Kirinke's Compendium of Wondrous Creatures: Magmin through Mummy

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catsi563
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Re: Kirinke's Compendium of Wondrous Creatures: What Happened to J? On to K then.

Post by catsi563 » Sun Oct 28, 2018 9:08 pm

Ahh the inspiration for Good ole Tuckers Kobolds a nightmare story for Roleplayers if ever there was one :lol:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Kraken PL 12/210PP

Post by kirinke » Sun Oct 28, 2018 10:33 pm

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Krakens are overly large cephalopods with eight tentacles and have a correspondingly large appetite. They feed on anything they can catch and kill.

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

DEFENSES
12 Dodge
12 Parry
12 Fort
12 Tough
12 Will
PP 25


ADVANTAGES
Close Attack 12, Improved Grab, Languages 1, Ranged Attack 12
PP 25

SKILLS
12 Deception
13 Perception
12 Persuasion
10 Stealth
PP 29

KRAKEN ATTRIBUTES
25PP Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Innate; Permanent)
08PP Ink Cloud: Cloud Area Concealment Attack 4 (All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Dodge; Limited: to Underwater)
03PP Senses: Senses 3 (Darkvision, Low-light Vision)
12PP Swimming: Swimming 12 (Speed: 2000 miles/hour, 4 miles/round)
08PP Tentacles: Extra Limbs 8 (4 extra limbs, Advantages: Improved Grab)
PP 56

SPELL ARRAY
Air Control: Move Object 12 (100 tons; Limited: Element)
Deflection Field: Protection 12 (+12 Toughness; Impervious, Sustained)
Mind Control: Cumulative Affliction 12 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception)
Weather Control: Environment 12 (Other: 3 points of effect 3, Radius: 8 miles; Selective)
PP 51

LANGUAGES
Aquan, Common

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Re: Kirinke's Compendium of Wondrous Creatures: What Happened to J? On to K then.

Post by catsi563 » Sun Oct 28, 2018 10:43 pm

Tuckers Kobolds were a story told by a guy who played with a GM who threw his players up against a group of Kobolds that in one persons description graduated magna cum laude from the Sauron school of evil.

Pretty funny story all told :D
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Re: Kirinke's Compendium of Wondrous Creatures: What Happened to J? On to K then.

Post by kirinke » Mon Oct 29, 2018 12:01 am

In one of the Merge games, a character of mine (in a noodle incident before the game started) ran up against a toy store full of toys possessed by ghost pokemon (it is a merge game) and she's a psychic trainer besides that! She barely made it out alive. So yeah. She's absolutely terrified of ghost pokemon and hates ghosts in general because of it.

Her words "I'll never look at a my little pony doll in the same way ever again'.

Hordes if played right can be the most terrifying thing a player can go up against.

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Re: Kirinke's Compendium of Wondrous Creatures: What Happened to J? On to K then.

Post by catsi563 » Mon Oct 29, 2018 7:15 pm

exactly its why players in my games learned the 6 or less and a dozen or more rule regarding goblins or kobolds or bullywugs

basically if theres 6 or less its most likely an easy fight

if theres a dozen or more RUN
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Krenshar PL 6/102PP

Post by kirinke » Sun Nov 11, 2018 7:37 pm

Image
This strange cat like creature has the ability to pull it's loose skin away from it's face, exposing bone and muscle, giving it the ability to scare potential predators and prey. It's otherwise fairly neutral, just one more weird creature trying to survive in an unforgiving world. That doesn't mean it won't eat you of course, given the opportunity, but it's not malicious about it. In other words, if you give it an alternative, it'd probably go for it instead of you.

ABILITIES
5 STR
6 STA
3 AGL
1 DEX
4 FGT
1 INT
1 AWE
1 PRE
PP 36

DEFENSES
6 DODGE
6 PARRY
6 FORT
6 TOUGH
6 WILL
PP 12


ADVANTAGES
Close Attack 2, Ranged Attack 5

SKILLS
1(6) Perception
3(9) Stealth
PP 7

KRENSHAR ATTRIBUTES
02PP Senses: Senses 2 (Acute: Smell, Low-light Vision)
15PP Bite or Claws: Damage 6 (DC 21; Multiattack [3 ranks only], Penetrating 6)
05PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
18PP Scare: Morph: Morph 1 (+20 Deception checks to disguise; Single form) Linked
Fear: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Increased Range: ranged, Variable Descriptor: close group - Fear)
PP 40

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Lammasu PL 10/190

Post by kirinke » Thu Nov 22, 2018 4:35 am

Image
Lammasu are typically found guarding temples and other holy sites.



06 STR
10 STA
02 AGL
02 DEX
02 FGT
02 INT
02 AWE
02 PRE
PP 40

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


ADVANTAGES
Close Attack 8, Ranged Attack 8, Uncanny Dodge, Languages 2
PP 19


SKILLS
2(13) Expertise: Magic
2(13) Insight
2(17) Intimidation
2(13) Perception
2(17) Persuasion
PP 21

LAMMASU ATTRIBUTES
08PP Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings), Leaping: Leaping 6 Alternate; Leap 500 feet at 120 miles/hour), Speed: Speed 6 (Alternate; Speed: 120 miles/hour, 1800 feet/round)
08PP Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
10PP Iron Will: Impervious Will 10
PP 26


LAMMASU SPELLS AND ABILITIES
Lammasu Senses: Senses 10 (Acute: Smell, Acute: Hearing, Acute: Sight, Analytical: Smell, Analytical: Hearing, Analytical: Sight, Direction Sense, Distance Sense, Infravision, Low-light Vision)
Pounce, Bite, Rake: Damage 10 (DC 25; Multiattack [7 ranks only], Penetrating 8)
Bless: Burst Area Enhanced Trait 5 (Traits: Dodge +1 (+11), Parry +1 (+11), Fortitude +1 (+11), Toughness +1 (+11), Will +1 (+11); Affects Others, Burst Area: 30 feet radius sphere, DC 15, Selective; Fades)
Divine Favor: Luck Control 1 (Bestow Luck)
Divine Smite: Cone Area Damage 10 (divine, DC 25; Cone Area: 60 feet cone, DC 20, Increased Range: ranged, Indirect 4: any point, any direction, Selective)
Greater Invisibility: Concealment 10 (All Senses)
Healing: Healing 10 (Energizing, Persistent, Restorative, Stabilize)
Holy Shield: Burst Area Protection 10 (+10 Toughness; Burst Area: 30 feet radius sphere, DC 20, Selective, Sustained)
Light: Environment 1 (Light (Bright), Radius: 30 feet)
Magic Circle Against Evil: 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 Evil, Limited: Forcng Targets Away from Area)
Sense Spells: Senses 12 (Detect: Magic 2: ranged, Detect: Evil 2: ranged, Postcognition, Precognition)
Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity)
Tongues: Comprehend 8 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
PP 56

LANGUAGES
Common, Draconic, and Celestial

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Lamia PL 7/164

Post by kirinke » Thu Nov 22, 2018 4:43 pm

Image
Lamia are usually evil desert dwellers specializing in illusion and deception.

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

DEFENSES
7 DODGE
7 PARRY
7 FORT
7 TOUGH
7 WILL
PP 17

ADVANTAGES
Close Attack 5, Improved Grab, Ranged Attack 5, Teamwork, Uncanny Dodge
PP 12



SKILLS
2(14) Deception
2(14) Expertise: Acting
2(14) Insight
2(14) Intimidation
2(14) Perception
2(14) Persuasion
2(14) Stealth
PP 29

LAMIA ATTRIBUTES
06PP Senses: Senses 6 (Acute: Smell, Analytical: Smell, Darkvision, Infravision, Low-light Vision)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round), Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
02PP Two Arms: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
05PP Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
PP 13

LAMIA ABILITIES
Illusion: Illusion 7 (Affects: All Sense Types, Area: 125 cft., DC 17)
Pounce and Rake: Damage 7 (DC 22; Multiattack [2 ranks only], Penetrating 7)
Sleep: Affliction 7 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 17; Increased Range: ranged)
Suggestion: Affliction 7 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception)
Wisdom Drain: Weaken 7 (Affects: Will, Resisted by: Will, DC 17)
PP 39

DEVICES
08PP Longbow (Easily Removable): Damage 7 (DC 22; Increased Range: ranged)
08PP Longsword (Easily Removable): Damage 7 (slashing, DC 22; Penetrating 7)
PP 16


LANGUAGES
Common

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Leonal PL 10/276

Post by kirinke » Thu Nov 22, 2018 11:39 pm

Image

Leonals are straightforward and honest creatures that help guard the upper and Prime Material planes against evil.

ABILITIES
08 STR
10 STA
02 AGL
02 DEX
02 FGT
02 INT
02 AWE
02 PRE
PP 60

DEFENSES
10 Dodge
10 Parry
10 Fort
10 Tough
10 Will
PP 24

ADVANTAGES
Accurate Attack, Agile Feint, Close Attack 8, Defensive Attack, Fighting Style: Fencing, Improved Defense, Improved Disarm, Improved Initiative 2, Languages 2, Power Attack, Ranged Attack 8, Taunt
PP 27

SKILLS
2(18) Acrobatics
8(18) Athletics
2(18) Expertise: Arcana
2(18) Insight
2(18) Intimidation
2(18) Perception
2(18) Persuasion
PP 36

LEONAL ATTRIBUTES
22PP Active Senses: Senses 22 (Acute: Smell, Acute: Sight, Acute: Hearing, Analytical: Smell, Analytical: Sight, Analytical: Sight, Counters All Concealment: Sight, Darkvision, Detect: Spirits/Incorporeal Creatures 2: ranged, Detect: Alignment 2: ranged, Extended: Hearing 1: x10, Extended: Sight 1: x10, Extended: Smell 1: x10, Infravision, Low-light Vision)
15PP Immunity: Immunity 15 (Aging, Damage Effect: Electricity, Damage Effect: Petrification, Disease, Poison, Sleep, Starvation & Thirst)
25PP Immunity: Immunity 25 (Damage Effect: Evil, Damage Effect: Silver, Damage Effect: Sonic, Damage Effect: Magic, Damage Effect: Cold; Limited - Half Effect)
06PP Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round), Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
PP 68

Leonal Powers and Abilities
Detect Thoughts: Mind Reading 10 (DC 20)
Fireball: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
Healing: Healing 10 (Energizing, Persistent, Restorative, Stabilize)
Mind Control: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception)
Protective Aura: Deflect 10 (Redirection, Reflect)
Rake: Damage 10 (DC 25; Multiattack [2 ranks only], Penetrating 10)
Roar: Cone Area Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Selective)
Tongues: Comprehend 8 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
Wall of Force: Create 10 (Volume: 1000 cft., DC 20; Limited: Walls)
PP 50

DEVICES
12PP Scimitar (Easily Removable): Damage 10 (slashing, DC 25; Penetrating 10)
12PP Scimitar (Easily Removable): Damage 10 (slashing, DC 25; Penetrating 10)
PP 24

LANGUAGES
Celestial, Common, Draconic

kirinke
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Lich PL 10/162PP

Post by kirinke » Fri Dec 28, 2018 10:30 pm

Image
Liches were remorseless evil beings in life. Death has only distilled that evil to its purest, most horrible form.


ABILITIES
2 STR
- STA
2 AGL
2 DEX
2 FGT
2 INT
2 AWE
2 PRE
18

DEFENSES
10 DODGE
10 PARRY
- FORT
10 TOUGH
10 WILL
PP 24

ADVANTAGES
Close Attack 8, Ranged Attack 8
PP 16

SKILLS
2(16) Deception
2(14) Expertise: Magic
2(16) Insight
2(16) Intimidation
2(16) Perception
2(16) Persuasion
2(14) Stealth
PP 32

LICH POWERS
Fear Aura: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area: DC 20 - Visual)
Paralyzing Touch: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20)
PP 21

LICH ATTRIBUTES
Immortality: Immortality 10 (Return after 1 hour; Limited 2: Phylactery, Notes: An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears a day or so after its apparent death. )
Immunity: Immunity 30 (Fortitude Effects)
Protection: Protection 10 (+10 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 2 (Darkvision)
PP 52

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Lillend PL 10/220PP

Post by kirinke » Sat Dec 29, 2018 3:51 pm

Image
Lillend's are the protectors of art and artists. Harming one they like will bring their wrath upon you. They are good creatures, typically dwelling in the upper planes.

ABILITIES
08 STR
10 STA
02 AGL
02 DEX
02 FGT
02 INT
02 AWE
02 PRE
PP 36

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

ADVANTAGES
Close Attack 8, Improved Grab, Improved Hold, Ranged Attack 8, Languages 3
PP 21

SKILLS
2(14) Expertise: Art
2(14) Expertise: Magic
2(14) Expertise: Music
2(14) Insight
2(17) Intimidation
2(14) Investigation
2(14) Perception
2(14) Persuasion
2(14) Treatment
PP 36

LILLEND ATTRIBUTES
20PP Constrict: Coiled: Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge)), Crushing Coils: Damage 10 (Linked; crushing, DC 25)
02PP Darkvision: Senses 2 (Counters Concealment: Darkness)
10PP Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Wings)
12PP Growth: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks)
07PP Immunity: Immunity 7 (Aging, Disease, Environmental Conditions (All))
06PP Movement: Movement 3 (Slithering, Wall-crawling 2: full speed)
PP 57

LILLEND POWERS
Charm Person: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range: ranged)
Cure Light Wounds: Healing 10
Dancing Lights: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Increased Range 2: perception; Limited Degree, Sense-dependent: Sight)
Darkness: Burst Area Concealment Attack 4 (All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, DC 14, Attack: Dodge, Increased Range: ranged)
Daze: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Detect Spells: Senses 6 (Accurate: Magic, Acute: Magic, Analytical: Magic, Detect: Magic 2: ranged)
Hold Person: Affliction 10 (1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Increased Range: ranged)
Identify: Senses 8 (Postcognition, Precognition; Limited: Identifying Magic and Magical objects)
Invisibility: Concealment 10 (All Senses)
Knock: Affliction 10 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Affects Objects Only, Increased Range 2: perception; Limited: Opening and Closing)
Lullaby: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Increased Range: ranged; Limited: Auditory)
Mage Hand: Move Object 10 (25 tons; Precise)
Sound Burst: Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20)
Tongues
Comprehend: Comprehend 9 (Linked; Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Plants, Spirits - Communicate)
Senses: Senses 6 (Linked; Accurate: Choose Sense, Acute: Choose Sense, Analytical: Choose Sense, Detect: Spirits/Ghosts 2: ranged)
Short Sword (Easily Removable)
Damage: Damage 10 (slashing, DC 25; Penetrating)
PP 37

LANGUAGES
Celestial, Infernal, Abyssal, and Common

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LIZARDFOLK PL 4/57

Post by kirinke » Tue Jan 01, 2019 12:40 am

Image

Lizardfolk tend to attack in packs and in great numbers, they can be formidable. In other words, don't piss off the little guy, especially if he has a hundred friends along for the ride. Oh and some of them can be wizards, priests or other sorts of magic users.

LIZARD FOLK WARRIOR PL 4/57PP
ABILITIES
1 STR
4 STA
1 AGL
1 DEX
1 FGT
1 INT
1 AWE
1 PRE
PP 22

DEFENSES
4 DODGE
4 PARRY
4 FORT
4 TOUGH
4 WILL
PP 9

ADVANTAGES
Close Attack 3, Ranged Attack 3
PP 6

SKILLS
1(5) Acrobatics
1(5) Athletics
PP 3

LIZARDFOLK ATTRIBUTES
06PP Claw Attack: Damage 4 (DC 19; Multiattack [2 ranks only])
01PP Immunity: Immunity 1 (Suffocation: drowning; Limited - Half Effect)
05PP Swimming: Swimming 4 (Speed: 8 miles/hour, 120 feet/round), Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
PP 12

DEVICES
Javelin (Easily Removable): Damage: Damage 4 (DC 19; Dangerous, Increased Range: ranged)
PP 05

COMPLICATIONS
Weakness: Lizard people suffer a a -2 fortitude save vs. cold and cold related attacks.

LANGUAGES
Draconic

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Re: Kirinke's Compendium of Wondrous Creatures: K is done, now for L and Lamia through Lycanthrope!!!!!!

Post by catsi563 » Tue Jan 01, 2019 1:03 am

just curious why only the undead stuff on the lich mostly they tend to be powerful mages or clerics
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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