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

Knightfall

World of Kulan DM
pyrobob said:
ummm.... who prints it? that sounds fun, but ive never seen nor heard of it before...

It is by Silverthorne Games. You can buy it as a PDF at RPGNow. The Revised Version will be out sometime later this month, which will have even MORE templates and lots of other crunchy bits.

Cheers!

KF72
 

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Andrew D. Gable

First Post
Return of an old fave...

Shishi (Foo Lion)
Large Outsider

Hit Dice: 5d8+15 (37 hp)
Initiative: +7
Speed: 40 ft.
AC: 18 (-1 size, +3 Dex, +6 natural)
Attack: Claw +9 melee, bite +9 melee
Full Attack: 2 claws +9 melee, bite +7 melee
Damage: Claw 1d4+7, bite 1d8+3
Face/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, strike evil, summon foo creatures
Special Qualities: Scent, darkvision 60 ft., aura of goodness, invisibility, ethereal jaunt, plane shift, SR 15
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 25, Dex 19, Con 17, Int 12, Wis 14, Cha 10
Skills: Balance +13, Hide +17*, Jump +12, Listen +11, Move Silently +13, Spot +10
Feats: Improved Initiative, Multiattack
Climate/Terrain: Any land
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large)

The shishi (known to Westerners as a foo lion) is a benevolent guardian spirit often bound to statues by shugenja. When manifest, the spirit appears to be a large leonine creature with a somewhat humanoid face and bulbous eyes. The spirit is native to the Ethereal Plane, and is often bound to wood or stone statues placed at the entrances to palaces and other buildings of the bureaucracy. The statues in which shishi are bound are of lions with one of their front paws resting on a ball, rock, flower, or some other object. There are often many of these lining an avenue leading to said building, each housing one of the guardians.

Pounce (Ex): If a shishi leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the shishi must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): A shishi that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d4+3 damage each. If the shishi pounces on an opponent, it can also rake.

Strike Evil (Su): A shishi gains a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be dispelled or negated.

Summon Foo Creatures (Sp): Once per day, a shishi may emit a magical roar and attempt to summon summon 1d4 additional shishi with a 35% chance of success.

Aura of Goodness (Su): Shishi are protected by an aura of goodness. An evil creature that attacks the shishi suffers a -1 penalty to attack and damage rolls. The aura can be dispelled, but the shishi can restart it as a free action.

Invisibility (Su): A shishi can become invisible at will as the spell cast by a 15th-level sorcerer. The invisibility can be dispelled, but can be renewed as a free action.

Ethereal Jaunt (Su): A shishi can shift from the Ethereal to the Material Plane as a free action and shift back as a move action. The ability is otherwise identical with ethereal jaunt as cast by a 15th-level sorcerer.

Plane Shift (Sp): A shishi can enter the Astral Plane or Material Plane. This ability transports the shishi and up to six other creatures within 5 feet of the creature. It is otherwise identical to the spell of the same name.

Skills: Shishi receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +22.

No points if you can tell me how I made it, lol.
 

Kitsunekaboom

First Post
One of these days I need to get Tome of Horrors. Foo Apes! :) Here's mine for the day. (Ok I like half-dragons way too much.)

Red Scythes (Giant Praying Mantis + Half-Red Dragon)
Large Dragon
Hit Dice: 4d10+15 (37)
Initiative: -1 (Dex)
Speed: 20 Ft, Fly 40 Ft. (Average)
AC: 18 (-1 Size, -1 Dex, +10 Natural)
Attacks: 2 claws +10 melee, Bite +5 melee
Damage: Claw 1d8+8, Bite 1d8+4
Face/Reach: 5 Ft. By 10ft/5ft
Special Attacks: Improved Grab, Squeeze, Breath Weapon
Special Qualities: Vermin, Immunities, Low-Light Vision, Darkvision 60'
Saves: Fort: +7 Ref: +0 Will: +3
Abilities: Str:27, Dex:8, Con:17, Int:2, Wis:14, Cha:13
Skills: Hide +0*, Listen +4, Spot +4
Feats: Flyby Attack
Climate/Terrain: Any Volcanic and Underground
Organization: Solitary, or Pack (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral Evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

The Red Scythes are strange creatures, no one is sure how or why they were created. They rove around volcanic regions and underground tunnels in packs, looking to devour whatever they may for the fiery hunger they possess.

Other species have tried to tame them, and have failed on many occasions, in the most spectacular and painful ways imaginable.

Combat

Breath Weapon (Ex): A red scythe can breath a Cone of Fire 30 ft. long dealing 6d10 damage, A reflex save DC: 19 will halve damage. This is usable once every 1d4 rounds.

Improved Grab (Ex): To use this ability, the red scythe must hit an opponent of Medium or smaller size with its claw attack If it gets a hold, it squeezes.

Immunities: A red scythe is immune to sleep and paralysis effects and damage from fire.

Squeeze (Ex): A red scythe that gets a hold automatically deals 1d8+4 points of claw damage and bites at its full attack value of +6 each round the hold is maintained.

Vermin: Immune to mind-influencing effects
 

Knightfall

World of Kulan DM
Heh, Heh!

Epascro (Tauric Orc-Winged Ape)
Large Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +5 (Dex)
Speed: 30 ft., climb 30 ft., fly 20 ft. (perfect)
AC: 17 (-1 size, +5 Dex, +3 natural)
Attacks: 2 claws +11 melee; or large battleaxe +11 melee; or mighty composite longbow (+2) +12 ranged
Damage: Claw 1d6+9; or large battleaxe 2d6+6; or mighty composite longbow (+2) 1d8+2
Face/Reach: 10 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity, scent
Saves: Fort +3, Ref +9, Will +5
Abilities: Str 22 (+6), Dex 19 (+5), Con 14 (+2), Int 9 (-1), Wis 8 (-1), Cha 8 (-1)
Skills: Climb +8, Listen +4, Spot +4
Feats: Alertness, Iron Will

Climate/Terrain: Any mountains and forest
Organization: Solitary or company (2–5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

An epascro is an odd tauric creature with the lower body of an ape, the upper torso, arms, and head of an orc, and two strong, large wings, growing out of it’s ape-like body, that allows the creature to fly. The creature most often walks on its four ape-like limbs but can walk upright on its two rear limbs for short distances. It folds its wings over its back when not in flight.

An epascro speaks Orc.

Combat
An epascro may attack either with its two front ape-like limb’s claws or with weapons but never at the same time. The creature prefers to use enlarged battle-axes in melee but is also a good shot with a composite bow. An epascro is a ferocious opponent in combat with a taste for the flesh of its victims.

Light Sensitivity (Ex): An epascro suffers a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Scent (Ex): An epascro can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Epascro Characters
An epascro favors the barbarian class.
 

Kitsunekaboom

First Post
Well I asked for apes and got them! :)

And now for something completely utterly mind numbingly frightening..And different.

Elder Magical Beast as stated above is from the free chapter of Legends and Lairs: Monster's handbook. Legendary Wolf is from Masters of the Wild. Psionic is from the Psionics Handbook, and you all know where the half-fiend is from.

Abyssal Guardian (Legendary Wolf + Elder Magical Beast + Multiheaded (2 Extra) + Half-Fiend + Psionic)
Large Magical Beast
Hit Dice: 22d8+198 (297)
Initiative: +10 (+10 Dex)
Speed: 60 Ft, Fly 60 Ft. (Average)
AC: 33 (-1 Size, +10 Dex, +10 Natural, +4 Deflection)
Attacks: 3 Bite +34 melee, 2 Claw +27 Melee
Damage: Bite 2d8+19, Claw 1d6+6
Face/Reach: 5 Ft. By 10ft/5ft
Special Attacks: Trip, Spell-Like Abilities, Psionics
Special Qualities: Scent, Speech, Spellcasting Affinity, Immunities, Darkvision 60’, Power Resistance: 25, Telepathy
Saves: Fort: +29 Ref: +22 Will: +7
Abilities: Str:36, Dex:30, Con:28, Int:18, Wis:14, Cha:17
Skills: Bluff +18, Climb +16, Diplomacy +18, Concentration +22,
Gather Information +18, Heal +17, Hide +10, Intimidate +18,
Knowledge (Geography) +19, Knowledge (History) +19, Knowledge (Nature) +19, Knowledge (Planes) +19, Hide +22, Listen +23, Move Silently +27, Search +17,
Scry +17, Search +12, Spot +23, Swim +16, Wilderness Lore +17*
Feats: Fearsome Bearing#, Flyby Attack, Inertial Barrier&, Mind Whispers#
Climate/Terrain: Any forest, hill, plains, mountains, and Subteranean /Warm Plain, and Subteranean
Organization: Solitary or Pack (Leads 2-5 two-headed half-fiend wolves) or Colony (leads 20-100 fiendish humanoids)
Challenge Rating: 17
Treasure: Twice Standard
Alignment: Always Neutral Evil
Advancement: Does it really need to?
# = From Legends and Lairs: Monster’s Handbook
&= From Psionic’s Handbook

Abyssal guardians are the hounds of hell, created to destroy any who try to steal hells secrets. They were created by greater demons and devils, but no matter what have an extreme dislike of hellhounds and hellcats. Clans of them can be found in the Grey Waste.

Combat

Guardians only attack when necessary. They usually intimidate first, if they must use their power they will however. They tend to start combat with Breath of the Dragon.

Many of their powers are geared more toward dealing with teleporters. This tends to be a nono around them, anyone who teleports is the next target, and if there is an entire pack some will go after the teleporter while the rest stay behind.

Immunities: An abyssal guardian is immune to poison. They also have acid, cold, electricity, and fire resistance 20.

Psionics (Sp): At will – Baleful Teleport, Breath of the Dragon, Divert Teleport, Fission, Iron Body, Planeshift, See Invisibility, Shadow Body, Teleport without Error,
Time Regression, Temporal Velocity, Trace Teleport, Ultrablast. These abilities are as the powers manifested by an 22nd-level psion.
Attack/Defense Modes (Sp): At will – ego whip, id insinuation, Mind Blast, Mind Thrust, Psychic Crush/empty mind, intellect forturess, mental barrier, thought shield, tower of iron will

Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.
3/day-Darkness, Poison, Unholy aura; 1/day – Blasphemy, Contagion, Desecreate, Destruction, Horrid Wilting, Summon Monster IX (Fiends Only), Unhallow, Unholy Blight; as a 22nd level sorcerer.

Speech (Ex): 7 languages

Spellcasting Affinity (Ex): An abyssal guardian may use spells unhindered by its physical form.

Telepathy (Su): An abyssal guardian can communicate telepathically with any creature witin 100 feet that has a language.

Trip (Ex): An abyssal guardian that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the PHB) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the abyssal guardian.

Skills: An abyssal guardian receives a +6 racial bonus to Listen and Spot checks, a +4 racial bonus to Hide and Search checks, and a +2 racial bonus to Move Silently checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
 



Kitsunekaboom

First Post
Well I mentioned I wanted to get Tome of Horrors so that I could produce Foo Apes. So I guess it was *kinda* like asking. ;)

And Cerebus done to guard against D&D magic, specifically all those pesky teleporters. Try to planeshift out of hell will you? HA! ;)
 

Knightfall

World of Kulan DM
Ember Lion (Lion + Monstrous Beast + Fire Element)
Large Elemental (Fire)
Hit Dice: 5d8+10 (32 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d4+5 plus 1d4 fire, bite 1d8+2 plus 1d4 fire
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Breath weapon, burn, heat, pounce, improved grab, rake 1d4+2
Special Qualities: Darkvision 60 ft., elemental, fire subtype, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5
Feats:

Climate/Terrain: Any land and underground.
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large)

Ember lions are native to the Elemental Plane of Fire and are often kept as pets and guards by noble efreet. An ember lion is shaped like a lion but is made up of elemental fire. Its element body flickers red and black along its head and back.

Combat
Ember lions attack first with their claws and bite, attempting to grapple with opponents and rake with its hind legs. If hard pressed they will use their breath weapon.

Breath Weapon (Su): Once every 2d4 rounds, a ember lion can breathe a 30-foot cone of fire (Reflex save, DC 14).

Burn (Ex): Those hit by a ember lion’s claw or bite attack must succeed at a Reflex save (DC 14) or catch fire. The flame burns for 1d4 rounds. (See Catching on Fire in Chapter 3 of the DMG.)

Creatures hitting a ember lion with natural weapons or unarmed attacks take fire damage as though hit by its attack, and also catch fire unless they succeed at Reflex save.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Heat (Ex): In addition to the damage from its attacks, a ember lion an additional 1d4 points of fire damage with its claw and bite attacks.

Pounce (Ex): If an ember lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the ember lion must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): An ember lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the ember lion pounces on an opponent, it can also rake.

Skills: Ember lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of complete fire, the Hide bonus improves to +12.
 
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