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Castlevania Critters...
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<blockquote data-quote="Clifford" data-source="post: 2649380" data-attributes="member: 10846"><p>here is a template for all those plast flinging monsters you see in castlevenia.</p><p></p><p> NETHERWORLD</p><p>Creatures of the neterworld are quite monsterous though creature which more normaly resemble creature of our world are also present. these creature though cosmeticaly similar are more evil and often posess strange abilitys not like their mundain counterbparts</p><p>Creating A Netherworld Creature</p><p>Netherworld is a template which can be added to any corporeal creature. The creatures type changes to outsider (Evil) with the exception of Undead and constructs which retain their normal types.</p><p>Hit dice: Increase the dice type by one die (I.e. d6 becomes d8) D12 being the maxamum dice type.</p><p></p><p>Speed: Same as base creature</p><p></p><p>Ac: Netherworld creature enjoy a +2 increase in natural armor.</p><p></p><p>Damage: AS per base creature. donot recalculate Base attack bonus for its new type.</p><p></p><p>Special Attacks: Same as base creature. In adition pick one of the listed special attacks listed below.</p><p></p><p>Ray attack (Su) as an attack action a Netherworld creature may make a ranged touch attack with a range incrament of 20 feet. This attack delivers 1d6 points of energy damage (Fire cold Excetera) for each 2 hit dice the base creature has. </p><p></p><p>Improved Critical (Ex): The creature natural threat range for one of its attacks increases to 18-20 and it delivers x 3 damage on a sucessful critical.</p><p></p><p>Special Qualities: As per base creature.</p><p></p><p>DR: 10/magic or good</p><p></p><p>Saves: As base creature</p><p></p><p>Abilities: Cha +2, intelegence always at least 3.</p><p></p><p>Skills: As base creature</p><p></p><p>Feats: As base creature</p><p></p><p>Climate/terrain: As base creature</p><p></p><p>Organization: As base creature</p><p></p><p>Challenge Ratting: As base creature +1</p><p></p><p>Treasure: standard</p><p></p><p>Alignment: Always Evil (any)</p><p></p><p>Advancement: As base creature</p><p></p><p>Sample Netherworld Creature. (Uses dire bat)</p><p></p><p><strong>Black Bat</strong></p><p>Laege Outsider</p><p>Hit dice: 4d10+12 (34 hp)</p><p>Initiative: +6</p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good)</p><p>Armor Class: 22 (–1 size, +6 Dex, +7 natural), touch 15, flat-footed 16</p><p>Base Attack: +3/+10</p><p>Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage)</p><p>Full Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage)</p><p>Space/reach: 10 ft./5 ft.</p><p>Special attacks: Fire ray</p><p>Special qualities: Dr 5/ magic or good</p><p>Saves: Fort +7, Ref +10, Will +6</p><p>Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 8</p><p>Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*</p><p>Feats: Alertness, Stealthy</p><p>Climate/terrain: Temperate deserts</p><p>Organization: Solitary or colony (5–8)</p><p>Challenge rating: 3</p><p>Treasure: None</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 5–12 HD (Large)</p><p></p><p>A monsterous form blots out the light from the candlibrum above Two Horific burning orbs peer their hungry gaze upon you the creature shreaks exposing its glistening blood hungry fangs.</p><p></p><p>Flock of thes hellish dire bats frit around the netherworld thursty for blood and pain. Only the wills of exceptionaly strong individuals may sway the Black bat to their side.</p><p>Combat</p><p>Dire bats Brefer to burn their oponents into submission before swooping down upon terified prey from above.</p><p>Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.</p><p>Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p></blockquote><p></p>
[QUOTE="Clifford, post: 2649380, member: 10846"] here is a template for all those plast flinging monsters you see in castlevenia. NETHERWORLD Creatures of the neterworld are quite monsterous though creature which more normaly resemble creature of our world are also present. these creature though cosmeticaly similar are more evil and often posess strange abilitys not like their mundain counterbparts Creating A Netherworld Creature Netherworld is a template which can be added to any corporeal creature. The creatures type changes to outsider (Evil) with the exception of Undead and constructs which retain their normal types. Hit dice: Increase the dice type by one die (I.e. d6 becomes d8) D12 being the maxamum dice type. Speed: Same as base creature Ac: Netherworld creature enjoy a +2 increase in natural armor. Damage: AS per base creature. donot recalculate Base attack bonus for its new type. Special Attacks: Same as base creature. In adition pick one of the listed special attacks listed below. Ray attack (Su) as an attack action a Netherworld creature may make a ranged touch attack with a range incrament of 20 feet. This attack delivers 1d6 points of energy damage (Fire cold Excetera) for each 2 hit dice the base creature has. Improved Critical (Ex): The creature natural threat range for one of its attacks increases to 18-20 and it delivers x 3 damage on a sucessful critical. Special Qualities: As per base creature. DR: 10/magic or good Saves: As base creature Abilities: Cha +2, intelegence always at least 3. Skills: As base creature Feats: As base creature Climate/terrain: As base creature Organization: As base creature Challenge Ratting: As base creature +1 Treasure: standard Alignment: Always Evil (any) Advancement: As base creature Sample Netherworld Creature. (Uses dire bat) [B]Black Bat[/B] Laege Outsider Hit dice: 4d10+12 (34 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 22 (–1 size, +6 Dex, +7 natural), touch 15, flat-footed 16 Base Attack: +3/+10 Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage) Full Attack: Bite +5 melee (1d8+4) or ray +8 ranged touch (2d6 fire damage) Space/reach: 10 ft./5 ft. Special attacks: Fire ray Special qualities: Dr 5/ magic or good Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 8 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy Climate/terrain: Temperate deserts Organization: Solitary or colony (5–8) Challenge rating: 3 Treasure: None Alignment: Always Neutral Evil Advancement: 5–12 HD (Large) A monsterous form blots out the light from the candlibrum above Two Horific burning orbs peer their hungry gaze upon you the creature shreaks exposing its glistening blood hungry fangs. Flock of thes hellish dire bats frit around the netherworld thursty for blood and pain. Only the wills of exceptionaly strong individuals may sway the Black bat to their side. Combat Dire bats Brefer to burn their oponents into submission before swooping down upon terified prey from above. Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. [/QUOTE]
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