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JYNX

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

MENACE CREATURES (J-Z)

 

JYNX

Species Traits

Electricity Immunity (Ex): A jynx is immune to electricity damage, though a successful attack that deals such damage causes it to become visible (see below).

Natural Invisibility (Su): A jynx remains invisible even when attacking. Any creature that correctly discerns its location despite being unable to see it has a 50% miss chance on melee and ranged attacks. This ability is always active, but the jynx can suppress or resume it at will as a free action.

Rending Claws (Ex): A jynx’s claws ignore the hardness of items made of wood, metal, or plastic.

Skill Bonus: A jynx gains a +4 species bonus on Disable Device checks.

Spider Climb (Sp): A jynx can travel on any surface as though affected by a spider climb spell. This ability is always active.

 

Jynx: CR 1; Small fey; HD 1d6; hp 3; Mas 11; Init +4; Spd 30 ft., fly 150 ft. (perfect); Defense 16, touch 15, flat-footed 12 (+1 size, +4 Dex, +1 natural); BAB +0; Grap –6; Atk +5 melee (1d3–2, claw); Full Atk +5 melee (1d3–2, 2 claws) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ electricity immunity, low-light vision, natural invisibility, rending claws, spider climb; AL chaos, evil; SV Fort +0, Ref +4, Will +5; AP 0; Rep +0; Str 7, Dex 18, Con 11, Int 15, Wis 16, Cha 14.

Skills: Balance +8, Climb +2, Disable Device +10, Escape Artist +8, Hide +8, Jump +2, Listen +7, Move Silently +8, Pilot +8; Repair +3, Search +6, Spot +7.

Feats: Dodge, Mobility, Weapon Finesse (claw).

Possessions: None.

Advancement: By character class.

 

Jynx Fast Hero 3: CR 4; Small fey; HD 1d6 plus 3d8; hp 17; Mas 11; Init +4; Spd 30 ft., fly 150 ft. (perfect); Defense 20, touch 19, flat-footed 16 (+1 size, +4 Dex, +1 natural, +4 class); BAB +2; Grap –4; Atk +7 melee (1d3–2, claw); Full Atk +7 melee (1d3–2, 2 claws) or +6 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ electricity immunity, low-light vision, natural invisibility, rending claws, spider climb; AL chaos, evil; SV Fort +1, Ref +6, Will +6; AP 1; Rep +1; Str 7, Dex 18, Con 11, Int 15, Wis 16, Cha 14.

Occupation: Adventurer.

Skills: Balance +14, Climb +2, Demolitions +8, Disable Device +16, Drive +7, Escape Artist +14, Hide +8, Jump +4, Listen +7, Move Silently +8, Pilot +11; Repair +3, Search +6, Spot +7, Tumble +12.

Feats: Acrobatic, Aircraft Operation (heavy aircraft), Aircraft Operation (jet fighters), Dodge, Mobility, Personal Firearms Proficiency, Weapon Finesse (claws).

Talents: Evasion, uncanny dodge 1.

Possessions: None.

 

KINORI

Species Traits

Cold Resistance 20 (Ex): A kinori ignores the first 20 points of cold damage from any single attack.

Easy Breathing (Ex): Since a kinori requires much less oxygen to breathe than a human does, the creature can hold its breath for up to an hour. If exposed to a dangerous inhaled effect, a kinori gains a +5 species bonus on any required saving throw.

Light Sensitivity (Ex): A kinori takes a –2 penalty on attack rolls, checks, and saves in sunlight or other bright light.

Skill Bonus: A kinori can turn its skin white as a free action, much as a chameleon changes its color. It gains a +4 species bonus on Hide checks when concealed against a white background, such as snow and ice.

 

Kinori: CR 1; Medium-size monstrous humanoid; HD 2d8+2; hp 11; Mas 13; Init +1; Spd 20 ft., swim 30 ft.; Defense 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); BAB +2; Grap +3; Atk +3 melee (1d4+1, claw or bite); Full Atk +3 melee (1d4+1, 2 claws) and +1 melee (1d4, bite) or +3 ranged; FS 5 ft. by 5 ft.; Reach 5 ft; SQ cold resistance 20, darkvision 120 ft., easy breathing, light sensitivity; AL kinori, evil; SV Fort +1, Ref +4, Will +3; AP 0; Rep +0; Str 13, Dex 12, Con 13, Int 11, Wis 10, Cha 11.

Skills: Climb +5, Hide +5 (+9 when concealed against a white background), Listen +3, Move Silently +5, Spot +3, Survival +5, Swim +10.

Feats: Archaic Weapon Proficiency, Multiattack, Simple Weapons Proficiency.

Advancement: By character class.

 

Kinori Strong Hero 1: CR 2; Medium-size monstrous humanoid; HD 2d8+2 plus 1d8+1; hp 16; Mas 13; Init +1; Spd 20 ft., swim 30 ft.; Defense 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 class); BAB +3; Grap +4; Atk +4 melee (1d4+2, claw or bite) or +4 ranged (2d6, Colt Desert Eagle); Full Atk +4 melee (1d4+2, 2 claws) and +2 melee (1d4+1, bite) or +4 ranged (2d6, Colt Desert Eagle); FS 5 ft. by 5 ft.; Reach 5 ft; SQ cold resistance 20, darkvision 200 ft., easy breathing, light sensitivity; AL kinori, evil; SV Fort +2, Ref +4, Will +3; AP 0; Rep +0; Str 13, Dex 12, Con 13, Int 11, Wis 10, Cha 11.

Skills: Climb +6, Hide +5 (+9 when concealed against a white background), Listen +3, Move Silently +5, Spot +3, Survival +5, Swim +11.

Feats: Archaic Weapons Proficiency, Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency.

Talents (Strong Hero): Melee smash.

Possessions: Colt Desert Eagle, 20 rounds of 10mm ammunition.

 

LITTER BRUTE

Species Traits

Construct: A litter brute has the traits and immunities common to constructs.

Dimension Door (Sp): At will, a litter brute can remove its essence from the objects that form its body, dropping them wherever they happen to land, then reappear up to 500 feet away, reconstructing its body from garbage and refuse there (assuming enough raw material exists in the target location). The litter brute cannot use its dimension door ability to transport other objects or creatures.

Electricity Immunity (Ex): A litter brute takes no damage from electricity. In fact, a litter brute struck by an electrical attack uses the residual energy to deal +1d6 points of electricity damage on its slam attacks the following round.

Engulf (Ex): A litter brute can simply bowl over opponents up to one size category smaller than itself as a free attack during its move action. This attack affects as many opponents as the monster’s body can cover. Each target can make either an attack of opportunity against the litter brute or a Reflex save (DC 10 + 1/2 the litter brute’s Hit Dice + its Strength modifier) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the litter brute surges forward.

An engulfed creature is considered grappled. A litter brute cannot make a slam attack during a round in which it attempts to engulf, but each engulfed creature takes slam damage (half bludgeoning, half slashing) on that round and every round that it remains trapped.

Fast Healing 1: So long as there is some sort of litter or refuse within 60 feet of it, a litter brute heals 1 point of damage per round unless it is reduced to –10 or fewer hit points. This ability does not enable the litter brute to regrow or reattach severed body parts.

Garbage Growth (Ex): A litter brute can stuff objects inside itself to add to its bulk, if desired. Given enough time and a large enough supply of refuse, it can increase its Hit Dice by 1 per 24 hours, provided that it does nothing else. See Advancement (below) for changes in size category based on Hit Dice.

Sharp Implements: Within a litter brute’s body are countless sharp implements, which protrude from its form in various places. Because of these protrusions, half of the damage a litterfolk deals with a slam attack is slashing damage.

 

Litter Brute: CR 4; Large construct; HD 6d10+20; hp 53; Mas —; Init +0; Spd 20 ft.; Defense 17, touch 9, flat-footed 17 (–1 size, +8 natural); BAB +4; Grap +10; Atk +5 melee (1d8+2, slam); Full Atk +5 melee (1d8+2, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct, darkvision 60 ft., dimension door, engulf, fast healing 5, garbage growth, sharp implements; AL none; SV Fort +2, Ref +2, Will +3; AP 0; Rep +0; Str 14, Dex 11, Con —, Int —, Wis 12, Cha 6.

Skills: None.

Feats: None.

Advancement: 7–10 HD (Large); 11–18 HD (Huge); 19–24 HD (Gargantuan).

 

Advanced Litter Brute: CR 6; Huge construct; HD 12d10+40; hp 106; Mas —; Init –1; Spd 20 ft.; Defense 18, touch 7, flatfooted 18 (–2 size, –1 Dex, +11 natural); BAB +9; Grap +23; Atk +13 melee (2d6+6, slam); Full Atk +13 melee (2d6+6, 2 slams); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ construct, darkvision 60 ft., dimension door, engulf, fast healing 5, garbage growth, sharp implements; AL none; SV Fort +4, Ref +3, Will +5; AP 0; Rep +0; Str 22, Dex 9, Con —, Int —, Wis 12, Cha 6.

Skills: None.

Feats: None.

 

LUCIFERAN

Species Traits

Automatic Language: Luciferans read, write, and speak Aramaic.

Body Glow (Su): A luciferan’s skin constantly emits a pale red glow that is imperceptible in lighted conditions, but the effect reduces any concealment the luciferan may have due to darkness by one step.

Immolation (Su): A luciferan can increase the glow from its skin into a raging inferno. The flame so generated deal 6d6 points of fire damage to each object and creature within a 10-foot radius of the luciferan. A successful Reflex save (10 + 1/2 the luciferan’s Hit Dice + its Constitution modifier) halves the damage.

Skill Bonuses: A luciferan gains a +2 species bonus on Bluff and Intimidate checks.

 

Luciferan: CR 2; Medium-size outsider; HD 2d8+2; hp 11; Mas 14; Init +1; Spd 30 ft., fly 40 ft. (average); Defense 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); BAB +2; Grap +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws) or +3 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ body glow, darkvision 60 ft., immolation; AL any; SV Fort +5, Ref +4, Will +4; AP 0; Rep +0; Str 10, Dex 13, Con 14, Int 12, Wis 12, Cha 14.

Skills: Bluff +4, Intimidate +4, Knowledge (arcane lore) +6, Read/Write Aramaic, Speak Aramaic, Speak English.

Feats: Simple Weapons Proficiency.

Possessions: Colt Python, 12 rounds of .357 ammunition.

Advancement: By character class.

 

Luciferan Class Smart Hero 3/Mage 3: CR 8; Medium-size outsider; HD 2d8+2 plus 3d6+6 plus 3d6+6; hp 44; Mas 14; Init +1; Spd 30 ft., fly 40 ft. (average); Defense 18, touch 14, flat-footed 17 (+1 Dex, +3 class, +4 natural); BAB +4; Grap +4; Atk +4 melee (1d4, claw); Full Atk +4 melee (1d4, 2 claws), or +5 ranged (2d6, Colt Python revolver); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ body glow, brew potion, darkvision 60 ft., immolation, scribe scroll, summon familiar; AL any; SV Fort +7, Ref +6, Will +9; AP 3; Rep +3; Str 10, Dex 13, Con 14, Int 13, Wis 12, Cha 15.

Occupation: Dilettante (bonus class skill: Intimidate).

Skills: Bluff +4, Computer Use +7, Concentration +8, Craft (chemical) +10, Decipher Script +7, Disable Device +7, Intimidate +7, Investigate +7, Knowledge (arcane lore) +15, Knowledge (technology) +7, Read/Write Arabic, Read/Write Aramaic, Read/Write Dutch, Read/Write English, Research +10, Speak Arabic, Speak Aramaic, Speak Dutch, Speak English, Speak French, Spellcraft +7.

Feats: Alien Weapons Proficiency, Archaic Weapons Proficiency, Combat Expertise, Iron Will, Low Profile, Simple Weapons Proficiency.

Talents: Savant (research), trick.

Mage Spells (4/3/1): 0—detect magical aura, light, mage hand, read magic; 1st—change self, power device, sleep; 2nd—invisibility. Caster level 3rd; save DC 11 + spell level.

Possessions: Colt Python (.357 revolver), 12 rounds of .357 ammunition, 1d4 scrolls, 1d4 potions.

 

MALLEABLE CREATURE (TEMPLATE)

Template Traits

“Malleable creature” is an acquired template that can be added to any corporeal humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creature retains its original type. It uses the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as base creature +1.

Grapple Bonus: A malleable creature gains a +4 species bonus on grapple checks.

Special Qualities: A malleable creature retains all the special qualities of the base creature and gains the additional special qualities described below.

Bludgeoning Resistance 5 (Ex): A malleable creature ignores the first 5 points of bludgeoning damage from any single attack.

Increased Reach (Ex): The reach of a malleable creature increases by 5 feet.

Malleable Form (Ex): This ability allows a malleable creature to make itself look different. It can appear 1 foot shorter or taller than its normal height, and it can seem thinner or fatter. It cannot change its skin, hair color, body type, or number of limbs. This ability does not allow the malleable creature to mimic the appearance of specific individuals.

As a full-round action, a malleable creature can squeeze through an opening as small as 6 inches square. In the case of an enclosed space, such as a drainpipe or airshaft, the malleable creature moves at one-third of its normal speed, but it can take no other actions until at least half of its body mass has emerged from the enclosure. Objects and clothing worn by the malleable creature may or may not be small enough to fit through the opening—objects larger than Tiny are left behind unless every part of the opening is large enough to accommodate them.

Saves: Same as the base creature, with a +1 species bonus on Fortitude saves, and modified by new ability scores.

Ability Scores: A malleable creature’s ability scores change as follows: Con +2, Dex –4.

Skill Bonuses: A malleable creature’s pliant body grants it a +4 species bonus on Disguise checks and a +10 species bonus on Escape Artist checks.

Bonus Feat: A malleable creature gains Nimble as a bonus feat.

 

Malleable Human Tough Hero 4/Dedicated Hero 3: CR 8; Medium-size humanoid; HD 4d10+16 plus 3d6+12 plus 3 (Toughness); hp 63; Mas 19; Init –2; Spd 30 ft.; Defense 16, touch 13, flat-footed 16 (–2 Dex, +5 class, +3 undercover vest); BAB +5; Grap +10; Atk +6 melee (1d4+1, unarmed strike) or +3 ranged (2d6, Beretta 92F); Full Atk +6 melee (1d4+1, unarmed strike) or +3 ranged (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 10 ft.; SQ bludgeoning resistance 5, increased reach, malleable form; AL any; SV Fort +11, Ref +0, Will +6; AP 3; Rep +2; Str 12, Dex 6, Con 19, Int 10, Wis 16, Cha 11.

Skills: Bluff +8, Climb +3, Concentration +6, Disguise +13, Escape Artist +14, Knowledge (current events) +2, Read/ Write English, Speak English, Spot +7, Survival +7.

Feats: Armor Proficiency (light), Combat Martial Arts, Defensive Martial Arts, Great Fortitude, Improved Combat Martial Arts, Nimble, Simple Weapons Proficiency, Toughness.

Talents (Tough Hero): Damage reduction 1/–, remain conscious.

Talents (Dedicated Hero): Intuition, skill emphasis (Disguise).

Possessions: Undercover vest, Beretta 92F (9mm autoloader), 50 rounds of 9mm ammunition, disguise kit.

 

MANIAC (TEMPLATE)

Template Traits

“Maniac” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the “base creature”). The creature retains its original type. It uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as base creature +1.

Hit Dice: Change to d12.

Attacks: A maniac retains all the attacks of the base creature and gains a slam attack if the base creature didn’t already have one. If the base creature did not have a slam attack, use the base damage values in the table below. Otherwise, use the values below or the base creature’s base damage, whichever is greater.

Size

Slam Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium-size

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

 

Special Qualities: A maniac retains all the special qualities of the base creature and gains the additional qualities described below.

Ability Surge (Ex): Once per day as a free action, the maniac can temporarily increase its Strength and Dexterity scores, but doing so imposes a penalty on its saving throws. While this ability is in effect, the maniac gains a +4 morale bonus to both Strength and Dexterity but takes a –2 penalty on all saving throws. Ability surge lasts for a number of rounds equal to the maniac’s character level. Following an ability surge, the maniac is fatigued (–2 to Strength and Dexterity) for as many rounds as the surge was in effect, but it may negate this penalty as a free action by spending an action point.

Damage Reduction 5/– (Ex): A maniac ignores the first 5 points of damage dealt by any attack.

Immunities (Ex): A maniac is immune to mind-affecting effects.

Resistance to Massive Damage (Ex): A maniac gains a +5 species bonus on Fortitude saves to negate the effects of massive damage.

Allegiances: Previous allegiances are lost and replaced by allegiances to chaos and evil. Changed allegiances might cause the loss of particular class abilities.

Saves: Same as the base creature, with a +2 bonus on Fortitude saves, and modified by new ability scores.

Ability Scores: A maniac gains the following ability score increases: Str +4, Con +4.

Feats: A maniac gains Improved Damage Threshold and Toughness as bonus feats.

 

Maniac (Strong Hero 2/Tough Hero 3): CR 6; Mediumsize humanoid; HD 5d12+20 plus 3 (robust) plus 3 (Toughness); hp 58; Mas 22; Init +1; Spd 30 ft.; Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 class); BAB +4; Grap +8; Atk +8 melee (1d4+5/19–20 nonlethal, improved unarmed strike) or +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain saw); Full Atk +8 melee (1d4+5/19–20 nonlethal, improved unarmed strike) or +8 melee (1d6+5, slam) or +8 melee (3d6+5, chain saw) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ ability surge, damage reduction 5/–, immunities, resistance to massive damage; AL chaos, evil; SV Fort +12, Ref +2, Will +2; AP 2; Rep +1; Str 18, Dex 13, Con 19, Int 8, Wis 12, Cha 10.

Skills: Climb +9, Jump +9, Read/Write English, Speak English, Spot +4, Survival +4.

Talents (Strong Hero): Melee smash.

Talents (Tough Hero): Remain conscious, robust.

Feats: Combat Martial Arts, Great Fortitude, Improved Combat Martial Arts, Improved Damage Threshold, Power Attack, Simple Weapons Proficiency, Toughness.

Possessions: Chain saw, Halloween mask, bloodstained overalls.

 

MAN-’O-WAR, GIANT

Species Traits

Attach (Ex): If a giant man-’o-war hits with a strand attack, the strand latches onto the opponent’s body. The attachment deals no damage, but the giant man-’o-war can then draw the opponent 20 feet closer to itself that round and each subsequent round thereafter that the opponent remains stuck. Once the creature is within 20 feet of the giant man-’o-war, the man-’o-war can draw it the remaining distance and bite (+4 melee) in that same round.

The opponent can break free of a strand with a successful Escape Artist check (DC 20) or Strength check (DC 16). Alternatively, the opponent or an ally can try to sever a strand. A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (Defense 18).

Damage Reduction 5/Piercing (Ex): A giant man-’o-war ignores the first 5 points of damage dealt by any nonpiercing weapon.

Fire Vulnerability: A giant man-’o-war takes 50% more damage from fire attacks.

Paralysis (Ex): ...

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