Don Ventresca
First Post
OK, I've come up with some creatures for a Ben 10 (Alien Force, 10,000) campaign. Here's what I have made so far. On a side note, JiCi, has already made the majority of the original Ben 10 aliens.
Here's the first one (that I've done):
Aerophibian (Jetray)
• +2 dex
• Medium Monstrous Humanoid (Aquatic)
• Space/Reach: 5 feet/5 feet.
• Speed: 10ft., fly 30 ft. (perfect), swim 30ft.
• Darkvision 60ft.
• Racial Hit Dice: A aerophibian begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +5, and Will +6.
• Racial Skills: An aerophibian’s monstrous humanoid levels give it skill points equal to 4 x (2 + Int modifier). Its class skills are Jump, Listen, and Swim.
• +8 racial bonus to Swim checks; an aerophibian can always take 10 even if rushed or threatened.
• Weapon and Armor Proficiency: An aerophibian is automatically proficient with all simple weapons.
• Horns and Stinger: A aerophibian has sharp horns and a stinger, allowing it to make 2 horn attacks, dealing 1d4 points of damage, and stinger attack, dealing 1d6 points of damage. The horns are considered primary weapons, while the stinger is secondary.
• Neuroshock Ray (ex): As a standard action, once every 1d4 rounds, an aerophibian can shoot a bolt of energy at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of electric per 2 character levels. When hit with these rays, the opponent must make a DC 20 Will Check, or go insane for 1d10+4 rounds.
• Poison (su): On contact with an aerophibian’s stinger the opponent must make a DC 14 Fortitude check or take 3d6 Constitution damage.
• Sonic Speed (ex): Once every 1d10 rounds an aerophibian may move 1d4-2 (with a minimum of 1) extra times, and may still make its turn.
• Automatic Language: Aquan. Bonus Languages: Common, Draconic, Elven, Giant, Goblin, Orc.
• Favored class: Psion
Here's the first one (that I've done):
Aerophibian (Jetray)
• +2 dex
• Medium Monstrous Humanoid (Aquatic)
• Space/Reach: 5 feet/5 feet.
• Speed: 10ft., fly 30 ft. (perfect), swim 30ft.
• Darkvision 60ft.
• Racial Hit Dice: A aerophibian begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +5, and Will +6.
• Racial Skills: An aerophibian’s monstrous humanoid levels give it skill points equal to 4 x (2 + Int modifier). Its class skills are Jump, Listen, and Swim.
• +8 racial bonus to Swim checks; an aerophibian can always take 10 even if rushed or threatened.
• Weapon and Armor Proficiency: An aerophibian is automatically proficient with all simple weapons.
• Horns and Stinger: A aerophibian has sharp horns and a stinger, allowing it to make 2 horn attacks, dealing 1d4 points of damage, and stinger attack, dealing 1d6 points of damage. The horns are considered primary weapons, while the stinger is secondary.
• Neuroshock Ray (ex): As a standard action, once every 1d4 rounds, an aerophibian can shoot a bolt of energy at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of electric per 2 character levels. When hit with these rays, the opponent must make a DC 20 Will Check, or go insane for 1d10+4 rounds.
• Poison (su): On contact with an aerophibian’s stinger the opponent must make a DC 14 Fortitude check or take 3d6 Constitution damage.
• Sonic Speed (ex): Once every 1d10 rounds an aerophibian may move 1d4-2 (with a minimum of 1) extra times, and may still make its turn.
• Automatic Language: Aquan. Bonus Languages: Common, Draconic, Elven, Giant, Goblin, Orc.
• Favored class: Psion
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