[Creatures] of Cloverfield (except the big one) [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

02-06-08, 09:22 PM
Cloverfield Parasite

Medium Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2) and 4 claws (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alien poison, improved grab
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 14, Dex 15, Con 11, Int 2, Wis 15, Cha 6
Skills: Climb +10, Jump +6, Listen +5, Spot +6, Tumble +6
Feats: Ability Focus (poison), Improved Initiative
Environment: Any
Organization: Solitary, Gang (2–4), Swarm (6-24), Infestation (25+)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -

Cloverfield parasites are vicious, crab-like pests which cling to the cloverfield monster by the thousands, which it is born with and grow with the creature. They clean away the debris of its meals as well as sucking its blood. Their saliva causes intense raising of blood pressure to help them feed, which though mostly harmless to their host, causes smaller creatures to literally burst.

A cloverfield parasite weighs some fifty pounds and stands 2 feet high, though are lengthy in proportion.

Combat
A cloverfield parasite is bold in it's attack, leaping forward and biting repeatedly until their prey bursts.

Alien Poison (Ex): Any creature smaller than Gargantuan bit by a cloverfield parasite must succeed on a DC 14 fortitude save or take 1 point of constitution damage per minute. Each minute they may attempt another save to fend off taking a point of damage. If successful they do not take damage that round, but the next minute they must roll again. Multiple bites do not cause additional constitution loss. To treat this poison requires a DC 14 Knowledge (dungeoneering) check before a Heal check can be made. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a cloverfield parasite must hit with a bite attack or two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: Cloverfield parasites gain a +4 bonus to jump and tumble checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
The Vorpal Tribble

02-06-08, 09:23 PM
Flaming Hobo

Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 padded armor), touch 10, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d3+1 plus 1 fire)
Full Attack: 2 slams +2 melee (1d3+1 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Miasma of despair, phlegm fire, whatever's handy
Special Qualities: Burnt sockets, darkvision 60 ft., immunity to fire, undead traits
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 12, Dex 10, Con -, Int 8, Wis 4, Cha 12
Skills: Knowledge (local) +9, Listen +5, Spot +5
Feats: Ability Focus (phlegm fire), Lightening Reflexes(B)
Environment: Any urban or underground
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: -

Flaming hobos appears as the burnt husk of a humanoid being covered in soiled rags that never completely burn up.

A flaming hobo was once a homeless being set aflame for the cruel amusement of another. No one caring about their death, they arise filled with an insane anger as hot as the flames that rise from them.

Combat
A flaming hobo often rushes at the living with screams of insane pain, spewing a volatile liquid at their opponents and watching gleefully as they burn. If seriously opposed they momentarily extinguish their flames and attack while their opponent is blinded by the smoke.

Burnt Sockets (Ex): A flaming hobo can see without difficulty through smoke, both natural and supernatural.

Miasma of Despair (Su): As a free action a flaming hobo may extinguish the flames that envelope him. Smoke instantly billows out 10 feet from him. This acts as the Fog Cloud spell except who who breathes within must succeed on a DC 15 fortitude save or spend that round doing nothing but chocking and coughing. For each round they remain within the save DC increases by 1. Those who choke for 2 consecutive rounds takes 1d6 points of nonlethal damage. As well, those that breathe within must succeed on a DC 12 will save or take a -2 morale penalty to all saves, skill checks, and attack rolls for 24 hours.

The round a flaming hobo extinguishes his flames he cannot use his phlegm fire ability and deals no fire damage with his attacks.

Phlegm Fire (Ex): Every 1d4 rounds a flaming hobo can spew alcohol in a 10-foot cone that instantly ignites, dealing 1d6 damage (DC 13 reflex save halves). This save DC is Constitution based.

On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Whatever's Handy (Ex): A flaming hobo may use an improvised weapon without penalty, and treat bottles of alcohol as alchemist's fire.

Skills: A flaming hobo gains a +4 bonus to Knowledge (local) checks.
dman11235

02-06-08, 09:27 PM
Once again your brilliance touches the monster forums. CR 2 for the hobo, just because of the extra damage.
The Vorpal Tribble

02-07-08, 07:36 PM
Whoops, yeah, forgot to give him a CR. Adjusted.
Eldritch_Lord

02-07-08, 07:48 PM
Whoops, yeah, forgot to give him a CR. Adjusted.

Mmm, it still looks like there's no CR listed for the Flaming Hobo.
Moosh Nailo

02-07-08, 09:30 PM
For the parasite, if all the bite did was poison you, why were the military so scared of it? I'm thinking eggs or something.
Sammael from Hellboy, anyone?
Eldritch_Lord

02-07-08, 09:44 PM
For the parasite, if all the bite did was poison you, why were the military so scared of it? I'm thinking eggs or something.
Sammael from Hellboy, anyone?

Because with human Con being as it is, chances are they'd be dead in 2 hours automagically?
james_gaines

02-07-08, 10:57 PM
Maybe it's not a poison but an infection? That'd mean the blood was infectious (plus, in my mind, they might have been trying to save the girl instead of get rid of her, that's why a lot of doctors tackled her as well as armymen).
DudeamisGriff

02-08-08, 09:20 AM
they might not have known about any long term effects from contamination. The better safe then sorry approach.