A collection of beasts

Trilobites

Monstrous Trilobite, Tiny

Tiny Vermin (Aquatic)
Hit-dice: 1/2 d8 +3
Initiative: +2
Speed: 20 ft., Swim 20 ft., Climb 20 ft.
Armor class: +16 (+2 size, +2 dex, +2 natural)
Base attack/grapple: +0/-8
Attack: Bite +4 melee (1d3–5)
Full attack: Bite +4 melee (1d3–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 2, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +16
Feats: Weapon Finesse(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Small


Small Vermin (Aquatic)
Hit-dice: 1d8 +3
Initiative: +2
Speed: 30 ft., Swim 30 ft., Climb 30 ft.
Armor class: +16 (+1 size, +2 dex, +3 natural)
Base attack/grapple: +0/-4
Attack: Bite +3 melee (1d4)
Full attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 10, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +12
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Medium

Medium Vermin (Aquatic)
Hit-dice: 2d8 +6
Initiative: +2
Speed: 40 ft., Swim 40 ft., Climb 40 ft.
Armor class: +16 (+0 size, +2 dex, +4 natural)
Base attack/grapple: +1/+6
Attack: Bite +4 melee (1d6+3)
Full attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 16, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +8
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Large

Large Vermin (Aquatic)
Hit-dice: 6d8 +24
Initiative: +1
Speed: 40 ft., Swim 50 ft., Climb 40 ft.
Armor class: +19 (-1 size, +1 dex, +8 natural)
Base attack/grapple: +4/+14
Attack: Bite +10 melee (1d8+6)
Full attack: Bite +10 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +10, Ref +3, Will +2
Abilities: Str 22, Dex 12, Con 18, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +4
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Huge

Huge Vermin (Aquatic)
Hit-dice: 12d8 +48
Initiative: +1
Speed: 50 ft., Swim 60 ft., Climb 50 ft.
Armor class: +26 (-2 size, +1 dex, +20 natural)
Base attack/grapple: +9/+26
Attack: Bite +15 melee (2d6+8)
Full attack: Bite +15 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +16, Ref +5, Will +5
Abilities: Str 28, Dex 12, Con 18, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +0
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Gargantuan

Gargantuan Vermin (Aquatic)
Hit-dice: 24d8 +120
Initiative: +0
Speed: 50 ft., Swim 70 ft., Climb 50 ft.
Armor class: +32 (-4 size, +26 natural)
Base attack/grapple: +19/+49
Attack: Bite +15 melee (2d8+13)
Full attack: Bite +15 melee (2d8+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +29, Ref +8, Will +8
Abilities: Str 36, Dex 10, Con 20, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide -4
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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Monstrous Trilobite, Colossal

Colossal Vermin (Aquatic)
Hit-dice: 48d8 +288
Initiative: -2
Speed: 50 ft., Swim 80 ft., Climb 50 ft.
Armor class: +34 (-8 size, -2 dex, +34 natural)
Base attack/grapple: +38/+72
Attack: Bite +48 melee (4d6+18)
Full attack: Bite +48 melee (4d6+18)
Space/Reach: 40 ft./30 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 100 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +54, Ref +15, Will +16
Abilities: Str 42, Dex 8, Con 22, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide -8
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 16
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

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DESCRIPTION:

Trilobites are very tough looking creatures, having a multiply segmented body covered in over-lapping layers of tough exosekeleton. The armored head is large and flattened with two backwards curving spikes. On the underside of the eyeless head is an oval mouth with many pointed teeth and upon the topside are a couple circular lumps along with two long, segmented antennae. At the base of the head are several gill slits in the shell. The body is also flattened and many backward curving spikes grow down it and the short, cone shaped tail. Supporting the body are many dozens of stubby, thin legs growing out of holes in its armor.


COMBAT:

A trilobite attacks by scurrying forward and onto its victim, or swimming powerfully towards it, and taking vicious bites.

A trileobite also uses the spikes behind its head to trip up its opponents. It has a 50/50 chance of goring the leg of the creature it trips for 1d4 points of damage per size category over Tiny.



Skills: Monstrous trilobites have a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous trilobites can take 10 on Climb checks, even if threatened or distracted.
 

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Chrystalis Nullgray

Size and type: Large Aberration
Hitdice: 12d8 +108
Initiative: +3
Speed: 50 ft., fly (good) 40 ft.
AC: 26 (+3 dex, +9 natural, +4 deflection)
Base Attack/Grapple: +9/+19
Attack: Claw +16 Melee (2d4 +6) + 2d6 incorporeal talons
Full attack: 2 claws +16 melee (2d4 +6) + 2d6 incorporeal talons
Space/Reach: 10 ft./10 ft.
Special Attacks: Turn (Un)life, Incorporeal Talons
Special Qualities: Damage Reduction 10/force, Outsider Traits, Partial Incorporeality, Undead Traits
Saves: Fort +13, Ref +7, Will +16
Abilities: Str 22, Dex 16, Con 28, Int 9, Wis 16, Cha 18
Skills: Concentration +10*, Hide +4, Intimidate +14*, Knowledge (planes) +10*, Listen +4, Move Silently +8, Search +4, Spot +8
Feats: Diehard, Endurance, Two-weapon fighting, Weapon Focus (unarmed)
Enviroment: Any
Organization: Solitary
Challenge Rating: 13-14
Treasure: None
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -

* +10 racial bonus

A nullgray appears as a bulky, eight foot tall humanoid covered in plates of dark bone that overlap and slide beneath the other. It has extremely thick, muscular arms multi-jointed and segmented like an insects. Its hands are long, and its fingers longer, almost tentacular in their length and suppleness, covered in tiny, far more flexible bone. Its head seems human enough, if not a trifle massive, despite the fact that it rests atop ring after ring of overlapping chitonous bone that covers over the chin and back of the neck to spread over the entire cranium. A dead-white face looks out from this mass of bone with overly large, pale pink eyes with rounded, cross-shaped pupils. The mouth is unhinged and slightly droopy, giving the indication that it could open quite wide if need be. Two dinner plate-sized places on its back are devoid of bone, and appear puckered and wrinkled. When need be these regions seem to expand and open, releasing a black, roiling substance. It spreads out for a half dozen body-lengths and forms into batwing-shaped, billowing mist. These wings are completely incorporeal and can open even in closely confined spaces.
Most unusual of all is that within its chest a ghostly heart can be seen, flashing into and out of existence with each beat. Following the beat a smokey grey substance seems to waft through veins through the entire body, superimposed with the bone.

Origin:
A nullgray starts life as a perfectly normal human whom is assaulted by a quasi-corporeal type of undead that thirsts for life (Note: I'll write this thing up later). Using a form of Fuse Flesh and Fusion, (see p.109 of the Expanded Psionics Handbook) this creature combines physically and spiritually with its victim. The subject's form starts to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. Its eyes and ears are covered over. From its pores an oily substance clouds and congeals around the entire surface of the being. This cocoon opens a portal directly to the negative energy plane. Here negative energy floods the cocoon, while the positive energy of the victim's life is held within by the unique make of the cocoon's structure. As if the entire plane were a ghastly womb this unfortunate soul begins a new state of formation, the negative and positive energy reacting to one another but unable to dispell their hideous reactions. Eventually the two energies under the horrendous stress of forces are brought together and equally canceled out, leaving a state of being not one or the other, but fused null-energy.

The cocoon is then forcefully expelled by the negative energy and deposited somewhere within the Material Plane. Instead of breaking through the cocoon, the nullgray absorbs it within itself, and loe, the perfect union of negative and positive energy is achieved.


Combat:
Nullgrays have an instinctual drive to slay those living and dead. It is the ultimately unbiased killer, halting the driving force of both with equal zeal. It will attempt to merely annihilate those it can, but once it can no longer turn and destroy, it reverts to slashing with incorporeal talons that extend from its fingers.

Deflection
The partially out-of-phased nature of the Nullgrey allows them a +4 deflection bonus. Against weapons that do positive or negative energy along with standard damage the deflection bonus increases by +10, along with being empowered by the energies.

Immunities:
A nullgray is immune to all death and life spells, as well as those of the good and bad domain. and cannot be bodily or spiritually drained (HP/ability scores). Each casting of such a spell upon them is absorbed, nullified, and converted into their own unique energy, giving them 1 hit point for each successful casting. A nullgray can also pass through obstacles of force, but suffers 2d6 burn damage.

Incorporeal Attributes:
A nullgray's claw attack carries with it a secondary 2d6 points of damage that ignores hardness and armor. It may also battle incorporeal undead as if using a ghost touch weapon. Its incorporeal wings can propel it even through water, though its speed is halved because of the drag of its corporeal body.

Partial Incorporeality (Su):
A nullgray's state of being is partially incorporeal, partially material, and has a 25% chance of ignoring damage from incorporeasl and corporeals alike.

Energy Plane Banishment (Su):
Any attempt to send a Nullgray to the positive or negative energy plane proves

Turn (Un)life (Su):
A nullgray can turn and destroy undead as a sixteenth level cleric, except it applies to those living as well, using its very nature to cancel out the life, or unlife, of a creature, reducing it to nothingness.
 

Scents of Earth

The forest ahead is devoid of all growth, with rotten trees broken in half amidst a ground covered in the decaying remains. Leaves and wood and root and dirt combine into a spongy mass of mulch... one that suddenly trembles and flows towards you...

Type: Huge Undead (earth)

Hit Dice: 16d12+3
Initiative: -1
Speed: 40 ft.
AC: 19 (-2 size, -1 dex, +12 natural)
BAB/Grapple: +8/+25
Attack: Slam +13 melee (2d6+9)
Full attack: Slam +13 melee (2d6+9)
Special Attacks: Improved Grab, Quake (Type 1), Spell-like Abilities, Swallow Whole
Special Qualities: Blindsense, Earth Subtype, Unhallowed
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 29, Dex 8, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: Toughness
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Environment: Any forest or swamp
Organization: Solitary
CR: 9-10
Alignment: Always neutral
Treasure: Half-standard goods and objects
Advancement: -

-=-=-=-=-

Type: Gargantuan Undead (earth)

Hit Dice: 30d12+3
Initiative: -1
Speed: 60 ft.
AC: 23 (-4 size, -1 dex, +18 natural)
BAB/Grapple: +15/+38
Attack: Slam +22 melee (2d8+11)
Full attack: Slam +22 melee (2d8+11)
Special Attacks: Improved Grab, Quake (Type 2), Spell-like Abilities, Swallow Whole
Special Qualities: Blindsense, Earth Subtype, Unhallowed
Saves: Fort +9, Ref +9, Will +12
Abilities: Str 33, Dex 8, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: Toughness
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Environment: Any forest or swamp
Organization: Solitary
CR: 15-16
Alignment: Always neutral
Treasure: Standard goods and objects
Advancement: -

-=-=-=-=-

Type: Colossal Undead (earth)

Hit Dice: 42d12+3
Initiative: -1
Speed: 120 ft.
AC: 25 (-8 size, -1 dex, +24 natural)
BAB/Grapple: +21/+50
Attack: Slam +26 melee (4d6+13)
Full attack: Slam +26 melee (4d6+13)
Special Attacks: Improved Grab, Engulf, Quake (Type 3), Spell-like Abilities
Special Qualities: Blindsense, Earth Subtype, Unhallowed
Saves: Fort +13, Ref +13, Will +18
Abilities: Str 37, Dex 8, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: Toughness
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Environment: Any forest or swamp
Organization: Solitary
CR: 19-20
Alignment: Always neutral
Treasure: Double standard goods and objects
Advancement: -

-=-=-=-=-

Scents of Earth are the remains of horribly unhallowed ground, that through exposure to spells or effects dealing with negative energy, have died and the remains animated.
Iy appear merely as heavily mulched ground, containing the remains of once thriving growth. Nothing, not even fungus or insects appear to be able to live amidst it. A dense fog normally obscures much of the area about the beast. As well a very heavy, foul mustiness of spoiled earth hangs about the creature, giving it its name.


Combat:

Scents of earth remain quiet until anything living comes near, upon which it will blanket the area in even denser fog and shake the ground, attempting to dump its prey to the ground. This makes it easier for it to move forward and cover over the unfortunate victim.


Engulf (Ex):
Scents of Earth can simply engulf a creature its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. Scents of Earth merely have to move over its opponents, affecting as many as it can cover. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the beast moves forward. Engulfed creatures are subjected to 4d6 points of crushing damage per round and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Improved Grab (Ex):
To use this ability, Scents of Earth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Engulf.

Quake (Ex):
Scents of Earth can grip tightly the land about it and shake powerfully for 1d12 rounds, causing all creatures to make a reflex save or fall prone and take 1d4 damage. Every round a new reflex save may be made to stand.

Scents of Earth may move every round it quakes.

Quake Type 1 = DC 16 reflex save, 40 foot radius, 1d4 non-lethal damage
Quake Type 2 = DC 22 reflex save, 60 foot radius, 1d8 non-lethal damage
Quake Type 3 = DC 30 reflex save, 120 foot radius, 2d8 non-lethal damage

Spell-like abilities:
At will - Hold Animal, Fog Cloud, Soften Earth and Stone, Warp Wood. 1/day - Unhallow

Unhallowed (Su):
Scents of Earth are considered Unhallowed as the spell, as is any land in a five-foot radius of the creature.
 
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Barkstrone


Type: Tiny Dragon
Hit Dice: 1/2d12+1
Initiative: +3
Speed: 20 ft, 20 ft. (fly, clumsy), 20 ft. climb
AC: 19 (+3 dex, +2 size, +4 natural)
BAB/Grapple: +1/-4
Attack: Claw +0 melee (1d4-1)
Full attack: Claw +0 melee (1d4-1)
Special Attacks: Cone of fire 1d4
Special Qualities: Cold resistance/5, Darkvision 60 ft., Dragon Traits, Fire resistance/10, Immunity to light-based spells, Low-light Vision,
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 8, Dex 17, Con 12, Int 10, Wis 18, Cha 9
Skills: Balance +13, Climb +13, Hide +22, Jump +7, Knowledge: (Nature) +4, Listen +12, Spot +12
Feats: Endurance(B), Improved Grapple, Track(B)
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Environment: Temporate or cold forest
Organization: Solitary or Mates
CR: 1
Alignment: True Neutral
Treasure: None
Advancement: -

This little creature is whip-lash lean and somewhat short, with squat, thick legs with relatively very large talons made for grasping. Its scales are thick and rough, overlapping and bunching up into ridges and burls all about its body. These scales change color quickly as it moves into new surroundings.

Its wide head is broad-snouted with wide, flarded nostrils and its teeth, oddly enough, are completely flat. Its eyes are very large, seemingly nocturnal, an change color with the rest of the body, albeit somewhat slower. Its wings appear somewhat stunted and are suited for hardly more than gliding.

A barkstrone dragon lives much like a woodland fey, prowling and guarding, but keeping to the top of the tallest trees. They are completely vegetarian in nature, feeding off of tough nuts and cones. They use their breath weapon to char off the shells of these to get at the meaty insides.

The way in which they guard their forests normally results in much of the dragon's habitat being burned down, and nor do the dragons leave during the fire, making certain the threat is killed or forced away. This results in the majority of the dragons being killed. However, their breeding cycle is dependant on this, as they do not lay eggs. The eggs are kept within, for years if neccessary, until the parent's bodies are burnt. The eggs are warmed to a neccessary heat by the embers left by the blaze which starts their formation within. These eggs can take several years to hatch, opening only once new saplings have grown from the seeds of their downed parents.

Combat:

Barkstrones are very territorial creatures, but if a particulary vicious predator is seen within the forest these lines are forgotten and the tiny dragonettes come together as one to thwart the menace. Their most common trick is starting a forest fire that will send the menace far away.

Barkstrone's Meld (Su):
Every other round a barkstrone can meld physically with a tree's bark. It can stay this way for 1d6 rounds before emerging again at any portion of the tree.

Breath Weapon (Su):
A Barkstrone can release a 15 ft. cone of fire that does 1d4 damage a round. It can keep this cone up for up to six rounds, but for every round spent it takes this long for it to work up another flame.

Impenetrable Shell (Su):
Once per day a Barkstrone's overlapping scales can shift about it and thicken over the entire form. This grants it resistance 20/bludgeoning and damage reduction 10/energy as well as making it immune to critical hits for 1d4 minutes. Its natural armor also increases by 4.

Instant Camouflage (Ex):
A barkstone as a full round action can blend in with the tones of its surroundings, which coupled with its scale arrangement grants it a +15 to hide checks. A barkstone's natural coloring is a very dark umber.

Skills:
A barkstrone gains a +6 to balance and climb checks and can take 10 on a climb check even if distracted or endangered. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. They also gain a +4 to spot and listen checks while in a forest.

Spell-like Abilities:
Once per day/Flare, Endure Elements, Entangle, Magic Fang, Longstrider. Caster level 1.
 
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Gglapagug

A bulky, rubbery, low-slung creature slowly plods into view on six thick legs. An unwieldy head with a fleshy mane of orange frills gapes open, revealing many rows of long, needle-like teeth.

Type: Large Aberration

Hit Dice: 5d8+25
Initiative: -1
Speed: 20 ft., 40 ft. (swim), 10 ft. (climb)
AC: 14 (-1 size, -1 dex, +6 natural)
BAB/Grapple: +3/+17
Attack: Bite +2 melee (2d6+6)
Full attack: Bite +2 melee (2d6+6)
Special Attacks: Improved Grab, Poisonous Skin
Special Qualities: Amphibious, Resistance to bludgeoning/10, Slow Metabolism, Surefooted
Saves: Fort +11, Ref +0, Will +8
Abilities: Str 22, Dex 8, Con 20, Int 3, Wis 18, Cha 5
Skills: Balance +6, Escape Artist +12, Listen +4, Spot +4, Swim +6
Feats: Endurance, Great Fortitude
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Environment: Warm or Temperate swamp
Organization: Solitary, or Family (2-6)
CR: 4
Alignment: Lawful Neutral
Treasure: None
Advancement: -


A gglupagug's rubbery body is low-slung with a rippled flap of skin that brushes against the ground. Supporting its substantial weight are six thick, boneless legs ending in wide, domed feet with eight splayed toes, each surrounded by a thin wrinkled membrane. Its head is large and unwieldy with a few tiny, recessed black eyes and a fleshy mane of orange frills. The gaping mouth is wide and stretched by a great array of sharp interlocking teeth. Dragging along behind is a wide taped tail that grips the ground. The entire form is in fact boneless, possessing a cartilage-like structure. Its main coloration is dark and murky with fantastically bright swirls and veins of turquois, lime greens or pale peach.

Gglapagugs are sentient but odd, slow thinking creatures. They live most their lives in swamps straining algae through their long teeth, which also are quite servicable as weapons.


Combat:
Gglupagugs are slow to enter combat, prefering to swim away from enemies. If forced to fight however it is a very stubborn warrior, grabbing on with its teeth and trying to drown or dash its opponent to death.

Natural Slime (Ex):
A giant salamander produces a very slick slime, giving it a +12 bonus to Escape Artist checks.

Poisonous Skin (Ex):
A gglupagug's skin-slime is slightly poisonous, causing a burning rash to exposed skin similiar in all ways to Red Ache except it comes from contact and not injury. It also has no 'incubation' period.

Riders of a gglupagug to prevent this coat their pants and skin in the saliva of the beast which forms a thin protective layer that lasts up to six hours.

Shallow Breather (Ex):
Giant salamanders breath through their skin and are immune to poisonous gasses. Likewise they can endure low levels of oxygen that would kill a human.

Slow Metabolism (Ex):
A giant salamander can live without nourishment for up to two weeks.

Surefooted (Ex):
Gglupagugs are very well balanced and made for traveling over slick terrain, giving them a +12 bonus to balance checks to keep from slipping. They also gain a +10 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground

Skills: A gglupagug has a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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Training a Gglupagug

A gglupagug requires training before it can bear a rider in combat. Training a gglupagug requires four weeks of work and a DC 20 Handle Animal check. Riding a gglupagug requires an exotic saddle. A gglupagug can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Gglupagug eggs are worth 4,000 gp apiece on the open market, while young are worth 6,000 gp each. Professional trainers charge 2,000 gp to rear or train a gglupagug

Carrying Capacity: A light load for a gglupagug is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
 

Ok, this one was just for fun :]

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The Vorpal Tribble

A keening burble resounds through the still night air. A vicious, hungry sound that will be feeding soon...


Medium aberration (dreamborn)
Hit Dice: 20d8 +200
Initiative: +1
Speed: 40 ft.,
AC: 29 (+1 dex, +18 natural)
BAB/Grapple: +15/+23
Attack: vorpal bite +24 melee (2d6+8)
Full attack: vorpal bite +24 melee (2d6+8)
Special Attacks: Acid Spray, Expectorated Globule, Swallow Whole, Vorpal Bite
Special Qualities: Blindsight, Dreamborn, Fast Healing/4 Immune to Acid/Poison/Critical hits, Monofilament Fur, Resistance 20/bludgeoning and lightening, Scent, Tremorsense
Saves: Fort +12, Ref +12, Will +21
Abilities: Str 26, Dex 12, Con 30, Int 24, Wis 16, Cha 10
Skills:
Feats: Improved Grab, Improved Sunder, Power Attack, Rapid Metabolism, Weapon Focus (teeth), Wounding Attack
________________________
Environment: the Undercouch
Organization: Solitary
CR:
Alignment: True Neutral
Treasure: lots
Advancement: I'm already perfect.

A bizarre beast, it is roughly sperical with extremely long, wildly writhing fur glistening with a metallic black sheen. It has no visible eyes, ears or appendages of any kind, resembling nothing so much as a great furry ball. However, nearly level with the ground is a gigantically gaping mouth full of row after row of inwardly curving, edged teeth. A large, mobile tongue coverd in hooked barbs flicks about excitedly and darts in and out of its mouth...

Vorpal Tribbles are about five feet tall and weigh 800 lbs.


Combat:
A Vorpal Tribble fears nothing in its continuous quest for food and well eat anything organic or even inorganic.

Acid Spray (Ex):
A vorpal tribble can spray acid in a 40-foot cone, dealing 8d8 points of damage to everything in the area. Once the tribble uses this ability, it can’t use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 10d8 points of damage to a single target within 20 feet. In either case, a DC 26 Reflex save halves the damage. The save DC is Constitution-based.

Expectorated Globule (Ex):
A vorpal tribble can work up a good mouth of intensely sticky spit, much like that of a tanglefoot bag. All numbers and saves including those for resisting tangling and escaping are doubled. As well, the substance instead of becoming brittle takes on the consistency of plastic and a hardness of 20, with 12 hit points per inch of thickness.

Dreamborn (Ps):
As a creature made from though it gains Dreamborn subtype, giving it a 20% mischance as its partially unreal form is slightly out of phase with reality. Also, as long as someone voluntarily or involuntarily remembers the tribble it ressurects itself a day after its death, created back into existence by imagination.

Immune to Critical Hits (Ex):
A tribble's structure is redundant, and has no spots that are more vulnerable than another and so are immune to critical hits.

Levitate (Ps):
A vorpal tribble is capable of extented periods of levitation at will. It can lift and move itself at a speed of 60 feet, and can change direction or go up or down at a moment's notice as if having a Perfect flight ability.

It may also levitate other objects as if using the Far Hand ability.

Monofilament Fur (Ex):

A vorpal tribble's fur can become that of nigh any material it ingests. Reguardless of its make however the fur starts thick but thins increasingly till the end six inches are only an atom or three thick, and able to slice into and disentegrate whatever it touches. This allows it to burrow a hole through solid stone or even metal, though not a force affect.

A metal or wooden weapon that strikes a vorpal tribble's fur also dissolves immediately unless it succeeds on a DC 28 Reflex save. The save DCs are Constitution-based.

As a full round action the tribble may coat its fur in any material it has eaten, including acids or poisons. (See Swallow Whole)

Swallow Whole (Ex):
A vorpal tribble can try to swallow a grabbed opponent up to one size LARGER than itself after making a successful grapple check. Once inside, the opponent takes 2d10 points of slashing damage plus 10d10 points of acid damage per round from the inner digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 50 points of damage to the tribble's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The mucous coating the tribble's mouth allows it to swallow even the most corrosive acid or a white-hot fire elemental. Once disolved the nutrients are taken to fuel the tribble's never-ending hunger, and the non-organic materials are carried into inner organs that lie below the tribble's fur.

Vorpal Bite (Ex):
A vorpal tribble's bite is utterly deadly and is unaffected by an object's hardness. Additionally, its teeth are considered a vorpal weapon, and with a successful critical always severs the head from its opponent.
 

Here is a critter I came up with a good long time ago but never got around to finishing. I'm not very familiar with magic, so if a bit off with that just let me know :cool:

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Wicker

The brush rustles and a humanoid figure rises from the ground. A beautifully shined and gleaming skeleton held together by masterfully woven grass, hemp, and vine strides forward...


Type: Medium Monstrous Humanoid (good)

Hit Dice: 10d8
Initiative: +2
Speed: 40 ft.
AC: 16 (+2 dex, +4 natural)
BAB/Grapple: +10/+11
Attack: +13 deity favored weapon
Full attack: +13 deity favored weapon(s)
Special Attacks: Deity's Weapon, Holy Wrath, Spell-like abilities
Special Qualities: Blindsense, Godspeed, Undead Traits
Saves: Fort +3, Ref +11, Will +13
Abilities: Str 12, Dex 14, Con -, Int 10, Wis 22, Cha 20
Skills: Intimidate +18, Knowledge (Religion) +13, Listen +12, Jump +7, Tumble +8, Spot +12
Feats: Combat Reflexes, Lightening Reflexes, Weapon Finesse
________________________
Environment: Any land
Organization: Solitary
CR: 8
Alignment: Any Good
Treasure: -
Advancement: -


Wickers are holy beings, brought to life by a divine spell cast by good. They are alike skeletons and zombies in doing their creator's bidding without fear or hesitation, but only because that commanding them has been deemed worthy and deeply good. More guardians than servants, a wicker does what it is told, but is not limited to the commands. A wicker must have its form destroyed before it will allow harm to its summoner. They will occasionally give advice based on past life experiences.


COMBAT:
Wickers proficient in the weapon of their deity and will battle evil or those threatening their creator to the utmost of their abilities.

Deity's Weapon (Ex):
A Wicker is proficient in the weapon of its deity during life and gains a +2 attack bonus when using this weapon above all others.

Godspeed (Su):
A Wicker can grow forth a giant pair of glowing wings that can only be seen by those of the same faith as the Wicker. This allows it a flying speed of 30 feet with average maneuverability. To all those not of the faith it appears that the Wicker is merely levitating. These wings are insubstantial, allowing flight even through cramped spaces. The light these wings give illuminates an area of 60 feet, but only to the Wicker and those of his faith.

Holy Wrath (Su):
A Wicker reduced to minus hit points does not die, but flies into a frenzy. It gains a +4 to strength and dexterity and recieves a +2 bonus to natural AC and all attack and damage rolls. Once reduced to -10 HP the Wicker is destroyed.

Spell-like abilities: At will (continuous) - Align Weapon (good), Consecrate, Detect evil, Magic Circle Against Evil, Speak With Plants.

1/day Death Ward, Hallow

These abilities are cast as a 10th level mage. Wickers also use telepathy to communicate and be understood by any creature within 60 feet.

Skills:
Wickers recieve a +6 bonus to Listen, Jump, Tumble, and Spot checks.

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Making a Wicker:

A wicker's bones are scrubbed and cleaned and purified for beautification with an ammount of holy water totalling 800 gold. The skeleton is held together by long grasses and vines that grow within Hallowed areas. The grass is thickly woven between the bones and into the look of clothing; cloak, boot and glove. The skull is generally covered by a hemp hood to hide its features. Preparing the Wicker in this fashion requires a Craft (Weaving) check of DC 16.

You must place a large piece of cut and polished amber worth 5000 gp into the ribcage of each corpse you wish to animate. The magic of the spell causes the amber to crack and spread over the bones like a very thin skin. The spells must be nearly completed before dawn, for the light of the first rays of the sun will cause the transformation to begin.

The vegetation used in its construction will remain living as long as it is animated, with blooms opening up in area of holiness or wilting slightly in area of evil or near those of evil alignment. The skeleton itself glows very dimly with its own holy light.

A wicker may be made from any mostly complete skeleton, (though requiring the skull), of a human or any other humanoid that died with honor and with a good alignment, most commonly from the remains of holy low-level warriors such as paladins, or good druids.

Consecrate, Entangle, Reincarnate, druid or cleric caster must have a combined level of 12; Price — (never sold); Cost 5,800 gp
 

Hey, this is a cool thread! :D

I think the CRs are a little high on some of the monsters, especially the earlier ones- looks like you got a better 'feel' for assigning CR as you went. I'd call the bahramasu closer to CR 3-4 than 7-8, especially.

I especially like the watchwaken- I might have to use that one, it should fit well into my campaign's Law v. Chaos theme!
 


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