The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?
I will immediately report any Phishers or Lonely Hearts Scam Artists.
The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?
Maybe.. I originally made it as a large otherwoldly wolverine with an ugly goblin-like face, plus the shoulder spines. Maybe Life Sciences will make a 'domesticated' guard version maybe.
The child trap probably would be exterminated by humans if they settled the world. But what if the people who settled the world were environmentalists who believe every life form has it's purpose. Hey, the plant can be a source of fuel that is renewable as long as you have some plants around. Collect the gas and use it for explosives or fuel for stuff.
I'm still working on the organic artillery peacock.
Shitake Snail. I was thinking of a useful creature. A Shitake Snail concentrates poisinous phospherous in its skin. A shitake snail can squirt acid from its mouth like an ankheg. A shitake snail crawls along the jungle floor leaving a slime tail that contains waste material. The waste material of a shitake snail contains a fungal infection that grows into a sort of super-shitake mushroom. If the Shitake snail weighes 200 lbs and is 7 feet long mushroom pickers could follow its backtrail and gather a lot of edible mushrooms. just an odd creature thought.
I will immediately report any Phishers or Lonely Hearts Scam Artists.
The shitake (pronounced shy-tAEk) snail is indigenous to a small world that is covered in lakes and deciduous trees and an abundance of moss, fungus and mushrooms. The low gravity, about 0.7 G, has allowed for large insectoid life forms. There is a significant low amount of mammals for some reason on this planet. The shitake snail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell, and excretes slime in order to move. A large snail, measuring about 8 to 10 feet long, with a shell that measures about 5 to 7 feet in diameter. It eats various mosses and grasses which are poisonous to other life forms. These snails travel across the planet endlessly looking for food and eventually mates. Many creatures follow the snails as the slime trail, mixed with their excrements, grows a type of mushroom that is surprisingly high in nutrition. Due to this symbiotic relationship between the snail and many creatures from the same planet, the snail usually doesn't have to worry about predators as the following creatures will usually drive off predators from their food source. Some people have collected a number of these snails and kept them in pastures and harvest the mushrooms and sell them as nutrition supplements or another form of rations. Their shells can also be used in homespun armour or shields or used as storage units. For defense, the shitake can hide in its shell, or spit an acidic bile at foes up to 50 feet away.
Shitake Snail (Large Vermin) Type: Vermin Size: Large CR: 2 Hit Points: 5d8+20 (42) Mas: 18 Init: -1 Speed: 20 ft Defense: 11 (-1 size +3 nat -1 Dex) BAB/Grp: +3/+12 FS/Reach: 5 ft by 10 ft / 5 ft Attacks: Bite +7 melee 1d8+5 Special Attacks: Acid spit Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell, poison immunity Allegiances: Saves: Fort +8, Reflex +0, Will +0 Reputation: Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2 Skills: Listen +4, Search, Spot +4 Feats: none Possessions: Advancement: 4-6 HD (Large)
Acid Spit The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll, dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 foot radius. The shitake can spit once every other round.
Armoured Shell When threatened and the snail can't get away or its acid spit isn't working, it'll crawl into its shell which denies it it's Dexterity modifier to Defense, and can't move, but is immune to things such as sneak attacks or critical hits and gains damage reduction 5/-.
Mushroom The slime path left behind the shitake snail, mixed with its excrements, contain mushroom spores that it's digestive system doesn't process and causes them to multiply. The trail will grow about 3d4 mushrooms in a five foot square. Four mushrooms are enough to be used as a day's worth of rations for a medium sized creature. Unless processed or kept frozen, a mushroom is only good for about a week before it isn't safe to eat by most humanoids.
Poison Immunity Shitake snails are immune to all poisons, making the use of insecticides completely useless against them.
In D+D we had the Flail Snail, for every HD it had a heavy clublike antena that could be used like a mace. We had the Prismatic Snail whose shell gave off a Prismatic Wall like effect. We also had the Giant Slug that could move thru small openings and squirt enough acid to disolve Pcs. Not many Gastropods in use these days.
I will immediately report any Phishers or Lonely Hearts Scam Artists.
Don't how to post the tables so here is a link. Living Dead
I do most of my write ups in OneNote, including tables and just copy and paste. If I look at my html stuff again I can do tables that way but gets annoying.
@ Smiter : I'm pretty sure there are several versions of the xenomorph online. I know I had one ages ago, but lost it. I suppose I could take a crack at it at some point.. maybe even make some of the variant versions from the toys I saw years ago..
In the meantime, another alien critter for you folks.
Blast Lizard
A blast lizard is a small reptile with the ability to emit a cone of sonic energy from an orifice in its forehead. Blast lizards are small, grayish-red creatures less than half the size of a man. They are carnivorous, possessing large claws for burrowing and powerful jaws for cracking bones. However, their fierce appearance belies their typically inoffensive demeanor. Blast lizards dwell in harsh lands. The head of the blast lizard is marked by a small orifice set above and between the eyes. The uninformed conclude that the creature breathes through this opening, which it regularly opens and closes using a thin membrane. This assumption is dangerously wrong, however, as those familiar with blast lizard are aware. When startled or attacked, the blast lizard is capable of projecting a devastating cone of sonic energy from this orifice. Blast lizards come from a mostly desert world which is high in resources, which many governments want to exploit. Although a few mining outposts have had some problems due to groups of blast lizards attacking mining teams, scaring them off usually. So far no fatalities have been reported, although many injuries, which slows production.
Blast Lizard Type: Reptile Size: Small CR: 3 Hit Points: 5d8+5 (27 hp) Mas: Init: +0 Speed: 20 ft, burrow 20 ft Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16 BAB/Grp: +3 /-1 FS/Reach: 5 ft by 5 ft / 5 ft Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1 plus poison Special Attacks: Breath weapon, poison Special Qualities: Darkvision 30 ft Allegiances: Saves: Fort +5, Reflex +4, Will +1 Reputation: Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10 Skills: Hide +5, Move Silently +5, Listen +5 Feats: Dodge, Run Possessions: Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD (Large)
Combat When threatened, a blast lizard first attempts to escape by burrowing away. Should this fail, it turns and unleashes its secret weapon, a cone of focused sound that emanates from its blowhole. When attacking creatures smaller than itself, the blast lizard relies on its bite, claws and tail attack.
Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from the orifice in its forehead. The cone is 30 feet long and 15 feet wide at the end. Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC 13) for half damage. Because this attack is so sudden, there is a -4 circumstance penalty applied to the save unless the character knew of the blast lizard's ability prior to being targeted by it (either by being warned, seeing it in action, or by making a Knowledge (xenobiology) check, DC 20). This penalty only applies to the first breath weapon attack made by the first blast lizard an individual encounters. Those in the cone must also make a Fortitude save, DC 13, or be deafened for 1d4 rounds, unless wearing proper ear protection.
Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) with each successful tail attack. The initial and secondary damage is the same, 1 point of Constitution damage.
Advancement Notes: Save DCs are increased by 1 per two HD added. The breath weapon damage increases 1 die per two HD of the creature.
Frostfire Grenade Although almost all Desmou are taught how to create the frostfire flasks, which are like molotov cocktails, there exists far more potent grenade versions. The hand grenade version deals 4d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half, and deals 2d6 points of cold damage the next round. The target can attempt to scrap or wash off the frostfire, if desired. Removing frostifre by scraping requires a successful Reflex save (DC 15). Alternatively, the substance can be removed automatically by dousing it with at least one pint of alcoholic or acidic solution, such as wine, beer, or vinegar. Either method requires a full-round action. PDC 15 for 5.
40mm Grenade The 40mm grenade format is more like a mini grenade to the Desmou, and deals 3d6 cold damage to a 10 foot radius, Reflex save DC 14 for half. If not removed, deals 1d6 points the following round. PDC 16 for 5.
65mm Grenade Desmou use 65mm grenades in their grenade launchers, and are identical to the 40mm grenades, except they deal 3d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half damage. If not removed, the next round will suffer 2d6 points of cold damage. PDC 17 for 5.
Desmou Ballistic Weapons Desmou have a love of ballistic weapons, and due to their larger stature, their weapons are larger. Desmou equivalent sized weapons of human ones are one size category larger, deal one extra die of damage. The range is increased by 15 feet for most weapons. Increased PDC for a Desmou sized equivalent weapon by +1. Many desmou weapons will also be masterwork, with about 60% of all weapons being at least Desmou also have an interest in making unique and specialized ammunition for their ballistic weapons. About 30% of all specialized ammunition created for use by several large government militaries and mercenaries and bounty hunters come from desmou factories.
Desmou don't use laser weapons very much, usually only in use of precision work and for snipers. 75% of all desmou lasers are dedicated sniper weapons of at least +1 masterwork quality, deal +1 die and have 50% more range than those of other species.
Desmou do favour plasma weapons which they've developed moreso over laser weapons. Desmou have developed a variety of plasma weapons including plasma shotguns, cannons, pistols and rifles, many featuring various fire modes. Desmou plasma weapons usually deal +1 die and are one size category larger. They usually also have about 10% increase in ammunition capacity, or feature a 'hotshot' mode (variable charge gadget, but weapon does not explode if it isn't discharged after being charge, instead it lowers the bonus die over same number of rounds as it was charged), which increases PDC by +5 (this is only for desmou weapons and not for other species as they haven't discovered the desmou secret of this far safer method of charging of plasma weapons).
Desmou Aircraft Most desmou aircraft and spacecraft, smaller than corvette class, will feature large wings, usually modelled after bat wings, that are also variable geometry and can fold for better storage. This gives their aircraft greater maneuverability, even with their slower speeds than other species ships, with a +1 bonus to maneuverability. In aircraft that can make planetary landings from space, usually have the wings fold forward to act as a heat shield for atmospheric re-entry. The design gives desmou fighters a +2 to Intimidate checks when they first approach a target, which ground attack craft use to great advantage as the silhouette of their craft creates a large bat-like shape on the ground as they swoop in with the sun behind them. If a desmou aircraft ever has its engines disabled, it is able to glide to the ground safely. Desmou starships all carry light fighters, even corvettes, which usually have up to at most 4 fighters, usually on external racks if there isn't much hanger space. Their starships also carry a mix of ballistic and plasma weapons, with only a few ships, usually stealth units that mount lasers for long ranged combat.
Sample Desmou Weapons
Hi'ruN Plasma Pistol (PL6) Damage: 3d10 Critical: 20 x2 Damage Type: fire Range Increment: 55 ft Rate of Fire: S Size: Large Weight: 6 lbs Ammo: 60 box Purchase DC: 25 Notes: Hot shot. Variable charge gadget that doesn't explode, instead slowly steps down the bonus die over same time it was charged.
Hi'ruN Plasma Rifle (PL6) Damage: 4d10, varies by grenade Critical: 20 x2 Damage Type: fire, varies by grenades Range Increment: 95 ft, 75 ft grenade Rate of Fire: S, A / semi grenade Size: Huge Weight: 18 lbs Ammo: 50 box, 8 internal grenades Purchase DC: 29 Notes: Scatter mode, underbarrel 40mm grenade launcher. Scatter mode: releases several smaller plasma bolts in a cone 50 feet long, 35 feet wide, dealing 2d10 points of damage, Reflex save DC 21 for half damage.