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

Gothenem

Explorer
You can also alter it to accomodate other dragon types....

Half-Red: Mountain Stalker (Breathes Cone of Fire and immunity to fire)
Half-Green: Forest Stalker (Breathes Cone of Acidic Gas and immunity to acid)
Half-Black: Marsh Stalker (Breathes Line of Acid and immunity to acid)
Half-White: Tundra Stalker (Breathes Cone of Cold and immunity to cold)
Half-Brown: Sand Stalker (Has 322 hp, breathes Line of Acid and immunity to acid, has Sandswimmer (x2) instead of Toughness (x2)
 

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Gothenem

Explorer
Now, here's a beastie that the Cleric in my party *loves* to summon with Summon Monster VII (Also appropriate for Summon Nature's Ally VII)

It is a Wood Element Elephant (Say that five times fast)

Vine Stamp
Huge Elemental (Extraplanar)
Hit Dice: 11d8+33 (86 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +8/+26
Attack: slam +16 melee (2d6+10) or gore +16 melee (2d8+15) or spikes +9 ranged (1d6+10)
Full Attack: slam +16 melee (2d6+10) and 2 stamps +11 (2d6+5) or gore +16 melee (2d8+15) or spikes +9 ranged (1d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: spikes, trample (2d8+15)
Special Qualities: damage reduction 5/magic, darkvision 60 ft., low-light vision, plant traits, scent, woodsense
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 31, Dex 12, Con 17, Int 4, Wis 13, Cha 9
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: Elemental Plane of Wood (or Spirit Realm if used)
Organization: Solitary, Pair, or Herd (3-10)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: -

This large creature looks much like an elephant made of vines, chockers, twigs, leaves and branches. Large wooden tusks stretch forth from it's leavy head, and two huge fern-leaf ears twitch with every sound you make. The creature stamps the ground with one tree trunk-like leg and lets out a elephantine trumpet with its long, vine of a nose.

Vine Stamp is a powerful force of nature, using his massive physical form to punish those who would defile nature. Vine Stamp does not distinguish between evil defilers and those who are cutting woods for civilized purpose. Those who are harming nature may face the wrath of Vine Stamp.

Combat
Vine Stamp will begin combat by trampling smaller foes. Then it will gore and stamp on its foes until they stop moving - often after they have been mashed into a pulp.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
 


Land Outcast

Explorer
Medusa Lord
Huge Monstrous Humanoid
Hit Dice: 17d8+17 (94 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (-2 size, +5 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +17/+32
Attack: Shortbow +20 ranged (1d6 plus poison/x3) or dagger +22 melee (1d4+7/19-20) or snakes +22 (1d4+7 plus poison)
Full Attack: Shortbow +20/+15/+10 ranged (1d6 plus poison/x3);
or dagger +22/+17/+12 melee (1d4+7/19-20) and snakes +17 melee (1d4+7 plus poison);
or dagger +20/+15/+12 melee (1d4+7/19-20) and dagger +20/+15 and snakes +17 melee (1d4+7 plus poison);
or snakes +22 (1d4+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 2d6+10, petrifying gaze, poison
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +9, Ref +12, Will +6
Abilities: Str 24, Dex 20, Con 14, Int 18, Wis 12, Cha 18
Skills: Bluff +21, Climb +15, Diplomacy +21, Hide +17, Intimidate +21, Listen +21, Move Silently +25, Swim +15
Feats: Ability Focus (Gaze), Ability Focus (Poison), Improved Natural Attack (Constrict), Virulent Poison, Two Weapon Fighting, Improved Two Weapon Fighting
Environment: Deep jungle
Organization: Solitary, Brood (1 plus 5-10 medusas), or Cadre (1 plus 20-30 medusas)
Challenge Rating: 9
Treasure: Triple Standard
Alignment: Always Lawful Evil
Advancement: by character class
Level Adjustment: -

The throne started crumbling... What?!
No, it wasn’t a throne, it was the coiled up body of this mostruosity who presented himself as Prince and with whom you just had one of the most interesting talks you will ever have. All the wile you were examined from the shadows covering the “throne”.
The Prince slithers from the shadows into the light, still this far away you can’t discern him... it... the Prince, only notice he has jet black hair combed backwards, and a clean cut appearence... finally he comes close enough, exquisite build of sculpted marble from his waist upwards, a great powerful black snake conforms his lower half.
But the most enthralling, his features, his ey...


Unquestioned lords of medusas and of themselves, these abominations delight themselves with beauty, intelect, and power, riches are secondary, and the power they cherish is not the power over their subordinates but over external creatures and societies.

Constrict(Ex): On a successful grapple check, a Medusa Lord deals 2d6+10 damage.

Gaze(Su): Turn to stone permanently, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.

Poison(Ex): Injury, Fortitude DC 24, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.



Elite Stat Array Tauric Medusa+Giant Constrictor
 

Angel Tarragon

Dawn Dragon
Land, you should really start your own thread for your monsters. The Medusa Lord doesn't fit the theme of this thread.

Plus, do you really need to post the Medusa Lord in more than one place? I think the creature catalog forums are just fine for your monsters.
 

Land Outcast

Explorer
Land, you should really start your own thread for your monsters. The Medusa Lord doesn't fit the theme of this thread.

Plus, do you really need to post the Medusa Lord in more than one place? I think the creature catalog forums are just fine for your monsters.

Well:
1) technically it is still a Templated Giant Constrictor

2) my post at homebrew has for intention not a strictly templated creature, but one modified according to criticism and comments.

:)
 

Gothenem

Explorer
Perhaps if you could tell us the template? I am thinking Tauric snake/medusa, though it is technically not legal, looks neat.

And here is another neat monster, again the Cleric likes to summon this beastie. This is a Fire Element Stegosaurus.

Thunderfire Lizard
Gargantuan Elemental (Augmented Animal, Extraplanar, Fire)
Hit Dice:
18d8+183 (264 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 14 (-4 size, -2 Dex, +10 natural), touch 4, flat-footed 14
Base Attack/Grapple: +13/+33
Attack: Slam +17 melee (2d6+8 plus 2d6 fire plus burn)
Full Attack: 2 slams +17 melee (2d6+8 plus 2d6 fire plus burn) and tail slap +12 melee (1d6+12 plus 2d6 fire plus burn)
Space/Reach: 20 ft./10 ft.
Special Attacks: Burn, powerful charge, trample (2d6+12 plus 2d6 fire plus burn)
Special Qualities: Darkvision 60 ft., damage reduction 10/magic, elemental traits, immunity to fire, low-light vision, scent, vulnerability to cold
Saves: Fort +23, Ref +9, Will +8
Abilities: Str 27, Dex 7, Con 30, Int 1, Wis 14, Cha 10
Skills: Listen +14, Spot +18
Feats: Alertness, Cleave, Great Fortitude, Power Attack, Run, Skill Focus (Spot), Toughness
Environment: Elemental Plane of Fire
Organization: Solitary or family (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Level Adjustment: -

This immense creature walks on four short but massive flaming legs. Two rows of magma plates run down the creature's flaming back and it's tail is covered in long fiery spikes. Its head is relatively small, and its mouth ends in a powerful beak. The creature looks at you with its smoldering eyes and its flame-like body radiates heat like a hundred bonfires.

Thunderfire lizards are stupid but powerful beasts that roam the elemental plane of fire. They are often pressed into service as pack animals by efreet, powerful elementals, and other powerful individuals on the plane. It is said that there is an Azer chief that has Thunderfire Lizard cavalry under his command.

Combat
Thunderfire lizards are generally peaceful creatures, but when roused to battle can be terrifying opponents. Their favored tactic is to charge or run over creatures and set them ablaze. Then destroy them with its slams and tail attacks.
Powerful Charge (Ex): When a thunderfire lizard charges, it gets to make a single slam attack with a +17 attack bonus that deals 4d8+12 points of damage plus 2d6 points of fire damage and may set the foe on fire (see burn below). This is in addition to the normal benefits and hinderances of a charge.
Trample (Ex): Reflex DC 27 half. The save DC is Strength-based.
Burn (Ex): Those hit by a thunderfire lizard's natural attacks must succeed at a DC 29 Reflex save or catch on fire. The save DC is Constitution-based. In addition a thunderfire lizard deals an additional 2d6 points of fire damage to any creature that it hits with a natural attack or that hits it with a natural attack or unarmed strike.
 
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COB

First Post
hi everyone i'm new this forum is great and stuff

let's start whit some hardcore templating.


Scion Of Obox-Ob

Corrupted Plague-Bearer Monstrous Scorpion, Colossal
Colossal Aberration
Hit Dice: 40d8+320 (500 hp)
Initiative: -1
Speed: 50 ft. (10 squares)
Armor Class: 36 (-8 size, -2 dex, +33 natural), touch 1, flat-footed 36
Base Attack/Grapple: +30/+60
Attack: Claw +36 melee (2d10+14 plus disease plus vile damage)
Full Attack: 2 claws +36 melee (2d10+14 plus disease plus vile damage) and sting +31 melee (2d10+7 plus disease plus poison plus vile damage)
Space/Reach: 40 ft./30 ft.
Special Attacks: Constrict (2d10+14 plus disease plus vile damage), improved grab, poison, disease, disease cloud, disease flesh.
Special Qualities: Darkvision 60 ft., Tremorsense 60 ft., carrier, immunity to diseases, quick incubation, DR 6/magic, distruptive attack, enhanced power, fast healing 10.
Saves: Fort +25, Ref +12, Will +13
Abilities: Str 39, Dex 6, Con 26, Int 1, Wis 10, Cha 1
Skills: Climb +18, Hide -13, Spot +4
Feats: -
Environment: any
Organization: Solitary
Challenge Rating: 16
Treasure: standard
Alignment: Always Chaotic Evil
Advancement: 41-60 HD (Colossal)


<looking for flavor text>

Constrict (Ex): A Scion Of Obox-Ob deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a Scion Of Obox-Ob must hit with a claw attack. A Scion Of Obox-Ob can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): Injury, Fortitude DC 37, initial and secondary damage 1d10 Con.

Disease (Ex): Touch Attack, Fortitude DC 37, Slimy Doom and The Shakes ; Injury, Fortitude DC 37, Slimy Doom, The Shakes and Red Ache. Anyone casting a remove disease spell to rid a creature from these diseases must succeed a caster level check (DC 37) or be unable to remove the diseases for that day.

Disease Cloud (Ex): Any breathing creature that starts its turn within 30 ft of the Scion Of Obox-Ob must succeed on two Fortitude saves (DC 37). A failure on the first save infects the creature whit crackle fever; A failure on the second save infects the creature whit mindfire. Anyone casting a remove disease spell to rid a creature from these diseases must succeed a caster level check (DC 37) or be unable to remove the diseases for that day.

Disease Flesh (Ex): Any creature that makes a succesful bite attack against a Scion Of Obox-Ob, swallows it whole or otherwise eats some of its flesh must succeed on a Fortitude save (DC 37 or contract blinding sickness. Anyone casting a remove disease spell to rid a creature from this disease must succeed a caster level check (DC 37) or be unable to remove the disease for that day.

Carrier (Ex): Although a Scion Of Obox-Ob is immune to the effects of all diseases, including the magical one such us mummy rot, it can still carry infections and continues to do so, regardless of magical healing or successful Fortitude saves.

Quick Incubation (Ex): Each of the diseases carried by the Scion Of Obox-Ob has an incubation period of 1 round.

Distruptive Attack (Su): The Scion Of Obox-Ob deals 20 points of additional vile damage when it touches living, uncorrupted, corporeal non-outsider.

Enhanced Power (Su): the save DCs of any and all of the Scion Of Obox-Ob's special attacks increase by +4.



Sources:

Colossal Monstrous Scorpion: MM
Corrupted: Book of Vile Darkness
Plague-Bearer: Green Ronin's Advanced Bestiary (this book is AMAZING)
 
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Gothenem

Explorer
Nice scorpion. I got one too in this thread.... Scorpions ahoy!!!

Now, a couple more (sorry for new statblock, but I use it for gameplay):

Stonebite is an Earth Element Dire Snake. Fun.

STONEBITE CR 7
Earth Element Dire Snake
N Huge Elemental (Earth, Extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Listen +8, Spot +8
--------------------------------------------------------------------------------------------------------------------
AC 21, touch 13, flat-footed 16
hp 73 (8 HD); DR 5/magic
Immune critical hits, flanking, paralysis, poison, sleep, and stunning
Fort +10, Ref +11, Will +7
--------------------------------------------------------------------------------------------------------------------
Speed 30 ft. (6 squares), burrow 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Melee bite +14 (2d6+15 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +24
Combat Options poison (DC 20, 1d6 Con/1d6 Con), constrict 1d8+15, improved grab, earth mastery (+1 to attack and damage if both Stonebite and opponent are in contact with the earth, -4 to attack and damage airborne or waterborne creatures)
--------------------------------------------------------------------------------------------------------------------
Abilities Str 30, Dex 21, Con 18, Int 1, Wis 13, Cha 10
Feats Ability Focus (Poison), Alertness, Improved Toughness
Skills Balance +14, Climb +15, Hide +7, Listen +8, Spot +8
--------------------------------------------------------------------------------------------------------------------
Note: This creature is added to the Summon Monster V and Summon Nature’s Ally V list.

And some blightspawned dire polar bears

BLIGHTSPAWNED DIRE POLAR BEAR CR 12
Male blightspawned dire polar bear
NE Huge Plant (Augmented Animal)
Init +0; Senses low-light vision, scent; Listen +10, Spot +10
--------------------------------------------------------------------------------------------------------------------
AC 19, touch 8, flat-footed 19
hp 213 (18 HD)
Immune critical hits, mind-affecting effects, poison, sleep, paralysis, stunning, polymorph
Fort +18, Ref +11, Will +11
--------------------------------------------------------------------------------------------------------------------
Speed 50 ft. (10 squares), swim 20 ft.
Melee 2 claws +28 (2d6+16 plus blight touch) and bite +22 (3d8+8 plus blight touch)
Space 15 ft.; Reach 10 ft.
Base Atk +13; Grp +37
Atk Options improved grab, blight touch (DC 26, 1d6 days, 1d4 Con and 1d4 Cha)
--------------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 18, Con 18, Int 8, Wis 12, Cha 5
SQ create spawn, undead transformation
Feats Alertness, Endurance, Improved Natural Armor, Toughness x2, Track B, Weapon Focus (claw)
Skills Hide -6 (+6 in snowy areas), Listen +10, Spot +10, Swim +19
--------------------------------------------------------------------------------------------------------------------
Create Spawn (Su): If Charisma reaches 0 and the victim is still alive, remove all ability damage and apply the blightspawned template to the creature.

And another one

TI-KHANA ALLOSAURUS
Ti-Khana Allosaurus CR 13
Always CE Gargantuan Magical Beast (Psionic)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +16, Spot +17
Languages Draconic, Yuan-ti
--------------------------------------------------------------------------------------------------------------------
AC 21, touch 8, flat-footed 19
(-1 size, +2 Dex, +13 natural)
hp 202 (21 HD)
SR 21
Fort +17, Ref +14, Will +9
--------------------------------------------------------------------------------------------------------------------
Speed 60 ft. (12 squares); Run
Melee bite +28 (3d8+11 plus poison) and
2 claws +23 (3d6+5)
Space 20 ft.; Reach 20 ft.
Base Atk +21; Grp +44
Attack Options improved grab, rake 3d8+5, swallow whole, trample 6d9+16, Psionic Charge
Special Actions alternate form
Psi-like Abilities (ML 21st):
At will- aversion (DC 22*), detect hostile intent
* includes augmentation due to manifester level
--------------------------------------------------------------------------------------------------------------------
Abilities Str 32, Dex 14, Con 21, Int 6, Wis 15, Cha 12
Feats Alertness, Improved Natural Attack (claw), Open Minded, Psionic Charge, Run, Speed of Thought, Toughness, Track
Skills Listen +16, Speak Language (Draconic, Yuan-ti), Spot +17
--------------------------------------------------------------------------------------------------------------------
Tactics
Not stupid beasts like many think, ti-khana allosaurus’s like to keep terrain features between themselves and opponents, forcing them to move in without charging, and if they stay back, then the ti-khana can use Psionic Charge to charge them. When they charge, or when they get an attack of opportunity, they will always try to grapple the foe. If successful, next round, they will swallow whole and trample their allies. They save aversion to help them flee from a combat that is going poorly and can run impressively fast when fleeing.
 
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