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

EldonG said:


Hmmm...I need a template that gives 'em a sonic breath weapon, now...maybe just deafening...any thoughts?

I know that the Half-Howling Dragon template gives a creature a sonic breath weapon. Found in Dragon #300.

Also nice stuff on the were-weasel Khisanth :D
 
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Kitsunekaboom said:


I know that the Half-Howling Dragon template gives a creature a sonic breath weapon. Found in Dragon #300.

Also nice stuff on the were-weasel Khisanth :D

Hmmm...could ya update my beastie, with it? I wish I had it... :(
 

The big bat turned into a scary bastard.

Titanic Shadow Bat Half-Rust Dragon
Gargantuan Dragon
HD: 25d12+225 (390 hp)
Init: +4 (Improved Initiative)
Speed: 5 ft, fly 60 ft (average)
AC: 30 (-4 size, +24 natural)
Attacks: Bite +42 melee, 2 Claw +40 Melee
Damage: Bite 3d8+23, Claw 2d6+11
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Breath Weapon, Trample 3d8+19
Special Qualities: Blindsight, Cold Resist 20, Darkvision 60 ft, Low-Light Vision, Shadow Blend, +2 luck on saves, Cause Fear 1/day, Damage Reduction 5/+1, Evasion, Regeneration 2 hp/round, Immunities
Saves: Fort +27, Ref +16, Will +14
Abilities: Str 45, Dex 10, Con 28, Int 4, Wis 14, Cha 6
Skills: Listen +27, Move Silently +27, Spot +27
Feats: Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Multiattack

Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 16
Alignment: Always Neutral

Breath Weapon (Ex): A Half-Howling Dragon can breath a cone of sound 30 ft. long dealing 4d10 damage, A reflex save DC: 19 will halve the damage. This is usable once every 1d4 rounds.

Immunities (Ex): A Half-Dragon is immune to sleep and paralysis effects. A Half-Howling Dragon is immune to Sonic damage.
 
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Half-Fiend/Half- Colossal Monstrous Scorpion (uh oh)
Half-Fiend/Half - Colssal Monstrous Scorpion of Legend (even more uh oh)

These would go well for what I'm planning to do to the scorpion folk, stingers (MoF), & my own scorpion(& other arachnid beasties):D
 

Edit: I forgot to say, the Elder Magical Beast is on a PDF from Fantasy Flight Game's site. It is the Legends and Lore Monster's Handbook free chapter.

Grandfather of the Swamp (Crocodile, Giant + Elder Magical Beast)
Gargantuan Magical Beast (Aquatic)
Hit Dice: 11d8+66 (115)
Initiative: +1 (Dex)
Speed: 20 Ft, Swim 30 Ft.
AC: 22 (-4 Size, +1 Dex, +15 Natural)
Attacks: Bite +15 melee; or tail slap +10 melee
Damage: Bite 4d6+16; or tail slap 2d8+16
Face/Reach: 15 Ft. By 25ft/15ft
Special Attacks: Improved Grab, Spell-Like abilities
Special Qualities: Speech, Spellcasting Affinity
Saves: Fort: +13 Ref: +6 Will: +6
Abilities: Str:35, Dex:12, Con:23, Int:18, Wis:15, Cha:14
Skills: Bluff +6, Diplomacy +6, Hide +6*, Knowledge (History) +8,
Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Religion) +8, Listen +11, Sense Motive +6, Spot +11, Swim +20, Wilderness Lore +10
Feats: Leadership
Climate/Terrain: Warm Marsh, aquatic, and underground
Organization: Solitary or Pack (Leads 2-5 giant crocodiles) or Colony (leads 20-100 humanoids (lizardfolk))
Challenge Rating: 5
Treasure: Double Standard
Alignment: Always Neutral
Advancement: ?

The Grandfather of the Swamp is one of the oldest creatures alive. He has seen the birth and death of prominent dragons, and has witness the birth of humanoid civilizations as well as their fall.

He currently lives in a rather large salt marsh, tending to his children, the lizardfolk of the area look up to him as their progenitor, and all crocodiles bow in respect of his power. He often looks at mammals speculatively and has become distrustful of most non-reptilian humanoids.

Combat

The Grandfather of the Swamp rarely enters combat, and does so only when there is a great threat to his people, either species.

Improved Grab (Ex): To use this ability, the Grandfather must hit a huge or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains this pin.

Speech (Ex): The Grandfather speaks 7 languages

Spellcasting Affinity (Ex): The Grandfather may use spells unhindered by its physical form.

Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level.

Skills: *The Grandfather gains a +12 racial bonus to Hide checks while submerged. The Grandfather gain a +8 racial bonus to all Swim checks.
 
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New Rust Hummer, this time using the Ferrovore from the Book of Templates. BWAHAHAHA.

Rust Hummer II (Giant Bee + Ferrovore)
Medium Vermin (Ferrovore)
Hit Dice: 3d8 (13)
Initiative: +2 (Dex)
Speed: 20 Ft, Fly 80 Ft. (good)
AC: 14 (+2 Dex, +2 Natural)
Attacks: Sting +2 melee
Damage: Sting 1d4 and poison
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Poison, Breath Weapon
Special Qualities: Vermin, Detect Metal, Corrosive Skin
Saves: Fort: +3 Ref: +3 Will: +2
Abilities: Str:11, Dex:14, Con:11, Int:-, Wis:12, Cha:9
Skills: Intuit Direction +6, Spot +6
Feats: Nil
Climate/Terrain: Temperate and warm land and Underground
Organization: Solitary, swarm (2-5), or hive (11-20)
Challenge Rating: 2
Treasure: No coins, ¼ goods (honey only); no items
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)

Rust hummers are a strange creature that thrive on the dust of decayed metal. They collect it as a normal bee does honey, and make a rust red honey from it. They are a threat to any metal using civilization, once they make a hive they don’t leave it until they have depleted the area of all metal.

The honey of the Rust Hummer contains the fungus that transforms creatures into ferrovores.

Combat

Rust hummers only attack if provoked, unless a party carries metal. If they have a lot of metal the rust hummers are attracted and will attack with their breath weapon first, their stinger second. Their low intelligence allows them to assess threats, and they particularly dislike spellcasters.

Breath Weapon (Su): A Ferrovore may breath a cone of rusting liquid 30 feet long. Any metallic object in the breath weapons corrodes and becomes useless immediately. The size of the object in question does not alter the speed of this effect. Metal items that are non-magical receive no save. Magic armor and weapons and other enchanted items made of metal get a Reflex save to negate DC: 20. This is usable every 1d4+1 rounds.

Corrosive Skin (Ex): Any metallic object that comes into contact with a ferrovore or any metal weapon that does damage to a ferrovore is instantly desolved into rust. Magical items receive a Reflex save (DC 20) to avoid being completely destroyed.

Detect Metal (Ex): A ferrovore can detect the presence of any metal object within 90 feet.

Poison (Ex): 1d6 Con, DC: 13.

Vermin: Immune to mind-influencing effects.
 


I have NEVER gotten so much to use for 4 bucks. Even when I buy 5 cds for 4 bucks at a local used CD shop. (Picked up another book for a buck so I had enough, have yet to look through it yet since I've been busy playing with templates.)
 



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