Kirinke's Compendium of Wondrous Creatures: There once was an I on high, followed by J of course

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Jabroniville
Posts: 9081
Joined: Fri Nov 04, 2016 8:05 pm

Re: Kirinke's Compendium of Wondrous Creatures: Monsters in the Key of F

Post by Jabroniville » Sun Jul 15, 2018 7:17 am

Woah- holy hell. MASSIVE update, today! I'm used to reading these at my leisure, at one a day. Are you trying to shame me :)?

That's a creepy-ass Filcher, yo.

I personally never cared for the Ettercaps until I read their "Ecology" bit in Dragon Magazine. Quite clever- successive generations of weird Druids who were obsessed with Spiders, until they kinda-sorta turned into them.

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: Monsters in the Key of F

Post by kirinke » Sun Jul 15, 2018 11:56 am

Ha! Never thought of that. Just looking at them though screamed a 'Wizard did it', so that's what I went with. Some wizards are a bit like sparks, messing with things they really shouldn't.

The original filtcher actually looked kinda goofy. I wanted something that looked menacing and creepy, but in actually wasn't at all.

I found a new picture for the marauder. It's much more creepifying and appropriate than the original. :twisted:

I found that the E monsters were actually fairly straight forward and easy enough to do. Outside of Drow and Aquatic Elves, Elves are pretty much the same. So I kinda cheated a little and put the High, Wood, Wild and Grey elves together. I mean in 3.5, the only real physical difference is where they put the +2, -2 stats in and what their favored class was! Bah.

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Formian, Warrior PL 5/124

Post by kirinke » Sun Jul 15, 2018 1:58 pm

Image
Formian warriors are a bit brighter than workers, though they still cannot speak. They do communicate telepathically with their task masker commanders. What they lack individually in power, they make up for in sheer numbers.

ABILITIES
2 STR
5 STA
5 DEX
5 AGL
5 FGT
0 INT
0 AWE
0 PRE
PP 44

DEFENSES
0(5) DODGE
0(5) PARRY
0(5) FORT
0(5) TOUGH
0 WILL
PP 0

ADVANTAGES
Uncanny dodge, Improved Initative x1, improved Grab
PP 2

SKILLS
2(8) Athletics
5(8) Acrobatics
5(8) Stealth
0(6) Expertise: Survival
0(8) Perception
PP 9

FORMIAN WARRIOR ATTRIBUTES
12PP Claws: Damage 5 (DC 20; Multiattack [1 rank only], Penetrating 5), Bite or Stinger: Cumulative Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 15; Cumulative)
02PP Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
27PP Hive Mind: M=ental Communication Perception (All Senses) 3 (Perception (All Senses))
10PP Immunity: Immunity 20 (Damage Effect: electricity , Damage Effect: fire, Damage Effect: sonic; Damage Effect: Magic Limited - Half Effect)
08PP Immunity: Immunity 7 (Damage Effect: Petrification, Environmental Condition: Cold, Poison)
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 69

Languages
None. Formian Warriors can't speak
Last edited by kirinke on Sun Jul 15, 2018 2:12 pm, edited 1 time in total.

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Formian, Taskmaster PL 6/176

Post by kirinke » Sun Jul 15, 2018 2:04 pm

Image
Formian taskmasters are the generals and administrators of their culture and are in charge of the warriors and workers. They use their mind control to keep their minions in order. They do not speak, though they can communicate mentally.

ABILITIES
3 STR
6 STA
6 DEX
6 AGL
6 FGT
2 INT
2 AWE
2 PRE
PP 66

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


ADVANTAGES
Uncanny Dodge, Improved Initative x2
PP 3

SKILLS
2(14) Perception
2(14) Insight
2(14) Diplomacy
2(14) Intimidation
2(14) Deception
6(14) Stealth
2(14) Expertise: Survival
PP 26

FORMIAN TASK MASKER ATTRIBUTES
02PP Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
27PP Hive Mind: M=ental Communication Perception (All Senses) 3 (Perception (All Senses))
10PP Immunity: Immunity 20 (Damage Effect: electricity , Damage Effect: fire, Damage Effect: sonic; Damage Effect: Magic Limited - Half Effect)
08PP Immunity: Immunity 7 (Damage Effect: Petrification, Environmental Condition: Cold, Poison)
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 57

FORMIAN TASK MASKER POWERS
Mind Control: Affliction 6 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Range 2: perception)
Claws: Damage 6 (Alternate; DC 21; Multiattack [2 ranks only], Penetrating 6)
Bite or Stinger: Cumulative Affliction 6 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Cumulative)
PP 20

Languages
None. Formian Taskmasters cannot speak.

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Formian, Myrmarch PL 10/193

Post by kirinke » Sat Jul 21, 2018 2:30 pm

Image
Myrmarches are the nobles of formian society and unlike workers, warriors or taskmasters, they are individuals with ambition, desires and creative thought. As a symbol of their rank, they wear an elaborate bronze helmet. The more elaborate the helm, the higher their rank is.

ABILITIES
2 STR
10 STA
0 AGL
0 DEX
0 FGT
4 INT
4 AWE
4 PRE
PP 38

DEFENSES
9 DODGE
9 PARRY
10 FORT
10 TOUGH
10 WILL
PP 26

ADVANTAGES
Language 1, Close Attack 10, Improved Initiative, Move-by Action, Ranged Attack 10, Uncanny Dodge
PP 39

SKILLS

2(10) Athletics
4(10) Deception
4(14) Expertise: survival
4(14) Insight
4(14) Intimidation
4(14) Perception
4(13) Persuasion
PP 22


FORMIAN MYRMARCH ABILITIES
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
05PP Fast Healing: Regeneration 5 (Every 2 rounds)
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
12PP Hive Mind: Mental Communication 3
12PP Immunity: Immunity 12 (Damage Effect: petrification, Damage Effect: cold, Environmental Condition: cold, Poison)
10PP Immunity: Immunity 20 (Damage Effect: magic, Damage Effect: electricity, Damage Effect: fire, Damage Effect: sonic; Limited - Half Effect)
PP 45

FORMIAN MYRMARCH POWERS
Charm Monster: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Limited: monsters)
Clairaudience/Clairvoyance: Remote Sensing 10 (Affects: 3 Types - Auditory/Visual, Range: 4 miles)
Detect Chaos/Thoughts: Senses 12 (Accurate: Chaos, Accurate: Thoughts, Acute: Chaos, Acute: Thoughts, Analytical: Chaos, Analytical: Thoughts, Detect: Chaos 2: ranged, Detect: Choose Sense Type 2: ranged)
Dictum: Progressive Affliction 6 (1st degree: Hindered, 2nd degree: Exhausted, 3rd degree: Dying, Resisted by: Will, DC 16; Increased Range 2: perception, Progressive)
Greater Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate)
Javelin (Easily Removable)
Damage: Strength-based Damage 1 (DC 18; Dangerous, Increased Range: ranged)
Stinger Venom: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)
Magic Circle Against Chaos: Progressive Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Progressive; Limited: Creatures of Chaos, Limited: Forcing Targets Away from Area)
Order’s Wrath: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20, Increased Range: ranged; Limited: only affects creatures of chaos)
Stinger: Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative; Resistible: Toughness)
PP 38

LANGUAGES
Formian, Common

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Formian, Queen PL 10/206

Post by kirinke » Sat Jul 21, 2018 4:28 pm

Image
Though horrible looking, Formian queens are not evil, though consequently they are not good. They are the embodiment of Lawful Neutral and usually keep out of the affairs of non-formians.

ABILITIES
0 STR
10 STA
0 AGL
0 DEX
0 FGT
4 INT
4 AWE
3 PRE
PP 26


DEFENSES
0 DODGE
0 PARRY
10 FORT
10 TOUGH
10 WILL
PP 10


ADVANTAGES
Ranged Attack 10
PP 10

SKILLS
2(10) Deception
4(14) Expertise: magic
4(14) Insight
3(15) Intimidation
4(14) Perception
3(13) Persuasion
PP 19

Powers
FORMIAN QUEEN ABILITIES
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
05PP Fast Healing: Regeneration 5 (Every 2 rounds)
02PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Custom 2: Immobile. Formian queens cannot move)
12PP Hive Mind: Mental Communication 3
12PP Immunity: Immunity 12 (Damage Effect: petrification, Damage Effect: cold, Environmental Condition: cold, Poison)
10PP Immunity: Immunity 20 (Damage Effect: magic, Damage Effect: electricity, Damage Effect: fire, Damage Effect: sonic; Limited - Half Effect)
40PP Mind Control: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
PP 83

FORMIAN QUEEN POWERS
Arcane Mark: Create 1 (Volume: 2 cft., DC 11; Limited: Writing, Notes: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. )
Black Tentacles: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
Cone of Cold: Cone Area Affliction 10 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Confusion: Cumulative Affliction 10 (1st degree: Impaired, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Limited Degree 2)
Dazed: Cumulative Affliction 1 (1st degree: Dazed, Resisted by: Will, DC 11; Cumulative, Increased Range 2: perception; Limited Degree 2)
Detect Magic: Senses 4 (Acute: magic, Analytical: magic, Detect: magic 2: ranged)
Detect Scrying: Senses 6 (Accurate: scrying, Acute: scrying, Awareness: scrying, Detect: scrying 2: ranged)
Dismissal: Movement Attack 3 (Dimensional 3: any dimension, 50 lbs., DC 13; Attack: Will, Increased Range 2: perception)
Dispel Magic: Nullify 10 (Counters: magic, DC 20; Broad)
Greater Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate)
Heroism: Enhanced Trait 14 (Traits: Dodge +2 (+2), Parry +2 (+2), Fortitude +2 (+12), Toughness +2 (+12), Will +2 (+12), Advantages: Close Attack 2, Ranged Attack 2; Fades)
Hypnotic Pattern: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Increased Range 2: perception; Limited Degree, Sense-dependent: Sight)
Identify: Senses 6 (Accurate: Magic, Acute: Magic, Analytical: Magic, Detect: Magic 2: ranged, Notes: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). )
Light: Environment 1 (Light (Bright), Radius: 30 feet)
Mage Armor: Protection 1 (+1 Toughness)
magic circle against chaos: Progressive Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Progressive; Limited: Creatures of Chaos, Limited: Forcng Targets Away from Area)
Magic Missile: Damage: Damage 10 (Linked; DC 25; Homing 2: 2 extra attempts, Increased Range: ranged)
Nondetection: Concealment 10 (All Senses)
Order's Wrath: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20, Increased Range: ranged; Limited: only affects chaos creatures)
Resistance: Enhanced Trait 5 (Traits: Dodge +1 (+1), Parry +1 (+1), Fortitude +1 (+11), Toughness +1 (+11), Will +1 (+11); Fades)
Scorching Ray: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Scrying: Remote Sensing 7 (Affects: 3 Types, inc. Visual - visual, auditory, mental, Range: 0.5 miles)
Shield: Deflect 10 (Redirection, Reflect)
Slow: Environment 10 (Impede Movement (2 ranks), Radius: 2 miles; Selective)
Tongues: Comprehend 7 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate)
Touch of Fatigue: Affliction 10 (1st degree: Fatigued, Resisted by: Fortitude, DC 20; Increased Range: ranged; Limited Degree 2)
True Seeing: Senses 10 (Counters Illusion: Vision, Counters Illusion: Hearing, Counters Illusion: Taste, Counters Illusion: Touch, Counters Illusion: Smell)
Wall of Force: Create 10 (Volume: 1000 cft., DC 20; Limited: Walls)
PP 57
Offense
Initiative +0
Black Tentacles: Affliction 10, +10 (DC Dog/Fort/Will 20)
Cone of Cold: Cone Area Affliction 10 (DC Fort 20)
Confusion: Cumulative Affliction 10 (DC Will 20)
Damage: Damage 10, +10 (DC 25)
Dazed: Cumulative Affliction 1 (DC Will 11)
Dismissal: Movement Attack 3 (DC Will 13)
Dispel Magic: Nullify 10, +10 (DC Will 20)
Grab, +0 (DC Spec 10)
Hypnotic Pattern: Affliction 10 (DC Will 20)
magic circle against chaos: Progressive Burst Area Affliction 10 (DC Will 20)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Order's Wrath: Line Area Damage 10 (DC 25)
Scorching Ray: Cone Area Damage 10 (DC 25)
Throw, +10 (DC 15)
Touch of Fatigue: Affliction 10, +10 (DC Fort 20)
Unarmed, +0 (DC 15)

Languages
Formian, Common

COMPLICATIONS
Formian Queens cannot move and must rely on her subjects to move her around. This isn't much of a problem as she rarely leaves her own chambers

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Frost Worm PL 10/169PP

Post by kirinke » Sat Jul 21, 2018 6:14 pm

Image
Frost worms live in the coldest regions on the planet and are among the apex predators of their range.

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

DEFENSES
9 DODGE
9 PARRY
10 FORT
10 TOUGH
0 WILL
PP 28

SKILLS
0(10) Perception
0(5) Stealth
PP 9

FROST WORM ATTRIBUTES
20PP Growth: Growth 10 (+10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size ranks, +10 mass ranks, +1 )
10PP Burrowing: Burrowing 10 (Speed: 60 miles/hour, 900 feet/round)
50PP Cold Aura: Shapeable Area Affliction 10 (1st degree: Hindered, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Shapeable Area: 30 cft., DC 20, Reaction 3: reaction)
PP 80


FROST WORM POWERS
Cone of Cold: Cone Area Damage 10 (cold, DC 25; Cone Area: 60 feet cone, DC 20, Increased Range: ranged)
Bite: Damage 10 (Alternate; DC 25; Penetrating 10)
Trill: Cumulative Affliction 10 (Alternate; sonic, 1st degree: Dazed, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Limited Degree 2)
PP 32

LANGUAGES
Frost Worm


COMPLICATIONS
Disabled: Frost Worms have no arms or legs

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Fungus, Shrieker PL 4/60PP

Post by kirinke » Sat Jul 21, 2018 6:52 pm

Image


Shrieker fungi live in deep subterranean places and are often surrounded by violet fungi. They often work together to attract and kill prey. Other creatures that lair near them have learned that their racket is a good indication that food is nearby.


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

DEFENSES
-1 DODGE
-1 PARRY
2 FORT
2 TOUGH
Immune WILL
PP 0

SHRIEKER FUNGUS ATTRIBUTES
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
52PP Immunity: Immunity 51 (Damage Effect: paralysis, Damage Effect: polymorph, Damage Effect: stunning, Damage Effect: critical hits, Sleep, Poison, Will Effects)
01PP Low Light Vision: Senses 1 (Low-light Vision)
04PP Shriek: Create 2 (Volume: 4 cft., DC 12, Notes: Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby. )
PP 61

LANGUAGES
NONE

COMPLICATIONS
Disability: Shriekers have no language
Disability: Shriekers have no limbs and are immobile. They can't leave the spot where they grow.
Last edited by kirinke on Sat Jul 21, 2018 7:13 pm, edited 1 time in total.

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Fungus, Violet PL 5/90

Post by kirinke » Sat Jul 21, 2018 7:09 pm

Image
Violet Fungi often are found growing around Shrieker Fungi. When prey are attracted to the Shrieker's racket, the Violet Fungi attacks.

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

DEFENSES
-1 DODGE
-1 PARRY
2 FORT
2 TOUGH
Immune WILL
PP 0

ADVANTAGES
Close attack 4
PP 4

Powers
05PP Flail: Damage 4 (DC 19; Multiattack [1 rank only], Notes: A violet fungus flails about with its tentacles at living creatures that come within its reach)
04PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
52PP Immunity: Immunity 52 (Damage Effect: paralysis, Damage Effect: polymorph, Damage Effect: stunning, Damage Effect: critical hits, Poison, Sleep, Will Effects)
01PP Low Light Vision: Senses 1 (Low-light Vision)
24PP Phytotoxin Cloud: Cloud Area Affliction 4 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Reaction 3: reaction, Secondary Effect, Notes: A violet fungus emits a cloud of poisonous spores when touched or jostled. )
PP 86

LANGUAGES
None

COMPLICATIONS
Disability: Violet Fungi have no language
Disability: Violet Fungi are immobile


kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Gargoyle PL 5/83PP

Post by kirinke » Sun Jul 22, 2018 10:32 pm

Image
Real gargoyles are not cute, nice or good creatures. They delight in inflicting pain and in sowing chaos. They favor haunts like cemeteries and old abandoned buildings.

ABILITIES
2 STR
5 STA
1 DEX
1 AGL
5 FGT
1 INT
1 AWE
0 PRE
PP 32

DEFENSES
5 DODGE
6 PARRY
5 FORT
5 TOUGH
4 WILL
PP 8

ADVANTAGES
Languages 1
PP 1

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

GARGOYLE ATTRIBUTES
09PP Bite or Claws: Damage 5 (DC 20; Multiattack [3 ranks only], Penetrating)
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
03PP Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings), Speed: Speed 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
05PP Immunity: Immunity 10 (Damage Effect: magic, Damage Effect: freeze; Limited - Half Effect)
20PP Freeze: Illusion 10 (Affects: Two Sense Types - Sight, Area: 1000 cft., DC 20, Notes: A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. )
PP 39

Offense
Initiative +1
Bite or Claws: Damage 5, +5 (DC 20)
Grab, +5 (DC Spec 12)
Throw, +1 (DC 17)
Unarmed, +5 (DC 17)

Languages
Terran, Common

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Gargoyle, Kapoacinth PL 5/94PP

Post by kirinke » Sat Aug 18, 2018 12:34 pm

Image
There is little difference in Kapoacinth Gargoyles, save they live in underwater environments like sunken cities and ruined, flooded castles.

ABILITIES
2 STR
5 STA
1 DEX
1 AGL
5 FGT
1 INT
1 AWE
0 PRE
PP 32

DEFENSES
5 DODGE
6 PARRY
5 FORT
5 TOUGH
4 WILL
PP 8

ADVANTAGES
Languages 1
PP 1

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

GARGOYLE ATTRIBUTES
09PP Bite or Claws: Damage 5 (DC 20; Multiattack [3 ranks only], Penetrating)
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
03PP Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings), Speed: Speed 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
05PP Immunity: Immunity 10 (Damage Effect: magic, Damage Effect: freeze; Limited - Half Effect)
20PP Freeze: Illusion 10 (Affects: Two Sense Types - Sight, Area: 1000 cft., DC 20, Notes: A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. )
10PP Aquatic
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
Movement: Movement 1 (Environmental Adaptation: Aquatic)
Senses: Senses 1 (Low-light Vision)
Swimming: Swimming 4 (Speed: 8 miles/hour, 120 feet/round)
PP 49

Offense
Initiative +1
Bite or Claws: Damage 5, +5 (DC 20)
Grab, +5 (DC Spec 12)
Throw, +1 (DC 17)
Unarmed, +5 (DC 17)

Languages
Terran, Common, Aquan

Thorpocalypse
Posts: 1304
Joined: Fri Nov 04, 2016 8:52 pm

Re: Fungus, Shrieker PL 4/60PP

Post by Thorpocalypse » Fri Aug 24, 2018 1:37 am

kirinke wrote:
Sat Jul 21, 2018 6:52 pm
Image

Shrieker fungi live in deep subterranean places and are often surrounded by violet fungi. They often work together to attract and kill prey. Other creatures that lair near them have learned that their racket is a good indication that food is nearby.
Man, I hate Shriekers. I've never gotten past them and they all starting making all that racket and bringing in something nasty. :x
Me fail English? That's unpossible. - Ralph Wiggum

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Re: Kirinke's Compendium of Wondrous Creatures: G, it's Monsters!

Post by kirinke » Fri Aug 24, 2018 2:31 am

One of my characters I'm playing in a Merge game is a psychic (force-sensitive) pokemon trainer. She hates jungles (she's from Alaska natch) and isn't too fond of dungeon crawls because of this sort of stuff. Or in her words "Jungles and dungeons are pretty much the same. They're both hot, humid as hell and everything in there is trying to kill and eat you. Give me a good temperate forest any day of the week."

kirinke
Posts: 1333
Joined: Sat Nov 05, 2016 2:28 pm

Genie, Djinni (air) PL 10/220

Post by kirinke » Sun Aug 26, 2018 9:51 pm

Image
Genie are human-like beings who dwell in the elemental planes. Djinni in particular are well known for their guile and illusions

ABILITIES
4 STR
9 STA
4 DEX
1 AGL
1 FGT
1 INT
1 AWE
1 PRE
PP 44

DEFENSES
9 Dodge
9 Parry
9 Fort
9 Tough
7 Will
PP 22

SKILLS
12 Acrobatics
12 Athletics
12 Deception
12 Expertise: Magic
12 Expertise: Weapon Smithing
12 Expertise: Armor Smithing
12 Insight
12 Intimidation
12 Investigation
12 Perception
12 Persuasion
12 Sleight of Hand
11 Stealth
11 Treatment
PP 49


ADVANTAGES
Close Combat 9
Ranged Combat 6
Improved Initative
Luck 5
Evasion
PP 22

DJINNI ATTRIBUTES
6PP Plane Shift: Movement 3 (Dimensional 3: any dimension, 50 lbs.)
5PP Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
10PP Insubstantial: Insubstantial 2 (Gaseous)
4PP Djinni Senses: Senses 4 (Counters Concealment: Darkness, Detect: Spirits 2: ranged)
5PP Immunity Damage (Acid)
pp 30

DJINNI POWERS
Aerokinesis: Move Object 10 (25 tons; Precise)
Air Control: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 cft., DC 20, Increased Range: ranged, Selective)
Create Food Water or Wine: Create 5 (Volume: 30 cft., DC 15; Variable Descriptor: close group - Water or Wine)
Invisibility: Concealment 2 (Sense - Sight)
Major Creation: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Precise)
Persistent Image: Illusion 10 (Affects: Two Sense Types - Vision, Area: 1000 cft., DC 20; Increased Duration: continuous)
Tornado: Cylinder Area Move Object 7 (3 tons, DC 22; Cylinder Area: 30 feet cylinder, DC 17, Damaging)
Wind Walk: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Affects Others)
Mind Reading: Mind Reading 10 (DC 20),
Mind Speaking: Communication: Mental Communication 1
Tongues: Comprehend: Comprehend 7 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate), Affects others, Selective
PP 50

Languages
Auran, Celestial, Common, and Ignan
Last edited by kirinke on Wed Aug 29, 2018 2:34 am, edited 4 times in total.

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