Kirinke's Compendium of Wondrous Creatures: Harpies, Hellhounds and Hippogriffs OH MY!

Where in all of your character write ups will go.
Jabroniville
Posts: 8842
Joined: Fri Nov 04, 2016 8:05 pm

Re: Kirinke's Compendium of Wondrous Creatures: Elementals!!!!!

Post by Jabroniville » Wed Jul 11, 2018 9:41 pm

Wow, you made these guys really high-end- the top of the line Elementals :).

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: Elementals!!!!!

Post by kirinke » Wed Jul 11, 2018 9:55 pm

I'm kinda eyeballing it and I plan on seeing if I can redo some of it, like with the Earth Elemental. Any ideas on improvements?
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

Jabroniville
Posts: 8842
Joined: Fri Nov 04, 2016 8:05 pm

Re: Kirinke's Compendium of Wondrous Creatures: Elementals!!!!!

Post by Jabroniville » Wed Jul 11, 2018 11:13 pm

oh, I dunno- they look fine to me. Just high-tier threats, like the Elder Elementals are. I'm pretty sure you added stuff that even I left off :).

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: Elementals!!!!!

Post by kirinke » Wed Jul 11, 2018 11:17 pm

Yeah, you can always scale down the PL for lower level groups, but for a group of PL 8s, one of those suckers would be a significant threat. For PL 10's and up, just add more! :)

I even went back through the elemental characters and managed to shave off some points. They're better for it.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Elemental, Water PL 10/169

Post by kirinke » Thu Jul 12, 2018 12:08 am

Image
Like all elementals, water elementals are the physical embodiments of the element from which they are made of. Water elementals are calm, slow to anger, yet when roused, they can create tsunamis that can swamp entire coastlines .

ABILITIES
0 STR
10 STA
0 AGL
0 DEX
0 FGT
0 INT
2 AWE
2 PRE
PP 8

DEFENSES
7 DODGE
9 PARRY
10 FORT
10 TOUGH
7 WILL
PP 27

ADVANTAGES
Close Attack 10, Improved Aim, Ranged Attack 10
PP 11

SKILLS
0(10) Expertise: The Planes
2(10) Insigh
2(18) Intimidation
2(10) Perception
2(18) Persuasion
PP 19

WATER ELEMENTAL ATTRIBUTES
19PP Alternate Form (Liquid) (Activation: Free Action): Concealment: Concealment 4 (All Visual Senses; Limited: Limited to Underwater), Elongation: Elongation 10 (Elongation: 2 miles, +10 to grab), Insubstantial: Insubstantial 1 (Fluid)
Darkvision: Senses 2 (Counters Concealment: Darkness)
12PP Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round), Swimming: Swimming 10 (Alternate; Speed: 500 miles/hour, 1 mile/round)
11PP Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks), Shrinking: Shrinking 5 (Alternate; -1 STR, -2 Intimidate, +5 Stealth, +2 active defenses, -1 size rank)
20PP Immunity: Immunity 20 (Damage Effect: stunning, Damage Effect: paralysis, Life Support)

WATER ELEMENTAL POWERS
Aqua-Port: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate; Medium: Bodies of Water)
Blinding Splash: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: Vision)
Create Water: Shapeable Area Create 10 (Volume: 1000 cft., DC 20; Shapeable Area: 30 cft., DC 20, Increased Duration: continuous, Precise, Selective; Limited: water)
Drown: Concentration Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Concentration, Cumulative, Increased Range: ranged)
Hydrokinesis: Shapeable Area Move Object 10 (25 tons; Shapeable Area: 30 cft., DC 20, Precise, Selective; Limited: Water)
Water Control: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Precise, Selective)
Water Net: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
PP 37


LANGUAGES
Aquan

COMPLICATIONS
A water elemental's defenses are not nearly as effective versus cold based attacks, granting them a +5 DC.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Elf, Half PL 8/120PP

Post by kirinke » Sat Jul 14, 2018 12:36 am

Image
Often mistaken for elves, half elves are not in fact a true elven sub-race. They tend to have the best of both worlds though. Below is a basic half elven warrior.

ABILITIES
0 STR
1 STA
1 DEX
1 AGL
1 FGT
0 INT
0 AWE
1 PRE
PP 10

DEFENSES
1(8) DODGE
1(8) PARRY
1(6) FORT
1(8) TOUGH
1(8) WILL
PP 26

ADVANTAGES
Accurate Attack, Benefit, Ambidexterity, Close Attack 7, Defensive Attack, Fighting Style: Fencing, Improved Aim, Improved Defense, Improved Disarm, Improved Initiative 2, Languages 2, Power Attack, Ranged Attack 7, Taunt
PP 26

SKILLS
1(9) Stealth
1(9) Perception
1(9) Insight
PP 8

HALF-ELVEN ATTRIBUTES
01PP Speed 1
01PP Immunity to Sleep
01PP Immunity to Aging (Half effect)
02PP Feature 2: +2 DC vs Magic
10PP Senses: Low Light Vision, Acute/Analytical Hearing/Sight
PP 15

DEVICES
06PP Leather Armor of Protection (Removable): Protection: Protection 7 (+7 Toughness)
10PP Long Sword (Easily Removable): Damage: Damage 8 (piercing, slashing, DC 23; Penetrating 8)
14PP Longbow (Easily Removable): Blast: Damage 8 (piercing, projectile, DC 23; Increased Range: ranged, Penetrating 8)
05PP Bag of holding III (Easily Removable): Dimensional Pocket 4, Teleport 1, Accurate. Holds 1000 lbs, weights 30 lbs
PP 35
Last edited by kirinke on Sat Jul 14, 2018 2:46 am, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Elf, Aquatic PL 8/120PP

Post by kirinke » Sat Jul 14, 2018 1:39 am

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Aquatic elves are the water-breathing counter-parts to land-elves. Below is a basic aquatic elven sorcerer.

ABILITIES
0 STR
0 STA
2 DEX
2 AGL
2 FGT
2 INT
2 AWE
2 PRE
PP 24

DEFENSES
2(8) DODGE
2(8) PARRY
0(4) FORT
0(8) TOUGH
2(8) WILL
PP 12

ADVANTAGES
Languages 1, Benefit, Ambidexterity, Close Attack 6, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Ranged Attack 6, Taunt
PP 20

SKILLS
2(12) Acrobatics
2(10) Athletics
2(10) Deception
2(10) Expertise: Survival
2(10) Expertise: Tactics
2(10) Insight
2(10) Intimidation
2(10) Perception
2(10) Persuasion
2(12) Stealth
PP 29


AQUATIC ELF ATTRIBUTES
02PP +2 DC vs Magic
07PP Immunity: Immunity 7 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Sleep, Suffocation: Drowning)
02PP Movement: Movement 1 (Environmental Adaptation: Aquatic)
08PP Senses: Senses 8 (Acute: Hearing, Acute: Sight, Analytical: Hearing, Analytical: Sight, Counters Concealment: Sight, Darkvision)
02PP Swimming: Swimming 2 (Speed: 2 miles/hour, 30 feet/round)

Water Magic Array
Aqua-Healing: Healing 8 (Stabilize)
Hydrokinesis: Move Object 8 (6 tons; Increased Range: perception, Precise; Limited: Water)
Wall of Water: Create 8 (Volume: 250 cft., DC 18; Limited: Walls)
Water Blast: Damage 8 (water impact, DC 23; Increased Range: ranged)
Water Shaping: Create 8 (Volume: 250 cft., DC 18)
PP 21

DEVICES
04PP Ring of the Blessed Sea (Removable) Enhanced Trait: Enhanced Trait 4 (Traits: Fortitude +4 (+4)), Immunity: Immunity 1 (Suffocation: Alien environment (out of water))
06PP Sea Armor (Removable): Protection: Protection 8 (+8 Toughness)
04PP Trident of Striking (Easily Removable): Trident of Striking: Damage 4 (DC 19; Accurate 2: +4, Disarming, Reach (melee): 5 ft.)
PP 14

COMPLICATIONS
Disability: Water bound: Aquatic Elves can exist out of water for 1 hour per stamina point before they start to suffocate. Abilities, devices, magic and such-like can negate this.

Languages
Elven, Common
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Elf, Basic PL 8/120PP

Post by kirinke » Sat Jul 14, 2018 3:32 am

Image
There isn't much difference between high, grey, wild and wood elves, save for some basic fluff. High elves are the most common type of elf and are also the friendliest of the lot. Grey elves are pretty much assholes (they say arrogant and aloof, but pfft. Even other elves think they're jerks, which is saying something). Wild elves are the elven version of Picts. Wood elves are a bit more civilized than wild elves, but they still tend to keep to the deep forest and do not like company all that much. Below is a basic elf warrior.

ABILITIES
0 STR
0 STA
2 DEX
2 AGL
2 FGT
2 INT
2 AWE
2 PRE
PP 24

DEFENSES
2(8) DODGE
2(8) PARRY
0(4) FORT
0(8) TOUGH
2(8) WILL
PP 20


ADVANTAGES
Accurate Attack, Close Attack 6, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative, Languages 2, Power Attack, Ranged Attack 6, Taunt
PP 21

Skills
2(8) Acrobatics
0(8) Athletics
2(8) Insight
2(8) Perception
2(8) Persuasion
2(10) Stealth
PP 14

ELVISH ATTRIBUTES
07PP Elvish Senses: Senses 7 (Acute/Analytical Hearing/Sight, Counters Concealment: Sight, Low-light Vision)
02PP +2 DC Vs Magic
04PP Immunity: Immunity 4 (Aging, Disease, Poison, Sleep)
02PP Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
PP 15

DEVICES
06PP Leather Armor of Protection(Removable): Protection: Protection 8 (+8 Toughness)
10PP Long Sword (Easily Removable): Long Sword: Damage 8 (piercing, slashing, DC 23; Penetrating 8)
10PP Longbow (Easily Removable): Arrows: Damage 8 (projectile, DC 23; Increased Range: ranged)
PP 26

LANGUAGES
Common, Elvish, Sylvan
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: Elves!!!!!

Post by kirinke » Sat Jul 14, 2018 1:43 pm

Image
Drow are the bad boys and girls of the Elven world. They live underground, worship a spider goddess and are generally considered evil wack-jobs by everyone else. There are some exceptions to the rule, but generally speaking, they're not anybody you want to meet in a dark alley.

ABILITIES
0 STR
0 STA
2 DEX
2 AGL
2 FGT
2 INT
2 AWE
2 PRE
PP 24

DEFENSES
2(8) DODGE
2(8) PARRY
0(4) FORT
0(8) TOUGH
2(8) WILL
PP 22


ADVANTAGES
Accurate Attack, Close Attack 6, Defensive Attack, Fighting Style: Fencing, Improved Aim, Improved Defense, Improved Disarm, Improved Initiative 2, Languages 2, Power Attack, Ranged Attack 6, Taunt
PP 23

SKILLS
2(10) Acrobatics
2(10) Deception
2(10) Insight
2(10) Intimidation
2(10) Perception
2(10) Persuasion
2(12) Stealth
PP 19

ELVISH ATTRIBUTES
05PP Elvish Senses: Senses 5 (Acute: Sight, Acute: Hearing, Analytical: Sight, Analytical: Hearing, Low-light Vision)
02PP +2 DC vs Magic
04PP Immunity: Immunity 4 (Aging, Disease, Poison, Sleep)
02PP Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
PP 13

SPELL-LIKE ABILITIES
Dancing lights
Create: Create 2 (Linked; Volume: 4 cft., DC 12; Movable, Precise)
Darkness: Environment 1 (Alternate; Visibility (-2), Radius: 30 feet)
Environment: Environment 1 (Linked; Light, Radius: 30 feet)
Faerie Fire: Senses 5 (Alternate; Counters All Concealment: Sight)
PP 10

DEVICES
06PP Leather Armor of Protection (Removable): Protection: Protection 8 (+8 Toughness)
04PP Long Sword (Easily Removable): Long Sword: Damage 8 (piercing, slashing, DC 23)
10PP Longbow (Easily Removable): Arrows: Damage 8 (projectile, DC 23; Increased Range: ranged)
PP 20

COMPLICATIONS
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area

LANGUAGES
Common, Elvish, Undercommon
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Ethereal Filtcher PL 8/120

Post by kirinke » Sat Jul 14, 2018 2:18 pm

Image
Ethereal filtchers are among the oddest creatures that dwell in the ethereal planes. They are not truly malicious, though they do love bright shiny things and love stealing them from passerby.


ABILITIES
0 STR
8 STA
0 DEX
8 AGL
0 FGT
0 INT
0 AWE
0 PRE
PP 32

DEFENSES
0(2) DODGE
0(2) PARRY
0(8) FORT
0(8) TOUGH
0 WILL
PP 4

ADVANTAGES
Improved Grab, Close Attack 8
PP 8

SKILLS
0(14) Perception
0(14) Stealth
8(14) Sleight of Hand
PP 12

ETHEREAL FILTCHER ATTRIBUTES
11PP Bite and Claw: Damage 8 (DC 23; Multiattack [5 ranks only])
6PP Ethereal Sight: Senses 6 (Acute: Magic, Analytical: Magic, Counters Concealment: Darkness, Detect: Magic 2: ranged)
04PP Ethereal Travel: Movement 2 (Dimensional: Ethereal Plane 1: one dimension, 50 lbs., Wall-crawling 1: -1 speed rank)
06PP Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round), Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour), Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
10PP Immunity: Immunity 10 (Life Support)
20PP Insubstantial: Insubstantial 4 (Incorporeal)
04PP Invisibility: Concealment 2 (Sense - Sight)
PP 61

LANGUAGES
Common
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Ethereal Marauder PL 4/89

Post by kirinke » Sat Jul 14, 2018 4:00 pm

Image
All environments have their predators. For the ethereal plane, the Ethereal Marauder fits the bill.


ABILITIES
1 STR
4 STA
1 DEX
1 AGL
1 FGT
0 INT
1 AWE
0 PRE
PP 18

DEFENSES
1(4) DODGE
1(4) PARRY
0(4) FORT
0(4) TOUGH
0(2) WILL
PP 12

ADVANTAGES
Close Attack 3
PP 3

SKILLS
1(5) Stealth
1(5) Perception
PP 3

ETHEREAL MARAUDER ATTRIBUTES
07PP Bite and Claw: Damage 4 (DC 19; Multiattack [3 ranks only])
02PP Darkvision: Senses 2 (Darkvision)
04PP Ethereal Travel: Movement 2 (Dimensional: Ethereal Plane 1: one dimension, 50 lbs., Wall-crawling 1: -1 speed rank)
06PP Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round), Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour), Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
10PP Immunity: Immunity 10 (Life Support)
10PP Insubstantial: Insubstantial 4 (Incorporeal)
04PP Invisibility: Concealment 2 (Sense - Sight)
PP 53
Last edited by kirinke on Sun Jul 15, 2018 12:42 pm, edited 2 times in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Ettercap 6PL/89PP

Post by kirinke » Sat Jul 14, 2018 4:18 pm

Image
Ettercaps are essentially bipedal, mutant spiders. Another case of a 'batshit crazy wizard did it'.

ABILITIES
1 STR
6 STA
1 DEX
1 AGL
1 FGT
1 INT
1 AWE
1 PRE
PP 26

DEFENSES
1(6) DODGE
1(6) PARRY
0(6) FORT
0(6) TOUGH
0 WILL
PP 10

SKILLS
1(8) Acrobatics
1(8) Athletics
1(8) Stealth
1(8) Perception
1(8) Expertise: Trapmaking
PP 12

ADVANTAGES
Ultimate Effort: Fortitude, Close Attack 5, Ranged Attack 5
PP 11

ETTERCAP ATTRIBUTES
09PP Bite: Cumulative Affliction 6 (1st degree: Fatigued, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Cumulative, Penetrating 2; Resistible: Toughness), Claws: Damage 6 (Alternate; DC 21; Multiattack [2 ranks only])
02PP Low-Light Vision: Senses 1 (Low-light Vision)
18PP Webbing: Shapeable Area Affliction 6 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 16; Shapeable Area: 30 cft., DC 16, Extra Condition, Increased Range: ranged; Limited Degree)
PP 29

LANGUAGES
Common
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Ettin PL 9/75PP

Post by kirinke » Sat Jul 14, 2018 4:44 pm

Image

Ettins are vicious, marauding, two-headed giants that never bathe if they can help it and are pretty foul, both in disposition and scent.

ABILITIES
4 STR
9 STA
0 DEX
0 AGL
9 FGT
0 INT
0 AWE
0 PRE
PP 28

DEFENSES
0(9) DODGE
0(9) PARRY
0(9) FORT
0(9) TOUGH
0(4) WILL
PP 13

SKILLS
0(15) Perception
PP 5

ADVANTAGES
Power Attack, Improved Initative x2
PP 3

ETTIN ATTRIBUTES
01PP Extra Head: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
08PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Permanent)
01PP Low-Light Vision: Senses 1 (Low-light Vision)
16PP Stench: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Sense-dependent: Smell)
PP 26

DEVICES
08PP Morning Star (Easily Removable): Damage: Damage 9 (DC 24; Dangerous, Disarming, Reach (melee): 5 ft.)
PP 8

LANGUAGES
Creole of Orc, Goblin, and Giant
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Fiendish Creature (cat): PL 7/108PP

Post by kirinke » Sat Jul 14, 2018 5:35 pm

Image
These beings dwell in the lower planes and resemble a more fearsome appearance than their normal counterparts. A fiendish creature is pretty much the same as their normal counterpart except as noted below.

SPECIAL ATTRIBUTES
03PP Darkvision: Counters Concealment (Darkness), Low-Light Vision
05PP Immunity Cold/Fire Half effect
05PP +5 DC vs Magic


Sample Fiendish Creature (Fiendish Cat)

ABILITIES
1 STR
5 STA
3 DEX
3 AGL
5 FGT
2 INT
2 AWE
2 PRE
PP 46

DEFENSES
3(7) DODGE
0(7) PARRY
0(7) FORT
0(7) TOUGH
0(7) WILL
PP 7

Advantages
Close Attack 2, Languages 2
PP 4

Skills
3(8) Acrobatics
1(8) Athletics
2(8) Insight
2(8) Intimidation
2(8) Perception
2(9) Stealth
PP 12

FIENDISH ATTRIBUTES
18PP Bite or Claws: Damage 7 (DC 22; Multiattack [6 ranks only], Penetrating 5)
08PP Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Permanent)
03PP Darkvision: Counters Concealment (Darkness), Low-Light Vision
05PP Immunity Cold/Fire Half effect
05PP +5 DC vs Magic
PP 39

LANGUAGES
Abyssal, Common, Feline
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

kirinke
Posts: 1263
Joined: Sat Nov 05, 2016 2:28 pm

Formian, Worker PL 5/107PP

Post by kirinke » Sat Jul 14, 2018 6:45 pm

Image
Formians are a cross between an ant and a centaur. Or that's at least what they look like. Formian workers aren't terribly bright, can't speak and can only communicate simple concepts through mental communication.


ABILITIES
0 STR
4 STA
1 DEX
2 AGL
2 FGT
-1 INT
0 AWE
0 PRE
PP 18

DEFENSES
1(5) DODGE
2(4) PARRY
0(4) FORT
0(4) TOUGH
0 WILL
PP 6


ADVANTAGES
Improved Grab
PP 0

SKILLS
0(6) Expertise: Farmer
0(6) Expertise: Miner
0(6) Perception
1(6) Stealth
PP 8

FORMIAN WORKER ATTRIBUTES
08PP Bite: Cumulative Affliction 4 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 14; Cumulative, Penetrating 4; Resistible: Toughness)
10PP Cure Serious Wounds: Healing 4 (Persistent, Stabilize)
02PP Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
27PP Hive Mind: Mental Communication Perception (All Senses) 3 (Perception (All Senses))
08PP Immunity: Immunity 15 (Damage Effect: electricity , Damage Effect: fire, Damage Effect: sonic; Limited - Half Effect)
08PP Immunity: Immunity 7 (Damage Effect: Petrification, Environmental Condition: Cold, Poison)
02PP Transform: Transform 1 (Affects: 1 Thing > 1 Thing - Broken things become whole, Transforms: 1.5 lbs., DC 11)
04PP Movement: Movement 2 (Wall-crawling 2: full speed)
02PP Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
04PP Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
PP 74

Languages
None. Formian Workers can't speak, though they can communicate simple concepts through mental communication.
Last edited by kirinke on Sun Jul 15, 2018 1:21 pm, edited 1 time in total.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Shannon 26
Sektor Init: 1d20+7 26
Sherlock 23
Kar'Anna 22
Amy 15
Lindsey 11
Rand 11 (Arriving round two)
Goon 1 - 4
Goon 2 - 4
Other Goons ?

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