Monsters of the Sci-fi Channel

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Headlinger, 1st-Level Warrior
Medium Aberration

Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 17 (+1 Dex, +1 natural, +3 studded leather, +2 heavy wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +3 melee (1d8+1)
Full Attack: Longsword +3 melee (1d8+1) and bite +0 melee (1d6)
Space/Reach: 5ft/5ft
Special Attack: Sudden strike +1d6
Special Qualities: Scent, SR 12
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 8, Cha 6
Skills: Disguise +1 (+9 to disguise as human), Listen +1, Spot +2
Feats: Multiattack (B), Weapon Focus (longsword)
Environment: Urban
Organization: Solitary, pair, family (3-6) or monastery (2-12 plus 1-4 3rd level monks plus 1 sensei (6th level monk))
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

This human is utterly unremarkable except for his completely bald head.

Headlingers are a strange race of human-like creatures with powerful jaws attached to their skulls.

Nobody knows where the headlingers came from - most people don't even know they exist. But in practically every town there is a slightly foreign-looking man or woman who keeps to themselves, is quiet and law-abiding, but is secretly a strange and alien being. The headlingers are mostly peaceful, but they know their carnivorous habit and unusual secret is enough to have them seen as deadly monsters to most.

The head-jaws of a headlinger are almost a creature of its own right. They are slightly lupine, with a long muzzle and prominent canine teeth. The jaws are oriented vertically, opening from right to left. The "upper" jaw has a short row of spines, and the "lower" has a short rat-like tail.

Headlingers are carnivores by nature, and they use their jaws to catch birds, rats, and other small warm-blooded creatures by surprise. They are nothing if not pragmatic, though, and will eat any other flesh that comes their way, including their fallen foes. They do not, however, go out of their way to eat the flesh of sentients, and claim to dislike the taste.

Headlingers live fairly private lives, usually living alone or in small family groups. They do, however, have a monastic tradition, and remote mountain (or back-alley) temples of headligners do exist, training prospective monks how to use their fists and feet in conjunction with their head-jaws.

Headlingers are the same size and weight as an ordinary human. They speak Common.

Combat
Headlingers are usually peaceful creatures; the above headlinger is more likely to be a member of a city guard than a rampaging bandit. They only fight when violence is the only answer, but are quite proficient at it. They are skilled at catching their opponents by surprise with their bite, and are surprisingly resistant to magic.

Sudden Strike (Ex): If a headlinger has successfully convinced an opponent that it is human (by use of the Disguise skill), the opponent is considered to be flat-footed for the purposes of the headlinger's bite attack, and the headlinger deals an extra 1d6 damage on a successful hit.

Skills: Headlingers have a +8 racial bonus to Disguise checks (shown above) made to disguise themselves as a human.

Headlingers as Characters
Headlinger characters have the following racial traits.
Aberration type
+2 Dex, -2 Cha
Size Medium
A headlinger's base speed is 30ft
Headlingers gain a +8 bonus to Disguise checks made to disguise itself as a human.
Headlingers gain Multiattack as a bonus feat.
+1 natural armor bonus
Sudden Strike (see entry above) special attack
Scent special quality
Spell resistance equal to 11+ character level.
Automatic languages: Common. Bonus Languages: Dwarf, Elf, Gnome, Goblin, Halfling
Level adjustment +2
Favored class: Monk


Demiurge out.

Edit: Replaced attachment picture with a proper pic. Changed LA and added favorite class.
 
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The Hair Monster

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Hair Monster
Fine Magical Beast
Hit Dice:
1/4d8 (1 hp)
Initiative: +3
Speed: 5 ft. (1 square), 5 ft. climb
Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +0/-20
Attack: Bite +11 melee (1 point)
Full Attack: Bite +11 melee (1 point)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Grease
Special Qualities: Low-light vision
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 10, Cha 13
Skills: Climb +11, Hide +22*
Feats: Weapon Finesse (bite)
Environment: Temperate forest
Organization: Solitary, brood (2 adults and 1d4 young), or colony (4-24)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/4 HD (Diminutive)
Level Adjustment: (Improved Familiar)

This creature resembles a small primate, similar to a bush baby. It has six limbs that end in webbed, gripping fingers, and a small tail curls up over its back.

A hair monster is a rodent-like creature that some sages believe evolved in the long, matted hair of dire mammals. Hair monsters excrete a grease-like substance that enables them to move quickly through long hair. In larger animals, hair monsters weave little nests for themselves out of matted, greasy hair and dirt, and can live there comfortably for some time. Hair monsters are insectivores, and have a symbiotic relationship of sorts with their hosts. The hair monsters consume pests while getting some measure of protection from their hosts.

In order to remain hidden, a hair monster can change the color of its fur and skin at will to match that of its host. They are light enough and have so soft a touch that they usually go unnoticed by Large or larger hosts. It is nearly impossible for a host to be rid of a hair monster without using some irritant such as soap or alcohol.

Combat
Being as small as mice, hair monsters are not effective combatants. They flee from anything larger than themselves except their chosen host.

Grease (Ex): With a successful touch attack a hair monster can create a greasy coating on an item. Material objects not in use are always affected by this ability, while an object wielded or employed by a creature receives a DC 11 Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

The save DC is Constitution-based.

Skills: A hair monster has a +4 bonus on Hide checks in hair. A hair monster has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A hair monster uses its Dexterity bonus instead of its Strength bonus for Climb checks.

Hair Monsters as Familiars
To have a hair monster as a familiar, an arcane spellcaster must have the Improved Familar feat (see the DMG) and have at least 3 arcane spellcasting levels. A hair monster provides its master with a +3 bonus on Escape Artist checks as long as it is within 1 mile.
 
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I've looked at the other ad, and the problem with the Sprite sprite is that ... well ... it doesn't do anything in the commercial. I have no idea what powers to give it! lol

It kinda looks like a boggle, a jermalaine, or a mite to me. Those three critters already have D&D stats from WotC.

Edit: I've already got some great ideas burbling around in my head for the Esuvee, so I am calling that one. I'll work on it and post it tomorrow. :)

www.esuvee.com

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The LA of the Headlinger needs to be +2 it has both scent, natural armor, and Spell Resistance, it also needs a Favored Class, I suggest Monk.
 

Yeah, I was really on the edge with that one. And I swore I had put in Favored Class: Monk. I knew I intended to.

Demiurge out.
 

DnDChick said:
fullZZZZZZTVC050402161822PIC.jpg

Hair Monster
Fine Magical Beast
Hit Dice: 1/4d8 (1 hp)
Initiative: +3
Speed: 5 ft. (1 square), 5 ft. climb
Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +0/-20
Attack: Bite +11 melee (1 point)
Full Attack: Bite +11 melee (1 point)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Grease
Special Qualities: Low-light vision
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 10, Cha 13
Skills: Hide +22*
Feats: Weapon Finesse (bite)
Environment: Temperate forest
Organization: Solitary or brood (2 adults and 1d4 young)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Diminutive)
Level Adjustment:

This creature resembles a small primate, similar to a bush baby. It has six limbs that end in webbed, gripping fingers, and a small tail curls up over its back.

A hair monster is a rodent-like creature that some sages believe evolved in the long, matted hair of dire mammals. Hair monsters excrete a grease-like substance that enables them to move quickly through long hair. In larger animals, hair monsters weave little nests for themselves out of matted, greasy hair and dirt, and can live there comfortably for some time. Hair monsters are insectivores, and have a symbiotic relationship of sorts with their hosts. The hair monsters consume pests while getting some measure of protection from their hosts.

In order to remain hidden, a hair monster can change the color of its fur and skin at will to match that of its host. They are light enough and have so soft a touch that they usually go unnoticed by Large or larger hosts. It is nearly impossible for a host to be rid of a hair monster without using some irritant such as soap or alcohol.

Combat
Being as small as mice, hair monsters are not effective combatants. They flee from anything larger than themselves except their chosen host.

Grease (Ex): With a successful touch attack a hair monster can create a greasy coating on an item. Material objects not in use are always affected by this ability, while an object wielded or employed by a creature receives a DC 11 Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

The save DC is Constitution-based.

Skills: A hair monster has a +4 bonus on Hide checks in hair.

Once again, DnDChick, I find myself in your debt! These stats are better than anything I could have hoped for! Thankyou very much! :D

Any chance you could post up some rules so that they could be used as familiars?

I've looked at the other ad, and the problem with the Sprite sprite is that ... well ... it doesn't do anything in the commercial.

...But it does like a good Western. ;)
 
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Got another creature if someone wants to stat him up. The genuinely quite sinister 'Judderman' from the old Metz advert! :]

Judderman.jpg


Watch this brilliant ad here:
http://www.glassworks.co.uk/search_archive/jobs/metz_judderman/

Looking at him, I'd say he's some sort of fey (perhaps with the bogeyman subtype, as seen in the Fraternity Of Shadows' Quoth The Raven netzine, issue #11) with quite a high Charisma score. What do you chaps think?
 
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I made a few tweaks to the Hair Monster, Olly. I forgot its racial bonus to Climb checks for having a Climb speed, and I tweaked its Organization a little.
 

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