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<blockquote data-quote="Wippit Guud" data-source="post: 711609" data-attributes="member: 720"><p>And if someone could post me the template for big huge Japanese monsters, I can write up my colossal marshmallow golem. But, unitl then...</p><p></p><p>Slime Apparition</p><p>Small Undead (Incorporeal)</p><p>Hit Dice: 2d12 (18 hp)</p><p>Initiative: +4 (Dex)</p><p>Speed: Fly 60 ft (good)</p><p>AC: 17 (+1 size, +4 Dex, +2 deflection)</p><p>Attacks: Incorporeal touch +4</p><p>Damage: Incorporeal touch 1d4+slime</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Slime grapple</p><p>Special Qualities: Undead, incorporeal, slime</p><p>Saves: Fort +0, Ref +4, Will +3</p><p>Abilities: Str 6, Dex 18, Con --, Int 14, Wis 10, Cha 10</p><p>Skills: Listen +2, Spot +2</p><p>Feats: Weapon Finesse (incorporeal touch)</p><p></p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 3-4 HD (Small)</p><p></p><p>Slime apparitions (called slimers usually) are the restless spirits of practical jokers. The spend eternity wandering the Prime Material plane, pestering everyone they meet. They don't quite realize they're dead, as they will eat any food they come across, but it passes right through their bodies.</p><p></p><p></p><p>COMBAT</p><p>Slimers who are having fun attack by zooming up to their target and slapping them, usually in the face. They aren't generally aggressive by nature, and most will stop short of actually killing or knocking out an opponent. Slimers do not possess the skills or abilities of their forms possessed in life.</p><p></p><p>Slime (Ex): A successful touch attack by a slimer leaves a residue of ectoplasmic slime on them. This slime is mildly nauseating, and may also affect how creatures perceive the target. Fort save (DC 10) or lose 1d2 points in both Con and Cha. This persists until the slime is washed off. This slime is also left when the slimer passes through solid objects.</p><p></p><p>Slime grapple (Ex): When a slimer gets scared or upset, it attacks with a slime grapple and then flees. If it makes a successful touch attack, the slimer automatically grapples and passes through the target before flying away. Targets subjected to this lose 1d4 Con and 2d4 Cha, Fort save (DC 14) for half, as well as being affected as if by a grease spell. These effects persist until the slime is washed off.</p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.</p><p></p><p></p><p></p><p>-----</p><p></p><p></p><p></p><p>Terror Dog</p><p>Large Magical Beast (Earth)</p><p>Hit Dice: 5d10+20 (48 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 40 ft</p><p>AC: 16 (11 size, +3 Dex, +4 natural)</p><p>Attacks: 2 claws +7 melee, bite +5 melee</p><p>Damage: 2 claws 1d4+5, bite 1d8+2</p><p>Face/Reach: 5 ft by 10 ft/5 ft</p><p>Special Attacks: Pounce, improved grab, rake</p><p>Special Qualities: Scent, Damage reduction 15/+1, freeze</p><p>Saves: Fort +9, Ref +8, Will +2</p><p>Abilities: Str 21, Dex 16, Con 18, Int 6, Wis 11, Cha 7</p><p>Skills: Balance +7, Hide +8*, Listen +5, Spot +5, Jump +7</p><p>Feats: Multiattack, power attack</p><p></p><p>Climate/Terrain: Any</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement: 6-10 HD (large), 11-13 HD (Huge)</p><p></p><p>The terror dog is the epitome of a predator. Combining the body and insticts of a lion with the powers of a gargoyle, these beasts will hide, usually next to or on a rock outcropping, waiting for a suitable meal to pass by. Once a target is chosen, it will hunt it relentlessly until caught, or until the dog dies. </p><p></p><p>Pounce (Ex): If a terror dog upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p>Improved Grab (Ex): To use this ability, the terror dog must hit with its bite attack. If it gets a hold, it can rake.</p><p></p><p>Rake (Ex): A terror dog that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the terror dog pounces on an opponent, it can also rake.</p><p></p><p>Freeze (Ex): A terror dog can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive.</p><p></p><p>Skills: Terror dogs receive a +4 racial bonus to balance checks. *Against a background of stone, terror dogs receive a +8 racial bonus to hide checks.</p></blockquote><p></p>
[QUOTE="Wippit Guud, post: 711609, member: 720"] And if someone could post me the template for big huge Japanese monsters, I can write up my colossal marshmallow golem. But, unitl then... Slime Apparition Small Undead (Incorporeal) Hit Dice: 2d12 (18 hp) Initiative: +4 (Dex) Speed: Fly 60 ft (good) AC: 17 (+1 size, +4 Dex, +2 deflection) Attacks: Incorporeal touch +4 Damage: Incorporeal touch 1d4+slime Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Slime grapple Special Qualities: Undead, incorporeal, slime Saves: Fort +0, Ref +4, Will +3 Abilities: Str 6, Dex 18, Con --, Int 14, Wis 10, Cha 10 Skills: Listen +2, Spot +2 Feats: Weapon Finesse (incorporeal touch) Climate/Terrain: Any Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always chaotic neutral Advancement: 3-4 HD (Small) Slime apparitions (called slimers usually) are the restless spirits of practical jokers. The spend eternity wandering the Prime Material plane, pestering everyone they meet. They don't quite realize they're dead, as they will eat any food they come across, but it passes right through their bodies. COMBAT Slimers who are having fun attack by zooming up to their target and slapping them, usually in the face. They aren't generally aggressive by nature, and most will stop short of actually killing or knocking out an opponent. Slimers do not possess the skills or abilities of their forms possessed in life. Slime (Ex): A successful touch attack by a slimer leaves a residue of ectoplasmic slime on them. This slime is mildly nauseating, and may also affect how creatures perceive the target. Fort save (DC 10) or lose 1d2 points in both Con and Cha. This persists until the slime is washed off. This slime is also left when the slimer passes through solid objects. Slime grapple (Ex): When a slimer gets scared or upset, it attacks with a slime grapple and then flees. If it makes a successful touch attack, the slimer automatically grapples and passes through the target before flying away. Targets subjected to this lose 1d4 Con and 2d4 Cha, Fort save (DC 14) for half, as well as being affected as if by a grease spell. These effects persist until the slime is washed off. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. ----- Terror Dog Large Magical Beast (Earth) Hit Dice: 5d10+20 (48 hp) Initiative: +3 (Dex) Speed: 40 ft AC: 16 (11 size, +3 Dex, +4 natural) Attacks: 2 claws +7 melee, bite +5 melee Damage: 2 claws 1d4+5, bite 1d8+2 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Pounce, improved grab, rake Special Qualities: Scent, Damage reduction 15/+1, freeze Saves: Fort +9, Ref +8, Will +2 Abilities: Str 21, Dex 16, Con 18, Int 6, Wis 11, Cha 7 Skills: Balance +7, Hide +8*, Listen +5, Spot +5, Jump +7 Feats: Multiattack, power attack Climate/Terrain: Any Organization: Solitary or pair Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 6-10 HD (large), 11-13 HD (Huge) The terror dog is the epitome of a predator. Combining the body and insticts of a lion with the powers of a gargoyle, these beasts will hide, usually next to or on a rock outcropping, waiting for a suitable meal to pass by. Once a target is chosen, it will hunt it relentlessly until caught, or until the dog dies. Pounce (Ex): If a terror dog upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the terror dog must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A terror dog that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the terror dog pounces on an opponent, it can also rake. Freeze (Ex): A terror dog can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive. Skills: Terror dogs receive a +4 racial bonus to balance checks. *Against a background of stone, terror dogs receive a +8 racial bonus to hide checks. [/QUOTE]
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