Author Topic: Monster Revisions  (Read 10770 times)

Offline bhu

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Re: Monster Revisions
« Reply #100: July 02, 2016, 12:21:37 AM »
                      Cushion Fungus
                      Medium Plant
Hit Dice:             1d8 (4 hp)
Initiative:           -5
Speed:                0 ft. (0 squares)
Armor Class:          5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:  +0/-5
Attack:               -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores
Special Qualities:    Plant traits, Mindless, Blindsight 30 ft.
Saves:                Fort +2, Ref -5, Will +0
Abilities:            Str 1, Dex 1, Con 11, Int -, Wis 11, Cha 1
Skills:               ---
Feats:                ---
Environment:          Underdark
Organization:         Solitary
Challenge Rating:    1/2
Treasure:             10% chance of Standard
Alignment:            Always Neutral
Advancement:          2 HD (Large)
Level Adjustment:     ---

"So you grow fungus?"

"Ayup."

"So what does it do?"

"Nuthin'.  Dangerous ta be near tho.."

"Is that why we're wearing protective suits and masks?"

"Ayup.  Breathe near it and you join the fungus."

Cushion Fungi look like ovoid, velvet cushions of a pinkish-purple color.  They thrive in dry, underground caverns with little moisture or air movement.  In areas with plenty of humidity or air movement their spores do not mature enough for them to feed or reproduce.

Spores (Ex): The moment something enters the range of it's Blindsight the Fungus unleashes a nearly invisible cloud of spores that resembles heat distortion (DC 15 Spot Check to notice it).  The Spore Cloud expands at a rate of 10 ft. per round until it covers an area 40 ft. in diameter, centered on the fungus.  It lasts for 1d4+4 rounds. Any wind higher than 10 mph disperses the cloud in 1 round (immediately if the wind is 20 mph or higher).  Anyone in the cloud must make a Fortitude Save each round or be Poisoned.  Inhaled, Fortitude Save DC 14 (Save DC is Con based with a +4 Racial Bonus), Initial and Secondary damage is Sleep.  Unlike normal, the Sleep effect lasts for 1d3 days, but if they aren't forcibly removed from the Fungus it will continue to emit spores until the sleeping victims dies of thirst or starvation, at which point it becomes a host for a new fungus.  Victims who make the Saving throw are still Confused, as per the spell, for 1d4 rounds (and must still save as long as they remain within the cloud).  If someone is next to the Fungus and succumbs to sleep have them make a DC 14 Reflex Save.  If they fail, they fall onto the Fungus and it bursts.  It's spore cloud extends out to 60 ft. now, lasts an additional 1d4+4 rounds, and the Save DC is +2.

Combat:  Cushion Fungi do not really participate in combat.  They release their spores when live prey approaches, but beyond that they have no offensive or defensive powers.
« Last Edit: December 07, 2016, 11:52:41 PM by bhu »

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Re: Monster Revisions
« Reply #101: July 02, 2016, 12:26:58 AM »
                      Groundsquid 
                      Large Aberration
Hit Dice:             5d8 (22 hp)
Initiative:           +2
Speed:                Burrow 15 ft. ft. (3 squares)
Armor Class:          18 (-1 Size, +2 Dex, +7 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +3/+11
Attack:               Tentacle +6 melee (1d3+4)
Full Attack:          5 Tentacles +6 melee (1d3+4)
Space/Reach:          10 ft./5 ft. (20 ft. with Tentacles)
Special Attacks:      Improved Grab, Constriction, Jell Ground
Special Qualities:    Darkvision 60 ft. All-Around Vision, Sunlight Vulnerability, Poison Immunity, Tentacle Regeneration
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 18, Dex 14, Con 11, Int 8, Wis 12, Cha 8
Skills:               Listen +6, Search +3, Spot +8
Feats:                Alertness, Endurance
Environment:          Underground
Organization:         Solitary, Pair or Colony (3-10)
Challenge Rating:    5
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment:     ---

"Good evening sir, what do you have for us?"

""My dreams, they are all dead and buried..."

"Um..."

"Somedays I wish the sun would just explode..."

Groundsquids are horrific aberrations resembling mottled green squids with multiple arms, and an eye on the tip of each one.  They like to hide underground, and are top ambush predators.

Improved Grab (Ex): If the Groundsquid successfully hits with it's Tentacle attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If it is successful it may Constrict.

Constriction (Ex): The Groundsquid does 3d6+6 with a successful Grapple Check as victims are transferred to it's rending maw.

Jell Ground (Ex): As a Swift Action the Groundsquid may emit chemicals into the ground in a 10 foot square above it, that turn it into a greenish froth in 1d3 rounds.  Opponents stepping on this patch of ground are considered to be in Quicksand (see DMG).

All-Around Vision (Ex): The Groundsuids multiple eyes mean that it cannot be Flanked, and does not lose it's Dexterity Bonus to AC.  It also enjoys a +2 Racial Bonus to Search and Spot Checks.

Sunlight Vulnerability (Ex):  While the Groundsquids tentacles don't burn in Sunlight, the rest of it is not so lucky.  If somehow pulled from the ground and exposed it takes 1d6 Fire damage per round until it escapes the suns rays again.

Tentacle Regeneration (Ex): Should the Groundsquid lose a Tentacle, it reforms within 1d3 rounds (Tentacles have hit points equal to the Groundsquids Hit Dice).   Groundsquids have 1 Tentacle (and Tentacle attack) per Hit Die.  While underground it requires a reach weapon to hit the actual body (which doesn't regenerate).

Combat: A Groundsquid uses 1 or more of it's tentacle eyes as periscopes.  Once the prey is above it, it sends all its tentacles up to grapple, while dissolving the ground, sending the victim into it's maw.
« Last Edit: April 11, 2017, 06:35:31 PM by bhu »

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Re: Monster Revisions
« Reply #102: July 02, 2016, 12:33:18 AM »
                      Piercer
                      Tiny Vermin
Hit Dice:             1d8 (4 hp)
Initiative:           +0
Speed:                5 ft. (1 square), Climb 5 ft.
Armor Class:          19 (+2 Size, +7 Natural), touch 12, flat-footed 19
Base Attack/Grapple:  +0/-8
Attack:          Bite +0 melee (1 point)
Full Attack:          Bite +0 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Fall, Sweat
Special Qualities:    Vermin traits, Darkvision 60 ft., Camouflage, Blindsight 120 ft.
Saves:                Fort +2, Ref +0, Will +0
Abilities:            Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 1
Skills:               Climb +8, Hide +8
Feats:                ---
Environment:          Underground
Organization:         Colony (3-18)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small), 3-4 HD (Medium)
Level Adjustment:     ---

"Snails?"

"Yes'm.  Garbage scows of the Underdark they are."

"How exactly are these evil minions?"

"They wait for you to walk under them, and then fall trying to spear ya.  Tricksy lil bastids they are."

"So less of a minion, and more of an occasional walking hazard."

Piercers are large snails whose shells bond with the naturally dripping mineral deposits found in the caves within their home.  They look like naturally occurring stalactites when hanging from the cave ceiling.

Fall (Ex): As a Full Attack the Piercer may drop from the ceiling to impale a victim below.  The attack does 1d6 damage, plus an additional 1d6 damage for every 10 ft. the Piercer falls.  Additionally this attack threatens a critical on a natural 18-20.  Once used it may not be used again until the Piercer climbs back up onto the ceiling again.

Sweat (Ex): At will as a Swift Action a Piercer can exude a mild acid doing 1 point of acid damage on contact.  They can use a touch attack to damage opponents, but usually use it defensively.  Anything attacking it with a grapple, natural weapon or unarmed strike takes the acid damage.

Camouflage (Ex): Identical to the Ranger ability of the same name (see PHB).

Skills: Piercers gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: If their initial hit doesn't kill opponents, Piercers are awful combatants who will immediately flee after sweating acid to discourage predators.
« Last Edit: December 07, 2016, 11:53:28 PM by bhu »

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Re: Monster Revisions
« Reply #103: December 17, 2016, 10:49:43 PM »
                Executioner's Hood
                      Tiny Aberration
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Climb 20 ft.
Armor Class:          18 (+2 Size, +2 Dex, +4 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +1/-9 (+4 with Engulf Head)
Attack:               Engulf Head +5 melee (1d4-2)
Full Attack:          Engulf Head +5 melee (1d4-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Engulf Head, Strangling Constriction
Special Qualities:    Darkvision 60 ft., Immune to Sleep effects, Vulnerability, Conduct Spells
Saves:                Fort +1, Ref +2, Will +4
Abilities:            Str 6, Dex 14, Con 12, Int 4, Wis 12, Cha 8
Skills:               Climb +6, Hide +10, Listen +3, Move Silently +3, Spot +3
Feats:                Weapon Finesse
Environment:          Underground
Organization:         Solitary
Challenge Rating:    2
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Tiny), 5-6 HD (Small)
Level Adjustment:     ---

"You're selling hoods? Are they possessed?"

"Well, you're close..."

Executioners are black, saclike molluscs that prey on larger foes by enveloping their heads and cutting off their air.

Engulf Head (Ex): The Executioner's Hood waits on ceilings in caves, and drops onto unaware prey.  If it's attack roll is successful it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  Since it envelopes the victims head and neck only, the Hood may Grapple Medium or smaller creatures in this instance.  Due to it's nature it also has a +13 Racial Bonus to Grapple Checks in this instance only.

Strangling Constriction (Ex):  A creature that is grappled by the Hood cannot speak or cast spells with verbal components and must hold its breath (see Suffocation), unless it doesn't speak or breathe through its head. Any attacks against the Hood deal half damage to the hood and the other half to the creature that it's strangling.  Additionally it does 1d4 damage with a successful Grapple Check as if it had the Constriction ability.

Vulnerability (Ex):  Executioner's Hoods are susceptible to alcohol, and take a +4 Racial Penalty on Fortitude Saves made to resist effects.  If it takes ability damage from the alcohol, it will release a held victim and try to retreat.

Conduct Spells (Ex): Any spell targeting the Executioners Hood that has physical effects is also suffered by it's victim if it has successfully Engulfed his head.

Skills: The Executioners Hood has a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

Combat: If the Hood misses it's initial attack it will flee.  If it gets a victim it will hold on for dear life, knowing it will be damn difficult to remove.
« Last Edit: January 11, 2017, 12:55:04 AM by bhu »

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Re: Monster Revisions
« Reply #104: December 17, 2016, 10:50:19 PM »
                Palimpsest
                      Small Construct
Hit Dice:             1d10+10 (15 hp)
Initiative:           +2
Speed:                Fly 15 ft. (3 squares), Good
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +0/-4
Attack:               Papercut +3 melee touch (1d3)
Full Attack:          Papercut +3 melee touch (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Absoprtion
Special Qualities:    Construct Traits, Blind, Blindsight 30 ft., Immunity to Fire, DR 10/Bludgeoning or Piercing, SR 12
Saves:                Fort +0, Ref +2, Will +0
Abilities:            Str 10, Dex 14, Con -, Int 2, Wis 10, Cha 2
Skills:               Disguise +8 (only to appear as paper), Hide +10
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-4 HD (Small), 5-10 HD (Medium)
Level Adjustment:     ---

"What is a blank scroll salesman at an Evil Minions convention for?"

"Thems ain't scrolls ma'am."

"Evil paper? This convention is jumping the shark..."

Palimpsests are pieces of paper used for magical scrolls that have been repeatedly washed so they can be remade into scrolls again.  At least everyone assumes so, there are thousands of conspiracy theories about how this happened.


Absoprtion (Su): If the Palimpsest successfully makes a touch attack on an opponent who is unaware of it or denied it's Dexterity Bonus to AC, it absorbs the victim in 2 rounds unless it is killed before then.  Absorbed victims appear as a drawing on it's body, and a Palimpsest can absorb a maximum number of victims equal to it's Hit Dice.  Absorbed victims gain one negative level per day, dying when they reach 0.  Once dead, a Wish must be cast before they can be Raised or Resurrected (ditto if the Palimpsest is killed before they can be removed).  To rescue a trapped victim, one of the following spells must be used: Remove Curse, Break Enchantment, Dismissal, Banishment, Wish, Limited Wish, Miracle or Freedom.  Once freed, the victim loses one negative level per hour.  If the Palimpsest takes more than 10 points of Electricity damage in a single round it also has a chance of releasing the victim equal to (50 plus damage done)%. 

Blind (Ex): Palimpsest are effectively Blind, making them immune to Gaze attacks, visual effects, illusions and other attacks that rely on sight.

Skills: The Palimpsest has a +12 Racial Bonus to Disguise Checks to appear as a piece of paper.

Combat: Palimpsests pretend to be exactly what they look like, blank sheets of paper.  Once something gets close enough they strike if it is alone, or sufficiently feeble looking.
« Last Edit: January 11, 2017, 01:01:21 AM by bhu »

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Re: Monster Revisions
« Reply #105: December 17, 2016, 10:51:43 PM »
                Peltast
                      Tiny Aberration
Hit Dice:             1d8+5 (9 hp)
Initiative:           +2
Speed:                15 ft. (3 squares)
Armor Class:          17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +0/-10
Attack:               Touch +4 melee (blood drain)
Full Attack:          Touch +4 melee (blood drain)
Space/Reach:          2 1/2  ft./0 ft.
Special Attacks:      Anesthetic Touch, Blood Drain, Poison Water
Special Qualities:    Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 16, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves:                Fort +5, Ref +2, Will +3
Abilities:            Str 6, Dex 14, Con 20, Int 8, Wis 12, Cha 10
Skills:               Disguise +0 (+8 leather objects), Hide +10, Move Silently +4, Spot +3
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Tiny)
Level Adjustment:     ---

"So it's evil purses and jewelry now?"

"Strictly speakin' they hain't evil.  They is minions though."

"Do they come in white?"

Peltasts are amorphous symbiotes looking for a 'master' to bond with who will exchange blood for their services.  They can appear as any leather object of the appropriate size, while Greater Peltasts appear as any gem or crystalline object roughly the size of a human fist.

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent.  If it is successful the victim must make a DC 15 Fortitude Save.  If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack.  All it must do to drain blood is reroll to maintain the touch attack each round.  The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack.  It only needs one hit point a day to survive, but can do more if it wishes.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water.  Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus).  If it fails, it becomes Nauseated for 2d4 rounds.

Change Shape (Ex): A Peltast can change to resemble any Tiny leather object as a Swift Action.  It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of leather).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day.  In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities.  In addition the host gains the Peltasts Spell Resistance.

Combat: Peltasts don't initiate combat, they stealthily sneak up to targets to drain blood until they find a master they can bond with.

                Greater Peltast
                      Tiny Aberration
Hit Dice:             2d8+10 (19 hp)
Initiative:           +2
Speed:                15 ft. (3 squares)
Armor Class:          21 (+2 Size, +2 Dex, +7 Natural), touch 14, flat-footed 19
Base Attack/Grapple:  +1/-9
Attack:               Touch +5 melee (blood drain)
Full Attack:          Touch +5 melee (blood drain)
Space/Reach:          2 1/2  ft./0 ft.
Special Attacks:      Anesthetic Touch, Blood Drain, Poison Water, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Immune to Poison, DR 10/slashing and piercing, SR 20, Change Shape, Tremorsense 30 ft., Fire Resilience, Symbiosis
Saves:                Fort +5, Ref +2, Will +5
Abilities:            Str 6, Dex 14, Con 20, Int 16, Wis 14, Cha 16
Skills:               Climb +3, Concentration +8, Disguise +5 (+13 to appear as gem), Hide +12, Knowledge (Dungeoneering, Nature) +5, Move Silently +5, Spot +5, Survival +5
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-6 HD (Tiny)
Level Adjustment:     ---

Anesthetic Touch (Ex): The Peltast can make a melee touch attack against an adjacent opponent.  If it is successful the victim must make a DC 16 Fortitude Save (Save DC is Con based).  If it successful, the area of skin the Peltast is touching is numbed, and not only does the victim realize contact has been made, it will not feel the Peltast's Blood Drain attack.  All it must do to drain blood is reroll to maintain the touch attack each round.  The numbness lasts as long as the Peltast touches it's opponent, plus 1d6 rounds.

Blood Drain (Ex): The Peltast can drain one hit point in damage with a successful touch attack.  It only needs one hit point a day to survive, but can do more if it wishes.  The Greater Peltast also heals one hit point in damage for every point of damage it drains in this manner.

Poison Water (Ex): A Peltast submerged in water rids itself of it's bodily wastes, effectively poisoning the water.  Anything drinking the water (the toxin is invisible), must make a DC 18 Fortitude Save (Save DC is Con based with a +2 Racial Bonus).  If it fails, it becomes Nauseated for 2d4 rounds.

Spell-Like Abilities (Sp): A Greater Peltast may cast the following 1/day as Spell-Like Abilities: Slow, Suggestion, Summon Monster VI.

Change Shape (Ex): A Greater Peltast can change to resemble any Tiny gem or crystalline object as a Swift Action.  It gains a +8 Racial Bonus to Disguise Checks to appear as any object made of crystal).

Fire Resilience: Peltasts gain a +1 Racial Bonus on Saving Throws vs. Fire.

Symbiosis: Peltasts can become Symbiotes with Humans and Goblinoids, and will remain so long as the host is disease free and feeds it once a day.  In return the Peltast can cast Neutralize Poison at will, and Cure Light Wounds 1/Day on it's host as a Spell-Like Abilities.  In addition the host gains the Peltasts Spell Resistance.

Combat: Pretty much the same as a regular Peltast, though it will use it's Spell-like Abilities to create bloodshed to feed if it has to.
« Last Edit: April 11, 2017, 06:42:59 PM by bhu »

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Re: Monster Revisions
« Reply #106: December 17, 2016, 10:51:59 PM »
                Xaver
                      Small Aberration
Hit Dice:             3d8+3 (16 hp)
Initiative:           +5
Speed:                25 ft. (5 squares)
Armor Class:          20 (+1 Size, +1 Dex, +8 Natural), touch 12, flat-footed 19
Base Attack/Grapple:  +2/-1
Attack:               Whack +4 melee (1d4+1)
Full Attack:          Whack +4 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Corrosion
Special Qualities:    Darkvision 90 ft., Immunities, SR 20, Cold Vulnerability, Slow Metabolism
Saves:                Fort +2, Ref +2, Will +5
Abilities:            Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10
Skills:               Disguise +2 (+10 to appear as sword), Jump +11, Knowledge (Dungeoneering) +1, Listen +4, Spot +4, Tumble +4
Feats:                Ability Focus (Corrosion), Improved Initiative
Environment:          Any
Organization:         Solitary, Pair, or Family (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Lawful Neutral
Advancement:          4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment:     ---

"Fake sword minions?  Really?"

"we got minions pretendin' ta be put near everythin' else."

"We concede your point, but still..."

Xavers are weird abominations that have evolved (*cough* been made by Wizards) to look like swords or other metallic weaponry.  They use this to draw humanoid prey with metal objects close, as they feed on metal themselves.

Corrosion (Ex):  A Xaver that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 19 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a Xaver corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Immunities: Xavers are immune to fire, poison and electricity damage.  They do conduct heat however, and any successful fire attack that would do 10 damage or better heats the Xaver as if it were subject to a Heat Metal spell.  This doesn't affect the Xaver, but may hurt those touching it.  Xavers are immune to damage from metal weapons.

Cold Vulnerability (Ex): Xavers take 1 extra damage per die from cold attacks.

Slow Metabolism (Ex): Xavers can go for 1 year per point of Con Modifier without eating before they need to make Fortitude Checks to avoid starvation.

Skills:  Xavers get a +8 Racial Bonus to Jump Checks, and to Disguise Checks when trying to appear as swords.

Combat: Xavers wait for others to get close before whacking them with their own bodies.  Presumably they have nothing much in the way of a nervous system, cause you gotta assume that hurts.
« Last Edit: April 11, 2017, 06:58:29 PM by bhu »

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Re: Monster Revisions
« Reply #107: December 17, 2016, 10:54:27 PM »
                Umpleby
                      Large Monstrous Humanoid
Hit Dice:             6d8+12 (39 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple:  +6/+14
Attack:               Slam +9 melee (1d4+4) or Net +6 Ranged (entangle)
Full Attack:          2 Slams +9 melee (1d4+4) or Net +6 Ranged (entangle)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Electrical Capacity
Special Qualities:    Darkvision 60 ft., Immune to Electricity
Saves:                Fort +4, Ref +5, Will +7
Abilities:            Str 18, Dex 10, Con 14, Int 6, Wis 14, Cha 14
Skills:               Knowledge (Nature) +1, Listen +4, Spot +4, Survival +4
Feats:                Point Blank Shot, Shot On the Run, Weapon Focus (Net)
Environment:          Temperate Forest
Organization:         Solitary
Challenge Rating:     2
Treasure:             Gems only
Alignment:            Always Neutral
Advancement:          7-12 HD (Large)
Level Adjustment:     ---

"Sweet Jebus on a pogo stick..."

"Now I know they don't look like much ma'am, but you gotta give em a chance."

"Sir, these poor things don't look like Evil Minions.  They look...depressed."

Umplebys are effectively 400 pound walking mounds of hair in a humanoid form.  You can make out clack lips and eyes, but the rest of it is covered in thick brown hair.  Peaceful by nature, they do nto attack unless it's in self defense.  They appear to understand and speak Common, but rarely bother to do so.

Electrical Capacity (Ex):  The Umpleby naturally generate electricity daily, and can store up to 10d8 electrical damage, which it can deliver via touch attack or via it's Slam.  It can release some or all of this damage as it pleases, but once it's capacity runs out it is Fatigued until it gets 8 hours sleep (which also restores it's Electrical Capacity to full).  It gains a +4 Racial Bonus on attack rolls against opponents who are metallic or who wear metal armor as long as they have some of their Electrical Capacity left.

Combat: Umpleby never initiate combat, using their Slam to defend themselves.  If it appears to be insufficient they'll back it up with nets and electricity.
« Last Edit: April 11, 2017, 07:15:10 PM by bhu »

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Re: Monster Revisions
« Reply #108: December 17, 2016, 10:55:18 PM »
                Sull
                      Large Aberration
Hit Dice:             2d8+6 (15 hp)
Initiative:           +5
Speed:                Fly 30 ft. (6 squares), Good
Armor Class:          11 (-1 Size, +1 Dex, +1 Natural), touch 10, flat-footed 10
Base Attack/Grapple:  +1/+9
Attack:               Slam +4 melee (1d4+4)
Full Attack:          Slam +4 melee (1d4+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Engulf, Psi-Like Abilities, Gas Cloud
Special Qualities:    Darkvision 60 ft., Flight, Immunities
Saves:                Fort +3, Ref +1, Will +4
Abilities:            Str 18, Dex 13, Con 17, Int 12, Wis 12, Cha 10
Skills:               Concentration +5, Knowledge (Geography, Psionics) +3, Listen +3, Psicraft +5, Spot +4
Feats:                Improved Initiative
Environment:          Any except Aquatic
Organization:         Single, Group (2-6)
Challenge Rating:   1 
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3-6 HD (Large)
Level Adjustment:     ---

"Giant flying mushrooms that break wind?"

"Try not to think of them as mushrooms ma'am.  Think of them as abominations before man and Gawd."

"Does that let you sleep at night?"

"Oh hell no.  These things haunt my dreams."

Sull are bizarre Aberrations that resemble flying mushroom caps.  Even though they aren't apparent, the Sull must have eyes somewhere for they can obviously see.  They direct their flight via internally generated gasses, which they also use for defensive purposes.  They understand the language of the closest nearby race.

Engulf (Ex): If a victim is flat-footed or unaware of the Sull, it may drop straight down on top of him, impaling it on it's spiky undermouth.  it makes a charge attack, and is successful ti does 2d6+4 damage, plus an additional 1d6 for every 10 ft. it moved.

Psi-Like Abilities (Ps): At will: Adapt Body, Detect Psionics, Empathy, Read Thought.  1/Day Mind Probe.  Manifester Level is 6th.

Gas Cloud (Ex): When fighting the Sull unleash a burst of gasses from their body as a Free Action.  This gas provides total concealment in the Sulls square, and all adjacent squares.  It is also quite the irritant, and opponents in this area must make a DC 14 Fortitude Save (Save DC is Con based) or also be Sickened as long as they remain in the gas cloud, and for 1d4 rounds after.  The Sull can maintain this cloud a number of rounds per day equal to it's Con score.  A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round.

Flight (Ex): Sull flight is naturally buoyant, and they permanently have the benefits of the Feather Fall spell.

Immunities (Ex): Sull are immune to Spells and Powers with the Charm descriptor.

Combat: The omnivorous Sull prefer to drop down on opponents from above, as their maw is on their underside.  If this fails they will flee or maneuver back into position.
« Last Edit: April 11, 2017, 08:15:15 PM by bhu »

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Re: Monster Revisions
« Reply #109: December 17, 2016, 10:56:12 PM »
                Hurgeon 
                      Tiny Fey
Hit Dice:             1d6+1 (4 hp)
Initiative:           +4
Speed:                15 ft. (15 squares)
Armor Class:          19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
Base Attack/Grapple:  +0/-6
Attack:               Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
Full Attack:          Dagger +10 melee (1d2-2/19-20) or Sling +10 ranged (1d2)
Space/Reach:          2 1/2 ft ft./0 ft.
Special Attacks:      Double Shot, Spell-Like Abilities
Special Qualities:    Low-light Vision, Camouflage, Speak with Animals, SR x
Saves:                Fort +1, Ref +6, Will +4
Abilities:            Str 5, Dex 18, Con 13, Int 14, Wis 14, Cha 14
Skills:               Concentration +3, Craft (any 1) +4, Hide +16, Knowledge (Nature) +4, Listen +4, Move Silently +8, Search +4, Spellcraft +4, Spot +4, Survival +4, Tumble +8
Feats:                Weapon Finesse
Environment:          Cold or Temperate Forest
Organization:         Tribe (10-100 plus 100% noncombatants plus 1 3rd-level druid per 20 adults and 1 druid of 4th-6th level)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          2-3 HD (Tiny)
Level Adjustment:     ---

"Sir, I protest! These are not Evil Minions!  These are enslaved faeries.  Proper Evil Minions have a Union Contract.  They're also Evil."

"If you hain't buyin', you need ta move on.  Who cares if they're Evil or not."

"Hello security?  I'd like to report a violation of the convention floor rules..."

"Now lets not be hasty here..."
The Hurgeon are Fey who resemble itty bitty Hedgehog people.  They have their own language, and many speak Elven or Druid as well.  They live in woodland burrows far from civilization, speaking only with Druids or other Fey. 

Double Shot (Ex): When using their slings, Hurgeons gain the benefits of the Many Shot Feat, but without the -4 Penalty.

Spell-Like Abilities (Sp): At will: Calm Animals, Charm Animal, Detect Animals or Plants, Faerie Fire, Hide from Animals, Pass Without Trace.

Camouflage (Ex): This is identical to the Ranger ability from the PHB.

Speak with Animals (Ex): Hurgeon permanently have the benefits of the Speak with Animals spell.

Combat: Hurgeon prefer to use their slings from range, hoping the community Druids can make up for their lack of brawn.
« Last Edit: April 11, 2017, 08:23:56 PM by bhu »

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Re: Monster Revisions
« Reply #110: December 17, 2016, 10:57:32 PM »
                Kercpa
                      Tiny Monstrous Humanoid
Hit Dice:             4d8 (18 hp)
Initiative:           +5
Speed:                30 ft. (4 squares), Climb 30 ft.
Armor Class:          17 (+2 Size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple:  +3/-3
Attack:               Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
Full Attack:          Short Sword +10 melee (1d3-2/19-20) or Shortbow +10 ranged (1d3/x3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Bow Specialists
Special Qualities:    Darkvision 60 ft., Forest Camouflage, Uncanny Dodge, Dodge Missiles, Squirrel's Swiftness
Saves:                Fort +2, Ref +10, Will +6
Abilities:            Str 6, Dex 20, Con 11, Int 12, Wis 12, Cha 12
Skills:               Balance +8, Climb +13, Hide +13, Jump +8, Listen +8, Move Silently +8, Spot +8, Survival +4, Tumble +8
Feats:                Track, Weapon Finesse
Environment:          Temperate Forest
Organization:         Small tribe (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 shaman of 4th-6th level), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 wizards of 4th or 5th level, 1 shaman of 6th-8th level)
Challenge Rating:     3
Treasure:             None
Alignment:            Usually Neutral or Chaotic Good
Advancement:          By Character Class
Level Adjustment:     +3

"Yer nuts or yer life."

"You don't look like Evil Minions..."

"We aren't.  We're raiding the convention for our food stores."

"The vendors are two aisles over."

*tips hat* "Much obliged."

Kercpa are adorable little squirrel people in Robin Hood cosplay.  Reclusive by nature, they only occasionally reveal themselves to other races, and then only to Elves or Fey.  Most speak Elven or Sylvan, with maybe 1 in 10 knowing Common.

Bow Specialists (Ex): Effectively the Kercpa has the Many Shot Feat with a few changes: They gain a +4 Competence Bonus to attack rolls made with Shortbows (which cancels out the -4 penalty if they use Many Shot).  They may fire three arrows instead of two.  Effectively they're little furry machine guns.

Forest Camouflage (Ex): This is identical to the Rangers Camouflage ability (see PHB), but onyl works in forests.

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name.  If you get Uncanny Dodge later via a Class, you gain any Feat you qualify for, or Improved Uncanny Dodge instead.

Dodge Missiles (Ex): Twice per round when you would normally be hit with a ranged weapon, you may dodge it so that you take no damage from it. You must be aware of the attack and not flat-footed.  Attempting to dodge a ranged weapon doesnít count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects canít be dodged.

Squirrel's Swiftness (Su):
Kercpa have a +1 Insight Bonus to all Saving Throws.

Skills: Kercpa may use their Dexterity Modifier instead of their Str Modifier for Climb and Jump Checks, and may always take 10 on a Climb or Jump Check.  They also gain a +4 Racial Bonus on Listen and Spot Checks, and a +8 Racial Bonus on Climb Checks.

Combat: Kercpa prefer to snipe from hiding, preferably from high up in trees where you can't easily get to them.
« Last Edit: April 11, 2017, 08:06:32 PM by bhu »

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Re: Monster Revisions
« Reply #111: January 11, 2017, 12:43:33 AM »
                      Living Hair
                      Medium Construct
Hit Dice:             5d10+20 (36 hp)
Initiative:           +7
Speed:                30 ft. (6 squares)
Armor Class:          16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +3/+6
Attack:               Slam +6 melee (1d6+3)
Full Attack:          2 Slams +6 melee (1d6+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Strangulation
Special Qualities:    Construct traits, Blind, Lifesense, Regeneration 2, DR 5/Slashing, Rejuvenation, Fire Vulnerability, SR x
Saves:                Fort +1, Ref +4, Will +1
Abilities:            Str 16, Dex 16, Con -, Int 8, Wis 11, Cha 1
Skills:               Climb +7, Hide +9, Listen +4, Move Silently +9
Feats:                Improved Initiative, Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Neutral Evil
Advancement:          6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment:     ---

Strangulation (Ex):

Blind (Ex):

Lifesense (Su):

Regeneration (Su):

Rejuvenation (Su):

Fire Vulnerability:

Combat:
« Last Edit: April 11, 2017, 11:01:11 PM by bhu »

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Re: Monster Revisions
« Reply #112: January 11, 2017, 12:44:22 AM »
                      Campestri
                      Tiny Plant
Hit Dice:             1d8 (4 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple:  +0/-12
Attack:               Headbutt +3 melee (1 point)
Full Attack:          Headbutt +3 melee (1 point)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Spores
Special Qualities:    Low-Light Vision, Plant traits, Hivemind, Sound Imitation
Saves:                Fort +2, Ref +3, Will +0
Abilities:            Str 3, Dex 16, Con 10, Int 4, Wis 10, Cha 10
Skills:               Hide +11, Listen +1, Move Silently +3, Perform (Sing) +2, Spot +1
Feats:                Ability Focus (Spores), Weapon Finesse (B)
Environment:          Warm Marshes
Organization:         Herd (4-24)
Challenge Rating:     
Treasure:             None
Alignment:            Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Spores (Ex):

Hivemind (Ex):

Sound Imitation (Ex):

Combat:
« Last Edit: April 11, 2017, 11:03:04 PM by bhu »

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Re: Monster Revisions
« Reply #113: January 11, 2017, 12:46:31 AM »
                      Mold Men
                      Small Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          19 (+1 Size, +2 Dex, +6 Natural), touch 13, flat-footed 17
Base Attack/Grapple:  +1/-4
Attack:               Slam +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
Full Attack:          2 Slams +3 melee (1d4-1) or Spear +3 melee (1d6-1/x3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores
Special Qualities:    Low-Light Vision, Plant traits, Camouflage, Immune to Charms and electricity damage
Saves:                Fort +4, Ref +2, Will +2
Abilities:            Str 8, Dex 15, Con 12, Int 6, Wis 10, Cha 6
Skills:               Hide +6, Listen +1, Move Silently +4, Spot +2
Feats:                Iron Will, Weapon Finesse (B)
Environment:          Warm Forest or Underground
Organization:             Gang (4-9), band (10-100 plus 100% noncombatants plus 1 three hit die individual per 20 adults and 1 leader of 4-6 HD), warband (10-24 with Thornies), or tribe (40-400 plus 100% noncombatants plus 1 three hit die individual per 20 adults, 1 or 2 sub-leaders of 4-5 HD, 1 leader of 6 HD and 10-24 Thornies)
Challenge Rating:     
Treasure:             Standard
Alignment:            Neutral
Advancement:          3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     ---

Spores (Ex):

Camouflage (Ex):

Combat:

                     Thorny
                      Small Plant
Hit Dice:             4d8+8 (26 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          21 (+1 Size, +3 Dex, +7 Natural), touch 14, flat-footed 18
Base Attack/Grapple:  +3/+0
Attack:               Bite +7 melee (1d4+1)
Full Attack:          Bite +7 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Raking Bite
Special Qualities:    Low-Light Vision, Plant traits, Scent
Saves:                Fort +6, Ref +4, Will +2
Abilities:            Str 13, Dex 17, Con 14, Int 2, Wis 12, Cha 6
Skills:               Jump +5, Listen +4, Spot +4, Survival +2
Feats:                Weapon Finesse, Track
Environment:          Warm Forest or Underground
Organization:         Solitary or pack (5-12)
Challenge Rating:     
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Small), 7-12 HD (Medium)
Level Adjustment:     ---

Raking Bite (Ex):

Skills:  Thornies have a +4 racial bonus on Jump checks. Thornies have a +4 racial bonus on Survival checks when tracking by scent.

Combat:
« Last Edit: April 11, 2017, 11:05:40 PM by bhu »

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Re: Monster Revisions
« Reply #114: January 11, 2017, 01:34:04 AM »
Algoid
                      Medium Plant
Hit Dice:             5d8+15 (37 hp)
Initiative:           +0
Speed:                20 ft. (4 squares)
Armor Class:          15 (+5 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +3/+7
Attack:               Slam +7 melee (2d4+4/19-20)
Full Attack:          2 Slam +7 melee (2d4+4/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Stunning Critical, Awaken Trees
Special Qualities:    Low-Light Vision, Plant traits, DR 10/Bludgeoning and Magic, Immune to Fire and Electricity damage, Vulnerabilities
Saves:                Fort +7, Ref +1, Will +1
Abilities:            Str 18, Dex 11, Con 16, Int 4, Wis 11, Cha 4
Skills:               Hide +2, Listen +5, Spot +5
Feats:                Alertness, Power Attack
Environment:          Temperate Marsh
Organization:         Solitary, Pair or Pack (2-6)
Challenge Rating:     
Treasure:             Standard
Alignment:            Chaotic Neutral
Advancement:          6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment:     ---

Stunning Critical (Ex):

Awaken Trees (Su):

Vulnerabilities:

Combat:
« Last Edit: April 11, 2017, 11:09:54 PM by bhu »

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Re: Monster Revisions
« Reply #115: January 11, 2017, 02:02:07 AM »
Dusanu
                      Medium Plant
Hit Dice:             9d8+18 (66 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          16 (+6 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +6/+8
Attack:               Claw +8 melee (1d8+2)
Full Attack:          2 Claws +8 melee (1d8+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spores, Create Spawn
Special Qualities:    Low-Light Vision, Plant traits, DR 10/Magic and Slashing or Piercing, Dusanu Sense
Saves:                Fort +8, Ref +3, Will +7
Abilities:            Str 14, Dex 10, Con 15, Int 10, Wis 15, Cha 6
Skills:               Hide +4, Knowledge (Dungeoneering, Nature) +4, Listen +6, Move Silently +4, Spot +6
Feats:                Ability Focus (Spores), Improved Toughness, Iron Will
Environment:          Any Warm or Temperate
Organization:         Solitary, Pair or Pack (3-4)
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          10-18 HD (MEdium), 19-27 HD (Large)
Level Adjustment:     ---

Spores (Ex):

Create Spawn (Ex):

Dusanu Sense (Ex):

Combat:
« Last Edit: April 11, 2017, 11:15:02 PM by bhu »