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


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Kitsunekaboom

First Post
I haven't felt up to a lot of typing this week so I haven't posted much. Here we go though.

Oak Scythe, The (Giant Praying Mantis + Kaiju + Wood Elemental)
Colossal Elemental
Hit Dice: 44d8+440 (638)
Initiative: +2 (-2 Dex +4 Improved Initiative)
Speed: 15 Ft, Fly 40 Ft. (poor)
AC: 35 (-8 Size, -2 Dex, +35 Natural)
Attacks: 2 claws +62 melee, Bite +57 melee; or Spikes +42
Damage: Claw 4d6+18, Bite 2d8+9; or Spikes 1d6+18
Face/Reach: 40 Ft. By 80ft/20ft
Special Attacks: Improved Grab, Squeeze, Trample
Special Qualities: Absorb Energy, Damage Reduction: 25/+5, Darkvision 120’, Immunities, No Breath, Plant, SR: 17, Vermin, Wood Sense
Saves: Fort: +34, Ref: +22, Will: +16
Abilities: Str:47, Dex:6, Con:31, Int:2, Wis:14, Cha:31
Skills: Hide +12*, Listen +11, Spot +11
Feats: Flyby Attack, Improved Critical, Improved Initiative
Climate/Terrain: Any Land and Underground
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always Neutral
Advancement: Nil

The Oak Scythe is a creature that lies under an entire forest of fungus, which grows from the wood of its back. It towers over even the largest dragons. Fortunately it sleeps, lying in the sun, most of the time. It gets nutrients from the soil beneath it, and from the fungus and sunlight above.

The Oak Scythe forest, where the Oak Scythe itself sleeps, has numerous animals, plants, and humanoids that live in it, all unaware of the true nature of the alien forest around them. When the Oak Scythe awakens however, they will all be shaken off once more.

Some beings, who can remember the last time the Oak Scythe was awakened, worship it as a god. Those that do have access to the domains of Destruction, Plant, and Sun.

Combat

The Oak Scythe prefers to use spikes then it’s two immense claws.

Absorb Energy (Su): The Oak Scythe can absorb electric attacks. Any damage from an electric source that penetrates the Oak Scythe’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 Oak Scythe threatens a critical on a natural attack roll of 17-20, dealing triple damage on a successful critical hit.

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

Immunities (Ex): A Oak Scythe is immune to Mind-Influencing Effects, and ignores the first 50 points of damage from Electric based sources.

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

No Breath (Ex): The Oak Scythe 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.

Plant: While of the elemental type, the Oak Scythe is also plantlike. In addition to benefits granted through its elemental type, the wood element creature gains immunity to polymorphing and is not subjected to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).

Spikes (Ex): The Oak Scythe can release volleys of bark, splinters, or wood shards, up to four such spikes per round as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6+18. The wood elemental can launch up to 44 spikes a day.

Squeeze (Ex): If the Oak Scythe gets a hold automatically deals 4d6+18 points of claw damage and bites at its full attack value of +62 each round the hold is maintained.

Trample (Ex): As a standard action during its turn each round, the Oak Scythe can run over an opponent of Gargantuan size or smaller. The Oak Scythe merely has to move over the opponent. The trample deals 4d12+36. Trampled opponents may attempt attacks of opportunity at a –4 penalty. A Reflex save DC 50 may be made for half damage.

Vermin: Immune to mind-influencing effects.

Woodsense (Ex): The Oak Scythe can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

Skills: * Because of its camouflage, an Oak Scythe surrounded by foliage receives an additional +8 racial bonus to Hide checks.
 
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Krishnath

First Post
Shouldn't the Improved Grab ability affect any creature of Gargantuan size or smaller, rather than medium-size or smaller? Other than that, I think it's cool. :D
 


Kitsunekaboom

First Post
There corrected. Always at least ONE thing I miss with Kaiju it seems >_<

Edit: I should also mention that all Kaiju are divine in some form or fashion, so almost every kaiju can have clerics. :)
 
Last edited:



Kitsunekaboom

First Post
Poison God (Legendary Snake + Kaiju + Elder Magical Beast)
Colossal Magical Beast
Hit Dice: 60d8+924 (1190)
Initiative: +6 (Dex)
Speed: 30 Ft., climb 30 Ft., swim 30 Ft., burrow 30 Ft.
AC: 44 (-8 Size, +6 Dex, +36 Natural)
Attacks: Bite +74 melee
Damage: Bite 4d6+22 and poison
Face/Reach: 40 Ft. By 80ft(coiled)/20ft
Special Attacks: Augmented Criticals, Breath Weapon, Improved grab, constrict 1d8+12, Poison, Spell-Like Abilities, Shockwave, Swallow Whole, Trample
Special Qualities: Damage Reduction 25/+5, Darkvison 120’, Death Throes,
Fast Healing 20, Immunities, No breath, Scent, See Invisibility, Speech, Spellcasting Affinity, SR: 24
Saves: Fort: +45, Ref: +38, Will: +25
Abilities: Str:54, Dex:22, Con:40, Int:20, Wis:19, Cha:27
Skills: Balance +36, Climb +36, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Religion) +15, Listen +26, Spot +26, Wilderness Lore +14
Feats: Battle Roar, Dragon’s Toughness^x2, Improved Critical (Bite),
Leadership, Lightning Reflexes, Penetrate Hardness
Climate/Terrain: Temperate and warm land, aquatic, and underground
Organization: Solitary or Pack (Leads 2-5 Legendary Snakes) or Colony (leads 20-100 humanoids)
Challenge Rating: 24
Treasure: None
Alignment: Always Neutral
Advancement: Nil
^ = from Masters of the Wild
@ = Nyambe: African Adventures

The Poison God sleeps, thankfully, beneath the surface of the world. He wakes occasionally, causing earthquakes and vast destruction. His people live above him, a nomadic tribe of lizardmen, with serpent tails for legs, known as the Jurak. They move where he moves, and build their structures to where they will not be hurt should an earthquake come.

When the Poison God wakes, he searches for other creatures his size to fight, kill, and eat. While digesting his meal he sleeps. It usually takes a few hundred years to digest a creature of that size and strength.

Some Yuan-ti, and the Jurak worship the Poison God. Their priests gain access to the Destruction, Knowledge, and Serpent@ domains.

Combat

Most of the time the Poison God is not interested in creatures besides that which he eats. He doesn’t even care for his followers. If someone is foolish enough to stand in the way of this titanic serpent they are crushed underneath it, or eaten.

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

Breath Weapon (Su): The kaiju may spit a 10 feet tall, ten feet wide, 100 feet long line of acid dealing 10d6 points of damage. A Reflex save (DC: 55) will halve the damage.

Death Throes (Su): When killed the kaiju 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 55) to take half damage.

Immunities (Ex): A kaiju is immune to Mind-Influencing Effects, and ignores the first 50 points of damage from acid based sources.

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

Constrict (Ex): A Legendary snake deals 4d8+33 points of damage with a successful grapple check against Colossal or smaller creatures.

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

Poison (Ex): Bite, Fortitude save (DC 55); initial and secondary damage 1d8 temporary Constitution.

See Invisibility (Su): The kaiju 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 kaiju 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 kaiju. Creatures in this region must make a Reflex saving throw DC 62 or fall prone. Structures in this area suffer 4d6 points of damage.

Speech (Ex): 8 languages

Spellcasting Affinity (Ex): An Elder Magical Beast may use spells unhindered by its physical form.

Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level; 1/day –Earthquake; as a 20th-level sorcerer.

Swallow Whole (Ex): The kaiju 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+22+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 kaiju’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 Kaiju can run over an opponent of Gargantuan size or smaller. The Kaiju merely has to move over the opponent. The trample deals 4d12. A Reflex save DC 62 may be made for half damage.

Skills: A legendary snake receive a +8 racial bonus to Hide, Listen, and Spot checks and a +16 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.
 

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