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Kit's Animals & Vermin + Templates = Sadistic Fun thread
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<blockquote data-quote="Kitsunekaboom" data-source="post: 984708" data-attributes="member: 8301"><p>Ferret: Well thankfully the dragon eater isn't very smart, that would probably be its downfall on average.</p><p></p><p>Guardians of the Land (Monkey + Mummified Creature)</p><p>Tiny Undead</p><p>Hit Dice: 1d12 (6)</p><p>Initiative: +1 (Dex)</p><p>Speed: 10 Ft, Climb 30 Ft.</p><p>AC: 21 (+2 Size, +1 Dex, +8 Natural)</p><p>Attacks: Bite +4 melee, Slam ?1 melee </p><p>Damage: Bite 1d3-2, Slam 1d4-2</p><p>Face/Reach: 2 ½ Ft. By 2 ½ft/0ft</p><p>Special Attacks: Despair, Mummy Rot</p><p>Special Qualities: Damage Reduction: 5/+1, Resistant to Blows, Fire Vulnerability</p><p>Saves: Fort: +2, Ref: +4, Will: +3</p><p>Abilities: Str:6, Dex:15, Con:10, Int:2, Wis:16, Cha:9</p><p>Skills: Balance +9, Climb +12, Hide +12, Listen +6, Spot +6</p><p>Feats: Weapon Finesse</p><p>Climate/Terrain: Any desert and underground</p><p>Organization: Solitary, pair, wardens (3-4), guardians (6-10), or troop (11-40)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always Lawful Evil</p><p>Advancement: 2-3 HD (Medium)</p><p></p><p>Guardians of the land were created by a group of clerics, hoping to take the natural wildlife found in their jungle and create guardians for their shrines and temples. This went well, and thousands of years passed, the jungle eventually became a desert, and the shrines and temples are now in ruins. Yet the Guardians still do their duty. </p><p></p><p>Combat</p><p></p><p>Guardians of the land aren?t tacticians, instead relying on strength of numbers. They rarely attack unless they outnumber their opponents. </p><p></p><p>Despair (Su): At the mere sight of a Guardian, the viewer must succeed on a Will save (DC: 13) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy?s despair ability for one day. </p><p></p><p>Fire Vulnerability (Ex): A Guardian takes double damage from fire attacks unless a save for half damage is allowed. A successful save halves the damage and a failure doubles it.</p><p></p><p>Mummy Rot (Su): Any creature hit by any of a Guardian?s natural attacks must succeed on a Fortitude save (DC: 20) or contract mummy rot. The incubation period is 1 day, and the disease deals 1d6 points of Constitution damage. Because it is a supernatural disease, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into the sand and dust, blowing away into nothing at the first wind, unless both remove disease and raise dead are cast on the remains within 6 rounds.</p><p></p><p>Resistant to Blows (Ex): Physical attacks deal only half damage to Guardians. Apply this effect before damage reduction. </p><p></p><p>Skills: Guardians use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 984708, member: 8301"] Ferret: Well thankfully the dragon eater isn't very smart, that would probably be its downfall on average. Guardians of the Land (Monkey + Mummified Creature) Tiny Undead Hit Dice: 1d12 (6) Initiative: +1 (Dex) Speed: 10 Ft, Climb 30 Ft. AC: 21 (+2 Size, +1 Dex, +8 Natural) Attacks: Bite +4 melee, Slam ?1 melee Damage: Bite 1d3-2, Slam 1d4-2 Face/Reach: 2 ½ Ft. By 2 ½ft/0ft Special Attacks: Despair, Mummy Rot Special Qualities: Damage Reduction: 5/+1, Resistant to Blows, Fire Vulnerability Saves: Fort: +2, Ref: +4, Will: +3 Abilities: Str:6, Dex:15, Con:10, Int:2, Wis:16, Cha:9 Skills: Balance +9, Climb +12, Hide +12, Listen +6, Spot +6 Feats: Weapon Finesse Climate/Terrain: Any desert and underground Organization: Solitary, pair, wardens (3-4), guardians (6-10), or troop (11-40) Challenge Rating: 3 Treasure: Standard Alignment: Always Lawful Evil Advancement: 2-3 HD (Medium) Guardians of the land were created by a group of clerics, hoping to take the natural wildlife found in their jungle and create guardians for their shrines and temples. This went well, and thousands of years passed, the jungle eventually became a desert, and the shrines and temples are now in ruins. Yet the Guardians still do their duty. Combat Guardians of the land aren?t tacticians, instead relying on strength of numbers. They rarely attack unless they outnumber their opponents. Despair (Su): At the mere sight of a Guardian, the viewer must succeed on a Will save (DC: 13) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy?s despair ability for one day. Fire Vulnerability (Ex): A Guardian takes double damage from fire attacks unless a save for half damage is allowed. A successful save halves the damage and a failure doubles it. Mummy Rot (Su): Any creature hit by any of a Guardian?s natural attacks must succeed on a Fortitude save (DC: 20) or contract mummy rot. The incubation period is 1 day, and the disease deals 1d6 points of Constitution damage. Because it is a supernatural disease, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into the sand and dust, blowing away into nothing at the first wind, unless both remove disease and raise dead are cast on the remains within 6 rounds. Resistant to Blows (Ex): Physical attacks deal only half damage to Guardians. Apply this effect before damage reduction. Skills: Guardians use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks. [/QUOTE]
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