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


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Kitsunekaboom

First Post
I get Savage Species later this week, since a I have no access to the Tauric template yet it will have to wait until then. But soon I promise. (And geez, a kaiju with an above human level intelligence is kinda scary, should have given him a better write up, oh well. :)
 

Ferret

Explorer
Shadow wood Raccoon
Small Outsider
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 30 ft, swim 30 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spikes
Special Qualities: Slow fall, Scent, Low-light vision, Cold resistance(5), Shadow blend, Evasion, Elemental, Dark vision, Plant, Wood sense
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 4, Wis 12, Cha 10
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 2-6 HD (Small)

Shadow wood raccoons, or Shade wood ‘coons as they are sometimes known, are raccoons that seem to be made up of long, dark vines, with occasional bark hide. Though they are not swayed in any moral direction, they do tend to be mischievous.

COMBAT

They attack from the shadows, and only use melee combat if the opponent is to strong or they are seen.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Shadow blend (Su): In any other condition other then full daylight a shadow creatures can disappear into the shadows, giving 9/10 concealment. Artificial illumination, or even light or continual flame, does not affect this, but a daylight spell will.

Elemental: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits.

Plant: Also due to the closeness to plants it is immune to polymorphing and mind-influencing effects.

Wood sense (Ex): The can Detect any creature in contact with vegetation, within 60ft, even if the is not in contact with the same vegetation.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks, and a +6 to move silently

Hollow black bear
Medium-Sized Undead
Hit Dice: 3d12 (19hp)
Initiative: +3
Speed: 60ft
AC: 15 (+2 Natural +3 Dex)
Attacks: 2 Claws, +9 melee; Bite +4 Melee
Face/reach: 5ft. By 5ft./5ft.
Special Qualities: Scent
Saves: Fort +3, Refl +6, Will +2
Abilities: Str 23, Dex 17, Con --, Int 2, Wis 12, Cha 6
Skills: Climb +8, Listen +4, Spot +7, Swim +10

Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement Range: 4-5 HD (Medium-size)

Cos this are hollow they have no fluff, got it?!
 

Kitsunekaboom

First Post
Neat stuff ferret, where are raccoons from?

And here is my latest creation...and to think, this being has a mommy. >)

Stone Tainted God (Dire Bear + Legendary Animal + Kaiju + Elder Magical Beast + Earth Elemental + Half-Fiend)
Colossal Outsider (Earth, Evil)
Hit Dice: 78d8+1160 (1521)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 Ft, Burrow 30 Ft.
AC: 49 (-8 Size, +3 Dex, +44 Natural)
Attacks: 2 Claws +112 melee, Bite +107 melee; or Spikes +82
Damage: Claw 6d6+34, Bite 8d6+17; or Spikes 4d6+34
Face/Reach: 40 Ft. By 80ft/20ft
Special Attacks: Augmented Criticals, Battle Frenzy, Breath Weapon, Burrow,
Earth Mastery, Energized Attack, Improved Grab, Ranged Attack, Shockwave,
Spell-Like Abilities, Swallow Whole, Trample
Special Qualities: Absorb Energy, Damage Reduction 25/+5, Darkvision 120,
Death Throes, Elemental, Fast Healing 20, Immunities, No Breath, Scent, See Invisibility, SR: 27, Tremorsense, Reflect Spells
Saves: Fort: +53, Ref: +42, Will: +28
Abilities: Str:79, Dex:17, Con:41, Int:20, Wis:14, Cha:42 (1014)
Skills: Balance +81, Bluff +94, Concentration +93, Intimidate +94,
Knowledge (History) +83, Knowledge (Nature) +83, Knowledge (Planes) +83, Knowledge (Religion) +83, Listen +80, Search +80, Spot +80, Swim +112,
Wilderness Lore +80
Feats: Battle Roar, Cleave, Combat Casting, Dodge, Expertise, Great Cleave,
Improved Bull Rush, Improved Critical (Bite, Claw), Improved Initiative,
Improved Trample, Mobility, Penetrate Hardness, Point Blank Shot, Precise Shot,
Spring Attack, Stunning Roar, Thunderous Roar, Whirlwind Attack
Climate/Terrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary
Challenge Rating: 31
Treasure: None
Alignment: Always Neutral Evil
Advancement: Nil

The Stone Tainted God is an immense engine of destruction. Like many gods, this one sleeps centuries away, but when he wakes it is the most frightening experience imaginable for all around. The sky darkens, storms rise up, lightning strikes, and the earth quakes. There are many doomsday cults surrounding the Stone Tainted God, and with good reason. Their clerics get access to the domains of Destruction, Earth, and Evil.

The Stone Tainted God has been asleep for centuries beneath a poisoned forest. Slowly it regains strength, it lies sleeping, waiting for its brethren to awaken, the other three demon gods.

There is supposedly weaponry, made from the fifth demon god, who was destroyed when the celestial gods came down and destroyed him. If these weapons are wielded by the righteous then the Stone Tainted God will fall.

Combat

Anything stupid enough to fight this guy generally get flattened.

Absorb Energy (Su): The Stone Tainted God can absorb cold attacks. Any damage from an cold source that penetrates the Stone Tainted God’s energy resistance is absorbed and converted into temporary hit points that last for ten minutes before vanishing.

Augmented Critical (Ex): Using its bite attack, the Stone Tainted God threatens a critical on a natural attack roll of 17-20, dealing triple damage on a successful critical hit.

Battle Frenzy (Ex): When the Stone Tainted God is reduced to 25% of its maximum hit point total it gains a +4 bonus to Strength and can make an additional melee attack with its primary natural attack each round at a –5 penalty. These benefits cease if it is healed above 25% of its maximum hit point total or is reduced to 0 hit points or less.

Breath Weapon (Su): The Stone Tainted God may spit a 10 feet tall, ten feet wide, 100 feet long line of cold dealing 10d6 points of damage. A Reflex save (DC:63) will halve the damage.

Burrow (Ex): The Stone Tainted God can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Itts burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the Stone Tainted God flings it back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.

Death Throes (Su): When killed the Stone Tainted God explodes in a burst of fire that deals 20d6 points of damage to everything within 100 feet. Creatures in this region must make a Reflex saving throw (DC 63) to take half damage.

Earth Mastery (Ex): The Stone Tainted God gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne, the earth elemental creature suffers a –4 penalty on attack and damage rolls.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Energized Attack (Su): As a standard action once per minute, the Stone Tainted God can infuse its natural attacks with cold. This lasts for 1d4+1 rounds; during this time all the kaiju’s melee attacks do an additional 3d6 cold damage. This damage is not multiplied on a successful critical.

Immunities (Ex): The Stone Tainted God is immune to Mind-Influencing Effects, damage from Acid, Electricity, Fire, and Sonic, and ignores the first 50 points of damage from Cold based sources.

Improved Grab (Ex): To use this ability, the bear must hit with a claw attack.

No Breath (Ex): The Stone Tainted God does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. It can also exist buried in the earth, udnerwater, or in other airless environments with ease.

Ranged Attack (Ex): The Stone Tainted God possesses some form of physical ranged attack; the ability to fire boney spikes from its hide.

Projectiles fired in this manner replenish their supply in one round, allowing the kaiju to make these ranged attacks at the rate of one per round. This attack has a 200-foot range increment and causes 4d6+34 damage.

Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate Stone Tainted God’s spell resistance are reflected back upon their casters.

See Invisibility (Su): The Stone Tainted God can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.

Shockwave (Ex): As a standard action, the Stone Tainted God can rear up and come crashing to the earth. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the Stone Tainted God. Creatures in this region must make a Reflex saving throw DC 81 or fall prone. Structures in this area suffer 4d6 points of damage.

Speech (Ex): 6 languages

Spellcasting Affinity (Ex): The Stone Tainted God may use spells unhindered by its physical form.

Spell-Like Abilities: 1/day – Control Weather, Earthquake; 3/day – Call Lightning, Ice Storm; as a 20th-level sorcerer.

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 78th level sorcerer.

Swallow Whole (Ex): The Stone Tainted God can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+34+3d6 Acid damage. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to the Stone Tainted God’s digestive tract (AC 20). Once the creature exits, the muscular action closes the hole; another swallowed opponent must again cut its own way out.

Trample (Ex): As a standard action during its turn each round, the Stone Tainted God can run over an opponent of Gargantuan size or smaller. The Stone Tainted God merely has to move over the opponent. The trample deals 4d12+34. A Reflex save DC 81 may be made for half damage.

Tremorsense (Ex): The Stone Tainted God can automatically sense the location of anything within 60 feet that is in contact with the ground.
 

Ferret

Explorer
Neats stuff too.

I madfe it after looking at the shadow and wood elemental templates, either way round it's illegal, but I like it.
 

A new monster of legend

Plaguebringer (Rat, Monster of Legend)
Tiny Outsider
Hit Dice: 1/4d8+5 (6hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 15 ft., climb 15ft.
AC: 22 (+2 size,+5 Dex, +5 natural), touch 17, flat-footed 17
Attacks: Bite +4 (+1 Base, +1 Str, +2 size)
Damage: Bite 1d4+1
Face/Reach: 2-1/2 ft./0 ft.
Special Attacks: Raging blood
Special Qualities: Immunities, greater damage
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 12, Dex 21, Con 20, Int 4, Wis 14, Cha 10
Skills: Balance +10, Climb +12, Hide +18, Move Silently +10
Feats: Weapon Finesse, Improved Initiative (B), Multiattack (B)
Climate/Terrain: Any land and underground
Organization: Swarm (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
A plaguebringer is a powerful version of a rat, often granted its powers by a deity of thievery and stealth (such as Olidammara), disease, or poisons. Though only slightly larger than their normal kin, they are far more powerful. A single plaguebringer may lead a swarm of normal rats. Its name comes from its virulent blood, which some believe to be poisonous or diseased – it is actually a potent acid.
COMBAT
A plaguebringer attacks its foes viciously. It uses its greater damage power to full effect.
Raging Blood (Su): Each time damage is dealt to a plaguebringer with a slashing or piercing damage, its blood sprays outward in a 5-foot cone, dealing 1d4 points of acid damage to all within range (no saving throw). A plaguebringer is not harmed by its own blood.
Immunities (Ex): A plaguebringer is immune to polymorphing and acid.
Greater Damage (Ex): A plaguebringer’s bite deals 1d4 points of base damage, not 1d3.
 


Kitsunekaboom

First Post
Gazelle is from Nyambe: African Adventures, Air Elemental from Manual of the Planes.

Wind Runners (Gazelle + Air Elemental)
Small Elemental (Air)
Hit Dice: 1d8 (4)
Initiative: +6 (Dex)
Speed: 50 Ft., Fly 100 Ft. (perfect)
AC: 19 (+1 Size, +6 Dex, +2 Natural)
Attacks: Gore -1 melee
Damage: Gore 1d6-2
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Air Mastery
Special Qualities: Darkvision 60’, Low-light vision, Scent
Saves: Fort: +0, Ref: +8, Will: +1
Abilities: Str:7, Dex:23, Con:10, Int:1, Wis:12, Cha:6
Skills: Listen +9, Spot +8
Feats: Nil
Climate/Terrain: Warm plains, mountain, and desert
Organization: Herd (10-100+)
Challenge Rating: ¼
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Medium), 4-5 HD (Large)

Wind runners are swift beings of grace and agility from the Elemental Plane of Air. They look like normal air elementals but take the shape of a gazelle.

Combat

Wind runners tend not to stay and combat foes but rather flee at top speed.

Air Mastery (Ex): Airborne creatures suffer a –1 penalty to attack and damage rolls against a wind runner.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
 


How can this thing be only CR21? That would mean that 4 20th-level charaters could beat it with some trouble (but probably no fatalities). Can anyone show me how to beat this guy with 4 20th-level characters and no fatalities. He can even fly, so the old fly trick won't work. He's immune to magic too!!
Dragon Eater (Advanced Tyrannosaurus + Warbeast + Fiendish + Half-Golem + Monster of Legend + Half-Dragon (Red))
Colossal Dragon (Fire)
Hit Dice: 55d10+1,045+9 (1,356 hp)
Initiative: +15 (+12 Improved Initiative, +3 Dex)
Speed: 50 ft., fly 50 ft. (average)
AC: 21 (-8 size, +16 natural, +3 Dex)
Base Attack/ Grapple: +39/+92
Attack: Bite +61 melee (10d6+37/20/x2)
Full Attack: Bite +61 melee (10d6+37/20/x2), 2 claws +56 melee (4d6+18/20/x2)
Space/Reach: 10-ft./15 ft.
Special Attacks: Improved grab, swallow whole, breath weapon, smite good, frightful presence
Special Qualities: Scent, darkvision 60 ft., cold resistance 20, fire resistance 20, DR 25/magic, rust vulnerability as iron golem, SR 25, immune to sleep, paralysis, and fire, low-light vision, magic immunity as iron golem, greater damage as monster of legend, fire subtype
Saves: Fort +45, Ref +31, Will +32
Abilities: Str 77, Dex 16, Con 45, Int 3, Wis 17, Cha 13
Skills: Spot +57, Listen +55
Feats: Improved Initiative (x3), Power Attack, Dodge, Skill Focus (Listen), Toughness (x3), Alertness, Run, Skill Focus (Spot)
--
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 21
Alignment: Always chaotic evil
Advancement: -

The Dragon Eater is a hideous beast. 200 feet long, the Dragon Eater resembles a huge winged tyrannosaurus with red scales, huge talons, one iron claw, and the fires of the Abyss in its eyes. Also, the Dragon Eater is abnormally muscular. A single swipe from the Dragon Eater’s three-foot claws can disembowel an ogre. The Dragon Eater considers any creature bigger than a kobold food. The Dragon Eater got its name when it slew an ancient white dragon and gorged itself on the corpse. Few creatures can stand against the Dragon Eater’s raw might: only the most powerful of the epic dragons and abominations, and the gods, do not fear it.
COMBAT
The Dragon Eater tries to use its frightful presence to soften up foes before wading into combat, trying to swallow every creature it can and use its claws, fangs, and deadly breath to kill every other creature for eating later.
Improved Grab (Ex): To use this ability, the Dragon Eater must hit a Huge or smaller opponent with its bite attack (grapple bonus +92). It has the option to conduct the grapple normally or simply hold the foe in its jaws (-20 penalty to grapple checks, but the Dragon Eater is not considered grappled). If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): The Dragon Eater can try to swallow a Huge or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the Dragon Eater’s gizzard. A swallowed creature can cut its way out by using claws or a Large or smaller slashing weapon to deal 75 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The Dragon Eater’s gizzard can hold two Huge, four Large, eight Medium-size, sixteen Small, thirty-two Tiny, sixty-four Diminutive, or one hundred and twenty-eight Fine opponents.
Breath Weapon (Su): The Dragon Eater has two breath weapons: a 30-foot cone of fire dealing 6d10 points of fire damage and allowing a save (Reflex DC 19) for half damage, and a 10-foot cube of poisonous gas (every 1d4+1 rounds, poison (Fort DC 54): initial damage 1d4 temporary Con, secondary damage death).
Smite Good (Su): On one normal attack, the Dragon Eater can deal 20 additional points of damage to a good foe.
Frightful Presence (Ex): When the Dragon Eater roars, all creatures within 20 feet with 54 or fewer Hit Dice or levels must save (Will DC 38) or become shake until the Dragon Eater is out of range. A successful save leaves the creature immune to the Dragon Eater’s frightful presence for 24 hours.

Shouldn’t its CR be higher than 21?
 

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