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<blockquote data-quote="DnDChick" data-source="post: 2273481" data-attributes="member: 54"><p>Here is a "Stalking Terror" template I wrote, with a sample maniacal killer:</p><p></p><p>STALKING TERROR (TEMPLATE)</p><p></p><p>A stalking terror is a virtually unstoppable killing machine. Something in the mind of a stalking terror has snapped — his brain is fed a steady stream of unchecked endorphins fueled by some unknowable rage. These homicidal maniacs stalk their prey unceasingly. They kill without mercy or compassion, usually singling out one victim and hunting them down to the exclusion of all others. Once that victim is slain, the stalking terror turns his lethal attention to some other unfortunate innocent. Stalking terrors are almost always silent, never speaking or uttering any sound as they plod along behind their terrified victims.</p><p></p><p>The amount of injury a stalking terror can withstand is inhuman; they can be mutilated, stabbed, punched, electrocuted, shot, crushed, battered, run over, and drowned, and they always seem to come back. Many stalking terrors rise from their graves after death to continue their unspeakable and unfathomable killing sprees.</p><p></p><p></p><p> </p><p></p><p>Creating a Stalking Terror</p><p></p><p>“Stalking terror” is a template that can be applied to any corporeal humanoid (hereafter referred to as the “base creature”). It uses the base creature’s ability scores and special abilities except as noted below.</p><p></p><p> </p><p></p><p>Hit Dice: Increase all HD by one die type to a maximum of d12; otherwise, same as base creature.</p><p></p><p>Defense: The base creature gains a natural armor bonus of +2.</p><p></p><p>Attacks: A stalking terror tends to avoid using ranged weapons, preferring instead to kill at close range with melee weapons. Good examples are: butcher knife, meat cleaver, machete, chainsaw, crowbar, gaff hook, hatchet, and axe.</p><p></p><p>Special Qualities: The stalking terror gains the following special qualities.</p><p></p><p>Detect Living (Su): A stalking terror can sense living creatures within 30 feet as if with the Blindsight ability. This range is doubled if the targets are experiencing strong emotions (lust, terror, etc.).</p><p></p><p>Fast Healing (Su): Through unknown biological means, a stalking terror can heal 2 hit points per round.</p><p></p><p>Favored Weapon (Ex): Upon receiving this template, a stalking terror must choose a favored melee weapon. When using his favored weapon, a stalking terror has a +2 to damage and doubles the critical threat range of the weapon.</p><p></p><p>Immunities (Ex): A stalking terror is immune to all fear effects and mind-influencing effects, as well as all Diplomacy and Intimidate checks used against him. A stalking terror receives a +4 species bonus to resist Bluff, checks.</p><p></p><p>Mad Certainty (Ex): A stalking terror whose Intelligence, Wisdom, and Charisma scores total 36 or greater maintains the ability to speak and act normally despite his insanity. Stalking terrors of this variety can also continue to gain levels in any basic or advanced class. Without this ability, a stalking terror is mute, always acts with inhuman cruelty, and can only gain levels in the Strong, Fast, or Tough basic classes.</p><p></p><p>Massive Damage Resistance (Ex): The powerful endorphins raging unchecked through the stalking terror’s body provides a +2 bonus to Fortitude saves to resist death by massive damage.</p><p></p><p>Stalker (Ex): A stalking terror gains a +4 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks.</p><p></p><p>Superior Weapon Mastery (Ex): A stalking terror is proficient with all simple, archaic, and exotic melee weapons.</p><p></p><p>Undying Rage (Su): Such is a stalking terror’s inhuman rage and desire to kill that, if slain, he has a 75% chance of rising from the grave as an undead being 1d3 months after death. In this instance, his type changes to Undead, his hit die type increases to d12, he loses his Constitution score and all bonus hit points, and he gains the special qualities of the Undead type.</p><p></p><p>Allegiance: Previous allegiances are lost; replaced by an allegiance to chaos and evil. Some staking terrors have an allegiance to revenge. Changed allegiances might cause the loss of particular class abilities (see page 37 of the d20 Modern core rulebook).</p><p></p><p>Saves: A stalking terror receives a +2 species bonus to all saving throws; otherwise, same as base creature modified by new ability scores.</p><p></p><p>Abilities: Str +6, Con +6</p><p></p><p>Skills: The desire to kill consumes all other drives the character might once have had. The character retains all skills, but generally uses only physical skills such as Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, and Spot.</p><p></p><p>Feats: A stalking terror gains the Improved Initiative, Improved Damage Threshold, and Weapon Focus (favored weapon) feats if the base creature didn’t already have them. He retains all other feats, but rarely uses any that have no bearing on combat or physical activity. A human stalking terror keeps the extra feat it gained as a 1st level human character.</p><p></p><p>Challenge Rating: As base creature +2.</p><p></p><p>Advancement: By character class. A stalking terror without the Mad Certainty special quality can only gain levels in Strong, Fast, or Tough Hero.</p><p></p><p>Horror: Panic 10 (Panic 12 if the stalking terror is obviously undead)</p><p></p><p> </p><p></p><p>The following sample stalking terror uses a 10th level Strong/Tough Ordinary as the base creature.</p><p></p><p> </p><p></p><p>The Gardener (Willie Smalls), Strong Ordinary 5/Tough Ordinary 5: CR 11; Medium-size Human; HD 5d10+30 plus 5d12+30; hp 98; Mas 25; Init +5; Spd 30 ft.; Defense 18 (+1 Dex, +6 class, +1 leather apron), touch 17, flat-footed 17; BAB +8/Grap +14; Atk +15 melee (1d6+11/19-20, favored weapon, shovel) or +16 melee (1d8+6 nonlethal, improved unarmed strike) or +14 melee (3d6+6, chainsaw); Full Atk +15/+10 melee (1d6+11/19-20, favored weapon, shovel) or +16/+11 melee (1d8+6 nonlethal, improved unarmed strike) or +14/+9 melee (3d6+6, chainsaw); SQ detect living, fast healing (2), favored weapon (shovel), immunities, stalker, superior weapon mastery; FS 5 ft. by 5 ft.; Reach 5 ft.; AL killing; SV Fort +16, Ref +5, Will +4; AP 0; Ref +2; Str 21, Dex 12, Con 22, Int 13, Wis 10, Cha 8.</p><p></p><p>Occupation: Blue-collar (class skills: Drive, Intimidate, Repair)</p><p></p><p>Skills: Climb +9, Craft (mechanical) +6, Drive +9, Hide +5, Intimidate +7, Jump +8, Knowledge (popular culture) +3, Knowledge (streetwise) +5, Listen +0, Move Silently +5, Profession (gardener/caretaker) +5, Read/Write English, Read/Write Other Language, Repair +7, Speak English, Speak Other Language, Search +5, Spot +9, Swim +8.</p><p></p><p>Feats: Armor Proficiency (light), Brawl, Great Fortitude, Improved Brawl, Improved Initiative, Improved Damage Threshold, Power Attack, Weapon Focus (Shovel), Weapon Proficiency (all simple, archaic, and exotic weapons).</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2273481, member: 54"] Here is a "Stalking Terror" template I wrote, with a sample maniacal killer: STALKING TERROR (TEMPLATE) A stalking terror is a virtually unstoppable killing machine. Something in the mind of a stalking terror has snapped — his brain is fed a steady stream of unchecked endorphins fueled by some unknowable rage. These homicidal maniacs stalk their prey unceasingly. They kill without mercy or compassion, usually singling out one victim and hunting them down to the exclusion of all others. Once that victim is slain, the stalking terror turns his lethal attention to some other unfortunate innocent. Stalking terrors are almost always silent, never speaking or uttering any sound as they plod along behind their terrified victims. The amount of injury a stalking terror can withstand is inhuman; they can be mutilated, stabbed, punched, electrocuted, shot, crushed, battered, run over, and drowned, and they always seem to come back. Many stalking terrors rise from their graves after death to continue their unspeakable and unfathomable killing sprees. Creating a Stalking Terror “Stalking terror” is a template that can be applied to any corporeal humanoid (hereafter referred to as the “base creature”). It uses the base creature’s ability scores and special abilities except as noted below. Hit Dice: Increase all HD by one die type to a maximum of d12; otherwise, same as base creature. Defense: The base creature gains a natural armor bonus of +2. Attacks: A stalking terror tends to avoid using ranged weapons, preferring instead to kill at close range with melee weapons. Good examples are: butcher knife, meat cleaver, machete, chainsaw, crowbar, gaff hook, hatchet, and axe. Special Qualities: The stalking terror gains the following special qualities. Detect Living (Su): A stalking terror can sense living creatures within 30 feet as if with the Blindsight ability. This range is doubled if the targets are experiencing strong emotions (lust, terror, etc.). Fast Healing (Su): Through unknown biological means, a stalking terror can heal 2 hit points per round. Favored Weapon (Ex): Upon receiving this template, a stalking terror must choose a favored melee weapon. When using his favored weapon, a stalking terror has a +2 to damage and doubles the critical threat range of the weapon. Immunities (Ex): A stalking terror is immune to all fear effects and mind-influencing effects, as well as all Diplomacy and Intimidate checks used against him. A stalking terror receives a +4 species bonus to resist Bluff, checks. Mad Certainty (Ex): A stalking terror whose Intelligence, Wisdom, and Charisma scores total 36 or greater maintains the ability to speak and act normally despite his insanity. Stalking terrors of this variety can also continue to gain levels in any basic or advanced class. Without this ability, a stalking terror is mute, always acts with inhuman cruelty, and can only gain levels in the Strong, Fast, or Tough basic classes. Massive Damage Resistance (Ex): The powerful endorphins raging unchecked through the stalking terror’s body provides a +2 bonus to Fortitude saves to resist death by massive damage. Stalker (Ex): A stalking terror gains a +4 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks. Superior Weapon Mastery (Ex): A stalking terror is proficient with all simple, archaic, and exotic melee weapons. Undying Rage (Su): Such is a stalking terror’s inhuman rage and desire to kill that, if slain, he has a 75% chance of rising from the grave as an undead being 1d3 months after death. In this instance, his type changes to Undead, his hit die type increases to d12, he loses his Constitution score and all bonus hit points, and he gains the special qualities of the Undead type. Allegiance: Previous allegiances are lost; replaced by an allegiance to chaos and evil. Some staking terrors have an allegiance to revenge. Changed allegiances might cause the loss of particular class abilities (see page 37 of the d20 Modern core rulebook). Saves: A stalking terror receives a +2 species bonus to all saving throws; otherwise, same as base creature modified by new ability scores. Abilities: Str +6, Con +6 Skills: The desire to kill consumes all other drives the character might once have had. The character retains all skills, but generally uses only physical skills such as Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, and Spot. Feats: A stalking terror gains the Improved Initiative, Improved Damage Threshold, and Weapon Focus (favored weapon) feats if the base creature didn’t already have them. He retains all other feats, but rarely uses any that have no bearing on combat or physical activity. A human stalking terror keeps the extra feat it gained as a 1st level human character. Challenge Rating: As base creature +2. Advancement: By character class. A stalking terror without the Mad Certainty special quality can only gain levels in Strong, Fast, or Tough Hero. Horror: Panic 10 (Panic 12 if the stalking terror is obviously undead) The following sample stalking terror uses a 10th level Strong/Tough Ordinary as the base creature. The Gardener (Willie Smalls), Strong Ordinary 5/Tough Ordinary 5: CR 11; Medium-size Human; HD 5d10+30 plus 5d12+30; hp 98; Mas 25; Init +5; Spd 30 ft.; Defense 18 (+1 Dex, +6 class, +1 leather apron), touch 17, flat-footed 17; BAB +8/Grap +14; Atk +15 melee (1d6+11/19-20, favored weapon, shovel) or +16 melee (1d8+6 nonlethal, improved unarmed strike) or +14 melee (3d6+6, chainsaw); Full Atk +15/+10 melee (1d6+11/19-20, favored weapon, shovel) or +16/+11 melee (1d8+6 nonlethal, improved unarmed strike) or +14/+9 melee (3d6+6, chainsaw); SQ detect living, fast healing (2), favored weapon (shovel), immunities, stalker, superior weapon mastery; FS 5 ft. by 5 ft.; Reach 5 ft.; AL killing; SV Fort +16, Ref +5, Will +4; AP 0; Ref +2; Str 21, Dex 12, Con 22, Int 13, Wis 10, Cha 8. Occupation: Blue-collar (class skills: Drive, Intimidate, Repair) Skills: Climb +9, Craft (mechanical) +6, Drive +9, Hide +5, Intimidate +7, Jump +8, Knowledge (popular culture) +3, Knowledge (streetwise) +5, Listen +0, Move Silently +5, Profession (gardener/caretaker) +5, Read/Write English, Read/Write Other Language, Repair +7, Speak English, Speak Other Language, Search +5, Spot +9, Swim +8. Feats: Armor Proficiency (light), Brawl, Great Fortitude, Improved Brawl, Improved Initiative, Improved Damage Threshold, Power Attack, Weapon Focus (Shovel), Weapon Proficiency (all simple, archaic, and exotic weapons). [/QUOTE]
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