Next up should be the Crows, Bandersnatch, Moths and Spiders. After those I'll get into the Tyrrant, G-Tyrrant, G-type, G-baby, Maw Beast, Devour and any exessively large opponent. After that I move to the RE4 creatures.
I'll be needing any descriotions of the monsters from RE0 RE Outbreak and any other RE monsters not in those games.
I recomend this Website to any Resident Evil fan out there. The site's name is Resident Evil Fan, in there you should explore to your hearts contempt as you did in the original games. If successful you will find 2 Wesker's Reports one on Code Veronica and one never released in the US that came along with the Remake of RE1. In the second Report Wesker explain it ALL. Who he is, what he did, what he wants, what he turned into, who turned him into it. It also explains that the T-virus is a B.O.W. produced from the "Ebora" virus, which is a bad translation of the Ebola virus.
With this new-found information, I now have to redo the G-virus, since Birkin perfected it and handed it to Wesker, telling him that it would put him in a state of suspended animation and later bring him back to life with superhuman abilities. Also in Wesker's Report 2 there is picture of the Nemesis parasite its on page 4 the 7th slide, which looks suspiciosly like the Plaga that was inside Leon and Ashley!!! The Nemesis project also began in France, which is conveniently just over the mointains from Spain!
If you dont trust me see for yourselves. Also that site has become of great aid to me since it divides the games and gives Bios on the monsters from each game.
If you wanted to give a good game feeling; most creatures should have a relatively low amount of Hit Points except bosses. And everything should have a decent Attack bonus, after all in the game almost everything can hit you.
Agies1, care to suggest a BAB for the creatures that you feel is apropriate? I want all the suggestions and help anyone can come up with.
I feel that I've done a good enough job with the Licker, Hunter 121Alfa and the Zombies. But if anyone thinks otherwise go ahead and make a suggestion. This in the end is for you guys! So help me make it great.
Here is something i posted on the t-virus, use as you see fit.
T-Virus Template: First and foremost i know the general way things go. Warm-bloods zombify and cold-bloods get big, but that gets too complicated because it's not always easy to tell if a creature is warm-blooded or cold-blooded and theirs that magic thing. So i will base the effects by type instead for a more convenient use.
T-virus Injury, inhaled If it is inhaled/ingested the DC is 15. If it is transmitted the DC is 15+hosts Con modifier, the DC increases by half the infecters HD if the infecter and infectee are the same race.
The T-virus like all of the RE/Biohazard viruses doesn't act like a disease in that it has no default score loss. Instead the t-viruses effects are split into two catagories. 1. Save effects: things that happen during the three saves period. Can be cured with remove disease. 2. Full effects: things that are the end result of the virus infection. Can only be cured with successful heal or similar magic.
The infected creature must make three saving throws after infection if they make two of the three they are cured, if not they suffer the full effects of the virus(regardless of the save results they are not fully affected or cured until after the third save). If they are reduced to less than zero hp then they automatically suffer the full effects of the virus even if they succeeded on the first two saves. The incubation period of the t-virus varies depending on the way it is transmitted. 1. inhalation/ingestion 1 day. 2. injury 10d6 minutes. A save must be repeated every hour after infection. Unless otherwise noted anyone who is infected with the t-virus can only transmit it during the three saves period after that they can't transmit it even if they are fully affected. T-viral creatures are very aggressive and will attack any creature not infected and of the same race. Alignment switches to neutral if it was good, if it was evil or neutral it alignment stays the same.
Constructs, Elementals, and Undead are immune to the t-virus.
Fey, Humanoids, Monstrous Humanoids, and Giants all transform into t-zombies, crimson heads, and lickers. They are the only exception to the attack any creature outside of your type rule as t-zombies and crimson heads they never intentionally attack any infected creature even in self defense. Lickers however will, unless said creature is also a licker.
Save effects: Itching and continuous hunger, every time they fail a save they temporarly lose 1d6 points of Con. If they are reduced to 0 con they automatically suffer full effects. Full effects: t-zombie transformation
Note: Dryads and other fey bonded to a living entity pass the infection to it as well. Any fey that will die or otherwise be harmed from leaving a certain area will not leave that area even in the pursuit of prey.
T-Zombie Template: All base creatures statistics and abilities stay the same except where noted otherwise. Hit Dice: Drop all class HD use racial HD instead(always at least one) and give +1. Speed: Half of base creatures. Flying becomes clumsy Armor Class: Same as base creatures +1 from natural armor. Base Attack: Same as base creature would have with one more HD Attack: Loses all but natural attacks and gains a slam attack as a primary attack, and a bite and acid vomit for a secondary attack. Full Attack: Can use any one natural or aquired attack. Damage: Natural attacks deal damage normally. Slam, acid vomit, and bite damage is as followed(if creature has these attacks use better one).
Slam and Bite
Fine 1 Diminutive 1 Tiny 1d2 Small 1d2 Medium 1d3 Large 1d4 Huge 1d6 Gargantuan 1d8 Colossal 2d8
Vomit
Fine 1 Diminutive 1d2 Tiny 1d2 Small 1d3 Medium 1d3 Large 1d4 Huge 1d6 Gargantuan 1d8 Colossal 2d8
Special Attacks: A t-zombie retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.
Improved Grab(ex): To use this ability the t-zombie must hit with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.
Vomit(ex): A t-zombie can use this a number of times a day equal to their HD+1, with a range of 1 foot.
Carrier(ex): A t-zombies attacks infect opponents with the T-virus.
Special Qualities: A t-zombie retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.
T-zombie(ex): Unlike undead zombies, t-zombies are not limited to partial actions and cannot be turned. T-zombies are immune to disease, mind influencing effects, sleep effects, paralysis, stunning, massive damage, poison, and nonlethal damage. They don't have to breathe, sleep, or eat. A t-zombie will rot into immobility in 2 months per hit dice unless they have a fresh food supply and a stomach to keep it in, under those conditions a t-zombie can last a 4 months per hit dice before they rot into immobility. Any t-zombie that is reduced to 0 of less hit points acts dead but unless their head/body connection is severed or they are destroyed/burned then they enter v-act and will rise in 1 hour as a crimson head.
Saves: Same as base creatures and gains Fort as good save. Abilities: Str +2, Dex -2. No Int score, Wis goes to 10 and Cha goes to 1. Skills: Loses all Feats: Loses all Environment: Any Organization: Solitary, group(2-10), or horde(11-50) Treasure: None Alignment: Always Neutral Advancement: None
Crimson Head Template: Replaces t-zombie, all base statistics and abilities of base creature stay the same except where noted otherwise. Hit Dice: Add +3. Speed: Same as base creatures. Armor Class: Same as base creatures +2 from natural armor. Base Attack: Same as base creature would have with 3 more HD Attack: Loses all but natural attacks and gains a claw attack as a primary attack, and a bite for a secondary attack. Full Attack: Same as base creature or aquired attack. Damage: Natural attacks deal damage normally. Bite as t-zombie, claw damage is as followed(if creature has these attacks use better one).
Claw
Fine 1 Diminutive 1d2 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8
Special Attacks: A crimson head retains all base creatures special attacks that can be active continuously or don't need to be thought about to use. It also gains the following.
Improved Grab(ex): To use this ability the crimson head must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals bite damage.
Carrier(ex): A crimson head's attacks infect opponents with the T-virus.
Special Qualities: A crimson head retains all base creatures special qualities that can be active continuously or don't need to be thought about to use. It also gains the following.
Crimson Head traits(ex): A crimson head has all the same traits as a t-zombie except they don't transform into crimson heads, if they are reduced to -10 hit points they die. Instead if the crimson head is reexposed to the T-virus and hasn't rotted too much it undergos a terrible transformation from a pseudo-undead into a living aberration, a licker.
Saves: Same as base creatures and gains Fort as good save. Abilities: Str +4, Con +2. No Int score, Wis goes to 10 and Cha goes to 1. Skills: Loses all Feats: Loses all Environment: Any Organization: Solitary, group(2-10), or horde(11-50) Treasure: None Alignment: Always Neutral Advancement: None
Licker Template: Replaces crimson head, all base statistics and abilities of base creature stay the same except where noted otherwise. Size and Type: Type changes to aberration. Keeps base creatures freatures, gains aberration traits. Size does not change. Hit Dice: Add +5. Speed: Same as base creatures. With climb speed equal to base creatures primary speed. Armor Class: Same as base creatures +4 from natural armor. Base Attack: Same as base creature would have with 5 more HD Attack: Loses all but natural attacks and gains a claw and tongue attack as a primary attack. Full Attack: Same as base creature or aquired attack. Damage: Natural attacks deal damage normally. Claw damage is as followed, tongue damage is one roll higher.(if creature has these attacks use better one).
Claw
Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6
Special Attacks: A Licker retains all base creatures special attacks that can be used with blindsight, but loses all attacks based on head features. It also gains the following.
Tongue(ex): A lickers tongue has a double it's size catagories reach.
Power Slash(ex): As a full round action a licker can make a 15ft. leaping slash at a target, if it hits it does double claw damage.
Carrier(ex): A lickers attacks infect opponents with the T-virus.
Special Qualities: A licker retains all base creatures special qualities that can be used with blindsight, but loses all qualities based on head features. It also gains the following.
Blindsight(ex): A licker can ascertain all objects and creatures within 90ft by listening, if that sense is somehow negated the licker is effectively blind. A licker can use the listen skill to increase the range of it's blindsight.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Spider Climb(ex): A licker can climb as the spider climb spell on any surface it can dig it's claws into, except the licker can climb at it's listed speed.
Fast healing 2: If the base creature has fast healing this stacks with it.
Saves: Same as base creatures and gains Fort as good save. Abilities: Str +6, Dex +5, Con +5. Int goes to 3, Wis goes to 11 and Cha goes to 7. Skills: Loses all, instead gains Climb, Jump, and Listen as base skills. A licker gets a +5 racial bonus to jump and checks and a +10 racial bonus to listen checks. A licker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks, whichever is higher. Feats: Same as base creature, and/or Improved Natural Attack(claw), Lightning Reflexes, Weapon Focus(claw). Environment: Any Organization: Solitary, pair(2) or group(3-6) Treasure: None Alignment: Always Neutral Advancement: +5 more HD size doesn't change.
1 in 10000 crimson heads will become regis lickers instead of regular lickers the statistics are the same except it has no blindsight, keeps head based attacks and qualities, has a 50% longer tongue, and has maximum hit points per HD.
Vermin and Animals
Save effects: Increased aggessiveness, warm-blooded animals skin begin rotting. Full effects: Gains mutation template.
Mutation Template: Statistics and abilities of base creature stay the same except as noted.
A vermin or cold-blooded animal gains +5 HD and it's size goes up by a certain number of catagories as followed. Fine, Diminutive, Tiny: +3 Small, Medium, large: +2 Huge, Gargantuan: +1 As size increases stats increase as followed.
Table: Changes to Statistics by Size Old Size* New Size Str Dex Con Natural Armor AC/ Attack Fine Diminutive Same –2 Same Same –4 Diminutive Tiny +2 –2 Same Same –2 Tiny Small +4 –2 Same Same –1 Small Medium +4 –2 +2 Same –1 Medium Large +8 –2 +4 +2 –1 Large Huge +8 –2 +4 +3 –1 Huge Gargantuan +8 Same +4 +4 –2 Gargantuan Colossal +8 Same +4 +5 –4 *Repeat the adjustment if the creature moves up more than one size.
Table: Increased Damage By Size Old Damage (Each)* New Damage 1d2 1d3 1d3 1d4 1d4 1d6 1d6 1d8 1d8 2d6 1d10 2d8 2d6 3d6 2d8 3d8 * Repeat the adjustment if the creature moves up more than one size category.
Everything else is as if the creature had advanced normally.
Warm Blooded animals gain the following: Str +2, Dex +2, Con +4, all mental stats remain the same. They can transmit the virus, and the rotting stabilizes. 1 in 1000 warm-blooded animals will advance like cold bloods.
Regardless all vermin and animals become untamable and extremely aggressive. They can breed and any offspring born will have the mutation template. If they are born with it the template is uncurable and warm-bloods gain a addition +1 to Str. If their Int is above three(for example familiars) it drops to three.
Aberration and Magical Beast
Save effects: Irritation Full effects: Size increase
Increase by 1 size catagory: If the base creature advances to a size catagory by gaining HD it gains the minimum HD needed to gain the size increase. If the creature is already collossal size it gains +10 HD, if it has no size catagory increase it gains +10 HD and a increase in size catagory. It's Int drops to 3 if it is above 3.
Ooze and Plant
Save effects: None Full effects: See below
Any noncreature slime, mold, or plant doubles in size and becomes mobile(if slime, or mold) or animated(if plant) and becomes creatures of there respective types. It's Int drops to 3 if it is above 3.
Creature oozes and plants advance like aberrations and magical beasts(see above).
Dragon
Save effects: Increased aggresiveness(if you can tell) Full effects: Maximazation
True dragons always gain the maximum HD per age catagory it is at(if at great worm HD is the highest it can be before advancing to advanced dragon) and max hp per HD. They otherwise continue advancing as normal. Other dragons increase as aberrations and magical beasts, but with max hp per HD. All dragons Int drop to 3 if above 3.
Outsiders
Save effects: None Full effects: Advancement
Outsiders gain +10 HD or increase to double their base HD whichever is greater. If they can progress to a new station(like devils) 1 in 1000 advance that way instead. Outsiders do not lose Int from the t-virus nor does there alignment change.
Here's some creatures. I also have the g, t-veronica, and GT virus's. Plus more creatures if your interested just say so, again use/change these at your leisure.
Chimera Medium Aberration (BOW)
Hit Dice: 5d8+10 (30hp) Initiative: +5 Speed: 30ft. climb 20ft. Armor Class: 17(+5 Dex, +2 natural) Base Attack/Grapple: +3/+5 Attack: Claw +8(1d4+2)melee Full Attack: Claw +8/+3(1d4+2)melee, and Bite +3(1d3+1)melee Space/Reach: 5ft./5ft. Special Attacks: Sneak attack +3d6 Special Qualities: BOW traits, darkvision 60ft Saves: Fort +6, Dex +8, Will +5 Abilities: Str 15, Dex 20, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +18, Jump +10 Feats: Lighting Reflexes, Weapon Finesse Environment: Any Organization: Solitary, pair(2), or group (3-10) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 6-14 HD (medium) Level Adjustment: ?
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
(Varient) Improved Grab(ex): The sneak attack given to the chimera is based off their ability to slash the neck of any opponent they flank. It could be replaced with improved grab, if it changed then the chimera gets a +5 to grapple checks if it flanks the target and does it's full claw attack each round the grapple is maintained.
Skills: A chimera gets a +5 racial bonus to jump checks. A chimera gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.
Drain Deimos Medium Aberration (BOW)
Hit Dice: 6d8+12 (36hp) Initiative: +7 Speed: 30ft. climb 20ft. Armor Class: 18 (+4 Dex, +4 natural) Base Attack/Grapple: +4/+7 Attack: Claw +8(1d4+3)melee Full Attack: 2 Claws +8(1d4+3)melee, or bite +3(1d4+1)melee Space/Reach: 5ft./5ft. Special Attacks: Improved grab, draining grapple Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +7, Dex +8, Will +6 Abilities: Str 16, Dex 18, Con 15, Int 3, Wis 12, Cha 7 Skills: Climb +18, Jump +11 Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse Environment: Any Organization: Solitary, pair(2), or group(3-5) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 7-15 HD (medium) Level Adjustment: ?
Improved Grab(ex): By standing on it's two back legs and charging a drain deimos can attempt to start a grapple without providing a attack of oppertunity. If it wins the grapple check it establishes a hold and automatically deals bite damage. A drain deimos can also use this ability if it jumps in the opponents square.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
(Varient) Draining Grapple(ex): On a successful grapple a drain deimos does 1 point of temporary constitution damage for every round the grapple is mantained, for every point drained the drain deimos gains 5 hit points(any excess are gained as temporary hit points).
Skills: A drain deimos gets a +5 racial bonus to jump checks. A drain deimos gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.
Brain Sucker Medium aberration (BOW)
Hit Dice: 7d8+21 (49hp) Initiative: +3 Speed: 30ft. climb 20ft. Armor Class: 19 (+4 Dex, +5 natural) Base Attack/Grapple: +5/+8 Attack: Claw +10(1d6+3)melee Full Attack: 2 Claws +10(1d6+3)melee, or bite +4(1d4+1)melee, or spit +4 ranged touch(poison) Space/Reach: 5ft./5ft. Special Attacks: Poison spit, improved grab, brain suck Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +8, Dex +6, Will +6 Abilities: Str 17, Dex 18, Con 16, Int 3, Wis 12, Cha 7 Skills: Climb +19, Jump +11 Feats: Improved Natural Attack(claw) , Weapon Finesse, Weapon Focus(claw) Environment: Any Organization: Solitary, pair(2), or group(3-5) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 8-16 HD (medium) Level Adjustment: ?
Poison Spit: Contact, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC's are constitution based.
Improved Grab(ex): By standing on it's two back legs and charging a brain sucker can attempt to start a grapple without providing a attack of oppertunity. If it wins the grapple check it establishes a hold and automatically deals bite damage. A brain sucker can also use this ability if it jumps in the opponents square.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
(Varient) Brain Suck(ex): This functions exactly like a mind flayers brain extract.
Skills: A brain sucker gets a +5 racial bonus to jump checks. A brain sucker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.
Alpha Hunter Medium Monstrous Humanoid (BOW)
Hit Dice: 8d8+24 (56hp) Initiative: +5 Speed: 40ft. Armor Class: 19 (+5 Dex, +4 natural) Base Attack/Grapple: +8/+11 Attack: Claw +13(1d6+4)melee Full Attack: 2 Claws +13(1d6+4 melee) or bite +9(1d4+2)melee Space/Reach: 5ft./5ft. Special Attacks: Improved grab, vorpal claws Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +9, Ref +11, Will +7 Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 7 Skills: Jump +20, Listen +8, Spot +8, Survival +7 Feats: Dodge, Improved Natural Attack(claw), Weapon Finesse Environment: Any Organization: Solitary, pair(2), or Group(3-10) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 9-17 HD (medium) Level Adjustment: ?
Improved Grab(ex): To use this ability the hunter must hit with it's claw attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals claw damage.
Vorpal Claws(ex): A hunters claws have the vorpal weapon ability. A hunter can also instantly behead any creature it can coup de grace.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Skills: Hunters get a +10 racial bonus to jump checks, they don't need a running start to jump. They get a +5 racial bonus to listen, spot, and survival checks.
Other Varieties of hunters exsist, the following are similar to alphas statistic wise except where noted.
Sweeper(RE:CV): Are red alphas and have poison claws(injury, fortitude DC 17, initial and secondary damage 1d4 points of Con. The DC's are Constitution based).
Beta(RE3): Have badly mutated flesh, they transmit the t-virus.
Gamma(RE3): Have a swim speed equal to it's land speed, have a +10 racial bonus to swim checks and can use the run action while swimming provided it's swimming in a straight line. It also has the following abilities. Hold Breath(ex): A gamma hunter can hold it's breath for a number of rounds equal to 4x it's constitution score before it risks drowning. Swallow Whole(ex): A gamma hunter can try to swallow a grabbed opponent of medium size or smaller by making a successful grapple check. Once inside, the opponent takes 1d4+4 points of bludgeoning damage plus 4 points of acid damage per round from the gamma hunters gizzard. A swallowed creature can attempt to cut its way out using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 15). If successful the gamma hunter must make a fortitude save(DC 15) or die, once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. A gamma hunters interior can hold 1 medium, 2 small, or 5 tiny opponents.
Elite(RE:DA): Have 9 HD and have the feat weapon focus(claw), they have a swim speed of 20ft. But don't have the vorpal claws. Instead they have Augmented Critical(ex): A elite hunters claw threatens a critical hit on a natural roll of 18-20, dealing triple damage on a successful critical hit.
Glimmer Small Monstrous Humanoid (BOW)
Hit Dice: 4d8 (16hp) Initiative: +6 Speed: 20ft. Armor Class: 19 (+6 Dex, +2 natural, +1 size) Base Attack/Grapple: +4/+0 Attack: Acid spit +11(1d4)ranged Full Attack: Acid spit +11(1d4)ranged Space/Reach: 5ft./5ft. Special Attacks: acid spit Special Qualities: BOW traits, darkvision 90ft., fearful Saves: Fort +4, Ref +12, Will +4 Abilities: Str 10, Dex 22, Con 10, Int 3, Wis 10, Cha 6 Skills: Jump +5, Tumble +4 Feats: Dodge, Lightning Reflexes Environment: Any Organization: Solitary, or group(2-9) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 5-8 HD (small) Level Adjustment: ?
Acid Spit(ex): A glimmer can use this once a round, with a range of 10ft.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Fearful(ex): A glimmer is cautious of any intruder and will always flee if given a chance, as such they get a -4 on all will saves against fear effects.
Skills: A glimmer gets a +2 racial bonus on jump checks.
Ivy Medium Plant (BOW)
Hit Dice: 9d8+45 (81hp) Initiative: -1 Speed: 10ft. Armor Class: 14 (-1 Dex, +5 natural) Base Attack/Grapple: +6/+10 Attack: Slam +10(1d4+4)melee Full Attack: 2 slams +10(1d4+4)melee, or acid spit +5(2d6)ranged Space/Reach: 5ft./5ft. Special Attacks: Improved grab, acid spit Special Qualities: BOW traits, blindsight 90ft Saves: Fort +11, Ref +2, Will +3 Abilities: Str 18, Dex 8, Con 20, Int -, Wis 11, Cha 9 Skills: None Feats: None Environment: Any Organization: Solitary, or grove(2-5) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 10-19 HD (medium) Level Adjustment: -
Improved Grab(ex): To use this ability the ivy must hit with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and automatically deals acid damage.
Acid Spit(ex): Once per round a ivy can spit acid, range 30ft.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Blindsight(ex): A ivy has no visual organs but can ascertain all foes within 90ft. using sound, scent, and vibration.
Any ivy with 12 or more HD is poisonous, all it's listed attacks have the poison(contact, Fortitude DC 19, initial and secondary damage 1d6 Con, the DC is Con based).
Bandersnatch Medium Aberration (BOW)
Hit Dice: 9d8+27 (63hp) Initiative: +4 Speed: 20ft. Armor Class: 17 (+7 natural) Base Attack/Grapple: +6/+11 Attack: Slam +12(1d10+7)melee Full Attack: Slam +12(1d10+7)melee Space/Reach: 5ft./5ft. Special Attacks: Stretch arm, improved grab Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +9, Ref +3, Will +9 Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 10, Cha 8 Feats: Improved Initiative, Power Attack, Weapon Focus(slam) Environment: Any Organization: Solitary, or Group(2-5) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 10-18 HD (medium) Level Adjustment: ?
Stretch Arm(ex): A bandersnatch's arm muscles are extremely elastic allowing it to extend it an number of feet equal to the bandersnatch's HD+2. The bandersnatch can use it's arm as a grapple hook and pull it's self to anything it can grasp. It's arm is also very powerful and can lift/carry as if it had 5 more strength than it does.
Improved Grab(ex): To use this ability the bandersnatch must hit a medium or smaller sized humanoid or monstrous humanoid with it's slam attack. It can then attempt to start a grapple as a free action without providing an attack of opportunity. If the wins the grapple check it establishes a hold and lifts the opponent off the ground by it's head and shakes. If the opponent fails a fortitude save(DC 10 increases by 1 each round until it reaches 19) it's neck breaks killing it instantly, the DC is strength based. The bandersnatch can also choose to squeeze the opponent for 7 damage a round, it uses this mostly for nonhumanoid opponents.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
I'm impressed! Also our Hunters look somewhat alike. I am also intrigued, how come you have stated these out? I'd definitly like to see many more of your creations. Although the BAB seems a little high along with the Hp. Consider all the characters in the RE series to be roughly about 3rd to 4th level, they also were child prodigies all of them, and check with the amount of damage the B.O.W.s take in the game before they die, thats how I determined the amount of HD and Hp. Everything looks great.
Thank you Merciless DM, i statted these out for people like you and me who look at the CoC and know it's not made by Resident Evil fans cause noone calling themselves fans could do that to RE. And as for more, wish granted.
Nautilus Medium Aberration (BOW)
Hit Dice: 10d8+50 (90hp) Initiative: -5 Speed: 0ft. Armor Class: 13 (-5 Dex, +8 natural) Base Attack/Grapple: +7/+2 Attack: --- Full Attack: --- Space/Reach: 5ft./5ft. Special Attacks: Torpedo kids Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +12, Ref -, Will +3 Abilities: Str -, Dex -, Con 20, Int -, Wis 3, Cha 1 Skills: None Feats: None Environment: Any marsh or aquatic Organization: With torpedo kids Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 11-25 HD (medium) Level Adjustment: -
Torpedo Kids(ex): A Nautilus can create a number of torpedo kids a day equal to it's HDx2 it usually has only 50 or so out at any given time and saves the ones it can create per day as "backup" incase it needs them.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Torpedo Kids Tiny Aberration (BOW)
Hit Dice: 1d8 (4hp) Initiative: +4 Speed: 5ft., swim 30ft. Armor Class: 12 (+2 size) Base Attack/Grapple: +0/-12 Attack: Bite -2(1d2-4 plus 1d2 acid)melee Full Attack: Bite -2(1d2-4 plus 1d2 acid)melee Space/Reach: 2-1/2ft./0ft. Special Attacks: Acid Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +2, Ref +0, Will +2 Abilities: Str 3, Dex 10, Con 10, Int 1, Wis 10, Cha 5 Skills: Jump +0 Feats: Improved Initiative Environment: Any marsh or aquatic Organization: With nautilus and 50+ torpedo kids Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 2-4 HD (tiny) Level Adjustment: -
Acid(ex): A torpedo kids body continuously secretes acid. It's attacks deal acid damage and anything that touches it takes acid damage unless it makes a reflex save(DC 10) the DC is Con based.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Leech Tiny Vermin (BOW)
Hit Dice: 1/4d8 (1hp) Initiative: +2 Speed: 15ft. Armor Class: 14(+2 size, +2 Dex) Base Attack/Grapple: +0/-13 Attack: Bite +4(1d3-5 plus blood drain)melee Full Attack: Bite +4(1d3-5 plus blood drain)melee Space/Reach: 2 1/2ft./0ft. Special Attacks: Blood drain Special Qualities: BOW traits, Blindsight 30ft., hive mind Saves: Fort+2, Ref+2, Will+0 Abilities: Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 4 Skills: - Feats: Weapon Finesse(B) Environment: Any Organization: Any Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: None Level Adjustment: -
Blood Drain(ex): On a successful bite attack a leech drains 1 point of Con from it's opponent and gains 1 hp(it does not exceed it's normal hit points no matter how much it drains).
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Blindsight(ex): A leech has no visual organs but can ascertain all foes within 30ft. using scent and vibration(60ft if it is bleeding).
Hive Mind(ex): All leeches within 60ft of each other are in constant communication. If one is aware of a paticular danger, they all are. If one in the group is not flat-footed, none of them are. No leech in a group is considered flanked unless they all are.
Leechman Medium Vermin (BOW)
Hit Dice: 5d8+10 (30hp) Initiative: +1 Speed: 25ft. Armor Class: 15(+1 Dex, +4 natural) Base Attack/Grapple: +3/+7 Attack: Slam +7(1d6+6)melee Full Attack: Slam +7(1d6+6)melee Space/Reach: 5ft./5ft.(10ft. with extended arm) Special Attacks: Explode Special Qualities: BOW traits, blindsight 60ft., hive mind, combined growth, humanoid apperance, fire vulnerability Saves: Fort +6, Ref +2, Will +1 Abilities: Str 18, Dex 12, Con 15, Int -, Wis 10, Cha 6 Skills: - Feats: - Environment: Any Organization: Any Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: See Below Level Adjustment: -
Explode(ex): Anytime a leechman is reduced to less than half it's hit points it first expands to double it's size then explodes. Anything within 1 foot per hit point takes 2d6+1 per 3 leeches of bludgeoning damage and 1d10+1 per 2 leeches points of acid damage, a reflex save (DC 14) halves the damage. The DC is Con based. After it explodes all remaining leeches scatter.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Blindsight(ex): A leechman has no visual organs but can ascertain all foes within 60ft. using scent and vibration(120ft if it is bleeding).
Hive Mind(ex): All leechman and leeches within 120ft of each other are in constant communication. If one is aware of a paticular danger, they all are. If one in the group is not flat-footed, none of them are. No leechman or leech in a group is considered flanked unless they all are.
Combined Growth(ex): A leechman is a combination of 20 leeches, but larger specimens are very possible depending on the number of leeches. For every 4 extra leeches a leechman gains 1 HD this has no upper limit but increase size category by 1 every time it's HD doubles. For every 4 HD increase Str and Con by 1, for every 10 HD increase it's blindsight by 5ft.(it's hive mind and blood detection is always double it's blindsight range). A leechman needs at least 20 leeches to form a complete humanoid shape.
Humanoid Apperance(ex): A leechman that is undisturbed looks very much like a human. A spot check DC 5 is required to notice the differences. If the creature has never seen a human and/or only knows a basic discription then the DC is 15. If any creature goes within a 30ft of a leechmans they trigger a horrible transformation, in which the coat of slime that maintains the disguise falls away and is replaced with a mass of squirming leeches in roughly humanoid shape. The spot DC increases by 1 per 10 feet of space between the observer and the disguised leechman. If the leechman is damaged it instantly changes even if the attacking creature is not within a 30ft. range. A disguised leechman has DR /-, the damage reduction always equals the leechmans HD. The spot check DC decreases by 5 for every 1 size catagory the leechman is over medium. A leechman cannot attack while disguised.
Fire Vunerability(ex): A leechman takes half again as much damage from fire, regardless of whether a save is allowed, or if the save is a success or failure. Fire also prevents a leechman from exploding.
Albinoid (adult) Medium Aberration (BOW)
Hit Dice: 10d8+20 (60hp) Initiative: +7 Speed: 30ft., swim 40ft. Armor Class: 19 (+3 Dex, +6 natural) Base Attack/Grapple: +7/+11 Attack: Bite +11(1d6+6)melee Full Attack: Bite +11(1d6+6)melee Space/Reach: 5ft./5ft. Special Attacks: Electric shock Special Qualities: BOW traits, darkvision 60ft. Saves: Fort +9, Ref +8, Will +7 Abilities: Str 18, Dex 16, Con 15, Int 3, Wis 11, Cha 8 Skills: Swim +18 Feats: Blindfight, Improved Initiative, Lightning Reflexes Environment: Any marsh, or aquatic Organization: Solitary, or plague(3-5) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 11-15 HD (medium) Level Adjustment: ?
Electric Shock(ex): An albinoid can generate a electric shock once per round to anyone within 1 foot per HD. This shock does 5d6 damage, a reflex save (DC 17) halves the damage. This effect has it's range and damage doubled if both target and albinoid are in water. The electric attack does it's damage to every nonalbinoid within range while in water.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
Skills: A albinoid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Gulp Worm Huge Magical Beast (BOW)
Hit Dice: 10d10+60(110) Initiative: +0 Speed: 20ft, borrow 20ft. Armor Class: 18 (-2 size, +10 natural) Base Attack/Grapple: +10/+26 Attack: Bite +16(2d8+12)melee Full Attack: Bite +16(2d8+12)melee Space/Reach: 15ft./10ft. Special Attacks: Improved grab, swallow whole Special Qualities: BOW traits, tremorsense 60ft. Saves: Fort +13, Ref +7, Will +2 Abilities: Str 26, Dex 10, Con 22, Int 1, Wis 8, Cha 8 Skills: - Feats: Awesome Blow, Improved Bullrush, Power Attack Environment: Any plains, or desert Organization: Solitary Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 11-15 HD (huge) 16-20 HD (gargantuan) Level Adjustment: ?
Improved Grab (Ex): To use this ability, a gulp worm must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A gulp worm can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 5 points of acid damage per round from the gulp worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge gulp worm's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.
The Gravedigger worm from RE3 has the same statistics as gulp worm except it's bite damage is 3d6 and it can borrow through rock.
Tyrant Large Monstrous Humanoid (T-BOW)
Hit Dice: 15d8+75 (135hp) Initiative: +0 Speed: 30ft. Armor Class: 24 (-1 size, +15 natural) Base Attack/Grapple: +15/+26 Attack: Claw +21(2d10+10)melee Full Attack: Claw +21(2d10+10)melee Space/Reach: 10ft./10ft. Special Attacks: Break Special Qualities: T-BOW traits, darkvision 60ft., fast healing 10, DR 10/- Saves: Fort +16, Ref +9, Will +10 Abilities: Str 25, Dex 10, Con 20, Int 5, Wis 12, Cha 9 Skills: Jump +17, Listen +11, Spot +11 Feats: Awesome Blow, Blindfight, Cleave, Great Fortitude, Improved Bullrush, Power Attack Environment: Any Organization: Solitary Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 16+ HD (large) Level Adjustment: -
Break(ex): A tyrant gets a +10 on all break checks and can always take 10 on them.
T-BOW traits(ex): All T-BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +10 racial bonus to fortitude saves against poison and disease. They do not have to sleep or breath and after a week can go 1 day per point of Constitution without food or water. When times up they make saves by the day for both food and water they are not however fatiguted. T-BOW's only need 1 pound of food and 1 gallon of water per week.
Skills: A tyrant gets a +5 racial bonus to jump, listen, and spot checks.
Other Varieties of tyrants exsist, the following are similar to tyrant statistic wise except where noted.
Mr. X(RE2): Has 2 slam attacks of 1d10+10 each.
Tyrant 3(RE:CV): Has two slam attacks of 1d10+10 each except the damage is both bludgeoning and piercing.
Tenticle Tyrant(RE:DA): Has 2 slam attacks of 1d10+10 damage. The tyrants fingers have the ability to stretch giving it a 20 foot reach. This tyrant has DR 20 the only way to overcome this is attacking the exposed heart on it's back, any piercing damage is increased by 50%, slashing is normal, and bludgeoning is only reduced by 10 when hitting it here.
Nemesis Large Monstrous Humanoid (T-BOW)
Hit Dice: 20d8+140 (220hp) Initiative: +6 Speed: 40ft. Armor Class: 30 (-1 size, +2 Dex, +19 natural) Base Attack/Grapple: +20/+34 Attack: Slam +29(2d10+15)melee Full Attack: 2 slams +29(2d10+15)melee Space/Reach: 10ft./10ft. Special Attacks: Break, improved grab, tenticle, infect Special Qualities: T-BOW traits, darkvision 60ft., fast healing 10, regeneration 10, DR 15/-, scent Saves: Fort +21, Ref +14, Will +14 Abilities: Str 30, Dex 14, Con 25, Int 8, Wis 15, Cha 10 Skills: Jump +25, Listen +17, Spot +17, Survival +17 Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bullrush, Improved Initiative, Power Attack, Track(B) Environment: Any Organization: Solitary Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 21+ HD (large) Level Adjustment: ?
Break(ex): A nemesis gets a +10 on all break checks and can always take 10 on them.
Improved Grab (ex): To use this ability, a nemesis must hit an opponent of up to one size smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and begins choking the opponent.
Tenticle(ex): A nemesis that has successfully grappled an opponent shoves a tenticle located in it's hand through the opponents head, killing them instantly.
Infect(ex): A nemesis's attacks infect opponents with the T-virus.
T-BOW traits(ex): All T-BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +10 racial bonus to fortitude saves against poison and disease. They do not have to sleep or breath and after a week can go 1 day per point of Constitution without food or water. When times up they make saves by the day for both food and water they are not however fatiguted. T-BOW's only need 1 pound of food and 1 gallon of water per week.
Regeneration(ex): Acid deals normal damage, unless it is reduced to less than 0 hp in which case fire also normal damage but for only as long as the nemesis is below 0 hp. A nemesis does not die if it is beheaded even if the damage is acid or fire.
Skills: A nemesis gets a +10 racial bonus on jump, listen, spot, and survival checks. A nemesis does not need a running start on jumps.
Tenticle(ex): A nemesis that has successfully grappled an opponent shoves a tenticle located in it's hand through the opponents head, killing them instantly.
I'd give a Reflex save to prevent this.
In question to BAB, this is when the question of AC vs DR comes in. In action games the writers use DR system and not AC, unless the creature is incrediably fast.
Anyway by giving armor a DR value you ensure that a player is never really too hard to hit, instead he is hard to damage.
Example: By wearing Trauma Plates and a Hazard suit you get a +11 armor bonus. Well this could make you potentially impossible for regular zombies to hit you, not really Video game style. However if we say that is gives you a DR value of 6/- and most zombies due 1d6 +1, now the players feel safe however the zombies still get to get ahold of the players and chomp.