Creature Conversion : Cloverfield Monster

Post/Author/DateTimePost
#1

kaostym

Mar 15, 2008 23:25:52
The Cloverfield Monster
Although "just a baby,"the creature is quite massive and has a very high resistance to projectile weaponry, including but not limited to personal firearms, vehicular cannons, air-to-surface missiles, and unguided bombs.
The creature is covered with parasites which it sheds as part of a 'post-birth ritual.' Abrams described the parasites as "horrifying, dog-sized creatures that just scatter around the city and add to the nightmare of the evening." Reeves added, "The parasites have a voracious, rabid, bounding nature, but they also have a crab-like crawl. They have the viciousness of a dog, but with the ability to climb walls and stick to objects."

NOTE : This was created using Kaiju rules from STAN! go to rpgnow.com and purchase this kewl source book.

Species Traits
Damage Reduction 50/Titanic (Su): The Cloverfield Monster ignores the first 50 points of damage unless they come from a source that inflicts
titanic damage***
Swallow Whole (Ex): The Cloverfield Monster can attempt to swallow a
grabbed opponent that is size Huge or smaller that is already in
its mouth. To do this, The Cloverfield Monster must make a successful grapple
check. Once inside, the opponent takes 5d6 + 22 points of
crushing damage plus 10 points of acid damage per round from
The Cloverfield Monster’s gizzard. (Neither the crushing nor the acid count
as titanic damage.) A swallowed creature can cut its way out
by using a slashing weapon to deal 50 points of damage to the
gizzard (the gizzard does not benefit from The Cloverfield Monster’s damage
reduction). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own way out.
Titanic Damage (Ex): All of The Cloverfield Monster’s attacks deal titanic damage. (See New Damage Type: Titanic below.)
Trample (Ex): As an attack action, The Cloverfield Monster can run over all opponents occupying or partially occupying an area up to 20 ft. x
20 ft. in size. The Cloverfield Monster enters the area dealing 3d6 + 22 points of titanic damage to all affected creatures. (See New Damage Type:
Titanic below.) Victims can attempt attacks of opportunity. If they do not make an attack of opportunity, trampled opponents can attempt DC 30
Reflex saves for half damage.
Amphibious (Ex): The Cloverfield Monster can breathe both in the
air and underwater. In addition, The Cloverfield Monster gets a +2 bonus on all Swim checks
Alertness (Ex): The Cloverfield Monster gets a +2 bonus on all
Listen checks and Spot checks.
Susceptibility (Ex): The Cloverfield Monster has a weakness to
one energy type (Electricity). When The Cloverfield Monster receives damage of the specified type, double the number of hit points inflicted. In addition, this damage bypasses The Cloverfield Monster’s damage reduction.
Spiked Tail (Ex): The Cloverfield Monster has bony spikes along
its back and tail that increase the damage caused by its smash
attack by 1d6 + 5.

The Cloverfield Monster: CR story-based; Monumental daikaiju; HD 40d12 +
480; hp 742; Mass 35; Init –3; Spd 50 ft.; Defense 0, touch 0,
flat-footed 0 (–12 size, –3 Dex); BAB +10/+5; Grap 42; Atk +20
melee (3d6+22 titanic, slam) or +20 melee (5d6+22 titanic, bite);
Full Atk +20/+15 melee (3d6+22 titanic, slam) or +20/+15 melee
(5d6+22 titanic, bite); FS 60 ft. x 60 ft.; Reach 25 ft.; SQ damage
reduction 50/titanic, swallow whole, trample, Amphibious,Alertness,Susceptibility,
Tail spike ;
AL none; SV Fort +34, Ref +9, Will +12; AP 0; Rep +0; Str 54,
Dex 5, Con 35, Int 5, Wis 10, Cha 10.
Skills: Listen +12, Search +9, Spot +12.
Feats: None.
Advancement: None.

**** Using Titanic Damage: Titanic damage ignores the effects of
damage reduction. When any amount titanic damage is inflicted
on a creature size Gargantuan or smaller, that creature must
immediately make a Fortitude save (DC equal to the number of
hit points lost). If the save fails, the target suffers the same results
as if he or she failed a Massive Damage check (see page 141 of
the d20 Modern Roleplaying Game).
Titanic damage inflicted upon any item bypasses the item’s
hardness and automatically is treated as an attempt to break the
item. Rather than making a separate Strength check, compare
the total amount of titanic damage inflicted to the object’s Break
DC to determine the results (see page 150 of the d20 Modern
Roleplaying Game).


Cloverfield Parasites
Cloverfield Parasites share the following additional traits:
Weapon and Armor Proficiency: Vermin are proficient with their natural weapons only. They are not proficient with armor.
Ability Scores: Vermin have no Intelligence score.
Potent Venom: + 6 DC Bonus to the Save of thier poison
Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet.
Immunities: Vermin are immune to mind-affecting effects.
Resistance to Massive Damage (Ex): Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.
Improved Grab (Ex): If the Cloverfield Parasite hits with a attack it deals normal damage and attempts to start a grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.
Poison (Ex): Poison attacks deal initial damage, such as temporary ability damage (see above) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage.
The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A successful save negates the damage.


Cloverfield Parasites: CR 4; Huge Vermin; HD 10d8+10; hp 55;
Mass 12; Init +3; Spd 40 ft./ Climb 20ft; 16, touch 11, flat-footed 13 (–2 size, +3 Dex, +5 natural)
BAB +7; Grap +19; ATK +9 melee (2d6+6 plus poison, bite) Full Atk +9 melee (2d6+6 plus poison, bite)
15 ft. by 15 ft. Reach 10 ft.; SQ Poison,darkvision 60 ft.;immune to mind-affecting attacks, resistance to massive damage
AL none; SV Fort: +8, Ref: +6, Will: +3; AP 0; Rep +0; Str: 19, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2
Skills: Climb +16, Hide +1, Jump +10, Move Silently +9, Spot +12
Feats: None.
Advancement: None.