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Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Saturday, November 22, 2014

Morkoth

Few creatures of the deep enjoy reputations for cruelty and hatred as extensive as that of the morkoth. The top half of a morkoth resembles a deep-sea fish with bulging eyes, protruding teeth and a saillike fin along its back. Its lower body resembles that of an octopus in that it has eight tentacles, but the creature also sports limbs like the legs of a crustacean. Occasionally a morkoth has a squid-like beak instead of a mouth, but the typical version just has a maw like that of a fish. A morkoth lives a solitary existence, spending most of its days inside a maze of tunnels constructed of rock or coral at the bottom of the sea. The outer part of a morkoth's lair usually consists of six tunnels, all spiraling outward, crisscrossing and interconnecting with one another all in a bewildering pattern. The creature's actual home is at the center of this maze. A morkoth uses a variety of lures to draw prey into its clutches. It may dangle treasure as a prize, but its hypnosis ability is the most powerful lure at its disposal. Once in a morkoth's clutches, a victim doesn't usually survive for long, since these creatures are interested in capturing only food, not slaves or captives. A morkoth has little interest in treasure except as lure for prospective victims.

A morkoth's bite is its only offensive weapon. Normally it uses its hypnosis ability to lure a passing creature through its maze, then devours its prey alive. The morkoth is a cautious monster, so it chooses its victims carefully. Typically, it tries to lure the last in a group of passing creatures into its tunnel, hoping that the others won't notice that one's absence until it is too late. Any creature passing by the entrance to a morkoth's lair may be hypnotized. A hypnotized creature moves unneringly through the maze at its usual speed. Once in center of the lair, the affected creature floats quietly in a trance, waiting to be devoured at the morkoth's leisure. A hypnotized creature is helpless against the morkoth's attacks but it may break out of the hypnosis while the morkoth attacks it. A morkoth can hypnotize any number of creatures at one time. When it is outside its lair, this ability works just as well. Hypnosis is a mind-affecting compulsion effect.

Dire Barracuda

The dire barracuda is about 10 feet long and weighs 300 pounds. It has bony protrusions along the spine and a mouth full of oversized teeth.

The dire barracuda is much more aggressive than its smaller cousin and sometimes hurls itself out of the water to attack.

Friday, October 17, 2014

Flotsam Ooze

A flotsam ooze is a transparent mass of sticky protoplasm that quickly becomes encrusted with bits of floating debris and possible treasure. Over the course of several days, it slowly digests any organic matter stuck to it. A flotsam ooze floats unseen at the center of its mass of debris and strikes with sudden ease.

A flotsam ooze exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against each creature stuck to it. A weapon that strikes a flotsam ooze sticks fast. Strength is needed to pry it off. The adhesive can be weakened by soap or lye, but even in such a case the ooze can still perform grapple checks. The substance breaks down half a minute after the ooze dies.

A flotsam ooze is transparent in water, and it gains the benefits of concealment when it is in water. It is amphibious.

Aquatic Ooze

Although the various aquatic oozes normally live in the waters of the ocean, they can also lurk in deep, dark underground areas with stagnant pools of water. They are mindless, generally content to float with the current and eat whatever happens to pass within striking distance.

Aquatic oozes attack any creatures they encounter with little regard to their own safety.

Ooze

An ooze is an amorphous or mutable creature, usually mindless, that lives only to eat. They have no intelligence, and are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter - living or dead.

Oozes are blind (but have the blindsight special quality), and are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration.

Oozes are immune to poison, sleep effects, paralysis, polymorph, and stunning. Some oozes have the ability to deal acid damage to objects. They attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey. They are not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.

Saturday, October 4, 2014

Redcap

Redcaps are the most evil fey you're ever likely to meet. They are mass-murdering psychotic killers who live on other creatures' pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats - kept fresh and moistly colored by dipping in their victims' blood - and on their feet they wear boots of iron. Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrific tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind.

Fey

A fey is a creature with supernatural abilities and connections to nature or to some other force or plane. Fey are usually human-shaped.

Baleen Whale

These are plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales.

These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.

Whales

Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca) can be vicious predators, attacking virtually anything they detect.

Whales can "see" by emitting high frequency sounds, inaudible to most other creatures, that allows them to locate objects and creatures. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.

A whale can hold its breath twice as long as a human before it risks drowning.

Sunday, September 7, 2014

Greenvise

Greenvise are ambulatory vegetable horrors that stalk the fringes of some humanoid settlements. These carnivorous plants are not bold - they prefer to ambush lone prey that happens to come too near. Greenvises rest at night and actively hunt during daylight hours, repositioning themselves throughout the day if prey in a particular hunting area proves scarce. A greenvise is a larger, sturdier version of the venus flytrap, with a thick, trunklike stem and four fleshy tendrils that hang down like vines. When the creature opens its mouth, a mottled pink maw lined with toothlike thorns is revealed; when closed, the mouth structure resembles an ordinary leafy bush. A greenvise has small, tendrillike roots that it uses to move.

Plants

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, are not creatures, but objects, even though they are alive.

Plants have low-light vision. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

They are immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not subject to critical hits. Plants breathe and eat, but do not sleep.

Dimetrodon

Not technically a dinosaur, the dimetrodon is much more closely related to mammals than reptiles. The dimetrodon spends much of its time sunning on rocks near sources of water. When it grows hungry, it can move with shocking speed for short periods of time. A dimetrodon's bark is both loud and distinctive, sounding like a truncated cross between an alligator's roar and a lion's growl.

Dimetrodona are usually about 7 feet long, and can weigh up to 450 pounds. Although it often remains motionless for long periods of time, a dimetrodon is highly territorial and reacts to intrusions with sudden and terrifying speed.

A few times per hour, a dimetrodon can increase its land speed for several seconds as a free action. During this time, it can effectively dodge opponents.

Ankylosaurus

Ankylosaurus is a heavily armored, quadrupedal herbivore. It is a versatile plant-eater, equally at home among temperate forests, humid marshes, and dry grasslands. These creatures often travel in herds for added protection from larger predators. They have darkvision.

Saturday, September 6, 2014

Bat

Bats are small, nocturnal, insectivorous flying mammals.

A bat notices and locates creatures using sound. Opponents still have concealment against a creature with blindsense.

Baboon

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds.

Baboons usually attack in groups. They have the scent special quality.

Friday, August 29, 2014

Dire Toad

These small amphibians are generally nonaggressive insect hunters. In large groups, however, they can make good use of their poison attacks.

Dire toads inject a poison through their bite that affects the victim's constitution. A dire toad that hits with a tongue attack can use improved grab. If it gets a hold, it can attempt to swallow the foe.

Dire Animals

Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

Saturday, August 2, 2014

Dog, Riding

This category includes working breeds such as collies, huskies, and St. Bernards. Riding dogs have the scent special quality.

If trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeed on a Ride check.

Bullywug

Life as a bullywug is nasty, brutish, and wet. Bullywugs kill for sport, systematically destroy their own hunting
grounds, and make a religious fetish of summoning monsters who may or may not stay within their control. Bullywugs are frog-headed amphibious humanoids with green, gray, or mottled yellow skin. They have long, flicking tongues that can barely fit themselves around a form of stunted Common. They stand 4 to 7 feet tall, weigh 100 to 300 pounds, and fight with spears and other sharp weapons they can poke out of the water. Bullywugs make it a point of pride to wear at least leather armor, even though swimming in armor isn't easy.

Most bullywugs encountered outside their homes are warriors. Bullywugs prefer to fight in or near water. Whenever possible, they use summoned monsters as the first wave of attack. In any given fight, there is therefore a chance that bullywugs will fight to the death, no matter how stupid that seems, and a chance that they will flee for their lives when some of their numbers have fallen, even if they could otherwise win the fight. Bullywugs suffer no movement penalties for moving in marshes or mud.

Bullywug clerics are notorious for their powerful but unpredictable summoning abilities. When a bullywug cleric uses a summon monster spell, there is a chance that one more monster than what the spell would ordinarily summon would appear. In such cases, there is then a chance that the summoned monster will not be in the bullywug's control, rampaging and attacking at random. It is not uncommon for bullywugs that have summoned monsters and failed to control them to spend all their efforts fighting their own summoned creatures instead of attacking their original foe. The biggest bullywug in the pond frequently is a barbarian.

Bullywugs hunt things, bully things, and worship their noxious deities. There are many bullywug clerics. Bullywug clerics are more limited than those of other races, and can only choose three types of spells: summon monster spells (their culturally preferred choice), inflict spells, and their domain spells.

Sunday, July 13, 2014

Eel

Most eels are small and innocuous, but the larger eels - wolf eels or moray eels - can reach lengths of over 8 feet and weights of up to 100 pounds; such eels can cause serious injury with their powerful bites.

Eels are generally shy and only attack if disturbed or surprised. They can strike with startling speed. They have the scent special quality.

If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached eel is flat-footed. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.