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Thread: Critters III! Now also in 5e!

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    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Hell itself (Ohio)
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    Default Re: Critters III! Now also in 5e!

    Ghost Frog
    Diminutive Undead (Incorporeal)
    Hit Dice: 1d12 (6 hp)
    Initiative: +2
    Speed: Fly 10 ft. (2 squares), Perfect
    Armor Class: 17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
    Base Attack/Grapple: +0/-
    Attack: Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
    Full Attack: Nervously hesitant touch +6 melee touch (1d4 negative energy damage)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Corrupting Touch, Abnormally Loud Ribbit
    Special Qualities: Darkvision 60 ft., Undead traits, Incorporeal traits, Manifestation, Rejuvenation, Sense Living 60 ft.
    Saves: Fort +0, Ref +2, Will +3
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
    Skills: Hide +22, Listen +4, Move Silently +10, Search +2, Spot +10
    Feats: Ability Focus (Abnormally Loud Ribbit), Weapon Finesse (B)
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 2 HD (Tiny)
    Level Adjustment: ---

    "Bert...does that frawg look a little...unusual to you?"

    "That's cause hes daid Abner."

    Ghost Frogs haunt jungle rivers, hiding in the shallows and scaring the crap out of people by ribbiting suddenly in an abnormally loud voice. No ones quite sure how they come about, and assume some sort of weird curse or an easily pissed off Gawd are responsible. Oddly enough for once no one is blaming a Wizard.

    Corrupting Touch (Su): The Ghost Frogs nervously hesitant touch attack does 1d4 negative energy damage.

    Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frog will Ribbit. Unless it senses the living approaching, when it will remain quiet until they are close by before letting rip. Any creature within 10' of the Ghost Frog as it Ribbits must make a DC 12 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

    Combat: Ghost Frogs rarely realize they're dead, and so rarely attack the living by any means other than accident. Their abnormally loud ribbits usually scare people badly enough that they get attacked, at which time something inside them snaps and they feel compelled to defend themselves. They also noticeably dislike Clerics, staying well back out of their range if possible, then sneaking up when the priest is asleep to ribbit next to his head.


    Ghost Frog Swarm
    Diminutive Undead (Incorporeal, Swarm)
    Hit Dice: 12d10 (66 hp)
    Initiative: +6
    Speed: Fly 10 ft. (2 squares), Perfect
    Armor Class: 17 (+4 Size, +2 Dex, +1 Deflection), touch 17, flat-footed 15
    Base Attack/Grapple: +6/-
    Attack: Swarm (3d6 negative energy damage)
    Full Attack: Swarm (3d6 negative energy damage)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Corrupting Touch, Abnormally Loud Ribbit, Distraction
    Special Qualities: Darkvision 60 ft., Undead traits, Incorporeal traits, Swarm traits, Manifestation, Rejuvenation, Sense Living 60 ft., Immune to Weapon Damage, +2 Turn Resistance
    Saves: Fort +4, Ref +8, Will +11
    Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 10
    Skills: Hide +22, Listen +13, Move Silently +13, Search +12, Spot +14
    Feats: Ability Focus (Abnormally Loud Ribbit), Improved Initiative, Iron Will, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary, fright (2-4 swarms), or terror (5-8 swarms)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: None
    Level Adjustment: ---


    Corrupting Touch (Su): The Ghost Frogs swarm attack does 3d6 negative energy damage.

    Abnormally Loud Ribbit (Su): Once every 1d4 rounds or so, the Ghost Frogs will Ribbit. Unless they sense the living approaching, when they will remain quiet until the targets are close by before letting rip. Any creature within 20 feet of the Ghost Frog Swarm as it Ribbits must make a DC 18 Willpower Save (Save DC is Charisma Based) or be Panicked for 1 round, and Shaken for 1 round more.

    Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

    When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

    A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

    Sense Living (Su): Identical to the Blindsight Ability, but only senses living creatures.

    Skills: +8 Racial Bonus to Hide, Move Silently, and Spot checks.

    Combat: Swarms behave much like lone Ghost Frogs, but they're a little more frisky due to greater numbers.






    Ghost Frog
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim will be examining the strange case of the Heleophryne depressa, aka the Ghost Frog."

    Dead Frogs?

    "Greetings from the festering Hellscape that is Florida! I'm standing next to Itchy Butt Pond, looking at what are apparently dead frogs who are regarding me with nervous intent"

    "Can you try speaking to them?"

    "The item lets me speak to Beasts, not the Undead."


    Prankish Amhibians

    "Have they displayed any unusual abilities?"

    "Well, they like scaring people."

    "Don't all ghosts like scaring people?"

    "They also appear capable of reproducing."

    "What?"

    "The local ghosts study them, in hopes of one day having children of their own."

    "What?"
    Last edited by Bhu; 2022-05-05 at 12:30 AM.
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