:54:43 AM »
http://www.doobybrain.com/wp-content/uploads/2009/03/shark-bird.jpg

Shark Bird
                      Tiny Magical Beast (Aquatic)
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +1/-4
Attack:               Bite +4 melee (1d3-1 plus bleeding)
Full Attack:          Bite +4 melee (1d3-1 plus bleeding)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Wounding Bite
Special Qualities:    Dark Vision 60', Amphibious, Keen Scent
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills:               Listen +6, Move Silently +5, Spot +12, Swim +7
Feats:                Alertness, Weapon Finesse (B)
Environment:          Any Warm except Desert or Plains
Organization:         Solitary, Pair, or Flock (10-20)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


Shark Bird Flock
                      Tiny Magical Beast (Aquatic)
Hit Dice:             8d10 (36 hp)
Initiative:           +7
Speed:                10 ft. (2 squares), Fly 60 ft. (Good), Swim 20 ft.
Armor Class:          16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple:  +8/-
Attack:               Swarm (2d6 plus bleeding)
Full Attack:          Swarm (2d6 plus bleeding)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Wounding Bite, Distraction
Special Qualities:    Dark Vision 60', Amphibious, Keen Scent, Swarm Traits, Half Damage from Slashing and Piercing Weapons
Saves:                Fort +6, Ref +9, Will +4
Abilities:            Str 8, Dex 17, Con 10, Int 1, Wis 14, Cha 4
Skills:               Listen +5, Move Silently +6, Spot +15, Swim +10
Feats:                Alertness, Flyby Attack, Improved Initiative
Environment:          Any Warm except Desert or Plains
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Ah've always hated birds Bert.  But this is the first time Ah've never liked fishin'..."

Shark Birds are magical crosses between sparrows or some similar avian, and White Sharks.  They tend to swarm when food is nearby, and are much more aggressive in groups than when alone.  Alone they'll pick on similar sized prey.  In a feeding frenzy, groups of them will strip cattle (or their owners) clean.

Wounding Bite (ex): Opponents successfully bitten by the Shark Bird (or it's Swarm Attack if attacked by a Swarm) loses 1 hp per round until they are healed by a spell, or someone makes a DC 15 Heal Check.  This is not cumulative per bite.

Distraction (Ex): Living opponents vulnerable to the Shark Bird Swarms damage who begin the round in it's area must make a DC 14 Fortitude Swarm or be Nauseated 1 round.  Spellcasting or Concentrating on Spells requires a Concentration Check (DC 20 plus Spell Level), and using skills requiring patience and concentration require a DC 20 Concentration Check.

Keen Scent (Ex): This is identical to the regular Scent ability, but the Shark Bird can also scent blood from up to 1 mile away.

Skills: Shark Birds gain a +8 Racial Bonus to Spot and Swim Checks, and can always Take 10 on a Swim Check. 

Combat: Lone Shark Birds tend to leave larger prey alone unless starving.  Swarms will attack anything, covering it and biting it into submission after making a few Flyby attacks.

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #541 on: May 01, 2010, 12:59:47 AM »
I revised the Pack Mouse ability.  CR 3 for the Atlas Hamster maybe?

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #542 on: May 01, 2010, 03:14:27 AM »
Bee-Holder
Medium Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: By weapon +4 melee
Full Attack: By weapon +4 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Bee Weapons, BEES!, Curse of the Hive Lord
Special Qualities: Low Light Vision, Dark Vision 60', Bee Kinship, Immunities
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 12, Con 16, Int 14, Wis 16, Cha 10
Skills: Craft (any 1, usually distilling) +6, Knowledge (Local, Nature) +6, Profession (Farmer, Beekeeper) +8, Survival +7
Feats: Ability Focus (Curse of the Hive Lord), Extend Spell
Environment: Warm Plains
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (usually Druid)
Level Adjustment: -----



"No she tried to take it forcibly."

"BULL____!"

"Sir mah brother Abner bin married 7 times.  He's done seedin' bellies."

"That why the sword yer wearin' says Divorce Lawyer in Elven boy?"

"Yessir.  All seven wives been curses to me.  Literally curses.  Without magic I would'na married 'em."

"Damn thet girl, I hoped she wouldn't take after her maw...Awright if you bin married thet many times I don't spose there's much we could do to ya what ain't already bin done.  You take off down the road now, and mind the bee hives."

10 minutes later

"You uh...you really are done seedin' bellies aren't you Abner?"

"Ah learned mah lessons Bert.  Seriously, she came on to me."

The Bee-Holders are an agrarian rural society based around raising bees for honey (and various less social purposes).  They appear as typical human hillbillies, and have a society quite similar with two exceptions: They get along well with giant bees, and they are strict vegetarians (though they do love honey). 

While they are normally content to remain to themselves, contact with them is unadvisable.  On the best of days they are a touch xenophobic, and always assume that outsiders have come to steal their women.  Or their whiskey.  Or the bees.  Why they fear anyone stealing giant ticked off bees is anyone's guess.  Unfortunately for them their lifestyle requires the menfolk to work long hours away from the women, who can be a tad aggressive towards outsider males they will never see again.  Hence how problems often occur.  It also doesn't help that the name people choose for them is easily confused with a bug eyed monster race hellbent on world domination.  Bee Holders speak Common and Elven (some also speak Sylvan).  They are proficient with the same armor and weapons as most Druids are as well as being proficient with bees (see below).


Spells: Bee-Holders can cast spells as a Druid whose level is equal to their Hit Dice.  If they take levels in Druid their Hit Dice stack with these levels for spellcasting purposes.  Perfect for your CoDzilla needs...

Bee Weapons (Su): By making a melee touch attack successfully against a Giant Bee the Bee-Holder can change it into a weapon if it fails a DC 12 Fortitude Save (Save DC is Charisma based), which most willingly do since they know whats happening and are used to this (they can be turned back as a Swift Action).  Normal sized honeybees can be turned into Masterwork darts.  Big Bees (see below for stats) can be turned into a Dagger of Venom (save DC for the Poison is equal to 10 plus 1/2 the Bee-Holders HD plus his Con Modifier).  Giant Bees (see the Monster Manual) can be turned into +1 Returning Venomous Spears (see Magic Item Compendium for Venomous, Save DC for poison is still 10 plus 1/2 the Bee-Holders HD plus his Con Modifier). So while the old man with the huge bee setting in his lap may seem crazy, it's probably best to leave him well enough alone.

BEES! (Su): At will as a supernatural ability the Bee-Holder can summon all the bees from a hive within 60' to attack an opponent.  This is similar to the Summon Swarm spell but lasts for the duration of the encounter, and the Bee-Holder can control the Swarm.  In their home territory an average square mile can contain a few hundred hives.  You get an idea of where this is going...(see below for Bee Swarm stats).

Curse of the Hive Lord (Su): Once per day the Bee-Holder can curse one opponent within 60' if they fail a DC 14 Willpower Save (Save DC is Charisma based).  If the opponent fails the Save, Bees consider him an enemy on sight forevermore and will immediately attack him and fight to the death.  This includes regular bees, Big Bees and Giant Bees.  The Curse may be removed by Remove Curse, Break Enchantment, Miracle, or Wish.

Bee Kinship (Ex): Bee-Holders can communicate with Bees via telepathy at a range of 100'.  All spells they cast that specifically target Animals may also target Bees.  Bees of any kind (swarm or giant) are automatically friendly towards Bee-Holders, and many will defend them even without being asked to.  Basically we're saying Giant Bees are like big sting prone puppies to them. 

Immunities: Bee-Holders are immune to Poison and Paralysis.  Odd considering they've never been stung enough to build up any immunity.  Rumor has it they occasionally suck poison from the bees stinger glands but those are probably rumors spread by outsiders wanting their wimmenfolk.

Combat: Bee-Holders prefer to avoid fights since violence attracts violence.  But they are also temperamental and easily angered in certain ways (don't touch their bees, their liquor, their women, or their honey).  If this happens they summon bees, back them up with spells, and maybe turn a few into weapons and join the fray.  Let's hope your stock of antitoxin is full up, or you've got some Neutralize Poison spells.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Geography or Local) may know of the Bee-Holders. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

DC|Lore
15| Bee-Holders look like regular people, but bees like them and are like tame pets to them.  They are also excellent makers of mead and whiskey (and various other crafts), and not partial to outsiders on their land.
20| Bee-Holders are proficient spellcasters who can summon bees.  They're women folk tend to be frisky and are the cause of much friction between them and nearby societies.
25| Bee-Holders can turn bees into temporary magical weapons.
Plot Hook
  • The local town has offended a neighboring Bee-Holder city, so the Bee-Holders have stopped selling them alcohol.  The PC's are hired to retrieve some whiskey, but find the Bee-Holders have reason for being angry:  One of the townsfolk got drunk, had his way with one of their women, and urinated in the whiskey vats.  That's a waste of good whiskey.  The Bee-Holders actually offer the PC's more money if they'll bring the fool to justice.   
  • One of the PC's has the night of his life at a local inn, only to discover all his newfound friends are Bee-Holders.  And married.  And, they claim, pregnant.  Pretty soon you're all running like hell...
  • The town awakes to find it's mayor dead with a bee buried in his chest.  They want blood.  The PC's are fairly certain the Bee-Holders didn't do it since they've befriended them (against all odds), but there may be a crazy one among them.  Now they must find out who did this and why.
  • The local giant bees are dying and the Bee-Holders have hired the PC's to put a stop to it. 



Bee Swarm
                      Fine Vermin (Swarm)
Hit Dice:             3d8 (13 hp)
Initiative:           +5
Speed:                5 ft. (1 square), Fly 15 ft. (Good)
Armor Class:          23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm (1d6 plus poison)
Full Attack:          Swarm (1d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60', Vermin Traits, Swarm Traits, Immune to weapon damage
Saves:                Fort +3, Ref +6, Will +2
Abilities:            Str 1, Dex 20, Con 11, Int -, Wis 12, Cha 2
Skills:               Spot +5, Survival +1
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     2
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"BEEEEEEEEEEEEEEEEEEEESSSSSS!!!!!!!!!!!!!"

Bees do swarm.  Really they do.  Especially when you kick their hives like a football.  You fool.

Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d4 Constitution.  Whenever the swarm attacks, it loses 1d8 hp as parts of it die.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 11 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat:  Bee Swarms attack pretty much like any other swarm, by...well...swarming.





Big Bees
                      Tiny Vermin
Hit Dice:             1d8 (4 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Dex, ), touch 16, flat-footed 14
Base Attack/Grapple:  +0/-12
Attack:               Sting +4 melee (1d3-4 plus poison)
Full Attack:          Sting +4 melee (1d3-4 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision 60', Vermin Traits
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1
Feats:                Weapon Finesse (B)
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (10-100)
Challenge Rating:     1/2
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"OMFG WHO GAVE THE BEES STEROIDS!"

Big Bees are foot long bees magically enhanced over generations to serve as passive guardians that attack anything within their territory.  They also don't die when they sting and are more aggressive than regular bees.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d4 Constitution.

Distraction (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bees fight to the death unless opponents are moving away from their hives.  Mostly they do flyby attacks with their stings.




Big Bee Swarm
                      Tiny Vermin (Swarm)
Hit Dice:             6d8 (27 hp)
Initiative:           +2
Speed:                10 ft. (2 squares), Fly 30 ft (Good)
Armor Class:          16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6 plus poison)
Full Attack:          Swarm (2d6 plus poison)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Poison, Distraction
Special Qualities:    Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves:                Fort +5, Ref +7, Will +3
Abilities:            Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills:               Spot +5, Survival +1
Feats:                -
Environment:          Temperate or Warm Plains
Organization:         Solitary or Swarm (3-6)
Challenge Rating:     4
Treasure:             No coins or items, 1/8 goods (honey only)
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    ---

"...avenge me..."

Big Bee swarms are quite obviously a hazard in some areas.  It helps if you don't try making your campfire underneath their nest.

Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution. 

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round.  Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level).  Using skills that require patience or concentration requires a DC 20 Concentration check.

Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.


Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #543 on: May 01, 2010, 08:08:21 PM »
BEEEEEEEEEEEEEEEEEEEEES  :tantrum

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #544 on: May 06, 2010, 12:59:39 AM »
http://bp0.blogger.com/_MBxUwykY0To/SB93SnJFn2I/AAAAAAAAAdA/SpiE6t4Saxs/s1600-h/squid+monster.jpg

Pet Tentacle Monster
                      Huge Aberration (Aquatic)
Hit Dice:             8d8+40 (76 hp)
Initiative:           +3
Speed:                Fly 60 ft. (12 squares), Swim 60 ft.
Armor Class:          19 (-2 Size, +3 Dex, +8 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +6/+24
Attack:               Tentacle +14 melee (1d6+10)
Full Attack:          4 Tentacles +14 melee (1d6+10)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Constrict, Frightful Presence
Special Qualities:    Dark Vision 60', Amphibious, Fast Healing 3
Saves:                Fort +7, Ref +5, Will +8
Abilities:            Str 30, Dex 16, Con 20, Int 5, Wis 16, Cha 16
Skills:               Hide +3, Listen +5, Search +4, Spot +5, Swim +18
Feats:                Flyby Attack, Hover, Swim-By Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Any, but usually Chaotic, and usually not Good
Advancement:          9-16 HD (Huge)
Level Adjustment:     ---

"Bert, do we have to ride these?"

"Ah know what you mean.  If one'a these things grabs the wimmen we're gonna have some explainin' to do."

The unfortunately named pet tentacle monsters resemble huge green octopi with two sets of eyes (one of which is on stalks), varying amounts of tentacles, and usually different sorts of horns or spikes in their skin.  Most people assume they mean bad news for the local women, and the Tentacle Monsters are intelligent enough to realize this and occasionally have some fun with it by leering or making weird noises when the womenfolk pass by.  They have even been blamed spuriously for 'interspecies' pregnancies which are laughingly impossible to anyone with even the most rudimentary knowledge of anatomy. 

Easily domesticated (bribed) they often serve as mounts (hired taxis) for people.  They submit to this out of curiosity regarding the weird human critters, and many a rider has been surprised when his mistreated 'pet' grabs him and throws him off at five thousand feet in the air.  Or flies into an ocean deliberately.

Improved Grab (Ex): If a Pet Tentacle Monster successfully hits with it's Tentacle Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it is successful it may Constrict.

Constrict (Ex): The Pet Tentacle Monster does 1d6+15 damage with a successful Grapple Check.

Frightful Presence (Ex): Due to their...uh...reputation for cohabiting with humanoid women, Pet Tentacle Monsters cause a little 'nervousness' in some people.  Specifically women.  Mostly of a young and Oriental nature, but the ability pretty much affects all women.  Any Corporeal intelligent female within 30' of a Tentacle Monster whose HD is less than the monsters must make a DC 17 Willpower Check (Save DC is Charisma Based) or be Shaken for the duration of the encounter (if the monster can make a Grapple Check in a surprise attack before this ability is triggered she is Frightened instead).  If the Save is successful the opponent is immune to this Pet Tentacle Monsters ability for 24 hours.

Skills: Pet Tentacle Monsters gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line.  PTM's also gain a +4 Racial Bonus to Hide and Search Checks.

Combat: PTM's generally fight by making Flyby Attacks.  Experienced ones are good at snatching opponents on the fly.  Then they are crushed or dropped somewhere hurty, or drowned casually.   The PTM's may not be evil for the most part, but it's still a really good idea not to make them angry.

« Last Edit: May 12, 2010, 03:18:05 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #545 on: May 06, 2010, 09:45:47 PM »
 :o :plotting :thumb

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #546 on: May 06, 2010, 10:07:05 PM »
Why do I now expect a mission that requires flight? I can imagine the sheriff before the mission. "Good news and bad news. The good news is we can lend you some flying mounts for the mission. The bad news is... , well you'll see the bad news."
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #547 on: May 07, 2010, 12:03:57 AM »
Bad?

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #548 on: May 07, 2010, 12:41:57 AM »
Bad?
Most people assume they mean bad news for the local women, and the Tentacle Monsters are intelligent enough to realize this and occasionally have some fun with it.
The voice would never shut up.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #549 on: May 12, 2010, 03:18:22 AM »
Think CR 9 is ok for the PTM?


http://fxb.worth1000.com/entries/560477/fish-fur

Swarm Fish
                      Diminutive Magical Beast (Swarm, Aquatic)
Hit Dice:             6d8 (27 hp)
Initiative:           +3
Speed:                Fly 30 ft. (6 squares), Good, Swim 30 ft.
Armor Class:          18 (+4 Size, +3 Dex, +1 Deflection), touch 18, flat-footed 15
Base Attack/Grapple:  +4/-
Attack:               Swarm (2d6)
Full Attack:          Swarm (2d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction
Special Qualities:    Dark Vision 60', Swarm Traits, Immune to Weapon Damage, Adoption, Planar Adaptation
Saves:                Fort +5, Ref +8, Will +3
Abilities:            Str 1, Dex 16, Con 11, Int 3, Wis 12, Cha 4
Skills:               Listen +5, Spot +5, Swim +4
Feats:                Adaptable Flanker, Combat Reflexes, Vexing Flanker
Environment:          Any except Desert or Cold
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert that woman comin' over here is wearin' fish."

"Ayuh."

"Think she's fixin' to yell at us fer fishin'?"

"Prolly."

Swarm Fish are an alien fish species found flying between Planes.  They seem to need little in the way of food, and aren't really picky about what they munch on, often satisfied with organic detritus.  Many clean their adopted person of dead skin cells. 

For whatever reason the fish tend to adopt humanoids who are willing and do not harm the swarms members.  In exchange for defending the humanoid, they get to share it's food and living space.  Most continually surround their adoptee, and from a distance look like living clothes.

Distraction (Ex): Any living creature susceptible to the swarms damage beginning it's turn in the swarms area must make a DC 13 Fortitude Save or be Nauseated for 1 round (Save DC is Constitution based).

Adoption (Ex): Swarm Fish will bond to and adopt any Humanoid who allows them to be enveloped for 24 hours by the swarm.  They will keep pave with and hover about that individual giving it partial concealment, as well as sharing their +1 Deflection Bonus to AC with it.  They will stay with that person as long as they are treated well and have plenty of food.  Despite rumors of starving Swarm Fish eating their adoptee this has never been proven.

Planar Adaptation (Ex): Swarm Fish immediately adapt to whatever Plane they enter as if they had the effects of a permanent Avoid Planar Effects spell.

Skills: Swarm Fish gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on Swim Checks.  They may use the Run Action while swimming in a straight line.

Combat: Swarm Fish will stay surrounding their Adoptee to protect it unless an opponent gets within melee range in which case they will flank it and attack.
« Last Edit: May 15, 2010, 01:11:04 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #550 on: May 15, 2010, 01:33:58 AM »
http://fx.worth1000.com/entries/537158/bluefish

Liberator Fish
                      Diminutive Magical Beast (Aquatic, Psionic)
Hit Dice:             1d8+1 (5 hp)
Initiative:           +5
Speed:                Swim 20 ft. (4 squares)
Armor Class:          19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple:  +1/-12
Attack:               -
Full Attack:          -
Space/Reach:          1 ft./0 ft.
Special Attacks:      Psilike Abilities
Special Qualities:    Dark Vision 60', Liberate
Saves:                Fort +3, Ref +7, Will +3
Abilities:            Str 1, Dex 20, Con 12, Int 16, Wis 16, Cha 16
Skills:               Autohypnosis +7, Concentrate +5, Knowledge (Psionics) +5, Listen +5, Psicraft +7, Spot +5, Swim +7
Feats:                Combat Manifestation
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          By Character Class (usually Psion)
Level Adjustment:     ---

"Bert...I don't like the way the other fish are lookin' at that blue fish.  It's like they're talkin' without sayin' words..."

"I'm a lil more worried about how they're lookin' at us now..."

Liberator fish look like large bright blue goldfish and are psionically active.  They are called Liberator fishes because they tend to spontaneously awaken fish they come into contact with, and seem to be able to control them.  While this doesn't make them dangerous as opponents (unless the local fish are dangerous), it can be problematic in other ways as they can deprive fishermen of their livelihoods.  They are also known for ruining other industries based on rivers or lakes or seas.

Psi-like Abilities (Ps): At will: Conceal Thoughts, Mindlink, Psionic Charm
3/day: Mass Missive, Psionic Suggestion, Read Thoughts

Liberate (Su): As a Full Round Action a Liberator Fish may cast Awaken at will, but only on other fish (this includes Animals and Magical Beasts that are obviously fish with an Int of 2 or less).  The Awakened fish are generally loyal to the Liberator Fish.
 
Combat: Liberator Fish have no real means of combating foes (at least not till they gain some levels of Psion) so they tend to let Awakened minions do the fighting for them.
« Last Edit: May 18, 2010, 02:35:29 AM by bhu »

Radmelon

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #551 on: May 15, 2010, 05:01:24 PM »
Nice to see that were getting back to basics.
And byt basics, I mean insanity. :marx :pie

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #552 on: May 18, 2010, 02:50:30 AM »
http://fxb.worth1000.com/entries/585079/cowbird

Cowbird
                      Diminutive Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 60 ft., Good
Armor Class:          18 (+4 Size, +3 Dex, +1 Natural), touch 17, flat-footed 15
Base Attack/Grapple:  +1/-15
Attack:               Gore +4 melee (1d2-4)
Full Attack:          Gore +4 melee (1d2-4)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Charge, MOO!
Special Qualities:    Dark Vision 60'
Saves:                Fort +3, Ref +5, Will +0
Abilities:            Str 3, Dex 16, Con 12, Int 2, Wis 11, Cha 6
Skills:               Listen +2, Spot +2
Feats:                Flyby Attack, Anklebiter (B), Weapon Finesse (B)
Environment:          Temperate Forest or Plains
Organization:         Solitary, Pair, or Herd (4-8)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Y'know Bert normally I'd _____ about hunting birds but this is just so damn bizarre I'm at a loss for words."

A failed attempt at creating winged Bison as an evil minion, the Cowbirds were released by their Wizard creator.  He just sort of assumed they'd die.  Instead they seemed to have thrived and now the little freaks are everywhere.  And to top it all off most of them are too small to be really good eating... 

Charge (Ex): If the Cowbird performs a Charge Attack on a Medium or smaller opponent, the opponent must make a DC 13 (Save DC is Dex based) Fortitude Save or be Dazed 1 round.

MOO! (Ex): Cowbirds are as loud as full sized animals, and their moo unexpectedly can sometimes scare the crap out of unsuspecting people.  If no one has noticed the Cowbird and it Moos as a Swift Action they must make a DC 10 Willpower Save (Save DC is Charisma based with a +2 Racial Bonus) or be Shaken for 1 round.

Combat: Cowbirds usually moo before charging en masse.
« Last Edit: May 19, 2010, 01:59:51 AM by bhu »

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #553 on: May 26, 2010, 12:45:03 AM »
The Apes of Wrath
                      Tiny Magical Beast
Hit Dice:             1d8 (4 hp)
Initiative:           +5
Speed:                15 ft. (3 squares), Climb 15 ft.
Armor Class:          17 (+2 Size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Slam +6 melee (1d2-4)
Full Attack:          2 Slams +6 melee (1d2-4) and 1 Bite +1 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, Immunities
Saves:                Fort +2, Ref +7, Will +4
Abilities:            Str 3, Dex 20, Con 10, Int 18, Wis 18, Cha 8
Skills:               Balance +28, Climb +27, Hide +37, Intimidate +23, Jump +20, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +29, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +19, Tumble +29, Use Magic Device +23
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/3
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Small Magical Beast
Hit Dice:             2d8+2 (11 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          16 (+1 Size, +4 Dex, +1 Natural), touch 15, flat-footed 12
Base Attack/Grapple:  +2/-1
Attack:               Slam +6 melee (1d3+1)
Full Attack:          2 Slams +6 melee (1d3+1) and 1 Bite +1 melee (1d2)       
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, Immunities
Saves:                Fort +4, Ref +7, Will +4
Abilities:            Str 12, Dex 18, Con 12, Int 18, Wis 18, Cha 10
Skills:               Balance +27, Climb +32, Hide +32, Intimidate +24, Jump +25, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +24, Tumble +28, Use Magic Device +24
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Medium Magical Beast
Hit Dice:             4d8+8 (26 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Climb 20 ft.
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +4/+8
Attack:               Slam +9 melee (1d4+4)
Full Attack:          2 Slams +9 melee (1d4+4) and 1 Bite +3 melee (1d3+2)         
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 5/Magic, SR 14, Immunities
Saves:                Fort +5, Ref +6, Will +5
Abilities:            Str 18, Dex 16, Con 14, Int 18, Wis 18, Cha 10
Skills:               Balance +26, Climb +35, Hide +27, Intimidate +24, Jump +28, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +27, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +27, Tumble +27, Use Magic Device +24
Feats:                Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Large Magical Beast
Hit Dice:             8d8+24 (60 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          19 (-1 Size, +2 Dex, +8 Natural), touch 11, flat-footed 17
Base Attack/Grapple:  +8/+19
Attack:               Slam +15 melee (1d6+7)
Full Attack:          2 Slams +15 melee (1d6+7) and 1 Bite +9 melee (1d6+3)         
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 10/Magic, SR 18, Fast Healing 1, Immunities
Saves:                Fort +9, Ref +8, Will +6
Abilities:            Str 24, Dex 14, Con 16, Int 18, Wis 18, Cha 14
Skills:               Balance +25, Climb +38, Hide +22, Intimidate +26, Jump +31, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +30, Tumble +26, Use Magic Device +26
Feats:                Cleave, Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Huge Magical Beast
Hit Dice:             16d8+80 (152 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          25 (-2 Size, +2 Dex, +15 Natural), touch 10, flat-footed 23
Base Attack/Grapple:  +16/+37
Attack:               Slam +28 melee (1d8+13/19-20)
Full Attack:          2 Slams +28 melee (1d8+13/19-20) and 1 Bite +22 melee (1d8+6)         
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 15/Magic, SR 26, Fast Healing 3, Energy Resistance 5 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +15, Ref +12, Will +9
Abilities:            Str 36, Dex 14, Con 20, Int 18, Wis 18, Cha 18
Skills:               Balance +25, Climb +44, Hide +18, Intimidate +28, Jump +37, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +26, Search +28, Sense Motive +24, Spot +28, Survival +28, Swim +36, Tumble +26, Use Magic Device +28
Feats:                Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     16
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Gargantuan Magical Beast
Hit Dice:             32d8+256 (400 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 15 ft.
Armor Class:          40 (-4 Size, +1 Dex, +33 Natural), touch 7, flat-footed 39
Base Attack/Grapple:  +32/+63
Attack:               Slam +48 melee (2d6+19/19-20)
Full Attack:          2 Slams +48 melee (2d6+19/19-20) and 1 Bite +42 melee (1d10+9)         
Space/Reach:          20 ft./20 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 25/Magic, DR 10/-, SR 42, Fast Healing 5, Energy Resistance 10 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +26, Ref +19, Will +14
Abilities:            Str 48, Dex 12, Con 26, Int 18, Wis 18, Cha 24
Skills:               Balance +24, Climb +50, Hide +13, Intimidate +31, Jump +43, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +25, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +42, Tumble +44, Use Magic Device +31
Feats:                Awesome Blow, Cleave, Fling Enemy, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Critical (Slam), Mighty Roar, Overwhelming Critical (Slam), Power Attack, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     24
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          (see below)
Level Adjustment:     ---


The Apes of Wrath
                      Colossal Magical Beast
Hit Dice:             64d8+832 (1120 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Climb 10 ft.
Armor Class:          60 (-8 Size, +1 Dex, +53 Natural), touch 3, flat-footed 59
Base Attack/Grapple:  +64/+105
Attack:               Slam +81 melee (3d6+25)
Full Attack:          2 Slams +81 melee (3d6+25) and 1 Bite +76 melee (2d6+12)         
Space/Reach:          30 ft./30 ft.
Special Attacks:      Improved Grab, Rend
Special Qualities:    Dark Vision 60', Reincarnation, Shared Skills, Sense Target, DR 35/Epic, DR 15/-, SR 74, Fast Healing 8, Energy Resistance 15 (Acid, Cold, Electricity, Fire, Sonic), Immunities
Saves:                Fort +47, Ref +35, Will +25
Abilities:            Str 60, Dex 12, Con 36, Int 18, Wis 18, Cha 30
Skills:               Balance +24, Climb +56, Hide +9, Intimidate +34, Jump +49, Knowledge (Geography, History, Nature) +27, Listen +28, Move Silently +28, Search +28, Sense Motive +28, Spot +28, Survival +28, Swim +48, Tumble +25, Use Magic Device +34
Feats:                Awesome Blow, Cleave, Combat Reflexes, Defensive Sweep, Fling Enemy, Great Cleave, Greater Mighty Roar, Greater Powerful Charge, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Multiattack, Mighty Roar, Multiattack, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Powerful Charge, Shock Trooper, Weapon Focus (Slam)
Environment:          Any
Organization:         Solitary
Challenge Rating:     30
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          ---
Level Adjustment:     ---

"Bert...Ah swear if that lil' monkey critter doesn't stop throwing things at me Ah'm gonna forget mahself and bury my axe in his backside..."

The Apes of Wrath are divine servitors the Gawds use to punish particularly enraging mortals.  They begin as tiny critters and are told to meddle in their targets affairs and harass them, but not to kill.  If the Ape is killed in subsequently resurrects in a larger, tougher form.  With each successive reincarnation it gets tougher and has more leeway granted by the Gods in it's actions.  It gets the kill command somewhere around Large size.  Apes of Wrath understand all languages but do not speak any (that they've ever demonstrated).

Improved Grab (Ex): If the Ape of Wrath successfully hits an opponent it's own Size Class or smaller with it's Slam attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Rend (Ex): If the Ape hits with both Slam attacks it holds on and begins battering it's opponent for an extra amount of damage equal to double it's normal Slam attack damage.

Reincarnation (Ex): Apes of Wrath begin at Size Class Tiny.  They will do their best to arrange the death of their target, but if killed they resurrect 24 hours later at the next Size Class/HD level within 100' of hte place they died.  If killed at that Size Class/HD level they again resurrect 24 hours later at the next larger level until they eventually reach Colossal.  If killed at Size Class Colossal their target is free of them, and the Gods assign a new punishment.  Apes of Wrath cannot permanently be killed, but they can be re-assigned if killed often enough or if they Gods can be convinced to recall them.

Shared Skills (Ex): Regardless of what size or Hit Dice level the Ape of Wrath is at, it has the same skill points it would normally have at full size.

Sense Target (Su): Once the Gods make someone the target of an Ape of Wrath, the Ape knows it's exact location, even if it is on another Plane of existence.

Immunities (Ex): Apes of Wrath are immune to sleep effects, death effects, aging effects, fatigue/exhaustion, Mind-Affecting effects, poison, disease, paralysis, petrification, and polymorph.  They do not require sleep or rest.

Skills: Apes of Wrath get a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: Apes of Wrath have pretty good reasoning abilities, and usually use tactics that belie their bestial appearance.  most try to separate their target from potential protectors so they can confront him alone.  That way it minimizes the chances he gets help, and it also minimizes the collateral damage and dead bystanders.
« Last Edit: May 31, 2010, 01:48:56 AM by bhu »

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #554 on: May 26, 2010, 01:09:05 AM »
Awesome!
Why not make a creature based off the original name of the band finger eleven?
« Last Edit: May 26, 2010, 01:45:10 AM by jojolagger »
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #555 on: May 26, 2010, 01:43:00 AM »
Theres a band called the Apes of Wrath?

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #556 on: May 26, 2010, 01:45:19 AM »
Theres a band called the Apes of Wrath?
No, it's just the url tag I was using broke. I was suggesting a similar creature.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #557 on: May 26, 2010, 01:49:24 AM »
The rainbow butt monkeys?

jojolagger

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #558 on: May 26, 2010, 01:52:34 AM »
The rainbow butt monkeys?
:clap It wouldn't be the weirdest thing here.
Countdown to Zombie Apocalypse 97
When you see this, copy it into your sig and -1
:lovefirefox
Quotes [spoiler]
In other words, he thinks there's a "correct" way to play D&D.  *sigh*
There is: Kill shit and loot the corpse!
When you use a tool the way it was designed for -- its intended function -- then it will work very well for you.

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

bhu

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Re: Uncle Kitties Guide to Hopefully Humorous Abominations of Nature
« Reply #559 on: May 28, 2010, 12:23:33 AM »
this would be the only site allowing me to post that  :smirk

Mad Turtle Swarm
                      Tiny Magical Beast (Swarm)
Hit Dice:             12d10+24 (84 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 10 ft.
Armor Class:          16 (+2 Size, -1 Dex, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +12/-
Attack:               Swarm (3d6)
Full Attack:          Swarm (3d6)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Mouth Foaming Anger
Special Qualities:    Low Light Vision, Hold Breath, Swarm traits, Half damage from Slashing and Piercing, Scent
Saves:                Fort +11, Ref +7, Will +7
Abilities:            Str 10, Dex 8, Con 12, Int 2, Wis 12, Cha 2
Skills:               Spot +8, Survival +9, Swim +8
Feats:                Ability Focus (Distraction), Endurance, Great Fortitude, Improved Toughness, Iron Will
Environment:          Temperate Marsh or Forest
Organization:         Solitary
Challenge Rating:     4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

"Bert that turtle pond looks...suspicious..."

Turtle Swarms are magically bred turtles used as somewhat kind of competent guard animals.  They're difficult to hit and okay in water, but they're darn slow.


Mouth Foaming Anger (Ex): Whenever the swarm takes damage it begins foaming at the mouth in fury, and it's swarm attacks do +1d6 damage for the rest of the encounter.

Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn with a Swarm in it's square must make a DC 19 Fortitude Save (Save DC is Constitution based) or be Nauseated 1 round.  Spellcasting or concentrating on spells in this area requires a Concentration Check (DC is 20 plus spell level).  Using skills requiring Concentration or patience requires a DC 20 Concentration check.

Hold Breath (Ex): Turtle Swarms may hold their breath for (8 times Con Modifier) rounds before it risks drownings.

Skills: Turtle Swarms gain a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.

Combat: Turtle Swarms tend to charge oooooh so slowly.  Many wonder why they were created.

« Last Edit: May 28, 2010, 12:38:29 AM by bhu »