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Jungle Creatures
3 years ago  ::  Dec 15, 2007 - 3:19PM #51
Nilbog
Posts: 457
Date Joined: 11/01/06
Pyrotayra
Size/Type: Small Magical Beast (Fire)
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d4+1)
Full Attack: Bite +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning glance, spell-like abilities
Special Qualities: Darkvision 60 ft., fire subtype
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12, Dex 15, Con 11, Int 2, Wis 13, Cha 12
Skills: Climb +12, Listen +3, Spot +3
Feats: Run
Environment: Warm forests
Organization: Solitary or pack (2-5)
Challenge Rating: 1
Advancement: 3 HD (Small), 4-5 HD (Medium), 6-7 HD (Large)
Level Adjustment:

A pyrotayra looks like a large orange weasel with a black, triangular head. Its eyes glow orange-red, as if a flame were inside each eyeball. The average pyrotayra is about 3 feet long, excluding the short tail, and weighs about 25 pounds.

The pyrotayra is carnivorous, and hunts both on the ground for mammals and in the trees for birds, which it will burn out of the sky with its glance. The pyrotayra will also eat carrion, which it cooks with its fiery glance to prevent becoming sick. If a pyrotayra notices a larger earthbound predator, it will climb high in the trees to escape.

Pyrotayras are similar ecologically to other tropical carnivores of roughly the same size, but their magical abilities make them singularly efficient predators. Ordinary, nonmagical competitors can succeed only due to their higher reproductive rate.

Combat
While hunting, a pyrotayra will only use its glance against prey strong enough to pose a threat or fast enough to flee. A pyrotayra is wary but territorial, and will only attack Medium or larger creatures in self-defense or defense of its mate, young, or territory. It uses its flare and burning glance against these foes, biting only as a last resort.

Burning Glance (Su): Three times per day, a pyrotayra can focus heat on a creature within 30 feet, causing its skin to crisp and burn. This deals 1d8 fire damage (Reflex DC 12 halves). The save DC is Charisma-based.

Spell-like Abilities: At will - dancing lights, flare, light. Caster level 1st.

Skills: A pyrotayra has a +8 racial bonus on any Climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line.
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3 years ago  ::  Dec 15, 2007 - 3:28PM #52
Space_Dragon
Posts: 1,976
Date Joined: 11/08/07
^^^ OH NOES!!! TEH WEEZLS IS COOKIN MA BRAYNZZ!!!!

Awesome creature. I imagine people would domesticate these guys in a jiffy; judging by its small size and lack of offensive power, it probably doesn't go after human-sized creatures, but the fire attack would make it perfect for hunting small game like rabbits.

It could use some more description, though, especially for the special abilities.
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3 years ago  ::  Dec 15, 2007 - 4:06PM #53
Nilbog
Posts: 457
Date Joined: 11/01/06

Space_Dragon wrote:

^^^ OH NOES!!! TEH WEEZLS IS COOKIN MA BRAYNZZ!!!!

Awesome creature. I imagine people would domesticate these guys in a jiffy; judging by its small size and lack of offensive power, it probably doesn't go after human-sized creatures, but the fire attack would make it perfect for hunting small game like rabbits.

It could use some more description, though, especially for the special abilities.


I added more fluff. I imagine it as a bit too territorial and afraid of humans to be domesticated, but if you want to go that route, go ahead

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3 years ago  ::  Dec 15, 2007 - 4:22PM #54
Nilbog
Posts: 457
Date Joined: 11/01/06
Please check the CR on this one, I'm not too sure.

Diabolitayra
Size/Type: Huge Magical Beast (Fire)
Hit Dice: 8d10+32 (76 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+22
Attack: Bite +12 melee (2d6+6)
Full Attack: Bite +12 melee (2d6+6), 2 claws +10 melee (1d4+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Incinerating glance, spell-like abilities
Special Qualities: Darkvision 60 ft., fire subtype
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 12, Dex 15, Con 11, Int 2, Wis 13, Cha 16
Skills: Climb +14, Listen +8, Spot +9
Feats: Alertness, Multiattack, Run
Environment: Warm forests
Organization: Solitary
Challenge Rating: 6
Advancement: 9-20 HD (Huge), 21-32 HD (Gargantuan)
Level Adjustment:

A diabolitayra is a huge, ferocious version of a pyrotayra (see above). It looks like a monstrous blood-red weasel with an ash-gray, triangular head. Its eyes glow with a painfully bright orange light. The average diabolitayra is about 18 feet long, excluding the short tail, and weighs about 2,100 pounds. Far larger specimens, the size of large dragons, have been reported by lost wanderers, covered in burns and near death, who claim to have seen their companions cooked alive by these monsters.

The diabolitayra is a predator, immensely ferocious. The diabolitayra will also eat carrion if necessary, but it is almost always able to find prey. Unlike its smaller, warier relative, a diabolitayra will viciously attack even creatures larger than itself; it is sometimes even successful.

The creature received its ominous name for its control over fire and its fiend-like ferocity. It is feared by all inhabitants of the rainforests where it lives, as an abundant and vicious carnivore.

Diabolitayras are unusually common for their size. The only real check on their population is their near-insane tendency to attack creatures larger and stronger than themselves.

Combat
A diabolitayra will attack any creature. It begins combat with a fireball, then will use its incinerating glance and enter melee.

Incinerating Glance (Su): Three times per day, a diabolitayra can focus intense heat on a creature within 60 feet, causing serious burns and intense pain. This deals 4d8 fire damage (Reflex DC 17 halves). The save DC is Charisma-based.

Spell-like Abilities: At will - dancing lights, flare (DC 13), light; 3/day - fireball (DC 16). Caster level 6th.

Skills: A diabolitayra has a +8 racial bonus on any Climb check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line.

I hope to get the darkmist, a flying ooze, and the mapinguari, a terrifying forest guardian, up relatively soon (maybe tomorrow?)
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3 years ago  ::  Dec 15, 2007 - 5:50PM #55
Space_Dragon
Posts: 1,976
Date Joined: 11/08/07
Actually, never mind. This is much more of a swamp creature than a jungle creature. I'll save it for another thread.

I'll come up with a more appropriate monster to put here in a day or two.
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3 years ago  ::  Dec 16, 2007 - 8:37AM #56
DebiHuman
Posts: 431
Date Joined: 01/17/06

Nilbog wrote:

Please check the CR on this one, I'm not too sure.


I think your advancement for the Diabolitayra is off. Normally creatures advance by doubling their HD. An 8-HD monster advances 9-16 HD and then 17-24.

The CR looks okay to me but I am not an expert at this. It seems to have 2 for HD, 1 for size and 2 for combat abilities and although you didn't give it the elite array, it has better than average abilites so a point goes towards that too for a total of 6 [I am basing this off information in the SRD for improving monsters so].

Debby

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3 years ago  ::  Dec 16, 2007 - 4:55PM #57
DonThelonious
Posts: 606
Date Joined: 04/16/07
Rapscallion



We are no other than a moving row
Of Magic shadow-shapes that come and go
Round with the Sun-illumined Lantern hold
In Midnight by the Master of the show.


Rapscallions are a race of monkeys that live in the heavy growth of the jungle basin. Rapscallions are descended from much smaller monkeys that were awakened by druids in preparation for a war that never happened. Over the years the monkeys grew and developed, making use of weapons and technologies stolen from the humans to survive and then thrive.
Nowadays they live in huge temples and monasteries in the furthest reached of the jungle basin. In these places they have mastered metalworking, alchemy, and the production of cloth. The trade heavily with dwarves for both metals and gems (which they collect almost obsessively), as well as trade with the druids and rangers who share their basin home.

RAPSCALLION RACIAL TRAITS
· -2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom; Rapscallions are very quick and possess great wisdom, but they are physically weak and their natural curiosity tends to overcome their logical reasoning.
· Small; As small creatures, Rapscallions gain a +1 Size bonus to Armor Class, +1 Size bonus on attack rolls, and a +4 Size bonus to Hide checks, but their carrying and lifting limits are three-quarters those of medium characters.
· Humanoid
· 20 Feet
· Brachiation 20 feet; Only in terrain with heavy tree growth or many hand holds.
· Prehensile Tail (Ex): Rapscallions have long tails which they can use to pick up objects, effectively giving them an extra, though limited, hand. Rapscallions can hold their own weight with their tails. By using their tail as a rudder, rapscallions may add a +2 bonus to Balance check. They can use their tails to sweep away their tracks making it difficult for others to track them.
Rapscallions cannot wield weapons with their tails though, and cannot use any tool more complex than a hammer. For example, they could open a door with a handle but could not pick the lock.
· Automatic Language: Rapscallion; Bonus Languages: Common and Dwarven
· +4 Racial bonus on Climb, Hide, and Jump checks. Their monkey nature makes these skills almost an art.
· Favored Class: Scout

RAPSCALLION STARTING AGE
Adulthood: 13
Barbarian, Ninja, Rogue, Sorcerer: +1d6
Bard, Fighter, Paladin, Ranger, Scout: +1d4
Cleric, Druid, Monk, Wizard: +1d8

RAPSCALLION AGING EFFECTS
Middle Age: 25
Old: 35
Venerable: 50
Maximum Age: +2d6


RAPSCALLION HEIGHT AND WEIGHT
Base Height: 2 Ft.'
Height Modifier: +2d6 Inches
Base Weight: 18 lbs.
Weight Modifier: +3d4

RAPSCALLION CHARACTERS
I just can't understand how such a focused people can get so excited by the strangest things.

Rapscallions make excellent rogues and ninjas. Monks , Rangers, and Druids are also common. Rapscallion members of other classes are rare at best.
Adventuring Race: Rapscallions are naturally very curious and highly inquisitive. They want to see and experience everything life has to offer, so when members of this race don't go on at least one big adventure they are considered oddities.
Character Development: Rapscallions have a high dex and high wisdom, so work off this. Concentrate on choosing your class and progressions with this in mind.


ROLEPLAYING A RAPSCALLION
You are very curious and move around a lot. Anything new excites you and makes you jumpy. Anything that surprises you suddenly will make you angry. You like to think things through when planning a course of action, even if your excitement over the coming adventure keeps you bouncing and spouting off advice and suggestions.
Personality: You are easily excited by new things. When something makes you angry you will often throw something at it.
Behaviors: Hopping about, climbing available surfaces, and generally looking for anything that makes you curious.
Language: Rapscallion language is composed largely of hoots and howls, and members of this race who speak other languages such as common often pepper it with curse words in Rapscallion.

RAPSCALLION SOCIETY
Rapscallions are very focused and driven individuals, though they appear to be random and highly chaotic.
Alignment : Surprisingly most Rapscallions are Lawful in nature. This is from the highly focused training the first Rapscallions received from their Druid creators.
Lands : Rapscallions prefer the heavy woods and thick undergrowth of the deep jungle basins. There they build grand temples and monasteries. They like their privacy, but anybody who is able to find their way to the Rapscallion temples is welcome, so long as they are able to sate the Rapscallions vast curiosity.
Settlements: Rapscallions don't tend to settle in lands other than their own, preferring to spend as much time as needed to sate their curiosity before moving on to more interesting things.
Beliefs: Rapscallions favor lawful gods and gods of the natural world. Many revere a higher principle and moral code rather than dedicate themselves to a god they can neither see nor speak to.

Rapscallion Racial Feats Show

Any ideas for feats for this would be great, Thanks
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3 years ago  ::  Dec 16, 2007 - 8:07PM #58
Nilbog
Posts: 457
Date Joined: 11/01/06

DebiHuman wrote:

I think your advancement for the Diabolitayra is off. Normally creatures advance by doubling their HD. An 8-HD monster advances 9-16 HD and then 17-24.


Debby


That's actually on purpose.

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3 years ago  ::  Dec 16, 2007 - 8:09PM #59
Nilbog
Posts: 457
Date Joined: 11/01/06
Akkama
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 natural) or 13 (+2 natural, +1 light shield)
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: 2 claws +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, disguise self
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 12, Wis 11, Cha 10
Skills: Disguise +6, Jump +7, Spot +6
Feats: Great Fortitude, Run
Environment: Warm plains and forests
Organization: Solitary, pack (2-5), or band (6-15)
Challenge Rating: 2
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2


Akkama are pseudo-human creatures, derived from bears instead of primates. They are omnivores, but often eat things that would disgust or injure most humans (such as carrion). Akkama were created by a magical experiment, attempting to transform bears into a sentient species. The experiment was more successful than the wizards dreamed of. The subjects gained not only intelligence and a humanoid form, but also mental powers allowing themselves to appear human. The first akkama killed and ate the wizards, then escaped.

On average, akkama are taller and broader than humans, but they still fall within the normal range of human variation. In their true shapes, they have sharp claws at the tip of each finger, short fur (ranging from yellow to brown) over their entire body, and a snout-like face.

The majority of akkama now live their lives among Stepland humans, using their mental powers to project an illusion of human form. Many, however, live in the deep rainforests as hunters and trappers. Some small villages in the Steplands are populated entirely by akkama. These less civilized akkama see little need to maintain the illusion of human behavior, and human travelers to their regions may be killed and eaten.

Disguise Self (Sp): An akkama can use a version of alter self at will, but the duration is unlimited and only human forms can be mimicked.
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3 years ago  ::  Dec 17, 2007 - 6:57AM #60
Grizzled_Gryphon
Posts: 297
Date Joined: 02/21/05

DebiHuman wrote:

I am basing this off information in the SRD for improving monsters so.


And it looks like you did an admirable job, too.

I second Debby's claim that the CR looks good. I haven't play tested it yet, but give a me a day or two, and I wll see if it works out right or not.

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