Fearsome Critters from Lumberjack Tales

Cleon

Legend
Gumberoo
Challenge Rating: 6?

Now the Gumberoo was, if anything, trickier to judge a CR for than the Whirling Whimpus. It's one of those one trick ponies which may be a ghastly foe for some parties and a push-over for those who know its secret (i.e. shoot flaming arrows and fireballs from a safe distance rather than try to melee with a nigh-invulnerable exploding bear-beast).

In case you were curious, I did a bit of editing to the Whirling Whimpus post to prettify the formatting and clear-up the language of the Whirling Doom description. I didn't make any changes to the substance of the entry.
 
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Cleon

Legend
Oh, and if you're wondering where the gumberoo's resistance to cold and electricity come from, I imagine it being explained by Old Jeb the backwoodsman as follows:

"A bolt of
elektrickery dat wud knock down a mule barely feels like a tickle to a gumberoo, like tha critter were standin' in a double set of galoshes. And its hide keeps it warmer than a triple-layer mink coat, despite it being all nekkid like, if ya'll pardon me French. I believe dem eggheads call it insoolation."

"When I tol' Cleon a Gumberoo's hide be rubbery, it ain't just a figure o' speech.";)
 


Cleon

Legend
So, a gumberoo is resistant to electricity, but if any damage gets through, it might pop?

That's not quite how I imagine it. Electricity that gets through the resistance causes the gumberoo to explode if it fails the Fort save.

The gumberoo 'pops' (just as messily but for less damage) if it takes sufficient damage from a weapon or sonic attack.


To make sure the gumberoo's likelihood of saving against exploding felt right, I worked out a few sample DCs for the likelihood of a Gumberoo (Fort save +11) exploding when hit by various attacks from a 6th level character, as follows:

Explosive Sums
Torch - 1 fire, DC 11. 5% failure chance (inc +50% damage from vulnerability)
Alchemist's Fire - 1d6 fire, average DC 15. 15% failure chance
Shocking Grasp - 5d6 electricity, average DC 17/–. 25%/– failure chance (inc. resist electricity 10) -
Not recommended, since it's a Touch attack!
Flaming Sphere - 2d6 fire, average DC 20. 40% failure chance
Lightning Bolt - 6d6 electricity, average DC 21/–. 45%/– failure chance (inc. resist electricity 10)
Fireball - 6d6 fire, average DC 41/25. 95%/65% failure chance (inc fire vulnerability) -
Boom!

Incidentally, the folktale gumberoo is completely invulnerable to human-scale non-fiery weapons, not even the impact of a six inch shell could harm one. Having them pop when struck hard enough was something I lifted from a SF novel's version of the gumberoo, in which they were basically like D&D's Gas Spores.

Since D&D doesn't support impenetrable Damage Resistance since 3rd edition began I wrote up what is effectively DR = hp effective against piercing/slashing/bludgeoning/sonic damage, but if it's exceeded the gumberoo automatically goes pop.
 

demiurge1138

Inventor of Super-Toast
Ah. I missed the distinction between popping and exploding on my first read-through.

...doesn't 12d6 seem pretty harsh for the explosion damage? Especially since there doesn't seem to be a saving throw.
 

Cleon

Legend
Ah. I missed the distinction between popping and exploding on my first read-through.

...doesn't 12d6 seem pretty harsh for the explosion damage? Especially since there doesn't seem to be a saving throw.

Oh blast, I forgot the saving throw - should be Reflex for half damage. I'll go in and add it.

It was intended to be harsh though. Gumberoo's burn like a mix of cellulose and gunpowder. Old Jeb tells me some tourist tried to take one's picture with a flash-camera once, and they could only found his fillings after the explosion.:devil:

Basically, I wanted it to be sufficient damage to threaten the lives of a 6th level party at full health, comparable to a death-trap designed to wipe them out in one action.

The high explosion damage is one reason I'm wondering about tweaking the CR up to 7. Alternatively, I wondered about making the number of dice equal to the Gumberoo's Hit Dice (e.g. 5d6 fire and 5d6 bludgeoning for the explosion, or just 5d6 for a 'pop'), which I quite like the notion of at first, but decided against.
 
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freyar

Extradimensional Explorer
I kind of like the explosion and popping damage being tied to HD, but I think it's ok as if if you bump CR to 7. It's pretty tough!

It's interesting how vulnerability to piercing interplays with resilience. Might be worth calling that out in the description. I probably would have written this ability differently, but this is pretty fun!

On a point you raised upthread, I'm not sure if the CC would take these (the page is working again, I think), but, if not, I could eventually copy these into a PDF for you to host somewhere, if you like.
 

Cleon

Legend
I kind of like the explosion and popping damage being tied to HD, but I think it's ok as if if you bump CR to 7. It's pretty tough!

Yes, my thinking was the intensity of the explosion just depends on the body-mass of the gumberoo going blam!, not the critter's vitality or how good it is in a fight (e.g. HD).

I think I will tap up the CR to 7. I guess an exploding gumberoo would probably knock off around 25% of a 7th level party's hp & healing resources. It was a tricky one too judge.

It's interesting how vulnerability to piercing interplays with resilience. Might be worth calling that out in the description. I probably would have written this ability differently, but this is pretty fun!

Good idea, I'll add a bit in the Resilience description. Hmm, "Piercing attacks are more likely to cause a gumberoo to go 'Pop!', due to the beast's vulnerability to piercing damage."

On a point you raised upthread, I'm not sure if the CC would take these (the page is working again, I think), but, if not, I could eventually copy these into a PDF for you to host somewhere, if you like.

Thanks for the offer, I don't think we ought to worry about it until I've got at least a half-dozen Lumberwood Critters here on Homebrews, since it's best to do them in a batch anyway.
 
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Cleon

Legend
Okay, time for another Critter me thinks, so here is the Silver Cat.

Unless my memory fails me, this was the first monster I ever statted up for 3rd edition D&D, shortly after 3.0 came out. This D&D 3.5 version is not much different from the original design, unlike the Whirling Whimpus which I did a lot of fiddling about with.
 

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Silver Cat

Silver Cat
Medium Magical Beast
Hit Dice: 4d10+8 (30)
Initiative: +4
Speed: 10 ft. (2 squares), climb 40 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Tail +7 melee (2d6+4)
Full Attack: Tail +7 melee (2d6+4/19-20) or bite +7 melee (1d6+4)
Space/Reach: 5 ft./ 5 ft. (tail 10 ft.)
Special Attacks: Bush-thwack
Special Qualities: Climbing dependency, foliage screen, low-light vision, scent
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 16, Dex 18, Con 15, Int 2, Wis 15, Cha 8
Skills: Balance +12*, Climb +11*, Hide +8*, Jump +11*, Listen +6, Move Silently +11*, Spot +6
Feats: Alertness, Improved Critical (Tail)
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment:

A puma-sized feline crouches on a tree limb, glaring red eyes glowering down upon you from a horned head. Its tail is a club-tipped lash twice the length of a man. The animal is covered in handsome fur, golden yellow with black and silver spots, which counterfeits the patterns of light scattered through foliage.

A silver cat resembles a mountain lion in general shape- flat curly horns on its head and a 12-foot long tail. Its prehensile tail is extraordinarily powerful and ends in a bony mace. One side of this tail-club is smooth and ridged, the other side is covered in hooked spines. A typical silver cat is about five feet long, excluding the tail, and weighs about 150 pounds.

Silver cats spend virtually their entire lives in trees. They won’t even climb down to eat on the ground, but use the spiny side of their tails to hoist prey into the tree-tops and dine among the branches. A silver cat is so specialised for living in trees that it is very clumsy on the ground. Its clawed paws are shaped for holding onto branches and tree-trunks, not walking upon flat surfaces.

Silver cats are so-called because of their silver spots, they are also known as sliver cats due to the barbs on their tails and a confusion with the lumberwood critter the splinter cat. They have no use for treasure, though their beautiful skins are of considerable value to fur-traders.

Combat
Silver cats wait on tree limbs over paths or game trails for a victim to pass under them, then smash them on the head with their deadly tails. If a group of targets passes beneath it, it waits to attack the last of them, hoping the rest of the group will carry on without noticing the loss of their trailing companion - make a contest of Move Silently versus Listen. If the target is knocked unconscious, the silver cat hauls its victim up into its tree to deliver a leisurely Coup de Grace with its bite.

Bush-Thwack (Ex)
If a silver cat can attack a victim unawares from above, it can deliver a special sneak attack with its tail as a full-round action. This attack has a +4 circumstance bonus to attack and does double damage if it hits. The victim must make a DC 15 Fortitude Save or be knocked unconscious for 1d6+4 rounds. The Save DC is Strength dependent.

Climbing Dependency (Ex)
A silver cat is very ungainly when using its land speed rather than its climb speed, suffering a -4 circumstance penalty on all its attack and damage rolls, Armour Class, Dex and Str based skill checks and Reflex Saves.
The adjusted stats of an average silver cat on the ground are:
AC 14, touch 10, flat-footed 10; BAB/Grapple +0/+3; Attacks: Tail +3 melee (2d6/19-20) or bite +3 melee (1d6); Saves Fort +6, Ref +4, Will +6; Skills: Balance +8*, Climb +7*, Hide +4*, Jump +7*, Listen +6, Move Silently +7*, Spot +6

Foliage Screen (Su)
A silver cat can magically distorts the appearance of foliage to conceal itself behind even thinly spread branches, leaves and shadows. The silver cat needs to spend a move action every round it uses Foliage Screen. This effect gives a silver cat three-quarters concealment as long as it is among foliage, so attacks directed against it have a 30% miss chance. Foliage Screen also gives the silver cat a +8 circumstance bonus on Hide checks amid vegetation. The power can be dispelled as an Illusion (Glamour) effect (spell caster level 4th), although the sliver cat can reinitiate it as a move action on its next initiative. A see invisibility spell does not counteract the concealing glamour, but true seeing spell will.

Skills
A silver cat has a +4 racial bonus on Hide and Move Silently checks and +8 racial bonus on Climb, Jump and Balance checks. All these racial bonuses increase by four, to +8 and +12 respectively, when a silver cat is in a tree. A silver cat can always choose to take 10 on a Climb check, even if rushed or threatened.
An average silver-cat's tree-adjusted skills are as follows, including the +8 circumstance bonus on Hide checks from its Foliage Screen special quality:
Balance +16*, Climb +15*, Hide +20*, Jump +15*, Listen +6, Move Silently +15*, Spot +6

Lore Checks
DC 13 - A silver cat is a horned feline with a tremendously long tail that ends in a barbed club. They are ambush predators which hunt in temperate forests.
DC 18 - Silver cats wait upon tree-limbs that hang over trails to bushwack victims passing below them, bashing their heads with their flail-like tail. They use their prehensile tails to hoist their prey into the tree rather than descending to feed at ground level.
DC 23 - Being built purely for climbing trees, silver cats are critters who can only stagger awkwardly around when down on the ground. Their fur matches the pattern of a tree's foliage so closely they're right difficult to see or hit when amongst the branches. Knock them off their perch and half the battle is won.
 
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