Beasts of Bestiaries Redux (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Raymond_Luxury_Yacht

09-20-07, 01:13 PM
The old thread (http://forums.gleemax.com/wotc_archive/index.php/t-576303) has been archived, which is a pity, as I have been retooling several of the creatures in order to balance them more. (The scytale has been heavily modified, and can be reposted on request.)

Anyways, I'm going to be posting a few more soon, since there aren't that many left to do.
Raymond_Luxury_Yacht

09-20-07, 01:31 PM
Cynocephalus
Medium Humanoid (Cynocephalus)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +2 natural, +3 studded leather), touch 11, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: Spear +4 melee (1d8+4 X3) or bite +4 melee (1d4+4)
Full Attack: Spear +4 melee (1d8+4 X3) and bite -1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 17, Dex 12, Con 15, Int 8, Wis 11, Cha 8
Skills: Hide +1, Listen +3, Move Silently +5, Spot +1, Survival +5
Feats: EnduranceB, Track
Environment: Warm forests
Organization: Solitary or pack (3-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +2

Dressed in simple clothes, this seven foot tall humanoid has the head of a slavering dog.

Cynocephali are violent, cannibalistic humanoids that live in deep jungles. They are organized into loose tribes in which the strongest specimen is the leader. Pack leaders seldom rule for long before being overthrown, making control in a cynocephali pack a perilous position.
Cynocephali subsist as simple hunter-gatherers, although the gathering portion of their diet tends to be rather small. They despise plant matter, and will only eat it if the alternative is starvation.
The most feared aspect of the cynocephali is their habit of killing other humanoids for food. Because of this, attempts of cynocephali to expand outside of their forest homes are often crushed brutally.
Cynocephali stand around seven feet in height and weigh around 250 pounds. Cynocephali speak their own language.

Combat
While not particularly intelligent, cynocephali are cunning, and frequently make use of ambushes. If badly injured, a cynocephalus will retreat and leave his fellows to their fate.

Skills: Cynocephali have a +4 racial bonus to Move Silently and Survival checks. Their keen sense of hearing gives them a +2 racial bonus to Listen checks.
JollyRotten

09-23-07, 08:39 PM
bump
Raymond_Luxury_Yacht

09-28-07, 02:38 AM
Sibilus
Tiny Aberration (Evil)
Hit Dice: 8d8+24 (60 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 25 (+2 size, +2 Dex, +6 natural, +5 deflection), touch 19, flat-footed 23
Base Attack/Grapple: +6/-3
Attack: Bite +10 melee (1d4+1 plus poison)
Full Attack: Bite +10 melee (1d4+1 plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison, sibilant hiss
Special Qualities: Darkvision 60 ft., damage reduction 10/good, immunity to sonic, unholy grace, unholy skill
Saves: Fort +9, Ref +8, Will +13
Abilities: Str 9, Dex 14, Con 16, Int 15, Wis 16, Cha 21
Skills: Bluff +9, Climb +3, Escape Artist +17, Hide +14, Intimidate +9, Listen +14, Move Silently +17, Spot +13, Swim +3
Feats: Combat Expertise, Improved Initiative, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-24 HD (Tiny)
Level Adjustment: -

A small serpent with a crown-like growth on its skull glares at you with baleful eyes.

Sibili are distant relatives of the basilisk. Unlike their relatives, they are highly intelligent and horrifically evil. They delight in pain and suffering, and will slaughter entire towns for their own amusement.
Sibili are masters of sound, and can subtly manipulate it into a dangerous weapon. They use their hisses to incapacitate enemies, and then feed upon them at their leisure. Should a sibilus be forced into melee, it possesses a toxic bite.
A sibilus speaks Abyssal, Common, and Draconic.

Combat
A sibilus prefers to attack from ambush, opening with its sibilant hiss ability. Should its adversaries survive that, it attempts to avoid them until it can use its power again. A sibilus will only bite as a last resort, as it requires them to get close to their enemies.

Poison (Ex): A sibilus's bite delivers a toxic poison. Initial and secondary damage 1d6 Con, Fortitude save DC 16 negates. The saving throw DC is Constitution-based.
Sibilant Hiss (Su): Once every 1d4 rounds as a standard action, a sibilus may deliver a horrid hissing noise. Every creature within a 30 foot radius takes 8d6 sonic damage, with a Fortitude save (DC 19) halving the damage. The saving throw DC is Charisma-based.
Unholy Grace (Su): A sibilus receives a deflection bonus to its Armor Class and a bonus to its saving throws equal to its Charisma modifier.
Unholy Skill (Su): A sibilus receives an insight bonus to Initiative and damage rolls equal to its Intelligence modifier.

Skills: A sibilus receives a +4 racial bonus to Bluff, Climb, Escape Artist, Hide, Intimidate, Move Silently, and Swim checks.
DebiHuman

09-29-07, 03:40 PM
I'd love to see more of your updates. I really like these.

Debby