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

Krishnath

First Post
Simple, just hit it from afar with wounding arrows... It's not immune to ability damage is it.... let's see 4 wounding arrows per fighter character each round, that's 8 arrows per round for a party with one ranger and one fighter/paladin, that equals 8 points of con damage each round under 3.5, which should kill it in 6 rounds. Easy. :D
 

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Kitsunekaboom

First Post
Ferret: Well thankfully the dragon eater isn't very smart, that would probably be its downfall on average.

Guardians of the Land (Monkey + Mummified Creature)
Tiny Undead
Hit Dice: 1d12 (6)
Initiative: +1 (Dex)
Speed: 10 Ft, Climb 30 Ft.
AC: 21 (+2 Size, +1 Dex, +8 Natural)
Attacks: Bite +4 melee, Slam ?1 melee
Damage: Bite 1d3-2, Slam 1d4-2
Face/Reach: 2 ½ Ft. By 2 ½ft/0ft
Special Attacks: Despair, Mummy Rot
Special Qualities: Damage Reduction: 5/+1, Resistant to Blows, Fire Vulnerability
Saves: Fort: +2, Ref: +4, Will: +3
Abilities: Str:6, Dex:15, Con:10, Int:2, Wis:16, Cha:9
Skills: Balance +9, Climb +12, Hide +12, Listen +6, Spot +6
Feats: Weapon Finesse
Climate/Terrain: Any desert and underground
Organization: Solitary, pair, wardens (3-4), guardians (6-10), or troop (11-40)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 2-3 HD (Medium)

Guardians of the land were created by a group of clerics, hoping to take the natural wildlife found in their jungle and create guardians for their shrines and temples. This went well, and thousands of years passed, the jungle eventually became a desert, and the shrines and temples are now in ruins. Yet the Guardians still do their duty.

Combat

Guardians of the land aren?t tacticians, instead relying on strength of numbers. They rarely attack unless they outnumber their opponents.

Despair (Su): At the mere sight of a Guardian, the viewer must succeed on a Will save (DC: 13) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy?s despair ability for one day.

Fire Vulnerability (Ex): A Guardian takes double damage from fire attacks unless a save for half damage is allowed. A successful save halves the damage and a failure doubles it.

Mummy Rot (Su): Any creature hit by any of a Guardian?s natural attacks must succeed on a Fortitude save (DC: 20) or contract mummy rot. The incubation period is 1 day, and the disease deals 1d6 points of Constitution damage. Because it is a supernatural disease, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into the sand and dust, blowing away into nothing at the first wind, unless both remove disease and raise dead are cast on the remains within 6 rounds.

Resistant to Blows (Ex): Physical attacks deal only half damage to Guardians. Apply this effect before damage reduction.

Skills: Guardians use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks.
 


Kitsunekaboom

First Post
Yep mummified monkeys. Gotta love 'em. Got the idea from watching Mummy Returns, the pygmy mummys were cool. I however dislike the template, there are other kinds of mummies out there not just the typical desert bandaged wrapped ones and they should darn well go into that. (Especially the climate/terrain bit)
 

Krishnath

First Post
Actually they have, there is a Bog Mummy template over in WotC's Monster Mayhem feature somewhere... :D But I'm holding out for Ice Mummies...
 

Kitsunekaboom

First Post
And I want the fire mummies of Malaysia. That would screw with a players head. "Wait! it doesn't burn!"

Anyhow, my latest entry into madness, I am rather fond of Elder Magical Beast. I just used the regular Legendary Eagle from MotW. Monstrous Beast from Savage Species, and Earth Elemental from Manual of the Planes.

(Legendary Eagle + Monstrous Beast + Elder Magical Beast + Earth Elemantal)
Medium Elemental (Earth)
Hit Dice: 16d8+64 (136)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 10 Ft., fly 100 Ft. (Average), Burrow 10 Ft.
AC: 29 (+8 Dex, +11 Natural) touch 18, flat-footed 21
Attacks: 2 Claws +26 melee, Bite +21 melee
Damage: Claw 1d8+5, Bite 2d6+2
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Burrow, Earth Mastery, Petrifying Gaze, Spellcasting
Special Qualities: Blindsight, Darkvision 60?, DR: 10/+1, Elemental, Speech, Spellcasting Affinity, Tremorsense
Saves: Fort: +12, Ref: +16, Will: +9
Abilities: Str:18, Dex:28, Con:18, Int:16, Wis:16, Cha:16
Skills: Diplomacy +9, Hide +8, Intimidate +7, Knowledge (Geography) +8,
Knowledge (Geology) +8, Knowledge (Local) +7, Knowledge (Nature) +8,
Knowledge (Planes) +8, Listen +10, Scry +7, Search +7, Spot +10*, Survival +7
Feats: Improved Initiative, Weapon Finesse
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Always Neutral
Advancement: ?

Old Woman Stone Feather is not one to be trifled with. She is a stodgy old bird with slate grey feathers and eyes, who blends in with the clouds perfectly on a storm filled day. The Old Woman tends to keep to herself, rarely venturing off her island at all. Any visitors that come near risk becoming part of her stone garden.

One of the few things she likes are precious gems. Displaying one will more than likely guarantee some protection if the wielder is willing to bargain for them.

Combat

The Old Woman is extremely crafty, she will dive straight at an opponent only to land under their feet and phase straight through the rock. She will then come up when her victims least expect it, flying right into her opponents face and giving them her gaze.

Blindsight (Ex): The Old Woman can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing the vibrations and other environmental clues) with a range of 100 feet.

Burrow (Ex): The Old Woman can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its 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 burrowing Old Woman flings the her back 30 feet, stunning her for 1 round unless it succeeds at a Fortitude save.

Earth Mastery (Ex): The Old Woman 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.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Spellcasting Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.

Speech (Ex): The Old Woman speaks and understands Auran, Celestial, Common, Draconic, Dwarven, Infernal, Terran

Spellcasting Affinity (Ex): The Old Woman may use spells unhindered by its physical form.

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

Skills: *The Old Woman receives a +12 racial bonus to Spot checks during daylight.
 


Kitsunekaboom

First Post
I suppose I might sometime soon, I saw a thing on Discovery a long time ago about them, thought they were kind of cool and that it was rather strange that they were left out of every single Dragon article about mummies.
 


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