Community

 
Jump Menu:
Post Reply
Page 22 of 46  •  Prev 1 ... 20 21 22 23 24 ... 46 Next
Switch to Forum Live View (UNM) New Monster Request Thread
13 months ago  ::  May 30, 2012 - 1:11PM #211
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778

Snow Snake


Large Magical Beast
Hit Dice: 6d10+12 (45hp)
Speed: 20ft, 20ft climb, 20ft swim
Initiative: +2
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d6+7 plus poison)
Full Attack: Bite +10 melee (1d6+7 plus poison)
Space/Reach: 10ft/10ft
Special Attack: Constrict 1d6+7, Improved Grab, Poison
Special Qualities: low-light vision, darkvision 60ft, snowsight, resist cold 10
Saves: Fort +7, Ref +7,Will +3
Abilities: Str 21, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Skills: Balance +10, Climb +15, Hide +8, Listen +8, Spot +8, Swim +15
Feats: Ability Focus (Poison), Alertness, Skill Focus (Hide)
Environment: Any cold land
Organization: Solitary
CR: 6
Treasure: See description
Alignment: Usually neutral
Advancement: 7-12 HD (Large), 13-24 HD (Huge), 25-36 HD (Gargantuan)
LA:-

A serpent, covered in snow white fur, burst from the nearby snowdrift, its coils wrapping around you as it sinks venom tipped fangs into your neck...

Snow snakes are a deadly arctic threat, preying on anything they can catch and kill, including polar bears and, for the largest specimens, the occasional whale. These snakes are covered head to tail in thick white fur that serves to insulate them against the cold. It is so great in fact that they can withstand even unearthly levels of cold, where any moisture would freeze instantly. For that reason, intelligent peoples often hunt these snakes in order to harvest their fur for cold weather gear. But it is not always clear who is the hunter, and who is the prey.
Adult snow snakes can reach lengths of twelve feet or more, with the eldest reaching lengths of forty feet or more, and being as big around as a barrel. They can weigh anywhere from one or two hundred pounds, all the way up to a ton or more.

Combat:
Snow snakes are consummate ambush predators; they will burrow into snow drifts along game trails or highly traveled roadways, and wait for prey to pass close by. They will then burst from hiding, coiling around their prey while simultaneously biting with their envenomed fangs. The venom attacks the muscles, making them lock up, and preventing the target from freeing itself from the snakes grip.

Constrict (Ex): A snow snake deals 1d6+7 points of damage on each successful grapple check.

Improved Grab (Ex): If a snow snake successfully makes a bite attack, it can then make a grapple attempt as a free action without provoking an attack of opportunity.

Poison (Ex): Injury, bite, Fortitude save DC 17, initial and secondary damage, 1 Str/1s4 Str. The damage is Con-based.

Snowsight (Ex): Snow snakes have a special membrane over their eyes that makes them immune to snow blindness, and also negates the miss chance from concealment due to snow.

Skills: Snow snakes have a +4 racial bonus on Hide Listen and Spot checks, and a +8 racial bonus to Balance, Climb and Swim checks. It can take 10 on Climb and Swim checks, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line.

Treasure: The pelt of a snow snake is highly valued in the making of cold weather gear. Due to its properties, a cold weather outfit basically makes its wearer immune to natural cold exposure. A cold weather outfit made from snow snake fur costs 1000GP; an intact fur from a Large animal can be sold for 250 GP. For every size category after that (up to Gargantuan), the price of a whole fur increases by 250GP. One outfit can be made from a Large fur, two from a Huge fur, and four from a Gargantuan fur.
Quick Reply
Cancel
13 months ago  ::  Jun 02, 2012 - 8:36AM #212
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778

Thumper


Small Magical Beast
Hit Dice: 4d10+4 (26hp)
Speed: 30ft
Initiative: +7
Armor Class: 16 (+1size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+1
Attack: Bite +6 melee (1d3+1)
Full Attack: Bite +6 melee (1d3+1)
Space/Reach: 5ft/5ft
Special Attack: Spines, Tremor
Special Qualities: low-light vision, darkvision 60ft
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 12, Int 6, Wis 10, Cha 4
Skills: Hide +10, Listen +2, Spot +2
Feats: Ability Focus (Tremor), Improved Initiative
Environment: Temperate Forests, Hills and Plains
Organization: Solitary, Pair, or Warren (3-6)
CR: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: 4-6 HD (Small), 7-12 HD (Medium)
LA:-

What appears to be a cross between an orange rabbit, a hedgehog, and maybe a sabertooth tiger, stands before you. It hammers its feet against the ground, and the ground ripples away, knocking you off your feet.

Thumpers are weak magical beasts that are more of a nuisance than a real threat, except to perhaps common folk. They resemble primitive rabbits; large, fierce, and ugly. The pelt is a rust orange color, and is made up of stiff, bristle-like hairs. They have over-large mouths full of steak knife sized teeth, perfect for devouring fleshy beings. They have large feet, perfect for causing localized tremors to unseat and unbalance food and foes alike.
Thumpers stand knee high to a human, and weigh 40 lbs.

Combat:
Thumpers have a relatively powerful bite attack, for their size, but their most powerful weapon is their feet. They have the ability to slam their feet rapidly against the ground to create shockwaves. These shockwaves can knock prey and food off their feet, bringing them down to the thumpers level.

Spines (Ex): The pelt of a thumper is stiff and spiky. Anyone attacking a thumper with natural weapons or unarmed strikes takes 1 point of piercing damage.

Tremor (Su): As a standard action that provokes attacks of opportunity, a thumper can slam one foot into the ground repeatedly, causing a small, localized tremor. This tremor affects a 10 ft radius around the thumper, and lasts until the thumpers next turn. Everyone standing on the ground in this radius must make a Reflex save DC 17, or fall prone. Creatures who are unusually stable, such as creatures with more than two legs, or dwarves, get their racial bonus to this save.
Quick Reply
Cancel
12 months ago  ::  Jun 12, 2012 - 3:05PM #213
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778

Witchwood


Medium Plant (Psionic)
Hit Dice: 3d8+6 (19hp)
Speed: 30ft fly (perfect)
Initiative: +2
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Leaf Slash +2 melee (1d4)
Full Attack: 2 Leaf Slashes +2 melee (1d4)
Space/Reach: 5ft/5ft
Special Attack: Douse, Psi-like Abilities
Special Qualities: blindsight 60ft, DR 5/slashing, plant traits, vulnerable to fire
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 10, Dex 15, Con 15, Int 10, Wis 12, Cha 3
Skills: Concentration +6, Hide +5, Move Silently +10, Psicraft +5
Feats: Ability Focus (Douse), Combat Manifestation
Environment: Any forest
Organization: Solitary, Cluster (3-5), Colony (6-10)
CR: 2
Treasure: Standard
Alignment: Usually Neutral
Advancement: 4-10 HD (Medium)
LA:-

A strange plant floats quietly in the air. Its roots are ridged and studded with woody knobs, and its four leaves are serrated to a wicked edge. As you bring your torch closer for a better look, the plant extends a flowery tube and douses it with water.

The psionic plant creatures known as witchwood are a specie quite useful to adventurers and survivalists, but only after they are dead. Named after the famed dousing rod, the body of these creatures can be used to find, collect, and store water. Killing the creature is another matter entirely.
Witchwood have a bulbous woody body where up to 1 gallon of water may be stored. It does not use this water for nutrition or hydration, but to put out any fire that comes near it. From the bottom of the body extend three thick roots studded with woody knobs. The creature plants itself in the ground or in a body of water and absorbs the liquid, swelling as it does so. From the top of the body extends a small woody trunk topped by a red flower that resemble a closed tulip, but with narrower petals. Extended laterally from the flower are four stiff, serrated leaves which serve the plant as a weak form of attack. Witchwood, from root to flower tip, are generally four feet tall.
Once a witchwood has been slain, one simply must cut off the flower and trunk, stopper the resulting opening, and stick the newly made water gathering device in the ground or a water source and wait. If anchored in a body of water, the device will gather 1 gallon in 10 minutes. If stuck in the ground, it will take 1 hour to gather the same amount. A witchwood water gather/container can sell for 10GP in most markets.

Combat:
Witchwood defend themselves with a combination of psionic abilities and darting slashes with their leaves. They can sense heat and brainwaves around them, and so can easily locate any living, thinking thing in their vicinity. They feed on blood and evaporated organic matter, and so have powers that allow them to hunt effectively.

Douse (Ex): When confronted with open, non-magical flame, such as a campfire or torch, the witchwood will extend a tube from its flower, and squirt water to put out the flame. It uses 1 pint of water per each douse attempt, and so can use this ability 8 times if it is holding 1 gallon of water. This attack does not provoke attacks of opportunity, has a range of 10ft, and has a Reflex save of DC 15 to negate. The save is Dex-based.

Psi-like Abilities : At will- dissipating touch (1d6). 3/day- entangling ectoplasm. 1/day- vigor (+15hp). Manifester level 3rd.

Skills: Since the witchwood floats effortlessly through the air, it seldom makes any noise luder than the rustling of its leaves. It receives a +8 racial bonus to Move Silently checks.
Quick Reply
Cancel
12 months ago  ::  Jun 23, 2012 - 5:30PM #214
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778

Kyohirna


Small Magical Beast
Hit Dice: 1d10+2 (7hp)
Speed: 20ft, 20ft climb
Initiative: +2
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-6
Attack: 4 stingers +5 ranged (1d4 plus poison), or bite -1 melee (1d3-3)
Full Attack: 4 stingers +5 ranged (1d4 plus poison) and bite -1 melee (1d3-3)
Space/Reach: 5ft/5ft
Special Attack: Stingers
Special Qualities: darkvision 60ft, low-light vision
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 5, Dex 14, Con 14, Int 4, Wis 10, Cha 8
Skills: Climb +10, Listen +2, Spot +2
Feats: Weapon Focus (Stingers)
Environment: Any warm land
Organization: Solitary, Pair, Brood (3-6)
CR: 1
Treasure: Half standard
Alignment: Usually Neutral
Advancement: 1-4 HD (Small)
LA:-

A fat brown and purple worm, about 2 feet long, inches its way towards you. It stops seeming to sense your presence. It then snaps its back end up and you feel several objects pierce your chest.

Kyohirna are the larval form of the Kyomora, or Acid Arrow Moth. Also called the mnticore worm, the kyohirna are newly hatched from the egg. At first they are only 6 inches long, but grow quickly, feeding on other small animals. Their maximum length is 3 feet long. The predation rate on these creatures is high, and so only a few live long enough to mature to the next life cycle. The main body of the kyonirna is a fleshy dark purple, slowly fading to a chitinous dark brown at the tail. Twenty four “stingers”, ranging from 5 to 8 inches in length, sprout from the creatures rear end. At any point, the worm can snap its rear end over its head, loosing a volley of four. Their head holds a small mouth full of razor sharp teeth, but deals very little damage.

Combat:
Kyohirna use their stingers for both hunting and defense. They will fill an animal with enough stingers to kill it, then devour it, stingers and all. They will also attempt to deter predators with a face full of stingers, keeping their spiked rear towards the aggressor.

Stingers (Ex): Kyohirna have a thicket of stingers sprouting from their rear ends. As a standard action, they can snap their rear up and loose a volley of four spikes, with a range increment of 30ft (max of 3 range increments). They have at most 24 stingers, and so can use this ability 6 times per day. They can hit up to two targets with this volley, but the targets must be within 10 feet of each other. Each hit deals damage and has a chance to poison the target. For each stinger that strikes a target the save DC increases by 1. The base save is Fort DC 12, and is Con-based. Target s who fail the save are paralyzed for 1d4+1 rounds.

Skills: Kyohirna receive a +8 racial bonus to Climb checks, and can use either their Str or Dex to modifier the skill.

Kyohyda


Medium Magical Beast
Hit Dice: 5d10+15 (42hp)
Speed: 20ft, 20ft climb
Initiative: +3
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attack: Pustules
Special Qualities: darkvision 60ft, low-light vision, resist acid 10
Saves: Fort +7, Ref +7, Will +1
Abilities: Str 15, Dex 16, Con 16, Int 4, Wis 10, Cha 8
Skills: Climb +13, Listen +3, Spot +3
Feats: Ability Focus (Pustules), Weapon Focus (Bite)
Environment: Any warm land
Organization: Solitary
CR: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-9 HD (Medium)
LA:-

An acid green caterpillar, the size of a wolf, wobbles towards you. Its back is covered in purple and yellow pustules of various sizes Beneath its large eyes is an overly large mouth full of huge fangs.

The next larval stage of the Kyomora, the Kyohyda looks nothing like it previous form. Five feet long and bright green, it was first thought to be a different breed of creature all together. It has lost the stingers of its old form, and replaced them acid filled pustules lining its back. The creatures bright coloration lets other predators know not to mess with it, though creatures immune to acid, such as black and green dragons, find them to be quite tasty.

Combat:
Kyohyda are ambush predators, lying in wait for smaller game to pass close to them, and thn striking with their powerful bite. Their acid pustules are used solely for defense; the kyohyda can constrict muscles in its back to pop a pustule, spray an area with acid.

Pustules (Ex): As a standard action that does not provoke attack of opportunity, the kyohyda can pop a pustule, unleashing a spray of acid. This attack takes the form of a 10ft cone and deals 2d6 acid damage. A DC 17 Reflex save halves the damage. The save is Con-based.

Skills: Kyohyda receive a +8 racial bonus to Climb checks, and can use either their Str or Dex to modifier the skill.

Kyomora


Large Magical Beast
Hit Dice: 10d10+40 (95hp)
Speed: 15ft, 15ft climb, 30ft (good)
Initiative: +2
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +10/+17
Attack: Bite +12 melee (1d8+3) or 4 acid arrows +11 ranged touch (2d4 acid)
Full Attack: Bite +12 melee (1d8+3) or 4 acid arrows +11 ranged touch (2d4 acid)
Space/Reach: 10ft/5ft
Special Attack: Acid Arrows, Poison Scales
Special Qualities: darkvision 60ft, low-light vision, resist acid 10
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 17, Dex 15, Con 19, Int 6, Wis 12, Cha 13
Skills: Climb +15, Listen +7, Spot +7
Feats: Alertness, Fly-by Attack, Virulent Poison, Weapon Focus (Bite)
Environment: Any warm land
Organization: Solitary or Pair
CR: 6
Treasure: Standard
Alignment: Usually Neutral
Advancement: 10-15 HD (Large), 16-25 HD (Huge)
LA:-

A great purple and acid green moth floats silently through the night.

The adult stage of the Kyomora, also known as the acid arrow moth. This great moth has a wingspan of 15ft or more, with a body that is 8ft long. The body is covered in fuzzy purple fur and dusty scales, while the wings are mottled bright green and purple. The head much resembles that of the caterpillar stage, with a mouth full of overly large teeth, and large black eyes. Now a pair of large feathery antennae crown the head as well. Combining the defenses of both of its younger life stages, the kyomora has a thicket of acid green spikes sprouting from its rear end. These spikes can be fired off just like the kyohirna, and are filled with acid, just like the kyohyda. It uses these to quickly take down prey.
The kyomora must eat almost constantly, preparing to mate and create a whole new generation of kyohirna. They are active both during the day and at night, and favor prey there size or larger, but will take smaller game if larger game is not available.

Combat:
Unlucky is the adventurer who crosses the rare pair of kyomora. Most often found alone, kyomora are quiet deadly if disturbed while mating. Their arsenal of spikes is quite greater than the kyohirna, and far more deadly. Their bite can also leave great wounds or even kill weaker prey in a single bite. If its acid stingers fail to deter threats, the kyomora can also release a cloud of poisonous dust from its wings.

Acid Arrows (Ex): Ranged touch attack, 30ft range (max 3 range increments). Each cluster, no matter how many hits a single target, does 2d4 acid damage, and repeats on the kyomoras turn for 2 rounds. Each round, the kyomora can fire off 4 acid arrows, hitting up to 4 separate targets, all of which must be within 10ft of each other. The kyomora has 48 acid arrows growing from its rear end. Loosing volleys of 4, it can use this ability 12 times a day.

Poison Scales (Ex): Poisonous scales cover a kyomoras wings. As a standard action, by flapping its wings really hard, it can loose a cloud of spores in a 30ft cone. A Fortitude save DC 21 Fortitude save negates the poison. The save DC is Con-based.
Kyomora dust, inhaled, Fort save DC 21, initial and secondary damage, paralysis/1d4 Dex.

Skills: Kyomora receive a +8 racial bonus to Climb checks.
Quick Reply
Cancel
11 months ago  ::  Jul 14, 2012 - 11:15AM #215
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778




Stink Spirit


Huge Outsider (Extraplanar, Spirit)
Hit Dice: 12d8+96 (150hp)
Speed: 20ft, 20ft swim
Initiative: -2
Armor Class: 6 (-2 size, -2 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +12/+23
Attack: Slam +13 melee (2d6+3)
Full Attack: 2 Slams +13 melee (2d6+3)
Space/Reach: 15ft/10ft
Special Attack: Engulf, Overflow, Stench
Special Qualities: Can't Get Any Uglier, darkvision 60ft, DR 10/bludgeoning, immune to acid, non-lethal damage, critical hits and sneak attack damage, poison and disease
Saves: Fort +16, Ref +6, Will +11
Abilities: Str 16, Dex 7, Con 26, Int 6, Wis 17, Cha 4
Skills: Diplomacy +12, Listen +18, Search +13, Sense Motive +18, Spot +18, Swim +26
Feats: Ability Focus (Engulf), Ability Focus (Stench)
Environment: Any warm land or aquatic
Organization: Solitary
CR: 10
Treasure: Standard (gold and gems only)
Alignment: Varies (based on plane of origin)
Advancement: 13-20 HD (Huge), 21-34 HD (Gargantuan), 35-49 HD (Colossal)
LA:-

An unearthly, revolting stench slams into you, nearly bowling you over with its horrible aroma. A quivering mass of brown gunk slides closer, a puddle of semi-transparent goo puddling around it. Dark gashes on the mass seem to serve as eyes and a mouth.

Stink spirits reside on several of the Outer Planes, and their alignment varies depending on where they formed. They can be found from the Outlands, to the Depths of Hell, and to the wilderness of the Beastlands. They all share the same appearance, and the same gut wrenching odor.
Stink spirits appear as giant, ambulatory piles of brown gunk, oozing a foul purple fluid that pools around them quickly. Their stench can be smelled from hundreds of feet away, it is one of the most overpowering smells in the multiverse. It is rumored that if one were to touch a beings bare flesh, that creature would smell bad forever. Most stink spirits are kindly, if a bit misunderstood, although those from the evil aligned planes are actively malicious.

Combat:
Stink spirits rely on their smell to keep foes at bay, and few creatures would willingly approach a stink spirit. Most spirits have accumulated a wealth of gold and gems, and so the desperate treasure seeker may attack one to gather its hoard.

Can't Get Any Uglier (Ex): Stink spirits are universally considered revolting and reviled. They have a low Charisma score, representing their foul smell and appearance, but this score cannot be worsened. They are immune to Charisma damage and drain.

Engulf (Ex): Although it moves slowly, a stink spirit can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The stink spirit merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the spirit, but if they do they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed a DC 21 Reflex save of be engulfed; on a success, they are pushed back or aside (their choice) as the spirit moves forward. Engulfed creatures are subject to the spirits stench ability, and are considered grappled and trapped within its body. The save DC is Strength-based.

Overflow (Ex): The semi-transparent, purple fluid that constantly leaks from the stink spirits body can quickly fill enclosed spaces, and slick entire floors. Every other round, the pool of fluid spreads 5ft, creating a radius around the spirit. If in an enclosed room, the fluid will eventually fill it, given enough time, and may drown creatures who can't escape (water breathing does not negate the drowning). If not in an enclosed room, the fluid spreads out at the same rate, slicking an ever widening area. The slick floor requires a DC 15 Balance check to move across; failing this, the foe falls prone. The fluid evaporates 10 minutes after the stink spirits leaves the area.

Stench (Ex): It is said that the stink spirit embodies the foulness of all odors of the universe, from the smell of death and rot, to the stink of skunk and troglodyte. All creatures who can smell, and who approach the stink spirit must make a save as appropriate, and as illustrated on the following table.

Range

Save DC

Effect

100ft

18

Sickened 1d4+1 rounds

75ft

20

Sickened 1d4+3 rounds

50ft

22

Sickened 1d6+3 rounds

25ft

24

Nauseated 1d4+1 rounds

< 10ft

26

Nauseated 1d6+2 rounds



Skills: Stink spirits have a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always 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.
Quick Reply
Cancel
11 months ago  ::  Jul 14, 2012 - 11:17AM #216
MrAdam
Date Joined: Jun 19, 2004
Posts: 259
Holly Sweet Jumping Cthulhu on A Pogo-Stick!! I thought those horrible Sadistic wizards Did away with all the 3.5 threads but it takes more than a crappy, Inferior New edition To do away with this thread!! Here I was thinking the UNM thread had been swallowed by oblivion, but i was wrong, and with so many of my Bizarre designs given life, I should have had more faith in the power of horrific creatures. In any event, I uploaded two more of my Goons drawings (17 + 18 Respectively) And here is one of the monsters I myself tried my hand at breading, which is note my forte, but I thought the thread was gone and I had to give life to my bizarre creatures


Hill Hopper


Medium Aberration


Hit Dice: 2d8+2 (HP 10)


Speed: 30 (6 squares)


Initiative: +3


Armor Class:  15 (+3 DEX +2natural) touch 13 flat-footed 12


Base Attack/Grapple: +1/+2


Attack:  Bite + 2 (id6+1)


Full Attack: Bite + 2 (id6+1)


Space/Reach: 5’ / 5’


Special Attack: N/A


Special Qualities: Prodigious Leap, Dark-vision 60’


Saves: Fort+1 Ref +3 Will +4


Abilities: Str12 Dex 16 Con 12 Int 9 Wis 12  Cha 9


Skills: Jump +10* Intimidate +3 Perception 3 Stealth 7 Tumble +7


Feats:  Dodge


Environment: Temperate to tropical hills


Organization: Solitary or hunting party 3-10


CR: 1


Treasure: Incidental Shiny objects


Alignment: Chaotic Evil


Advancement:


LA: N/A


A bizarre aberration known for it’s prodigious leaping ability, the hill hopper an odd predatory creature, with a great, misshapen sack of a head, with a single, red glaring eye, and a mouth-full of teeth like knives. The hopper’s name comes from it’s two immensely muscular, backwards facing legs , which are attached to the sides of it’s head and are adapted solely for jumping, propelling it in leaps up to 30’ or more.


Combat


            Hill hoppers use their incredible jumping ability to get the drop on their prey, weather pouncing on it from above, or surprising it from below, groups of hill hoppers will mob their prey while solitary ones will use hit and run tactics. Hill hoppers are by no means stupid or suicidal will not hesitate to run when their prey proves too much for them


 


Prodigious Leap (EX) A hill hopper can jump up to 30’ in a single bound, and gets +1o to all jump checks. Additionally, A hill hopper can take 10 on a jump check even when rushed or threatened



PS And I LOVE Spirited away, Miyazaki is a genius. Any chance you can stat the raddish spirit soon?
Quick Reply
Cancel
11 months ago  ::  Jul 14, 2012 - 4:33PM #217
BlackDragon71425
Date Joined: Oct 26, 2007
Posts: 778
I love pretty much anything that man creates.  I could make the radish spirit, but what kinda abilities and whatnot do you think he'd have?  He doesn't get much air time in the movie, and the only thing said about him is that he is cranky.  I've been trying to figure out Noface, but can't nail down a type and subtype.  I was thinking outsider, with extraplanar subtype.  And also how to go about wording his ability to grow with the amount her eats.  He'd have Spell-likes for creating matter, probably fabrication and major creation, to represent how he mkes gold.

Also, OHHHHH, color pictures, your stepping your gme up, lol  I love all those goons, I should be able to make something for all of them.

And yes it blows that Wizards bundled the entire 3.5 board, you may just have to dig back a few pages to find this thread. 
Quick Reply
Cancel
11 months ago  ::  Jul 15, 2012 - 8:11AM #218
MrAdam
Date Joined: Jun 19, 2004
Posts: 259
I'm glad you like the goons series, Truth be told I originaly planned it as a "visual request" for you (and anyone else who would like to try their hand at creature breeding) and it realy took off on deviant art and it's up to #21 now, so there you go. Presented are two more goons that I really like (13 + 14) since the goons in color seem to be such a hit I've started work on some new ones.


As for the raddish spirit, other than him squeaking as he lumbers around and having a desire to protect little girls, umm raddishes are high in acid a burn your mouth when you bite into them, and let's not forget about wasabi, which dosen't even have a flavor, it's just hot, ummm....acid powers, maybe, burrowing? Making a cool squeaking sound when he walks?
Quick Reply
Cancel
11 months ago  ::  Jul 15, 2012 - 11:20AM #219
draco1119
  • California Dragon
Date Joined: Sep 25, 2005
Posts: 12,686
Could you do an updated Barney the Dinosaur? I've seen 2e stats for him, but afaik, no one has updated them for 3.5.
"Today's headlines and history's judgment are rarely the same.  If you are too attentive to the former, you will most certainly not do the hard work of securing the latter."  -Condoleezza Rice

"My fellow Americans... I've just signed legislation that will outlaw Russia forever.  Bombing begins in five minutes." - Ronald Reagan

This user has been brought to you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"

Resident Pithed-Off Dragon
Buttler of the House of Trolls
Quick Reply
Cancel
11 months ago  ::  Jul 17, 2012 - 7:49AM #220
MrAdam
Date Joined: Jun 19, 2004
Posts: 259
Barney the Dinosaur? I'm surprised anyone remembers that large purple stain on the universe, in any event presented are two more of the goons series, and as an extra added bonus, one is in full collor and as a double freakin' bonus a zombie chef
Quick Reply
Cancel
Page 22 of 46  •  Prev 1 ... 20 21 22 23 24 ... 46 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing