Need feats only for these monsters (numbering them 1-8 to keep them straight):
#1
Huge Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+21
Attack: Bite +10 melee (1d8+10)
Full Attack: Bite +10 melee (1d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, gaze, improved grab
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 25, Dex 17,Con 13, Int 1, Wis 12, Cha 4
Skills: Balance +12, Climb +15, Hide +6, Listen +7, Spot +7, Swim +15
Feats: Alertness (PLUS 1)
Environment: Any marsh and aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: —
Lurking in misty jungles and along dark riverbanks, the THING is a vile serpent that can cause death and pestilence with but a gaze. A THING is a constrictor snake 20 to 30 feet long with dark scales interspersed with pale green and yellow daubs of color to help it blend in with its surroundings on the forest floor. The eyes of a THING are large and reddish in color.
#2
Large Monstrous Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Disease, improved grab, rend 2d6+7
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 20, Dex 11, Con 18, Int 5, Wis 12, Cha 9
Skills: Listen +5, Spot +5
Feats: Power Attack (PLUS ONE)
Environment: Temperate and warm marsh
Organization: Solitary or pack (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —
The THING is a large, shaggy, fur-covered, vaguely humanoid creature that makes its home in bogs and swamps. It has two large upright tusks of pale white protruding from its mouth. Its hands sport sharp claws with filthy nails. Its eyes are dull brown in color and its fur is brownish-yellow. The THING stands over 9 feet tall and weighs around 1,100 pounds. It makes its lair amid overgrown swamplands and attacks just about any creature that travels too close to its lair.
#3
Huge Aberration
Hit Dice: 16d8+80 (152 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)
Armor Class: 16 (-2 size, +l Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Tentacle +14 melee (1d6+4)
Full Attack: 4 tentacles +14 melee (1d6+4) and tongue +12 melee (1d6+2) and bite +12 melee (4d6+2)
Space/Reach: 15 ft./l5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., electrical resistance, resistance to fire 10
Saves: Fort +10, Ref +6, Will +11
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11
Skills: Hide -2*,Listen +10, Spot +10, Swim +12
Feats: Alertness, Cleave, Multiattack, Power Attack (PLUS TWO)
Environment: Temperate and warm marsh
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: —
The THING is a weird aberration that swells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs; a 10-foot long tongue; and a single, retractable eyestalk on top of its head. Its underbelly is yellow, its body green, and its tentacles and upper legs are mottled green.
#4
Medium Animal (Aquatic)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frenzy
Special Qualities: Keen scent, low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 12, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +4, Spot +4, Swim +9
Feat: Weapon Finesse (PLUS ONE)
Environment: Any aquatic
Organization: School (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —
The THING is a rare form of giant saltwater piranha. They are pale bluish-green in color and about 6 feet long, though larger specimens have been encountered.
#5
Gargantuan Animal (Aquatic)
Hit Dice: 10d8+70 (115 hp)
Initiative: -2
Speed: 10 ft. (2 squares), swim 20 ft. (4 squares)
Armor Class: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +7/+30
Attack: Bite +14 melee (2d8+16)
Full Attack: Bite +14 melee (2d8+16)
Face/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +14, Ref +5, Will +2
Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Swim +32
Feats: 4
Environment: Any aquatic
Organization: Solitary or band (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Gargantuan); 21-30 HD (Colossal)
Level Adjustment: —
THINGs are very large and very aggressive versions of their smaller cousins. They are found in large lakes, rivers, and inland seas. The average THING is 40 feet in diameter, but they can grow to a diameter of 75 feet.
#6
Huge Plant (Aquatic)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+22
Attack: Frond +12 melee (1d6+8)
Full Attack: 6 fronds +12 melee (1d6+8)
Face/Reach: 15 ft./10 ft.
Special Attacks: Charm, improved grab
Special Qualities: Blindsight 30 ft., immunity to bludgeoning weapons, immunity to electricity, plant traits, resistance to fire 10, underwater concealment
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10
Skills: Hide +3*, Swim +16
Feats: 3
Environment: Temperate and warm aquatic and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —
THINGs are believed to have been subjected to vile and evil experiments that placed them in their current state. To the casual observer, the THING resembles a large colony of slow moving seaweed about 20 feet in diameter. A closer look reveals six 10-foot long pseudopods extending from its body.
#7
Medium Undead (Aquatic)
Hit Dice: 6d12+3 (42 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)
Armor Class: 19 (-1 Dex, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the deep, despair, improved grab
Special Qualities: Control water, darkvision 60 ft., damage reduction 5/+1, resistance to fire 10, resistant to blows, undead traits
Saves: Fort +2, Ref + 1, Will +7
Abilities: Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15
Skills: Listen +6, Move Silently +5, Spot +6, Swim +17
Feats: Alertness, Toughness (PLUS ONE)
Environment: Any aquatic
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium)
Level Adjustment: —
A THING is an undead creature that lairs in the depths of the sea. It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a THING. A THING appears as a bloated, desiccated humanoid wrapped in torn and waterlogged bandages.
#8
Medium Outsider (Native, Shapechanger)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+7
Attack: Slam +7 melee (1d6+1)
Full Attack: 2 slams +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Transpose damage
Special Qualities: Change self, darkvision 60 ft.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 8, Wis 12, Cha 11
Skills: Bluff +6, Disguise +7*, Listen +5, Spot +5 (63 skill points total)
Feat: Dodge (2 MORE)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: By character class
Level Adjustment: ??
The THING appears as a featureless humanoid creature whose arms end in large sucker-like membranes. The THING is thought to be of an alien culture; how it came to the Material Plane remains a mystery to sages.
Some non-feat issues:
Query #103
Check these out:
Note that it had DR 5/+1 before, not sure how to reconcile this with the resistant to blows idea?
Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.
Create Spawn (Su): Any humanoid that dies from bog rot becomes a THING in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). Spawn are under the command of the THING that created them and remain enslaved until their death. They do not possess any of the abilities they had in life.
Despair (Su): At the mere sight of a THING, the viewer must succeed at a Will save (DC 16) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that THING's despair ability for one day.
Resistant to Blows (Ex): Physical attacks deal only half damage to THINGs. Apply this effect before damage reduction.
Marsh Move (Ex): THINGs can move at their normal movement speed through mud, marshes, and swamp with no penalty.
Query #104
Also, need to change the name of this to avoid confusion, and possibly change the effect.
Electrical Resistance (Ex): The THING takes no damage from electrical effects, but is instead slowed for one round.
Query #105
Is this still good?
Underwater Concealment (Ex): The main body of the THING remains submerged even when attacking. This grants the THING three-quarters concealment against all attacks (30% miss chance).
Query #106
Check these out:
Despair (Su): At the sight of a THING, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that THING's despair ability for one day.
Improved Grab (Ex): To use this ability, the THING must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it can use its curse of the deep ability. A THING has a grapple bonus of+6.
Curse of the Deep (Su): On a successful grapple check (grapple bonus +6) against a Large or smaller creature, a THING presses its lips against its opponent's and causes the victim's lungs to fill with water if the opponent fails a Fortitude save (DC 15). A failed save deals 1d4 points of damage per round until the victim dies. Holding one's breath does not prevent drowning damage (water is already in the lungs). A remove curse or heal spell halts the damage if applied before the victim dies.
Control Water (Su): Once per day, as control water cast by an 8th-level sorcerer.
Resistant to Blows (Ex): Physical attacks deal half damage to THINGs. This effect is applied before damage reduction.
(note that it also had DR 5/+1)