Kit's Animals & Vermin + Templates = Sadistic Fun thread

Kitsunekaboom

First Post
Taking a que from Knightfall I wish to start a thread for humanoids, I too have a dream, a dream of animals, and vermin, have their moment in the sun for the evil of templation. Yes! It doesn't matter what type they become, just start with an animal of some sort. I plan to get the book of templates for this guy and add metalivore to it.

Rust Hummer (Giant Bee + Half-Rust Dragon)
Medium Vermin
Hit Dice: 3d10+3 (19)
Initiative: +2 (Dex)
Speed: 20 Ft, Fly 80 Ft. (good)
AC: 18 (+2 Dex, +6 Natural)
Attacks: Sting +6 melee, Bite +2 melee; or 6 Claw +6 melee
Damage: Sting 1d4+4 and poison, Bite 1d6+2; or Claw 1d4+4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Breath Weapon, Poison
Special Qualities: Darkvision 60’, Low-Light vision, Immunities, Vermin
Saves: Fort: +4 Ref: +3 Will: +2
Abilities: Str:19, Dex:14, Con:13, Int:2, Wis:12, Cha:11
Skills: Intuit Direction +4, Spot +4
Feats: Nil
Climate/Terrain: Any Land and Underground, (Acheron)
Organization: Solitary, swarm (2-5), or hive (11-20)
Challenge Rating: 2
Treasure: No coins, ¼ goods (honey only); no items
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)

Rust hummers are a strange creature that thrive on the dust of decayed metal. They collect it as a normal bee does honey, and make a rust red honey from it. They are a threat to any metal using civilization, once they make a hive they don’t leave it until they have depleted the area of all metal.

Combat

Rust hummers only attack if provoked, unless a party carries metal. If they have a lot of metal the rust hummers are attracted and will attack with their breath weapon first, their stinger second. Their low intelligence allows them to assess threats, and they particularly dislike spellcasters.

Breath Weapon (Ex): A rust hummer can breath a cone of rusting liquid 30 ft. long that destroys all metal. A reflex save DC: 14 will negate. This is usable once every 1d4 rounds.

Immunities: A rust hummer is immune to sleep and paralysis effects and all damage from Acid.

Poison (Ex): 1d6 Con, DC: 13.

Vermin: Immune to mind-influencing effects.
 
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EldonG

First Post
Ok, I'm game...and if you haven't noticed...I *love* the shadow template! :cool:

Titanic Shadow Bat
Gargantuan Magic Beast
HD: 25d10+200 (337 hp)
Init: +0
Speed: 5 ft, fly 60 ft (clumsy)
AC: 26 (-4 size, +20 natural)
Attacks: Bite +38 melee
Damage: Bite 3d8+19
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Trample 3d8+19
Special Qualities: Blindsight, Cold Resist 20, Darkvision 60 ft, Low-Light Vision, Shadow Blend, +2 luck on saves, Cause Fear 1/day, Damage Reduction 5/+1, Evasion, Regeneration 2 hp/round
Saves: Fort +26, Ref +16, Will +12
Abilities: Str 37, Dex 10, Con 26, Int 2, Wis 14, Cha 4
Skills: Listen +9, Move Silently +10, Spot +9
Feats: Great Fortitude

Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 14
Alignment: Always Neutral

Hmmm...I need a template that gives 'em a sonic breath weapon, now...maybe just deafening...any thoughts?
 

Anybody want to do these? I might do one or two ...
Ghost Dog
Ghost Wolf
Were-Weasel (Dire Weasel) (Template)
Half-Fiend/Half- Colossal Monstrous Scorpion (uh oh)
Half-Fiend/Half - Colssal Monstrous Scorpion of Legend (even more uh oh)
 

Were- Weasel

Name: Wereweasel
Animal Form: Dire weasel
Ability Score Adjustments : Str +4, Dex +9
Wereweasel
Medium-Size Shapechanger
Hit Dice: 3d8 (13 hp)
Initiative : +0; +4 (Dex) as weasel
Speed: 30 ft.; 40 ft. as weasel
AC: 12 (+2 natural); 16 (+4 Dex, +2 natural) as weasel
Attacks : Unarmed strike +0 melee; bite +6 melee as weasel
Damage : Unarmed strike 1d3 subdual; bite 1d6+3 as weasel
Face/Reach : 5 ft. by 5 ft./ 5 ft.
Special Attacks : Attach, blood drain, curse of lycanthropy as weasel
Special Qualities : Weasel empathy; also scent, DR 15/silver as weasel
Saves : Fort +5, Ref +5, Will +5
Abilities : Str 14, Dex 19, Con 10, Int 10, Wis 10, Cha 10 as weasel
Skills :Climb +11, Hide +11, Listen +8, Move Silently +6, Search +8, Spot +8
Feats: Blind-Fight, Improved Initiative, Weapon Finesse (bite) as weasel

Organization : Solitary, pair, family (2-4), pack (6-10), or troupe (2 - 4 plus 1-4 dire weasels)
Challenge Rating : 4
Treasure : Standard
Alignment: Always neutral evil
Advancement : By character class
Wereweasel Characters : Most wereweasels who have a character class tend to be rogues.

The wereweasel in humanoid form tends to be thin and dexterous, of about average height. They are sleek.
All special abilities are as in the Monster Manual lycanthrope and dire weasel entries.
 

Krishnath

First Post
If you think a half-fiend colossal scorpion is bad, try a Half-fiend Dokufu (also known as a Mountain Spider, it's from OA) :D

Also, a half-fiend anything of legend is not allowed by the Monster of Legend template, as it can not be added to outsiders, and Half-fiend makes the base creature an outsider. :D

Nice work on the were-weasel
 




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