Ramming Roller Large Dragon Hit Dice: 8d12+36 (88 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17 Base Attack/Grapple: +8/+17 Attack: Bite +12 melee (1d8+5) Full Attack: 1 Bite +12 melee (1d8+5) and 2 Claws +7 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Rollin', Rollin', Rollin' Special Qualities: Dark Vision 60', Just a Ball, DR 5/-, Fire Resistance 5 Saves: Fort +12, Ref +7, Will +6 Abilities: Str 20, Dex 12, Con 18, Int 2, Wis 11, Cha 12 Skills: Listen +6, Spot +5 Feats: Diehard, Endurance, Great Fortitude Environment: Temperate Plains Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 9-16 HD (Large) Level Adjustment: ---
"Don't worry. You're small and you're weak. That'll make you less of a target! They'll see you as sick or insane and go after the more viking-like teens instead. "
Ramming Rollers are odd land bound Dragons that lack wings, and tend to kill victims by rolling over them while curled into a ball.
Rollin', Rollin', Rollin' (Ex) As a Full Round Action the Ramming Roller performs a Charge Attack, and balls up before hitting the first target. If the attack is successful it does 2d6+10 damage, and the target must make a Fortitude Save (DC is equal to 10 plus the damage done) or be Knocked Prone. If the Ramming Roller still has movement left, and there are other viable targets in the straight line of it's Charge attack, it may continue it's Rollin' attack until it fails to knock a target down.
Just a Ball (Ex) As a Swift Action a Ramming Roller can 'ball up' or go back to normal. While rolled into a ball the Rollers Natural Ac Bonus increases to +12, and It's DR increases to 8/- due to it's armor plates overlapping. However as a disadvantage it cannot move or attack while rolled up.
Combat: Ramming Rollers tend to just run people down. They really don't have much else as a strategy.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
"Hi. My name is Veekie. Many of you at the auction are meeting me for the first time. This is because it has taken long for my plans to come to fruition."
"When I was but a small child I had a beehive. It wasn't anything fancy, and it was a small hive, but it was mine. I loved tending the lil' bees (sniff). But that came to an end one day when the local hilljacks knocked the hive over, and the Queen died from exposure. Without the Queen the rest of the hive slowly perished, and I had to watch them go one by one. Revenge was easy. After all my opponents were quite stupid. But then I figured, what's the point? The environment that created them will simply create more fools like them."
"So I've devoted my life to allowing beekind to protect themselves and their caretakers. And this is why you are here today. To bid on the results of my efforts. If you are worthy. The unworthy SHALL BE FED TO THE BEES! YOU HEAR THAT PRINCESS FUZZY!? DADDY'S FINALLY GETTING REVENGE FOR YOU!! AHAHAHAHAHAHAHAHA!"
"Refreshments are to your left. Now first up we have Blackie, a lovely sentient Bumblebee assassin..."
Sun Bee Small Vermin Hit Dice: 1d8+1 (5 hp) Initiative: +3 Speed: 15 ft. (3 squares), Fly 60' (Good) Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-5 Attack: Sting +3 melee (1d4-1 plus poison) Full Attack: Sting +3 melee (1d4-1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Dark Vision 60', Vermin traits, Solar Endurance Saves: Fort +3, Ref +3, Will +1 Abilities: Str 8, Dex 16, Con 12, Int -, Wis 12, Cha 6 Skills: Spot +5, Survival +1 (+5 for Orientation) Feats: Weapon Finesse (B) Environment: Warm Plains Organization: Solitary, Patrol (2-5), Hive (11-20) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: 2 HD (Small) Level Adjustment: ---
"Sun Bees have a band on their abdomen that absorbs the suns rays and converts it to energy. Sluggish at night, they are terrors during the day."
Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial and Secondary damage is 1d6 Dexterity.
Solar Endurance (Ex): At high noon or in open well lit areas such as the desert or a Daylight spell the Sun Bee gets a +4 on all rolls. During regular light it gets +2 on all rolls, at twilight it's at normal as it's reserves wear off, and at night it lowers to a -2 on all rolls.
Skills: Sun Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Tactically, Sun Bees are pretty much like any other bee. Stinging is the norm.
Pattern Bee Swarm Fine Magical Beast (Hit Dice: 6d8 (27 hp) Initiative: +5 Speed: 5 ft. (1 square), Fly 40' (Good) Armor Class: 23 (+8 Dex, +5 Dex), touch 23, flat-footed 18 Base Attack/Grapple: +4/-13 Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Pattern Special Qualities: Dark Vision 60', Vermin traits, swarm traits, Immune to weapon damage Saves: Fort +5, Ref +7, Will +3 Abilities: Str 1, Dex 20, Con 11, Int 3, Wis 12, Cha 14 Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation) Feats: Ability Focus (Distraction, Pattern), Alertness Environment: Temperate Forests Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: --- Level Adjustment: ---
"Pattern Bees hang off their nests side by side in a carpet of bees. To dissuade attacks by predators they twitch their wings and abdomens in unison, effectively hypnotizing or mentally disabling their foes."
Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.
Pattern (Ex): Any living creature able to see the Pattern Bee Swarm must make a DC 17 Willpower Save or be affected as if by a Confusion or Fear spell (bees choice). Save DC is Charisma based.
Skills: Pattern Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Pattern Bees prefer to use their patterns to confuse and dissuade foes. If this doesn't work they resort to swarming.
Sauna Bees Tiny Magical Beast (Swarm) Hit Dice: 6d8 (27 hp) Initiative: +3 Speed: 10 ft. (2 squares), Fly 40' Good) Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +4/-8 Attack: Swarm (2d6 plus 2d6 fire) Full Attack: Swarm (2d6 plus 2d6 fire) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, Burninate Special Qualities: Dark Vision 60', Vermin traits, swarm traits, Half damage from Slashing and Piercing weapons Saves: Fort +5, Ref +5, Will +3 Abilities: Str 2, Dex 16, Con 11, Int -, Wis 12, Cha 2 Skills: Listen +8, Spot +11, Survival +1 (+5 for Orientation) Feats: Ability Focus (Distraction), Alertness, Environment: Temperate Plains Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: --- Level Adjustment: ---
"Sauna Bees are called this because of their ability to literally heat foes up. They latch onto their victims and begin vibrating, causing intense heat through friction, and burning their grappled foes to death."
Distraction (Ex): Any living creature that begins it's turn with a Swarm in it's space must make a DC 15 Fortitude Save or be Nauseated for 1 round. Save DC is Constitution based.
Burninate (Ex): The Sauna Bees Swarm attack does an additional 2d6 Fire damage.
Skills: Sauna Bees have a +4 Racial Bonus on Spot Checks, and a +4 Racial Bonus on Survival Checks to orient themselves.
Combat: Much like any swarm the Sauna Bees latch on and begin biting away.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Ghoul Medium Aberration Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 35 ft. (7 squares), burrow 5 ft. Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11 Base Attack/Grapple: +0/+3 Attack: Claw +3 melee (1d6+3) Full Attack: 2 Claws +3 melee (1d6+3) and 1 Bite -2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, Improved Grab, Worry, Carrier Special Qualities: Dark Vision 60', Reverse Evolution, Light Sensitivity, Scent, Corpse Eater, Half damage vs Physical Ranged Attacks Saves: Fort +3, Ref +1, Will +4 Abilities: Str 16, Dex 13, Con 13, Int 10, Wis 14, Cha 6 Skills: Climb +5, Hide +5, Jump +9, Listen +4, Move Silently +5, Search +4, Spot +2, Survival +6 Feats: Great Fortitude Environment: Underground Organization: Solitary, Group (2-6), or City (potentially millions) Challenge Rating: 1 Treasure: None Alignment: Always Neutral, with tendencies towards Evil Advancement: By character class (usually Scout) Level Adjustment: +6
“It was a colossal and nameless blasphemy with glaring red eyes, and it held in bony claws a thing that had been a man, gnawing at the head as a child nibbles at a stick of candy. Its position was a kind of crouch, and as one looked one felt that at any moment it might drop its present prey and seek a juicier morsel. But damn it all, it wasn’t even the fiendish subject that made it such an immortal fountain-head of all panic—not that, nor the dog face with its pointed ears, bloodshot eyes, flat nose, and drooling lips. It wasn’t the scaly claws nor the mould-caked body nor the half-hooved feet—none of these, though any one of them might well have driven an excitable man to madness.”
Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Ghoul attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).
Improved Grab (Ex): If the Ghoul successfully attacks with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Worry.
Worry (Ex): The Ghoul does 1d6 plus one and a half times Strength Modifier damage with a successful Grapple Check.
Carrier (Ex): Ghouls may be immune to parasites and disease, but humans who come into contact with them after they've been wallowing in liquefied corpses should be wary of infection. Anyone damaged by a ghouls claws or bite must make a Fortitude Save (DC is 10 plus half hit dice plus Constitution modifier) or acquire a random disease (see d20 Modern SRD or DMG for examples).
Reverse Evolution (Ex): Humans seem susceptible to the ghoulish lifestyle. Whether this is because human beings have interbred with them, or ghouls are a human mutation is unknown. Ghouls have been rumored to leave their young with humans, only to have them spontaneously metamorphosis later in life and join the ghouls. Or perhaps they carry a disease that is responsible for their condition. In either case, humans sharing food and living space with ghouls must make a Fortitude Check (DC 10 on the first day with an additional +1 for each successive day or start becoming a Ghoul. Once the transformation begins there is no known way of reversing it, and it takes full effect within 1d4 days.
Light Sensitivity (Ex): Ghouls are Dazzled while in bright sunlight or within the confines of a Daylight spell. Infant ghouls are said to die from exposure to it, and older ghouls lose 1d6 hit points per full day of sun exposure. These hit points can only be healed by magic, or by the Ghoul being removed from sunlight for a day.
Corpse Eater (Ex): Ghouls can consume just about any form of carrion, and are often awash in it and mold. Because of this they are immune to most non-magical diseases, parasites, and fungal infections, or at least if they aren't immune they don't suffer ill effects. They can also consume just about anything organic without real harm.
Skills: Ghouls have a +2 Racial Bonus to the following skills: Climb, Hide, Listen, Move Silently, and Survival. They gain a +4 to Jump and Search Checks.
Combat: Ghouls are ambush predators if they aren't strictly eating the dead. They prefer to attack at night or underground in circumstances that favor them instead of their opponents, and they try as best they can to outnumber them as well. Most ghouls immediately close for melee as they have little or nothing in the way of weaponry, and their superior physical strength is an asset for grappling.
GHOUL
[img]Picture URL if you have one[/img]
"You fool, Warren is DEAD!"
Ghouls are unpleasant, rubbery skinned humanoids covered in mold and dirt from their underground habitats.They have long claws for burrowing on their hands, though on their hind limbs have lengthened and thickened out into what resemble hooves. Their faces have short snouts with flattened noses and remind many of dogs, or perhaps baboons. They require their food to be raw and well aged so to speak (though some pursue cannibalism with vigor). This has caused many of their communities to hate and war with humanity when they begin burying their dead in a manner to prevent the ghouls from reaching them. They appear to have their own meeping language, and are highly individualistic much in the manner of humans. No two colonies of ghouls are entirely alike. Some consider humans brothers, some consider them hated enemies or food, some are witch cults or apatheists, and their level of technology while poor does have much variation. Some are even accused of switching children with humans. There are also minor physical variations as some are barely upright, and some can mingle among humans in very heavy clothing (though these may be human coverts). One thing that doesn't change is their hatred of the Ghasts and Gugs, whom they will eagerly cooperate with others to destroy (at least temporarily).
GHOUL RACIAL TRAITS · +6 Str, +2 Dex, +2 Con, +4 Wis, -4 Cha · Size Class: Medium · Type: Aberration, giving them 60 ft. Darkvision · Base land speed 35 ft. · Burrow speed 5 ft. · Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Ghoul attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming). · Improved Grab (Ex): If the Ghoul successfully attacks with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Worry. · Carrier (Ex): Ghouls may be immune to parasites and disease, but humans who come into contact with them after they've been wallowing in liquefied corpses should be wary of infection. Anyone damaged by a ghouls claws or bite must make a Fortitude Save (DC is 10 plus half hit dice plus Constitution modifier) or acquire a random disease (see d20 Modern SRD or DMG for examples). · Worry (Ex): The Ghoul does 1d6 plus one and a half times Strength Modifier damage with a successful Grapple Check. · Reverse Evolution (Ex): Humans seem susceptible to the ghoulish lifestyle. Whether this is because human beings have interbred with them, or ghouls are a human mutation is unknown. Ghouls have been rumored to leave their young with humans, only to have them spontaneously metamorphosis later in life and join the ghouls. Or perhaps they carry a disease that is responsible for their condition. In either case, humans sharing food and living space with ghouls must make a Fortitude Check (DC 10 on the first day with an additional +1 for each successive day or start becoming a Ghoul. Once the transformation begins there is no known way of reversing it, and it takes full effect within 1d4 days. · Light Sensitivity (Ex): Ghouls are Dazzled while in bright sunlight or within the confines of a Daylight spell. Infant ghouls are said to die from exposure to it, and older ghouls lose 1d6 hit points per full day of sun exposure. These hit points can only be healed by magic, or by the Ghoul being removed from sunlight for a day. · Corpse Eater (Ex): Ghouls can consume just about any form of carrion, and are often awash in it and mold. Because of this they are immune to most non-magical diseases, parasites, and fungal infections, or at least if they aren't immune they don't suffer ill effects. They can also consume just about anything organic without real harm. · Scent (Ex): Identical to the ability listed in the MM. · Damage Resistance (Ex): Ghouls take have damage from all physical ranged attacks. · Ghouls have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus. They get 2 Claw attacks and 1 Bite attack with a Full Attack. · Ghouls have a +2 Racial Bonus to the following skills: Climb, Hide, Listen, Move Silently, and Survival. They gain a +4 to Jump and Search Checks. · Automatic and Bonus Languages: Ghouls automatically speak Ghoul (and their native language if they're a human convert). Bonus languages include those of any race living nearby (usually human). · Level Adjustment: +6 · Favored Class: Scout
AGING EFFECTS Middle Age: 175 Old: 263 Venerable: 350 Maximum Age: +4d% years It's unknown if Ghouls actually die from old age. They mature as quickly as humans (perhaps a little more so), but once they attain adulthood they age much, much slower. The only real effect age has upon them seems to be a greenish cast to the skin, and maybe some slight loss of muscle mass (Ghouls do not take age related penalties to Physical Stats until venerable when they get -2 Str.
HEIGHT AND WEIGHT Base Height: Male: 5' Female: 4' 7" Height Modifier: +2d12 Base Weight: Male: 200 lbs. Female: 165 lbs. Weight Modifier: x (2d6) lbs.
GHOUL CHARACTERS If you need a PC for an underground or Dreamlands campaign, Ghouls are well made for it, and are commonly found in both places. For a stealthy race that likes to ambush humans they are also quite physically powerful, so they do well as some combo of a melee and rogue. Adventuring Race: Ghouls are 'rugged individualists' in the truest sense of the word (at least most of them). Most of them go on adventures to kill people who have stolen from them or discovered their race, though religious ghouls are often sent on Cult missions. Some adventure because they have been exiled or are the last survivor of their pack. Character Development: Ghouls are well made for making Rogues, Rangers, Scouts, and Barbarians. Their excellent physical stats make them decent gishes too as long as their spellcasting is wisdom based. Character Names: Ghouls tend to have human names (meaning they used to be human or were raised by them), or ones unpronounceable to humans.
ROLEPLAYING A GHOUL You eat dead things. That's a pretty hard cultural prejudice for other races to overcome, since a lot of those dead things tend to be their relatives. Your lack of hygiene due to your immunity to disease and parasites also puts them off because you tend to be a carrier. Also most other races live in direct sunlight which is invariably fatal to you. This doesn't mean cohabitation is impossible, but most Ghoul adventurers travel with other Ghouls or truly unique individuals. Personality: Ghouls tend to be direct and to the point, or maddeningly vague. Either they're cannibalistic primitives who view all outsiders as evil, Cultist fanatics who need to murder outsiders to survive, or mystics who take advantage of their long lives to learn obscure knowledge and are so odd as to try the patience of Job. Behaviors: Ghouls are primarily concerned with food, shelter, and making sure no one learns of their existence. All else is secondary. So if you come upon one, you'd better speak a language he understands, and you'd better convince him you aren't a threat quick. Otherwise he'll gut you and anyone else who comes looking for you. Language: The Ghoul language has no alphabet (at least among modern day ghouls) and consists mostly of gibbering and meeping. Humans who have not become a ghoul might learn to understand it over time but would have great difficulty speaking it.
GHOUL SOCIETY Most Ghouls have no civilization at all, and are barely above the level of apes. They use tools but their underground life doesn't permit the development of human technology. Small pockets of Ghouls end up in cults Devoted to the Old Ones (or occasionally an Outer God), and their local culture tends to be shaped by that. Some have created cities with human slaves as cattle and sacrifices and iron age technology. But usually those cities are short lived as other nearby powers annihilate them once hey are found. More modern witch cults still remain underground and act as enforcers for their possibly human management. Alignment : Ghouls tend towards Chaos (they dislike lots of rules and are very carefree) and Neutrality (leave us alone and we won't bother you). Religious Ghouls invariably tend towards Evil. Lands : Ghouls live in underground caverns beneath large cities where they can get the necessary amount of corpses to feed themselves without resorting to cannibalism too much. Settlements : In past times some Ghouls lived openly in cities ruled by cults of the Old Ones, but they were rare. Many seem able to find their way to the Dreamlands, and prefer to go there, or to towns where people are not picky about how they bury their dead. Beliefs : Ghouls seem oblivious to religion, but scattered populations that live near Old Ones such as Nyogtha or Mordiggian often end up worshiping them or get drawn into witch cults. Relations: Ghouls vary in their relations to races. If the ghouls are allowed to feast on the dead without problem, they may even see the races living above as friends or benefactors. Races entombing their dead or cremating them may be seen as enemies because they are depriving the ghouls of food sources. Most seem to hate humans, and may have subjugated them in small parts of the world in the distant past, but Dreamlands ghouls can be much more friendly. Certain humans are also inexplicably drawn to Ghouls and seem to be accepted by them. The Ghouls invariably hate the Men of Leng, Gugs, and Ghasts.
GHOUL ADVENTURES · The humans above have started burying their dead in steel sarcophagi meant to keep you out, and the few you have managed to open had bodies riddled with some sort of foul chemical and were inedible. Obviously they have declared war, and you have volunteered to be part of the group sent to punish them. · A witch has moved into the town above and is pressuring the Elders to join her worship of some gigantic black thing that waits in the darkness. Some of the Elders have fallen under her sway, and you have been tasked with finding out more about her. Which will be no easy task. · Ghasts have been sighted in the local graveyard surface. You don't know how they made their way here from the Dreamlands, but you know something needs done about them.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Deep One Medium Monstrous Humanoid (Aquatic, Amphibious) Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 30 ft. (6 squares), Swim 40 ft. Armor Class: 12 (+2 Natural), touch 10, flat-footed 12 Base Attack/Grapple: +0/+3 Attack: Claw +3 melee(1d6+3) Full Attack: 2 Claws +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, Spellcasting Special Qualities: Dark Vision 60', Immortality Saves: Fort +2, Ref +2, Will +3 Abilities: Str 16, Dex 10, Con 11, Int 13, Wis 12, Cha 8 Skills: Bluff +0, Concentration +1, Diplomacy +0, Knowledge (Arcane, Geography, History, Nature, Things Man Was Not Meant To Know) +2, Listen +1, Sense Motive +1, Spellcraft +2, Survival +1, Use Magic Device +0 Feats: Great Fortitude Environment: Any Aquatic Organization: Solitary, Group (3-8), or City (potentially millions) Challenge Rating: 1/2 (CR equals HD if it can cast spells) Treasure: Standard Alignment: Usually Neutral Evil Advancement: Usually by Character Class (Factotum) Level Adjustment: +2
“I think their predominant colour was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked.”
Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Deep One attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).
Spellcasting: Deep Ones are dabblers, and their long lives allow them to learn many things. Once their Intelligence is 16 or higher and they have at least 10 ranks in Knowledge (Arcana) or higher they can cast spells as a Wizard equal to their Hit Dice level. They don't know any spells automatically, but they can learn them now.
Immortality (Ex): Deep ones are effectively immortal. So long as they have sufficient food and water and aren't killed forcibly they will never die. They are immune to non-magical diseases and aging effects. Deep Ones are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size. Many Deep Ones with a steady food supply grow steadily larger with age. It also means the Deep Ones tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill.
Skills: Due to their long lives Deep Ones gain incredible bonuses to skills. All Deep Ones have a +2 Racial Bonus to Listen Checks. For every 50 years of age they gain a +2 Competence Bonus to three skills based on Intelligence, Wisdom, or Charisma.
Combat: Deep Ones generally don't like to announce their presence, and when they attack they do it with overwhelming force of numbers to assure no one escapes to alert the outside world to their presence. In the water they try to sink ships so they can get to the crew who will be more vulnerable in water. On land they will summon monstrosities to help, send mobs of Hybrids, or use their magic and powerful strength to subdue and kidnap (or kill if necessary).
The Deep Ones are immortal fishlike beings living on the deepest parts of the oceans unless they have deals with a local human populace. Despite having obvious gills they are capable of surviving on lands for long periods of time, and many live wit humans they have made a pact with. Their immortality has allowed them to experiment with various magics and sciences, and almost all truly old Deep Ones know some form of spell. Thankfully these are rarely seen on the surface as Deep Ones are said to grow larger with age.
They were an alien race that warred with the Elder things for domination of the Earth and eventually won. Advanced magic (or tech if you prefer) has allowed them to experiment in interbreeding with other species (currently limited to Dolphins and humans that we know of) in an effort to conquer lands they would normally consider inhospitable. They wish to convert humans as we can live in areas that would be unreachable to them. Surprisingly they are following in the footsteps of the Elder Things and attempting to find ways to dominate the Shoggoths that were the cause of their enemies downfall.
DEEP ONE RACIAL TRAITS · +6 Str, +2 Int, +2 Wis, -2 Cha · Size Class: Medium · Type: Monstrous Humanoid, giving them 60 ft. Darkvision · Base land speed 30 ft. · Swim speed 40 ft. · Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Deep One attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming). · Spellcasting: Deep Ones are dabblers, and their long lives allow them to learn many things. Once their Intelligence is 16 or higher and they have at least 10 ranks in Knowledge (Arcana) or higher they can cast spells as a Wizard equal to their Hit Dice level. They don't know any spells automatically, but they can learn them now. · Immortality (Ex): Deep ones are effectively immortal. So long as they have sufficient food and water and aren't killed forcibly they will never die. They are immune to non-magical diseases and aging effects. Deep Ones are remarkable resistant, and instead of dying from starvation they will lose body mass until they can gain sufficient food to regain normal size. Many Deep Ones with a steady food supply grow steadily larger with age. It also means the Deep Ones tend to be knowledgeable about many things, and for each year of life after 50 they can change one skill from a cross class to a class skill. · Due to their long lives Deep Ones gain incredible bonuses to skills. All Deep Ones have a +2 Racial Bonus to Listen Checks. For every 50 years of age they gain a +2 Competence Bonus to three skills based on Intelligence, Wisdom, or Charisma. · Automatic and Bonus Languages: All Deep Ones speak R'lyehian. Bonus languages include nearby races, usually Dolphin or Human languages. · Level Adjustment: +2 · Favored Class: Factotum and their Racial Class
AGING EFFECTS Deep Ones do not take the usual physical penalties for age, and do not normally die unless it is caused by violence. Bonuses for aging for their race are represented by their Racial Class.
HEIGHT AND WEIGHT Base Height: Male: 5' Female: 4' 7" Height Modifier: +2d12 Base Weight: Male: 200 lbs. Female: 165 lbs. Weight Modifier: x (2d6) lbs.
RACE CHARACTERS If you're playing a coastal or primarily aquatic campaign, and need some flexibility, Deep Ones are a good choice. They have good casting stats (except charisma), and are quite strong physically. So if you'd like a more up close and personal Wizard or a Gish they're a nice choice. Adventuring Race: Usually Deep Ones go on adventures to reacquire something that has been stolen from them, because their priesthood has asked them to, to perform scientific or magical experiments, or to gain personal power. Character Development: Caster based off of Int or Wis are good for Deep Ones (as are gishes due to their Str). Many multiclass and try various occupations over their long lives, and as a result are quite well rounded. The few who stick to one class are usually quite well known by anyone wishing to study the skills or abilities that class gives. Character Names: R'lyehian is unpronounceable by humans and many other terrestrial races, so they often take more palatable names among the local language to deal with others.
ROLEPLAYING A DEEP ONE Your foremost goal is the triumph of the Old Ones whom you worship. Second comes whatever personal obsessions you have to study that help alleviate the boredom that comes with eternity. Sometimes these can get in the way of your religion, but not often or you will be ostracized by your fellows. Many Deep Ones mingle only when performing communal rites with their priests, the rest of the time they devote to their own research. Many form community groups to move into remote coastal areas and form cults among the local humans promising them good fishing and wealth. Once the deal is accepted they begin forced marriage and interbreeding with the humans to lower their neighbors and replace them with Hybrids in their quest to undermine human society. Personality: Most humans would find the Deep Ones cold and emotionless, and to an extent they're right the Deep Ones are very alien to our culture and don't have much in common with us. They are quite racist in many ways as they consider other races fodder or pawns, and do not feel emotions in quite the same way we do. Behaviors: Deep Ones are loners, and don't much like the company of anyone they don't personally know. Entities they do not know come in two types: more powerful than they are (threats), and less powerful than they are (food, slaves, cannon fodder, experiments). Were it not for needing to sometimes accept dealing with other races to further their own goals humanity would likely never encounter them. Language: Deep Ones speak R'lyehian which is virtually impossible for humans to reproduce without significant bodily mutation or magic.
DEEP ONE SOCIETY Deep One culture is alien in the truest sense. They do not look upon members of other races as sentient beings, and as such could be truly as evil beings. They do not associate with one another and feel no need for company except to cooperate temporarily to fulfill the goals of their Gods (and being immortal their idea of temporary is much longer than ours). Most have some sort of personal obsession or area of knowledge they study, some for all their lives, some changing every so often. A popular obsession seems to be mastering the Shoggoths their enemies once ruled in an attempt to prove they can succeed where their opponents failed. Another is finding a way to breed possible competitor races out of existence by means of interspecies mating. Alignment : Most Deep Ones tend towards Neutrality and Evil. They don't associate much with others, mind their own business, and leave you be as long as you do the same. However if you aren't explicitly a trusted ally, they don't really consider you a sentient being. Lands : All Deep Ones live in the sea, preferably in it's deepest parts. It is unknown if they are present in seas other than the Atlantic or Pacific but it is possible. Settlements : Deep Ones rarely leave the ocean. If forced to they will flee to either islands or coastal areas with access to water, or swamps. Known cults exist in Polynesia, the western coasts of Central and South America, the Eastern coasts of the US, and they have a major city somewhere near Britain. Beliefs : The Deep Ones venerate Father Dagon and Mother Hydra, of whom descriptions are rarely if ever given. It is assumed they are the eldest of the Deep One race, the spawn of Cthulhu (who is the primary Deep One God), or minor Old Ones. It is possible they also worship many of the Great Old Ones as the seas appear to contain a significant number of them. Relations: The Deep Ones consider other races inferior as they are the chosen species of their Gods. They do appear willing to conduct trade with humans and dolphins so long as interspecies mating is part of the process. Children of this union manifest their Deep One heritage eventually and convert to their parents cause, so it is possibly a form of ethnic cleansing.
DEEP ONE ADVENTURES · You have been asked to begin converting a coastal human city to your cause. Your goal is to lay in wait and hope bad weather or other misfortune allows you to approach a lone human with promises of power and riches. In the meantime you can secretly study their culture and language in an attempt to understand them and make the process easier. · A local cult has had several important artifacts stolen and you have been asked by them to hunt down the pirates who are responsible. You are asked to go alone or with a small group as discretion is necessary. You'll all be killed if the elders find out. · You believe you have discovered the magics necessary to cause human women you impregnate to give birth to full fledged Deep Ones. If this is true you can develop it in ways to wipe out their race. But you need test subjects.
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Beholder, Biclops Large Aberration (Psionic) Hit Dice: 11d8+44 (93 hp) Initiative: +2 Speed: 5 ft. (1 squares), Fly 20 ft. (Good) Armor Class: 26 (-1 Size, +2 Dex, +15 Natural), touch 11, flat-footed 24 Base Attack/Grapple: +8/+12 Attack: Bite +7 melee (2d4) Full Attack: Bite +7 melee (2d4) Space/Reach: 10 ft./5 ft. Special Attacks: Spookity Psychic Powahs Special Qualities: Dark Vision 60', Flight, Power Resistance 23 Saves: Fort +7, Ref +5, Will +9 Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Skills: Autohypnosis +14, Concentration +16, Hide +8, Knowledge (Psionics) +15, Listen +12, Psicraft +15, Search +13, Spot +12, Survival +12 Feats: Combat Manifestation, Greater Psionic Endowment, Power Penetration, Psionic Endowment Environment: Cold Mountains Organization: Solitary Challenge Rating: 11 Treasure: Double Standard Alignment: Usually Neutral Evil Advancement: 12-16 HD (Large) Level Adjustment: ---
"I swear if you do any laughing I will pull out your intestines with my mind."
Biclops Beholders look like Beholders but with two eyes like most humanoids, and small tentacular or horny growths as opposed to eyestalks. As usual they were an experiment to increase Beholder power by the Beholder Nations, and they turned out to be weird psychic mutants the regular Beholders felt compelled to murder. Naturally they fled, and now they hide in lonely mountains nursing their various neuroses and plotting revenge. They're surprisingly accepting of anyone who doesn't criticize their physical appearance and is willing to help them in their revenge schemes.
As they were bio-engineered to be slave warriors the Biclops were made without any form of telekinesis, supposedly ensuring their loyalty. All it's done is mad them dependent on hirelings until they can do enough research to develop the ability for themselves. Many take levels in Psion.
This will be an odd monster class. Since Deep Ones who have access to enough food grow ever larger with age (though most try not to because it means requiring ever larger quantities of food to support themselves), I needed to find a way to reflect that, so i'm making this racial class:
This racial monster class represents the possible paths a Deep One can attain via great age due to their immortality.
MAKING A DEEP ONE This class is mostly meant for NPC's, or Deep One players of sufficiently advanced age as some of the abilities reflect years of experience.
Class Skills The Deep One's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (any)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Knowledge (any)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Skills Per Day at 1st Level : (4 + int)x4 Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b] 1. +0 +2 +0 +2 Path 2. +1 +3 +0 +3 The Wisdom of Age 3. +2 +3 +1 +3 Dabbler 4. +3 +4 +1 +4 Path 5. +3 +4 +1 +4 The Wisdom of Age 6. +4 +5 +2 +5 Dabbler 7. +5 +5 +2 +5 Path 8. +6 +6 +2 +6 The Wisdom of Age 9. +6 +6 +3 +6 Dabbler 10.+7 +7 +3 +7 Path 11.+8 +7 +3 +7 The Wisdom of Age 12.+9 +8 +4 +8 Dabbler 13.+9 +8 +4 +8 Path 14.+10 +9 +4 +9 The Wisdom of Age 15.+11 +9 +5 +9 Dabbler 16.+12 +10 +5 +10 Path 17.+12 +10 +5 +10 The Wisdom of Age 18.+13 +11 +6 +11 Dabbler 19.+14 +11 +6 +11 Path 20.+15 +12 +6 +12 Elder
Weapon Proficiencies: Deep Ones gain no new weapon or armor proficiencies.
Path: Path describes the focus a Deep One currently has within his life. It's the obsession he pursues rigorously to offset the tedium of immortality. You get to choose an ability at Level one, and subsequent abilities may be chosen from that Path Tree, or you can change Paths and start with a 1st Level ability instead (after which you may choose from either tree as you have the prerequisites for). Choices of Path include Diplomat (you convert other races to the cause), Giant (you revel in physical power and become ever larger with age), Priest (you are taught magic due to a pact with an Old One), Scientist (you are an inventor of some sort), Warrior (you train to assault the surface world), or Wizard (you experiment with magic without a pact).
Diplomat:
Giant:
Priest:
Scientist:
Warrior:
Wizard: At levels 1, 4, 7, 10, 13, 16, and 19 you can choose an additional spell in a manner similar to the Dabbler ability OR you can choose a spell you know and permanently apply the effects of any one metamagic Feat you know to it OR you can choose one spell you know to be castable 3/day.
The Wisdom of Age (Ex): At Levels 2, 5, 8, 11, 14, and 17 choose any 1 skill. That skill permanently becomes a Class Skill and you may always Take 10 on Checks with it.
Dabbler: Deep Ones often dabble in magic throughout their live, either through necessity or curiosity. At Levels 3, 6, 9, 12, 15, and 18 the Deep One gains a single spell from the Wizard list, and caster level for these spells is equal to your Hit Dice. For purposes of the maximum level of spell you can select it's equal to the same spells a Wizard of your Hit Dice can select. These spells can be cast once per day, and are in addition to whatever you might gain from other casting classes.
Elder:
PLAYING A DEEP ONE Deep Ones tend to devote their time to a specific profession or ability and work towards refining it. Religion: Deep Ones invariably worship Dagon and Hydra (who represent Great Cthulhu), and possibly sometimes some of the other Old Ones if they are in really close proximity and are disposed to worship as merely eating them. Other Classes: Deep Ones are fairly individualistic in some ways, and how they relate to other classes depends on their personal prejudices. It's more awkward when you're a different race from them than a differing class. Combat: Combat depends a lot on what that Deep One has studied, whether or not he sees a need for fighting as opposed to fleeing to tackle the problem later, etc. Advancement: Advancement for Deep Ones depend a lot on what Path abilities they choose as well as what their local Priests want.
DEEP ONES IN THE WORLD "There certainly is a strange kind of streak in the Innsmouth folks today—I don’t know how to explain it, but it sort of makes you crawl. You’ll notice a little in Sargent if you take his bus. Some of ’em have **** narrow heads with flat noses and bulgy, stary eyes that never seem to shut, and their skin ain’t quite right. Rough and scabby, and the sides of their necks are all shrivelled or creased up. Get bald, too, very young. The older fellows look the worst—fact is, I don’t believe I’ve ever seen a very old chap of that kind. Guess they must die of looking in the glass! Animals hate ’em—they used to have lots of horse trouble before autos came in." Deep Ones concentrate on their experiments, and unless that work requires them to go about they really don't interact much with the world. Daily Life: Daily life for Deep Ones depends on their individual interests and circumstances, which vary quite widely. Notables: Organizations: Deep Ones rarely have any organization beyond their Church, or temporary alliances with other races for some purpose.
NPC Reaction NPC's generally find you terrifying unless they're also a Deep One or an ally.
DEEP ONES IN THE GAME Given the Deep Ones sociopathic tendencies, it's best to put them in all Deep One campaigns (or make sure non Deep Ones are allies), or give them goals that coincide with the rest of the party to minimize trouble. Adaptation: Deep Ones are obviously meant for horror campaings but there are many comedic parodies of them. Encounters: Deep Ones are rarely encountered other than the deep seas or coastal communities isolated from nearby intrusion.
EPIC DEEP ONE
Hit Die: d8 Skills Points at Each Level : 4 + int Wisdom of Age At Level 21 and every 3 levels thereafter you may choose an additional skill to use with this ability. Dabbler At Level 22 and every 3 levels thereafter you may choose an additional spell of any Level from the Wizard list. With the appropriate Feats you can use this to choose an Epic Spell. Path: Bonus Feats: The Epic Deep One gains a Bonus Feat every x levels higher than 20th
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Fish Bastards Medium Monstrous Humanoid (Aquatic, Amphibious) Hit Dice: 10d8+50 (95 hp) Initiative: +0 Speed: 30 ft. (6 squares), Swim 30 ft. Armor Class: 28 (+10 Natural, +8 Armor), touch 10, flat-footed 28 Base Attack/Grapple: +10/+19 Attack: Claw +15 melee (1d6+5) Full Attack: 2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d8+2) or by Longsword +15/+10 melee (2d6+5/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Frightful Presence, +5d6 Sneak Attack, Improved Water Combat, Dabbler Special Qualities: Dark Vision 60', Immortality, Spell Resistance 20, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion Saves: Fort +10, Ref +7, Will +9 Abilities: Str 20, Dex 10, Con 20, Int 15, Wis 15, Cha 15 Skills: Concentrate, Hide, Intimidate, Listen, Move Silently, Search, Spot, Survival, Swim, Use Magic Device Feats: Combat Expertise, Deft Strike (Complete Scoundrel), Improved Feint, Telling Blow (PHB 2) Environment: Any Aquatic Organization: Solitary, Group (3-8), or City (potentially hundreds) Challenge Rating: 10 Treasure: Standard Alignment: Always Neutral Evil Advancement: By Character Class Level Adjustment: ---
"Fish Basterds. Well there goes the neighborhood. Git me mah fishin' pole son."
Fish Bastards are so called because nobody really knows their actual name as they refuse to communicate with other races whom they consider slaves, food, or breeding stock. Fish Bastards have somehow perfected a magical curse that allows them to interbreed with virtually any species, after which the victims only produce Fish Bastards at any point they become pregnant (which quite frankly also influences their nickname, they really aren't nice guys). They truly believe the easiest way to take over the world is to simply breed everyone else out of existence. You can pretty much see how they got the name...
Frightful Presence (Ex): When the Fish Bastard charges or performs a Critical Hit successfully all living opponents within 60' whose Hit Dice equal his or less must make a DC 17 Willpower Save (Save DC is Charisma Based) or be Shaken for the duration of the encounter. Any opponents rolling a Natural 1 on their Willpower Save must
Sneak Attack (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Water Combat (Ex): Fish Bastards are used to fighting underwater, and when doing so get a +2 Circumstance Bonus to all Attack and Damage rolls and all Opposed Checks. They also gain one additional die of Sneak Attack if their opponent has no Swim Speed.
Dabbler (Sp): Fish Bastards frequently dabble in magic whether or not they actually have levels in a casting class. They may choose any three Level 1 spells from the Wizard list to cast 3/day, any 3 spells form the Level 2 Wizard list 2/day, and any one spell from the Level 3 list 1/day as Spell-Like abilities.
Immortality (Ex): Fish bastards so not age (and are immune to aging effects), and are immune to non magical disease. They do not die unless purposefully killed. Or unless big things fall on them.
Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Uncanny Dodge (Ex): Identical to the ability listed in page 50 of the PHB.
Evasion (Ex): Identical to the ability listed in page 50 of the PHB.
Improved Evasion (Ex): Identical to the ability listed in page 50 of the PHB.
Combat: Generally FB's tend to swarm boats to bring them down, so they can fight in the water, or they sneak into towns at night to kidnap women or kill and steal. Raids are quick hits to get back in the water as they really prefer to fight in the water.
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Tracker Jackers Tiny Vermin (Swarm) Hit Dice: 12d8+12 (66 hp) Initiative: +2 Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good) Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13 Base Attack/Grapple: +8/- Attack: Swarm (3d6 plus poison) Full Attack: Swarm (3d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Swarm, Distraction, Poison Special Qualities: Dark Vision 60', Weakness (Smoke), Scent, Vermin traits, Swarm traits, Half Damage from Slashing and Piercing Weapons Saves: Fort +9, Ref +6, Will +5 Abilities: Str 2, Dex 15, Con 12, Int -, Wis 12, Cha 2 Skills: Spot +9, Survival +1 (+9 Tracking) Feats: --- Environment: Any Warm or Temperate except Aquatic Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always Neutral Advancement: --- Level Adjustment: ---
"DON'T TOUCH THAT NEST!!"
Tracker Jackers are (comparatively) giant wasps colored a bright gold. Genetically bred as guards meant to hunt down and kill enemies, it was quickly discovered their venom not only had hallucinogenic properties but could be used to alter memories to control peoples minds. It's also quite painful.
Distraction (Ex): Any living corporeal creature that begins it's turn in a swarms area of effect must make a DC 17 Fortitude Save or be Nauseated for 1 round (Save DC is Con based). Spellcasting or concentrating on spells within the Swarms Area of Effect requires a Concentration Check (DC 20 plus spell level). Using skills that require concentration or patience require a DC 20 Concentration Check.
Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial damage is pain for 2d6 hours and hallucinations for 1d4 days (possibly death with multiple stings). The initial effects are pain (you are Fatigued as well as taking a -2 Penalty to attack and damage rolls, and Saving throws) and all Tracker Jackers receiving their Racial Bonus to Survival checks to track you if they are within 1 mile. The hallucinations from the Secondary effects are often violent. Roll 1d6 for it's effects:
If you fail the Saving throw against more than one swarm attack from a Tracker Jacker you die within 1d6 rounds (no Save).
Weakness (Smoke)(Ex): Tracker Jacker exposed to smoke must make a DC 15 Fortitude Save each round they remain within (+1 to save DC for each additional round past the first) or become Fatigued for 1d4 hours. If they fail a second Save they are Exhausted instead.
Skills: Tracker Jackers have a +8 Racial Bonus on Balance, Climb, and Spot Checks. They also have a +8 Racial Bonus on Survival Checks to orient themselves or track whoever they've stung.
Combat: Tracker Jackers usually swarm, and keep swarming. If somehow you are able to fight them off they will retreat and follow you to attack at a later date.
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Dire Cuttlefish Small Animal (Aquatic) Hit Dice: 2d8+1 (10 hp) Initiative: +3 Speed: 5 ft. (1 square), Swim 30 ft. Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Tentacles +4 melee touch (Grapple) Full Attack: Tentacles +4 melee touch (Grapple) Space/Reach: 5 ft./5 ft. Special Attacks: Improved Grab, Snatch, Poison Special Qualities: Low Light Vision, Chameleon, Ink, Jet Saves: Fort +4, Ref +6, Will +2 Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 10 Skills: Escape Artist +13, Hide +13, Listen +2, Move Silently +3, Spot +7, Swim +9 Feats: Weapon Finesse Environment: Warm or Temperate Aquatic Organization: Solitary or Group (3-6) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 3-6 HD (Medium) Level Adjustment: ---
"Of all the things to go fishin' for Bert. Ah cain't believe that lady wants these things as pets."
Dire Cuttlefish are pretty large, but usually don't attack humans or similar sized critters unless it's mating season or they're ill or scared. They normally hunt small prey with their two extending feeding tentacles, but larger prey will be grappled if necessary. Oddly enough they make decent pets as long as they're well cared for. They look menacing enough most people won't jump into a moat filled with them.
Improved Grab (Ex): If the Cuttlefish hits with it's Tentacles Attack it automatically gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. It may Grapple opponents up to 1 Size Class larger than itself and does not take Size Penalties to Grapple Checks. The Cuttlefish bites it's opponent for 1d3+1 damage with a successful Grapple Check.
Snatch (Ex): The Cuttlefish has two feeding tentacles that have a reach of 10'. If an opponent 2 Size Classes smaller than itself is within that range it can use them to make it's Tentacle Attack/Grapple Check. If it's opponent is unaware of it or Denied it's Dexterity Bonus to AC, the Dire Cuttlefish get's a +4 Racial Bonus on the Attack roll, and subsequent Grapple Checks.
Poison (Ex): Injury, DC 12 Fort Save (Save DC is Con based), Initial and Secondary damage 1d4 Dex.
Chameleon (Ex): The Dire Cuttlefish gets a +10 Racial Bonus to Hide Checks, and also has the Camouflage and Hide in Plan Sight abilities listed on page 46 of the PHB.
Ink (Ex): A Cuttlefish can emit a 10'x10'x10' cloud of black ink once per minute as a Free Action. The cloud provides total concealment, and obscures all vision inside it. They usually use this opportunity to flee.
Jet (Ex): Once per round as a Full Action the Cuttlefish can jet backward 200' in a straight line. This movement does not provoke Attacks of Opportunity.
Skills: Dire Cuttlefish get a +10 Racial Bonus to Escape Artist Checks, and a +8 Racial Bonus to Swim Checks. They may always Take 10 on a Swim check even if distracted or endangered, and may use the Run Action while swimming in a straight line.
Combat: Cuttlefish like to hide or silently swim up behind their prey. Smaller prey gets snatched by their feeding tentacles. Larger prey is grappled in the more normal manner.
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