| Post/Author/DateTime | Post |
|---|---|
| Darknecromancer08-14-05, 02:56 PM | First, I'd like to say a bit about what I'm doing. Basically, I created a snake-themed campaign and am creating new snake monsters. Eventuall, I intend to unvail The Grand Snakemaster. If anyone has created any vaguely-snakelike creatures, please post them. Heway Medium Magical Beast Hit Dice: 2d10 (11 hp) Initiative: +3 (+3 Dex) Speed: 30 ft. (6 squares), swim 15 ft. (3 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Bite +5 melee (1d4 +0) Full Attack: Bite +5 melee (1d4 +0) Space/Reach: 5 ft./5 ft. Special Attacks: Gaze, poison slime Special Qualities: Darkvision 60ft., low-light vision, scent Saves: Fort +3, Ref +6, Will +1 Abilities: Str 11, Dex 17, Con 11, Int 7, Wis 13, Cha 9 Skills: Listen +1, Spot +1, Swim +5 Feats: Weapon Finesse(bite) ________________________________________ Environment: Warm deserts Organization: Solitary, or Pair Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: - You notice a brown snake emerge from the water. Somehow, you get the felling that this is no ordinary snake. It turns and looks at you. You look into its eyes...those horrible voids, and that is all you remember. Heways are a variety of snake that is always covered in a poisonous slime. Although it cannot channel venom through its fangs, this poison provides the creature with its own unique ability to catch prey. When all else fails, it has a hypnotic gaze it can use to paralyze foes. It typically only uses this ability in the most dire of situations where its survival is at stake. These beasts are cowards at heart. Combat Heways avoid combat at all costs. If threatened, they will use their gaze attack to stun foes and then run away. Gaze (Su): A Heway can, as a standard action, use a gaze attack against all foes within 30 ft in front of it. Those who fail a Will save (DC 10) are paralyzed for 1d6 rounds, which the Heway typically uses to escape. Poison Slime (Ex): The Heway's skin constantly oozes a paralytic slime. After swimming in a body of water no bigger than a pond or oasis, the water becomes poisonous to creatures drinking it. The DC to avoid this effect is 12. Those who fail are paralyzed for 1d6 hours. As always...comments are always appreciated. |
| Tevish Szat08-14-05, 03:18 PM | neat campagin idea there. reminds me (very, very vaguely) of Conan the Barbarian. as for snake-like creatures, the Attorcroppe is a fey snakelike from RL faerie tale. the Heway is lookin' good. |
| Darknecromancer08-14-05, 03:24 PM | Giant Sea Snake Gargantuan Animal Hit Dice: 12d8+24 (78 hp) Initiative: +4 (+4 Dex) Speed: 30 ft. (6 squares), swim 30 ft. (6 squares) Armor Class: 20 (-4 size, +4 Dex, +10 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+31 Attack: Bite +15 melee (2d8 +10) Full Attack: Bite +15 melee (2d8 +10) Space/Reach: 20 ft./15 ft. Special Attacks: Constrict, improved grab, poison, Constrict Ship Special Qualities: Low-light vision, scent Saves: Fort +10, Ref +14, Will +5 Abilities: Str 31, Dex 19, Con 15, Int 1, Wis 13, Cha 2 Skills: Hide -8, Listen +8, Spot +8, Swim +15 Feats: Alertness,Combat Reflexes,Improved Natural Armor,Lightning Reflexes,Run ________________________________________ Environment: Warm aquatic Organization: Solitary, Pair, or Brood (2-5) Challenge Rating: 11 Treasure: None Alignment: Always neutral Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal) Level Adjustment: - A brightly banded blue and black tail move back and forth in the water, proppeling the massive snake forward like a rudder. The monsterous creature wraps around the boat and squeezes it in two with little trouble. Everyone around you knows that they are doomed. Giant sea snakes are much larger relatives of the common sea snake. They reach lengths of over 50 ft long and can capsize a ship with ease. Which no evil, they are always hungery and see anything smaller than them as food. Combat Giant sea snakes are both very poisonous and very capable of crushing bones with their constriction. Constrict (Ex): A giant sea snake deals 2d6 +15 points of damage on a successful grapple check against an opponent of large size or smaller. Improved Grab (Ex): To use this ability, a giant sea snake must hit with its bite attack. If it gets hold, it can constrict. Poison (EX): Bite, Fortitude save 18. First and secondary damage 2d6 Constitution. Constrict Ship (EX): A giant sea serpent likes to wrap its serpantine body around ships and drag them below the surface of teh water automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and Galleys are too big for the Giant sea snake at gargantuan size. |
| Darknecromancer08-14-05, 03:56 PM | Elder Serpent (template) Elder serpent is an inherited template that can be added to any snake that is of the Animal type. They are said to trace their bloodlines back to the Grand Snakemaster himself. They use the base creature’s statistics except as noted below. Hit Dice: as base creature +1 Speed: increase all modes of locomotion by 10ft AC: increase natural armor by 4 Attacks: as base creature Damage: as base creature Special Attacks: Birdcatching (see below) Special Qualities: Deadly Poison, Speech Saves: as base creature, modified by ability and hit die increase Abilities: Int (1d6 +1), Wis +2, Cha +1d3 Skills: as base creature, modified by hit die and ability changes Treasure: Standard CR: +2 Birdcatching: By swaying slowly and steadily while staring down victims, an elder serpent can paralyze creature of animal intelligence (1-2). This requires a full-round action and the target of the gaze gets to make a Will save (DC 14) to avoid being paralyzed for 2d6 rounds. This is commonly used by elder serpents to stun prey, especially birds, hence the name. Deadly Poison: Elder snakes have much more potent venom than usual for a snake of the base creature’s type. The DC increases by 4 and the secondary damage is doubled on a failed save. Speech: Elder serpents are ably to speak both common and draconic |
| The Vorpal Tribble08-14-05, 05:27 PM | Sounds cool :cool: Wouldn't the sea snake have a bit of poison though? Sea snakes are some of the most deadly in the world. -=-=-=-=-=- Heres one of my snake creations (kinda wierd): Belly Serphent Small Magical Beast Hit Dice: 1d10+2 (7 hp) Initiative: As host's Speed: 20 ft. (4 squares), climb 20 ft. AC: 18 (+3 dex, +4 natural, +1 size), touch 14, flat-footed 15, 20% miss-chance BAB/Grapple: +1/-1 Space/Reach: 5 ft./5 ft. Attack: Bite +4 melee (1d4 plus venom), or Caustic Spray +4 ranged (1d4 acid plus venom) Full attack: Bite +4 melee (1d4 plus venom), or Caustic Spray +4 ranged (1d4 acid plus venom) Special Attacks: Caustic Spray Special Qualities: Darkvision 60 ft., Empathic Transfer, Immune to Polymorphing and Venom, Low-light vision, Scent, Unique Position, Union of the Scales Saves: Fort +4, Ref +2, Will +0 Abilities: Str 7, Dex 17, Con 14, Int 3, Wis 14, Cha 13 Skills: Climb +7, Diplomacy +6 Feats: Improved Fortitude(B), Weapon Finesse Environment: Warm Forest Organization: Solitary CR: 3 Alignment: Lawful Neutral Treasure: None Advancement: -- Level Adjustment: -- A belly serphent is a most unique type of creature that forms a symbiotic relationship mostly with humanoids. Though they can change their color at will a belly serphent in its natural coloring appears as an impressively large cobra of a translucent, maggoty white hue with pale reddish-purple veins running through it. Upon choosing a host its scales take on the exact shade of his or her skin. Belly serphents, though common enough in the wilds, are more commonly bred by primitive peoples in the midst of deep jungles. Usually these communities have some kind of high reguard for reptiles, some even to the point of worship. They reguard the bond with the belly serphents as nigh holy. Belly serphents are only capable of producing offspring when their host has died and they have fully melded into the body. They take the gender of their former host and must find a mate whom has also has fully melded with one of the opposite gender. Such unions produce 2d6 offspring. They are birthed live and not from eggs like some tales claim. Within six months the serphents are full grown and ready to take a host. Belly serphents are 8 feet long and weigh about 25 pounds, which is added to the host's weight after melding. Combat: If melded a belly serphent lies in wait within the abdomen of their host, protruding out to spray their opponent with a caustic venom. The first attack made by a belly serphent is always considered a surprise attack. The serphent cannot fully leave the body of its host, but it can lunge out at a victim up to five feet away to bite. It is condidered a seperate entity that resides within the same space as its host. If unmelded a belly serphent usually only attacks when threatened. Caustic Spray (Ex): Once per round a Belly Serphent can shoot out a line of venom that has a range of 10 feet as a ranged touch attack. It deals 1d4 acid damage if it hits, and burns into the flesh to poison the victim. Unless a DC 14 fortitude check is made the victim takes 1d6 constitution damage initially, as well as 1d6 secondary damage. Empathic Transfer (Ex): A belly serphent can increase its host's hit point total with its own, but must retain at least one point for itself. The host in turn can boost its symbiont in the same fashion. Points taken heal naturally at the the serphant's or host's rate, whichever is better. Soothing Tune (Ex): A belly serphent can emit a pleasant, non-threatening thrumming sound that gives it a +4 bonus to diplomacy checks to alter the attitude of those around it. It does this to relax potential hosts in case they feel threatened by its presence. Union of the Scales (Su): With consent a belly serphent fully melds with their host if he or she is medium to large in size, generally coiling around the stomach region and being absorbed within the flesh. This causes no pain to the host. A ring of scales about the host's midsection is a clear indication of the Holder of a belly serphent. Once melded a belly serphent and the host cannot be seperated unless with a limited wish, wish, miracle or similiar high-level spells. The serphent and the host sense each other's emotions but the snake cannot speak. The host can direct it to stay hidden within, or bid it to reveal itself, or other simple mental commands. Unless told otherwise a belly serphent automatically attacks when its host comes under attack. While melded the host gains a +4 bonus to fortitude checks against poisons. And lastly three times per day the serphent can release chemicals into its partner's blood-stream that allows him to Rage as a barbarian, but without becoming fatigued. The belly serphent remains with its host until its death at which point the serphent must make a DC 18 fortitude check or die as well. If it survives it takes over the body and fully melds with it. The skin takes on a scaley texture, fangs and venom sacks grow from the mouth, and a slight cowl develops on the back of its head. It retains its intelligence, wisdom and charisma, as well as its bite and caustic spray attacks, but otherwise takes on all the host's stats and abilities. Unique Position (Ex): Because of its location a belly serphant cannot be flanked while melded, though the host still can. It also is considered having partial concealment (20% miss-chance). If an attack would normally hit but misses because of the 20% miss-chance the host instead takes the damage. Skills: Belly Serphents have a +4 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. A belly serphent uses its dexterity modifier for climb checks. |
| Osedox08-14-05, 05:42 PM | Sweet, like the Belly Serpent. So in your campain are all of the characters Yuan-ti or is there just a strong focus on snakes? I like the idea and like all of your creations good work. |
| The Vorpal Tribble08-14-05, 06:05 PM | Lets see, serphant creatures... Banelar Constricters - Large - Huge Couatl Grick Ice Serphent Lillend Medusa Naga - Dark - Guardian - Spirit - Water Ravid Vipers - Tiny - Small - Medium - Large - Huge Yuan-ti - Abomination - Anethma - Full-blood - Half-blood Interesting Templates to add: Celestial Fiendish Ice Beast Pseudonatural Spirit Animal Woodling Might also think of using Tsochar from Lords of Madness. They are exceedingly creepy and somewhat snake-like. |
| Darknecromancer08-15-05, 09:38 AM | oopse, sorry, I put poison in teh special abilities but didn't give a description of it...I'll fix that. The belly serpant is pretty dang awesome. Not all of teh characters are yaun-ti, but most of them are ones that have turned from their race's evil nature. |
| Darknecromancer08-15-05, 09:43 AM | Spitting Snake Medium Animal Hit Dice: 4d8 (18 hp) Initiative: +5 (+5 Dex) Speed: 30 ft (6 squares), Climb 20 ft AC: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14 Base Attack: +3 Attack: Bite +8 melee (1d4 and poison) Reach: 5ft/ 5ft Special Attacks: Posion, Spit Poison Special Qualities: Scent Saves: Fort +4, Ref +9, Will +2 Abilities: Str 10, Dex 21, Con 11, Int 2, Wis 12, Cha 2 Skills: Balance +12, Climb +12, Hide +3, Listen +9, Spot +9 Feats: Weapon Finesse (bite) Environment: Any Desert Organization: Solitary Cr: 3 Treasure: None Alignment: Always neutral Advancement: 5-6 HD (medium), 7-12 HD (large) Spitting snakes are a variety of large snake that can spit their poison into their opponent's eyes as well as deliver it through their fangs. Combat: A spitting snake will attempt to blind anything it views as food and then move in to bite them to death. Poison (EX): bite, Fortitude save DC 12. Initial and secondary damage 1d6 Constitution. Spit Poison (EX): as a standard action, a spitting snake can spit poison into the eyes of its opponents. The victem must make a Ref save (DC 17) or suffer from blindness for the next 2d6 hours in addition to the poison's normal effects. |
| Darknecromancer08-15-05, 09:45 AM | Niflex Large Animal Hit Dice: 6d8 +18 (45 hp) Initiative: +2 (+2 Dex) Speed: 40 ft (8 squares) AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 14 Base Attack: +4 Attack: Claw + 11 melee (1d8 +7) Full Attack: 2 CLaws +11 melee (1d8 +7), Bite +9 melee (2d6 +3), Sting +9 melee (1d6 +3 plus poison) Reach: 5 ft/ 10 ft Special Attacks: Pounce, Improved Grab, Rake 1d8 +3, Poison Special Qualities: Blindsight 60ft, Hold Breath, Low Light Vision Saves: Fort +8, Ref +7, Will +4 Abilities: Str 24, Dex 14, Con 17, Int 2, Wis 14, Cha 9 Skills: Balance +6, Hide +5, Listen +4, Move Silently +9, Spot +4, Swim +11 Feats: Multiattack, Track Environment: Any forest, hills, mountains and plains Organization: Solitary, pair, group (3-5), or pack (6-12) Challenge Rating: 5 Treasure: None Alignment: Neutral Advancement: 7-12 HD (Large), 13-18 HD (Huge) A quadruped resmbling a hairless, scaly tiger pads out of the jungle on extra-large paws, Its tail curves up over its head, ending in a deadly-looking stinger. Many Yaun-ti have tried crossbreed snakes with other animals. Most of these breedings die quickly and almost all are steril. The only reliable combination is between snakes and dogs. Every once in a while, the scaly folk try to breed large cats with snakes, with tigers being teh most successful. They are used as hunting animals, trackers and loyal guardians. Niflex look like tigers but are hairless and scaly. Their tails are carried over their heads, like those of a scorpion. While not evil, the Niflex have an insatable appitite and attack on sight. Combat: Pounce (EX): If a Niflex leaps on an opponent the first round of combat, it can make a full-attack even if it has already taken a move-action. Improved Grab (EX): To use this ability, the Niflex must hit with a claw or bite attack. If it gets hold, it can rake. Rake (EX): A Niflex that gets a hold can make two rake attacks (+11 melee) with its hind legs for 1d8 +3 damage each. If it pounces on an opponent, it can also rake. Poison (EX): Sting, Fortitude DC 16, initial damage paralysis for 1d10 rounds, secondary damage 1d4 strength Hold Breath (EX): A Niflex can hold its breath for a number of rounds equal to four times its constitution score before it risks drowning. Skills: Because of its keen sense of smell and natual instinct for tracking, a Niflex recieves a +5 racial bonus on Survival checka made to track. It also recieves a +4 (or +8 in areas of tall grass or heavy undergrowth) bonus to Hide checks as well as a +4 bunus to Balance and Move Silently. |
| Darknecromancer08-15-05, 10:55 AM | Supersnake Huge Animal Hit Dice:16d8 +64 (104 hp) Initiative: +4 (+4 Dex) Speed: 20 ft (4 squares), Climb 20ft AC : 17(-2 size, +4 Dex, +5 Natural), touch 12, flat-footed 13 Base Attack: +12 Attack: Bite +19 melee ( 1d8 +10) Reach: 15 ft/ 15 ft Special Abilities: Improved Grab, Constrict 1d8 +10, Poison Special Qualities: Scent Saves: Fort +10, Ref +10, Will +5 Abilities: Str 25, Dex 19, Con 13, Int 2, Wis 14, Cha 2 Skills: Balance +12, Climb +18, Hide +4, Listen +10, Spot +10 Feats: Improved Toughness Environment: Warm Forests and Aquatic Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always Neutral Advancement: 17-33 HD (Gargantuan) Supersnakes were breed to be more powerful than their poisonous and constricting parents. The is no possible way that these creatures came into existence without the aid of magic. There is no telling how many snakes were sacrificed to create these beasts, but the result was larger than both species and had both of their abilities at its disposal. Now the secrets to their creation are lost, but no doubt hidden somewhere deep in a forest. The creature now breed true and present a surprise to those not familiar with them. Supersnakes look like bigger versions of ordinary snakes. Combat: Supersnake Like to wrap around opponents and squeeze the life from them while fending off attacks from their comrades. If faced with only 1 opponent, Supersnakes will leave the creature’s head exposed so that it can bite as well as crush the creature. Improved Grab: To use this ability, the Supersnake must hit with its bite attack. If it gets hold, it can constrict. Constrict: A Supersnake deals 1d8 +10 points of damage with a successful grapple check against a Medium-size or smaller creature. Poison: Bite, Fortitude save DC 19; initial and secondary damage 1d6 Constitution. |
| Darknecromancer08-15-05, 10:56 AM | Thundersnake Swarm Dimutive Magical Beast (swarm) Hit Dice: 10d10 + Initiative: Speed: 15 ft (3 squares),fly 60 ft (perfect), climb 15 ft AC: 20 ( +4 size, +2 Dex, +4 natural), touch 16, flat-footed 18 Base Attack: +10 Attack: Swarm 2d6 plus 1d6 electrical Reach: 5 ft/ 5 ft Special Attacks: Shock, Thundering Blast, Distraction (DC 16), Control Weather Special Qualities: Hive Mind, Low-Light Vision, Scent, Swarm-Traits, Electrical Immunity Saves: Fort +8, Ref +9, Will +4 Abilities: Str 1, Dex 15, Con 12, Int 11, Wis 14, Cha 2 Skills: Balance +11, Climb +13, Hide +9, Listen +8, Spot +8 Environment: Warm Land Organization: Swarm Challenge Rating: 6 Treasure: None Alignment: Always Neutral Evil Advancement: - You notice a shimmering right underneath the storm clouds. With every lightning bolt and every crack of thunder, the shapes twist and thrash faster. As it grows closer, you notice the distinct shapes of snakes flying through the air. The storm cloud seems to be following them…right toward you! Thundersnakes appear as brightly striped yellow-and-black snakes of small size. Alone they are no threat, but in massive swarms, they can cause serious damage. Instead of using poison to kill creature, Thundersnakes create an aura of lightning that adds to the power of their bites. Then can also summon storm clouds overhead to cover their advance. Combat: Thundersnakes swarm around their newest prey and attempt to soften them up with lightning bolt and thunder blasts before moving in for the kill. Shock: Thundersnake swarms for an electrical aura around themselves that deal an additional 1d6 points of damage to those who are affected by swarm damage. Thundering Blast: Once every 3 rounds, a Thundersnake swarm can issue forth a great blast of sound. This attack takes a full round action and the Thundersnakes must stay still for it to take place. This attack deal 1d8 points of sonic damage to all within 10ft of the swarm and those subject to it must make a DC 14 Fortitude save or be deafened for 2d6 rounds. Control Weather: All weather within 30ft of a Thundersnake swarm automatically turns to storm conditions. |
| Darknecromancer08-15-05, 02:21 PM | “Queen” Clara of the river Unique Awakened Half-Giant Constrictor/ Half-Troll Fighter Level 5 Huge Giant Hit Dice: 13d8 +5d10 +90 (181 hp) Initiative: +3 (+3 Dex) Speed: 20 ft (4 squares), climb 20 ft AC: 27 (-2 Size, +1 Dex, +8 Natural +10 +2 Aquatic Full Plate), touch 9, flat-footed 26 Base Attack:: +14/+9/+4 Attack: +1 Acidic Greatsword +25/ +20/ +15 melee (4d6 +1d6 Acid +12 17-20/X2) Full Attack: +1 Acidic Greatsword +25/ +20/ +15 melee (4d6 +1d6 Acid +12 17-20/X2) and Bite +23 melee (2d6 +7 19-20/X2) or 2 Claws + 24 melee (1d8 +10) and Bite +23 melee (2d6 +7) or +1 Mighty (+4) Composite Longbow +17/ +12/ +8 ranged (3d6 +4) Reach: 15ft / 15ft Special Attacks: Improved Grab, Constrict 1d8 +15, Rend 2d8 +15 Special Qualities: Scent, Fast Healing 5 Saves: Fort +16, Ref +13, Will +8 Abilities: Str 31, Dex 19, Con 19, Int 15, Wis 13, Cha 11 Skills: Balance +14, Climb +21, Hide +5, Listen +11, Spot +11 Feats: Improved Toughness, Weapon Focus (Greatsword, Bite), Weapon Specialization (Greatsword, Bite), Improved Critical (Greatsword, Bite), Multiattack, Quick Draw, Track, Iron Will Environment: Any Warm River Organization: Solitary or Gathering (Clara plus 3-5 Giant Constrictors) Challenge Rating: 12 Treasure: Equipment Alignment: Neutral Good Advancement: By Character Class Clara was once the animal companion of a powerful and benevolent druid. After many years or faithfulness and loyalty, the druid blessed Clara with intelligence and let her forge her own destiny. Soon after, she was captured by an insane wizard bent on crossbreeding trolls with other creatures to make powerful, yet easily controllable minions. Clara endured horrible spells and treatments and eventually became the half-breed that she is today. Through it all, she kept her mind and kindly nature and eventually escaped from the wizard. After years of training with weapons that she could not use because of her arms, Clara returned to the wizard’s lair, bent on revenge and freeing the other creatures that endured the same hardships she had. After doing what she set out to do, Clara has settled down and is now bent on preventing any further perversions of nature from coming into existence. The other animals have come to accept and even depend on Clara. She will attack any creature that she believes is evil or intends to harm nature. There are few that can match her strength, and she knows it. Clara likes to prove this by giving her enemies the privilege or hearing their bones crack before the sheer power of her embrace causes their veins to explode. The queen looks like a giant constrictor snake with musccular arms on either side of her body. Special Attacks: Improved Grab: To use this ability, Clara must hit with its bite attack. If it gets hold, it can constrict. Constrict: Clara deals 1d8 +15 points of damage with a successful grapple check against a Medium-size or smaller creature. Rend: If Clara hits an opponent with both claws, she latches onto her opponent’s body and tears their flash, automatically dealing 2d8 +15 points of damage. Equipment: +1 Acidic Greatsword, +2 Aquatic Fullplate, +1 Mighty (+4) Composite Longbow |
| Darknecromancer08-15-05, 04:13 PM | King Cobra Huge Animal Hit Dice: 12d8+24 (78 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), climb 20 ft. (4 squares) Armor Class: 17 (-2 size, +4 Dex, +5 natural), touch 12, flat-footed 13 Base Attack/Grapple: +9/+22 Attack: Bite +17 melee (2d6 +5) Full Attack: Bite +17 melee (2d6 +5) Space/Reach: 15 ft./10 ft. Special Attacks: disorienting blow, poison Special Qualities: fast healing 1, low-light vision, scent, tail rattle Saves: Fort +10, Ref +14, Will +6 Abilities: Str 21, Dex 19, Con 15, Int 2, Wis 15, Cha 2 Skills: Climb +10, Hide +6, Intimidate +8, Listen +7, Move Silently +9, Spot +7 Feats: Combat reflexes(B),Improved Initiative,Lightning Reflexes,Run,Track,Weapon Focus(Bite) ________________________________________ Environment: Temperate or Warm land and forests Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan) Level Adjustment: - A massive hooded head lowers itself from the trees above without its prey noticing. In a movement so quick that it could only be described as a blur, the hunter grabbed its prey and crunched the life from it with powerful jaws. King Cobras are genetic crossbreeds between normal king cobra and diamondback rattlesnakes. They retain the abilities of both creatures and grow to immense size to boot. Why would anyone want to cross two of the most dangerous snakes in the world and make it super-sized? well, that's a question that no sane person can answer. Combat King Cobras like to lower themselves onto their prey from foliage above while not reveling their presence, but they are far from afraid to join melee combat. Disorienting Blow (Ex): King Cobra strike with such force that those hit by their bite attack are paralyzed for 1 round afterward. Poison (Ex): Bite, fortitude save (DC 18); initial and secondary damage 1d6 constitution. Tail Rattle (EX): King Cobra can shake their tail rattles, granting them a +2 bonus on intimidation checks. |
| Darknecromancer08-15-05, 04:44 PM | True Basilisk Gargantuan Magical Beast Hit Dice:25d10 +150 (288 hp) Initiative: +3 Speed: 40 feet AC: 25 (-8 size, +3 Dex, +20 Natural) touch 5, flat-footed 22 Base Attack: +41 Attack: Bite +41 melee (3d6 +16 plus poison) Reach: 40 ft/ 40 ft Special Attacks: Petrifying Gaze, Deadly Poison Special Qualities: Scent Saves: Fort +18, Ref +16, Will +10 Abilities: Str 33, Dex 17, Con 21, Int 9, Wis 14, Cha 10 Skills: Balance +8,Listen +12, Spot +12 Feats: Alertness, Great Fortitude, Iron Will, Blind-Fight, Improved Toughness, Run Environment: Underground Organization: Solitary Challenge Rating: 18 Alignment: Chaotic Evil Advancement: 26-38 (Gargantuan), 39-52 (Colossal) Two gleaming eyes come out of the darkness, followed by a hiss. You try not to look, knowing that what you face could turn you to stone with a glance. You turn and run, knowing that this opponent is beyond you. You run with all your might, but still you opponent is faster. You slip and fall. The end is near. True Basilisks are serpents of massive size with hard blue scales and gleaming yellow eyes. In addition to the petrifying gaze of their lesser brethren, True Basilisks have a very potent venom that will kill even the most battle-hardened fighter in minutes. Combat: Basilisks are horrid opponents and one hit from their bite is likely to be the end of their opponents. If blinded, a True Basilisk will not break off combat. Petrifying Gaze (SU): Turn to stone permanently. Range 30 feet; Fortitude save negates DC 22 Deadly Poison (EX): Bite, Fortitude save DC 27; death in 2d6 minutes |
| Darknecromancer08-16-05, 08:35 AM | Could someone PLEASE comment on these? Am I seriously messing up? |
| CrazyCrow08-16-05, 02:27 PM | I think they're really cool, I'd like to see what's coming up later. I especially like the thundersnake swarm, the niflex, and the Elder Serpent template. You should add a physical description to the "Queen Clara of the River", that sounds pretty neat. There's an article in Dragon magazine #313 that talks about all sorts of snakes and would be really helpful to check out. Savage Species has some stuff for the Yuan-ti, including a "tainted one" template and a Yuan-ti cultist PrC. You could also look at my Orochi race, based on MTG's four-armed snake warriors- link is in my sig. BTW, Vorpal Tribble, I like that "belly snake". That would be pretty neat to use for a character or something. |
| Darknecromancer08-16-05, 08:22 PM | Thanks for your help, the Orochi are awesome! |
| Darknecromancer08-16-05, 08:26 PM | Behemoth Gargantuan Magical Beast (Fire) Hit Dice: 25d8 Initiative: +4 (+4 Improved Initiative) Speed: 30 ft (6 squares), swim 30 ft AC: 27 (-4 size, +21 natural), touch 6, flat-footed 27 Base Attack: +25 Attack: Bite +47 (4d8 +21) Reach: 20ft/ 40ft Special Attacks: Heat Aura, Trample, Final Strike Special Qualities: Scent, Fire Subtype Saves: Fort +26, Ref +16, Will +17 Abilities: Str 43, Dex 11, Con 31, Int 2, Wis 12, Cha 2 Skills: Climb +13, Hide +11, Listen +8, Move Silently +10, Spot +8 Feats: Great Fortitude, Lightning Reflexes, Iron Will, Weapon Focus (Bite), Improved Natural Armor, Improved Natural Attack, Improved Toughness, Improved Initiative Environment: Any Land and Aquatic Organization: Solitary Challenge Rating: 16 Treasure: None Alignment: Always Neutral Advancement: - Behemoths are the reanimated bodies of creatures long dead. They are older than the dinosaurs, brought back to life by foul magic that their bodies can barely contain. Their bodies look like that of an extremely elongated quadruped dinosaur, resembling a snake with four legs. They have powerful bites should their opponents be able to survive the field of heat surrounding them. While not inherently evil, they are unable to cause anything but destruction and are unable to understand anything but food. Special Combat Heat Aura (SU): A behemoth is constantly surrounded by an aura of heat that deals 1d6 points of fire damage to all within 20ft of the creature. Trample (EX): As a standard action during its turn each rounds, a behemoth can trample Huge or smaller opponents. This attack deals points of damage equal to 3d8 +31. A trampled creature can attempt either an attack of opportunity at a -4 penalty or a reflex save (DC 33) for half damage. Final Strike (SU): When Killed (brought to -10 hp or fewer), a behemoth's body explodes in a final strike of fire. Everything within 60ft is subject to the effect. The initial blast deals 20d6 points of fire damage (Reflex save for half, DC 27), which is followed by another, lighter blast dealing 12d6 points of fire damage (Reflex for half, same DC as above). Final Strike does not occur if the killing blow dealt cold damage to the creature. |
| Darknecromancer08-19-05, 09:03 AM | Water Serpant Large Elemental (Water) Hit Dice: 4d8+8 (26 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: swim 30 ft. (6 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +3/+10 Attack: Slam +5 melee (1d6 +3) Full Attack: Slam +5 melee (1d6 +3) Space/Reach: 10 ft./10 ft. Special Attacks: Absorb life, improved grab, pull to the water Special Qualities: Blindsense, darkvision 60ft., elemental traits, watery body Saves: Fort +6, Ref +3, Will +3 Abilities: Str 17, Dex 15, Con 15, Int 13, Wis 14, Cha 10 Skills: Hide -2, Listen +14, Spot +14, Swim +13 Feats: Alertness,Improved Initiative ________________________________________ Environment: Any aquatic Organization: Solitary, Pair, or Company (2-5) Challenge Rating: 3 Treasure: None Alignment: Usually chaotic evil Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: - The water forms up into the shape of a serpant. It gleams at you with two emerald eyes full of malice and hatred. Water Serpants are evil elementals from the plane of water. They are magically kept from going to their home plane and resent that fact, taking out their anger on anthing they can. Until they want to be seen, Water Serpants are invisable in water. See invisibility reveals taht something is amiss, but nothing more. A true seeing reveals the serpant for what it is. Combat Water Serpants slam and drown their opponents until none remain. Absorb Life (Su): The life force of any who drown near a Water Serpant is magically subsumed into the creature, instantly healing 1d8 points of damage. THis cannot push the creature above its normal total. Improved Grab (Ex): If a Water Serpant hits with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its Pull to the Water ability. Pull to the Water (Ex): After succeding at a grapple against an oppontnet, the Water Serpant pulls them into the water. The character must make checks for drowning as normal for as long as they are grappled. Watery Body (Ex): The body of a Water Serpant has many interesting qualities. The creature takes half damage from piercing and slashing weapons. It takes half damage from fire attacks and cold attacks slow the Water Serpant as the spell for 2d6 rounds. If brought to 0 hp, the creature reforms in 2 rounds. A Purify Water spell sends the creature back to the elemental plane of water. This is the only known way of defeating these creatures. |
| Darknecromancer08-19-05, 01:22 PM | Greater Medusa Large Monstrous Humanoid Hit Dice: 8d8+16 (52 hp) Initiative: +2 (+2 Dex) Speed: 20 ft. (4 squares) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +8/+13 Attack: Composite Longbow +12 ranged (1d8+1 plus poison) or Snakes +10 melee (1d4 +1) Full Attack: Composite Longbow +12/ +7 ranged (1d8+1 plus poison) or Snakes +10 melee (1d4 +1) Space/Reach: 10 ft./5 ft. Special Attacks: Petrifying gaze, poison Special Qualities: Darkvision 60ft., poisonous blood, spell resistance 16 Saves: Fort +4, Ref +8, Will +7 Abilities: Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 15 Skills: Bluff +11, Disguise +11, Hide -2, Listen +1, Move Silently +9, Spot +9 Feats: Point Blank Shot,Precise Shot,Weapon Finesse,Weapon focus (longbow)(B) ________________________________________ Environment: Any underground Organization: Solitary or Gang (1 plus 3-4 normal Medusae) Challenge Rating: 9 Treasure: Double Standard Alignment: Usually lawful evil Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: - You see the tail of a snake weave between the stone figures resembling people. Before you can react, an arrow pierces your heart and you fall over dead. Greater Medusae are more powerful relatives of the common medusae that have the lower body of a snake. They are very skilled archers and prefer picking off anyone who enters their layer from a distance. They often coat their arrows in their own blood so that the poison can end any who would survive the arrow. Since they cannot be mistaken for humanoids at any distance, Greater Medusae rarely leave their layers. Combat Greater Medusae keep opponents at a distance with their poisoned arrows. petrifying gaze (Su): Turn to stone permanently, 30 ft, Fortitude save (DC 16) Poison (Ex): Snakes or arrows, Fortitude save (DC 15); initial damage 1d6 temporary strength, secondary 2d6 temporary strength. poisonous blood (Ex): Even after death, the poison in a Greater Medusa flows strong. Any who touch the blood of a Greater Medusa must make saves against it as if they had been bitten by its snakes. |