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


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Fury (Legendary Horse + Half-Fiend + Ebon Servitor)
Large Outsider
Hit Dice: 18d10+198 (297)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 80 Ft, Fly 80 Ft. (Good)
AC: 23/25 (-1 Size, +5 Dex, +9 Natural +2 Profane against good opponents)
Attacks: 2 hooves +25 melee; bite +20 melee
Damage: Hoof 2d6+13; bite 1d6+6
Face/Reach: 5 Ft. By 10ft/5ft
Special Attacks: Damage Feedback, Smite Good, Spell-Like Abilities
Special Qualities: Detect Good, Immunities, Scent
Saves: Fort: +22, Ref: +16, Will: +8
Abilities: Str:36, Dex:20, Con:32, Int:4, Wis:14, Cha:12
Skills: Hide +21, Listen +24, Move Silently +25, Spot +24
Feats: Alertness, Dodge, Improved Initiative, Mobility, Spring-Attack
Climate/Terrain: Any land
Organization: Solitary or Herd (5-30 nightmares)
Challenge Rating: 12
Treasure: None
Alignment: Always Lawful Evil
Advancement: 19-36 HD (Large)

The Fury is the ultimate mount saught by evil creatures the planes over. Many liches have spent centuries trying to locate it. The Fury is said to be sent from the dark gods to great battles, to serve as a mount for the most vile and evil beings imaginable. What many don’t know is that many who ride the Fury are doomed to an unusual and painful death, either during battle or sometime after.

It is a skinless horse, with huge, bony, batlike wings, a barbed tail, and huge flesh rending fangs. Its eyes glow with an unholy blue flame, and its mane is barbed wire. It occasionally travels with a herd of nightmares.

Combat

The Fury uses its spell-like abilities to aid the champion of evil that rides it.

Damage Feedback (Ex): As a result of the pure essence of evil that dwells within it, all successful attacks made with a melee weapon against the Fury inflict half of the total physical damage back upon the attacker.

Detect Good (Ex): The Fury has the ability to detect the presence of all good creatures within a 100 foot radius, centered on itself. This ability is constantly active and cannot be suppressed or dispelled.

Smite Good (Su): Once per day the Fury can make a normal attack with its Charisma modifier (if positive) added to its attack bonus, to deal additional damage equal to its HD total against a good foe.

Immunities: The Fury is immune to poison. It also have acid, cold, electricity, and fire resistance 20.

Spell-Like Abilities: 3/day – Darkness (radius 90 Ft.), 1/day – Plant Growth;
Also 3/day any three 1st level divine spells as a sorcerer of 5th level.
3/day-Darkness, Poison, Unholy aura; 1/day – Blasphemy, Contagion, Desecreate, Horrid Wilting, Summon Monster IX (Fiends Only), Unhallow, Unholy Blight; as a 18th level sorcerer.

Carrying Capacity: A light load for the Fury is up to 1,200 pounds; a medium load, 1,201-2,400 pounds; a heavy load, 2,401-3,600 pounds. The Fury can drag 18,000 pounds.
 

Heh, heh!

Got the Gecko Giant Lizard entry from the Mystara 3E Yahoo Group. (And no, I don't have the link anymore.)

Geckolisk (Giant Gecko Lizard + Monstrous Beast)
Medium-Size Magical Beast
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +5 melee
Damage: Bite 1d8+4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Petrifying gaze
Special Qualities: DR 10/+1
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 2 (-4), Wis 12 (+1), Cha 2 (-4)
Skills: Climb +10, Hide +8, Listen +4, Move Silently +8, Spot +4
Feats:

Climate/Terrain: Any warm lands and underground
Organization: Solitary or group (2–5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium-size)

A geckolisk is a 5-foot long, pale-blue colored reptilian magical beast with orange-brown spots. They have webbed feet, the toes of which are tipped with suction cups. Geckolisks are nocturnal carnivores with a petrifying gaze attack.

Combat
Geckolisks hunt by climbing walls or trees with their specially adapted feet, then dropping down on their prey to attack.

Petrifying Gaze (Su): Any creature within 30 feet that meets a geckolisk’s gaze turns to stone (Fortitude save, DC 12).

Skills: Geckolisks receive a + 4 racial bonus to Hide, Move Silently and Climb checks.
 


Kitsunekaboom said:
You are just Determined to force me to buy savage species aren't you? ;P

Yep! :D

Savage Species - the really cool stuff (all 3.5 compatible)

Chapter 7: Prestige Classes
Emancipated Spawn
Illithid Savant
Master of Flies
Scaled Horror
Siren
Slaad Brooder
Survivor
Sybil
Waverider
Yuan-Ti Cultist

Chapter 10: Templates
Feral Creature
Gelatinous Creature
Ghost Brute
Incarnate Construct
Insectile Creature
Monstrous Beast
Multiheaded Creature
Mummified Creature
Reptilian Creature
Spectral Creature
Symbiotic Creature
Tauric Creature
Umbral Creature
Wight
Winged Creature
Wraith
Yuan-Ti

Appendix 3: New Creatures
Anthropomorphic Animals (Template)
Half-Ogre (Race)
Desmodu (Monster)
Loxo (Monster)
Thri-Kreen (Monster)

Plus all the new Feats, Spells, and Equipment!

Heh, heh!
 
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Hmm they reprinted the main reason I wanted monster manual 2, the tauric template. So Savage Species probably made my number 2 slot to buy or even number one, depending on which book I can get the best deal on. :)
 

Quick and Dirty Creation!

Spirit Bat (Bat + Ghost Brute)
Diminutive Undead (Incorporeal)
Hit Dice: ¼ d12 (2 hp)
Initiative: +2 (Dex)
Speed: Fly 30 ft. (perfect)
AC: 16 vs. ethereal (+4 size, +2 Dex); 17 vs. material (+4 size, +2 Dex, +1 deflection)
Attacks: Incorporeal touch corruption –5 melee; or material touch corruption +2 melee
Damage: Incorporeal touch corruption 1; or material touch corruption 1d4
Face/Reach: 1 ft. / 0 ft.
Special Attacks: Corrupting touch
Special Qualities: Blindsight, manifestation, rejuvenation, +2 turn resistance
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1 (-5), Dex 15 (+2), Con –, Int 2 (-4), Wis 14 (+2), Cha 12 (+1)
Skills: Hide +4, Listen +13, Move Silently +6, Search +4, Spot +13*

Climate/Terrain: Temperate and hill, plains, and underground
Organization: Solitary, colony (10-40) or swarm (10-50)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement:

Blindsight (Ex): Spirit bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and blinds the undead creature until the spell ends.

Manifestation (Su): As ethereal creatures, spirit bats cannot affect or be affected by anything in the material world. When they manifest, spirit bats become visible but remain incorporeal. However, a manifested spirit bat can strike with its touch attack. A manifested spirit bat remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit bat through simple combat: The "destroyed" creature will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A spirit bat that would otherwise be destroyed returns to its old haunts with a successful level check (1d20) against DC 16. As a rule, the only way to get rid of a spirit bat for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Note a colony or swarm of spirit bats is considered ‘one’ spirit for the purposes of allowing the creatures to rest in peace.

Skills: Spirit bats receive a +8 racial bonus on Hide, Listen, Search, and Spot checks. *Spirit bats receive an additional +4 racial bonus to Spot and Listen checks, which are lost if Blindsight is negated.
 


Be afraid... be very afraid.

Thessal-rex (Tyrannosaur + Thessalmonster)
Gargantuan Aberration
Hit Dice: 21d8+126 (220 hp)
Initiative: +5
Speed: 30ft
AC:16 (-4 size, +1 Dex, +9 natural)
BAB/Grapple: +13/+38
Attacks: 8 bites +22 melee, bite +20 melee
Damage: Bite 2d8+13 plus 1d6 acid, bite 5d8+7 plus 1d6 acid
Face/Reach: 20ft/20ft
Special Attacks: Acid, improved grab, spit acid, swallow whole
Special Qualities: Acid immunity, scent
Saves: Fort +15, Ref +8, Will +14
Abilities: Str 36, Dex 12, Con 23, Int 2, Wis 15, Cha 10
Skills: Listen +18, Spot +18
Feats: Ability Focus (spit acid), Alertness, Cleave, Combat Reflexes (B), Great Cleave, Great Fortitude, Improved Initiative, Multiattack, Power Attack
Climate/Terrain: Warm forest, hill, plains, marsh and underground
Organization: Solitary
CR: 12
Treasure: None
Alignment: Always neutral
Advancement: 22-42 HD (Gargantuan), 43-63 HD (Colossal)

A thessal-rex is a massive creature shaped like a tyrannosaur, but with a wreath of eight serpentine heads surrounding the neck.

Improved Grab (Ex): Whenever a thessal-rex hits an opponent of Huge or smaller size with its secondary bite attack, it can make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +38). If it gets a hold, it may conduct the grapple normally, dealing bite damage every round it maintains the hold, it may grapple using only its jaws (-20 to all grapple checks, but the thessal-rex is not considered grappled), or it may swallow the opponent whole.

Spit Acid (Ex): Line of acid 5ft high, 5ft wide and 40ft long. Reflex DC 28 half, 4d6 acid. The thessal-rex can use this attack once every 1d4 rounds.

Swallow Whole (Ex): By making a successful grapple check, a thessal- rex may swallow a held foe whole. Once swallowed, a victim takes 2d8+13 plus 3d6 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the thessal-rex's mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 50 points of damage (AC 20) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A thessal-rex's stomach can hold 2 Huge, 4 Large, 16 Medium-sized, 32 Small or 64 Tiny or smaller creatures.

Demiurge out.
 


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