Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Onyx Worm

Post by Jabroniville »

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ONYX WORM
Role:
Giant Rock Snake
PL 10 (144)- Minion Rank 10, Sidekick Rank 29
Normal Version:
PL 7-9
STRENGTH 10 STAMINA 8 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 2 (+11)
Expertise (Survival) 3 (+3)
Intimidation 12 (+9, +13 Size)
Perception 5 (+5)
Ranged Combat (Rock Attacks) 4 (+9)
Stealth 2 (-7 Size, +5 Rocks)

Advantages:
All-Out Attack, Daze (Intimidation), Improved Critical (Unarmed), Fast Grab, Improved Hold, Power Attack, Ranged Attack 5, Withstand Damage

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Tremorsense- Ranged Accurate Touch, Internal Compass- Direction Sense) [5]
"Huge Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Strength-Damage +1 [1]

"Rock-Type Magical Creature"
Immunity 20 (Rock & Fire Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Electrical Effects) [10]
Burrowing 9 (30 mph) [9]
Movement 1 (Environmental Adaptation- Mountainous Terrain & Tunnels) [2]
Enhanced Skills: Stealth 12 (+5) (Flaws: Limited to Rocky Areas) [3]

"Physical Defense" Protection 4 (Extras: Impervious 10) (Flaws: Limited to Physical Attacks) [7]
Features 1: Can Regrow Lost Body Parts [1]

"Rock Toss" Blast 11 (22) -- [26]
  • AE: "Area Body Slam" Damage 10 (Extras: Area- 30ft. Burst) (20)
  • AE: "Area Body Slam" Damage 10 (Extras: Area- 30ft. Line) (20)
  • AE: "Earthquake" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) Linked to Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) (13)
  • AE: "Rock Slide" Blast 8 Linked to Affliction 8 (Fort; Dazed/Stunned) (Extras: Ranged) (Flaws: Unreliable, Limited Degree) (20)
Offense:
Unarmed +8 (+11 Damage, DC 26)
Rock Toss +9 (+10 Ranged Damage, DC 25)
Area Slams +10 (+10 Damage, DC 25)
Earthquake +10 Area (+10 Damage & Affliction, DC 25 & 20)
Rock Slide +7 (+8 Ranged Damage & Affliction, DC 23 & 18)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8 (+12 vs. Physical Damage), Fortitude +11, Will +5

Complications:
Disabled (Animal)- Onyx Worms cannot speak to humans, and have no limbs with which to easily manipulate objects.
Weakness (Water, Plant & Ice Damage)- Onyx Worm's creature type leaves it vulnerable to certain types of attack. Water & Plant attacks do even more damage.

Total: Total: Abilities: 8 / Skills: 28--14 / Advantages: 12 / Powers: 91 / Defenses: 19 (144)

Era: Fantasy Worlds
Range: Rocky Outcroppings, Mountains, Plains
Colouring: Gray, Brown, stone-like
Size: Up to 45 feet long (7-20 tons)
Encounter Groups: Solitary or Pair
Diet: Large Mammals
Tactics: Lashing out with constricting power, using incredible force.

-Onyx Worms are smaller than their Purple & White cousins, but they are nonetheless incredibly powerful creatures, capable of manipulating the very Earth itself. So strong they can create Earthquakes, Onyx Worms prey on large mammals such as Deer & Bighorn Sheep that live in rocky outcroppings and mountain ranges, but even other large creatures may be taken. Rather than possessing large, toothy maws, Onyx Worms have no teeth, but swallow constricted prey whole, like a snake would. It possesses more elemental weaknesses than its kin, rendering it more vulnerable to certain well-prepared adventuring parties. Onyx Worms are quite rare, and have a magical anatomy that requires comparatively little food, meaning they are not the threat other large creatures might be. This, and their burrowing potential, means that they are rarely threatened by sentient beings. Various kinds of Dragons and Stone Giants are known to keep them as "pets" of sorts- they can be trained for defense, and few adventurers are prepared for titans of this scale, and they rarely covet their masters' property.

Jab's Notes: Onix (I give it a different name here to differentiate from the stone) was another favourite Pokémon- it just looks AWESOME. One of the biggest of the early generation, it had a huge intro in the series, kicking Ash's Pikachu's ass pretty bad (before it broke the Elemental laws of the games to win). Unfortunately, it was a fairly weak Pokémon when it came to the Elemental Rock/Paper/Scissors the game plays- while devastating against Lt. Surger's Electric Brigade, it went down HARD to a well-balanced roster including Grass & Water attacks. The poor guy's Rock/Ground Type REALLY kicked it in the nuts, despite it's high Physical defense. I utilized a Limited Protection effect here, plus some Area Attacks and some generic Rock/Earth-Type moves (it always weirded me out to see one of EACH in the series- it seems kind of redundant, especially with so many creatures in the early generations having BOTH combined).
Last edited by Jabroniville on Sat May 08, 2021 10:22 pm, edited 3 times in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Purple Worm

Post by Jabroniville »

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PURPLE WORM
Role:
Giant Apex Predator, Magical Beast, The Most Phallic Thing In History
PL 11 (157)- Minion Rank 11, Sidekick Rank 32
Normal Version:
PL 9-10
STRENGTH 11 STAMINA 11 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Natural Weapons) 1 (+9)
Close Combat (Unarmed) 3 (+11)
Expertise (Survival) 6 (+6)
Intimidation 13 (+10, +15 Size)
Perception 6 (+7)
Stealth 7 (+8, -4 Size)

Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Critical (Stinger) 2, Improved Hold, Improved Initiative 2, Startle, Takedown 2

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Extended Infravision) [6]
"Tremorsense" Senses 4 (Accurate Touch- Ranged 2) [4]
"Natural Weapons- Teeth" Strength-Damage +2 [2]

"Huge Burrowing Speed" Burrowing 10 (60 mph) (10) -- [11]
  • AE: Speed 4 (60 mph) (4)
"Worm-Like Predator" Movement 2 (Environmental Adaptation- Arctic, Slithering) [4]

"Natural Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Protection 2 (Extras: Impervious 11) [13]

"Poisonous Sting" Strength-Damage +1 Linked to Weaken Strength 12 (Extras: Progressive +2) (37) -- [38]
  • AE: "Area Attack" Damage 10 (Extras: Area- 30ft. Burst) (20)
Offense:
Unarmed +11 (+11 Damage, DC 26)
Teeth +9 (+13 Damage, DC 28)
Area Attack +10 (+10 Damage, DC 25)
Stinger +9 (+12 Damage & Weaken, DC 27 & 22)
Initiative +9

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +13 (+6 Impervious), Fortitude +13, Will +4

Complications:
Disabled (Animal)- Purple Worms cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Total: Abilities: 0 / Skills: 36--18 / Advantages: 15 / Powers: 103 / Defenses: 21 (157)

Era: Fantasy Worlds
Range: Underground in Temperate Landscapes
Colouring: Purple
Size: Up to 80 feet long (7-30 tons)
Encounter Groups: Solitary
Diet: Humans, Giants, any large creature, really.
Tactics: Lashing out with limbs & teeth, using incredible force.

-Purple Worms are closely related to White & Onyx Worms, and are titanic predators occuring in more temperate, varied regions than the other two. Instead of a Breath Weapon or Geokinetic powers, it possesses a lethal Stinger that can render the healthiest individual a helpless, quivering mass on the ground within moments.

Jab's Notes: Since I already statted the White Worm, and I realized that an Onix from Pokémon is essentially the same sort of thing, I figured I'd make some stats for the OTHER big worm in D&D, and possibly the most phallic thing in the series. Hell, this thing is more phallic than if it had literally been an enormous dong. It's more powerful than a White Worm in terms of damage, it's PL 11 like it's brother, and it packs Poison instead of Ice Breath. I also figure snake-like things to be harder to hit at range than in melee- their shapes would make aiming your arrows a bitch.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Crimson Worm

Post by Jabroniville »

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CRIMSON WORM
Role:
Giant Apex Predator, Magical Beast
PL 11 (163)- Minion Rank 11, Sidekick Rank 33
Normal Version:
PL 9-10
STRENGTH 11 STAMINA 10 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Natural Weapons) 4 (+10)
Close Combat (Unarmed) 4 (+10)
Expertise (Survival) 6 (+6)
Intimidation 13 (+10, +15 Size)
Perception 6 (+7)
Stealth 5 (+6, -5 Size)

Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Improved Initiative, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Extended Infravision) [6]
"Water Tremorsense" Senses 4 (Accurate Touch- Ranged 2) [4]
"Natural Weapons- Teeth" Strength-Damage +1 [1]
Swimming 6 (30 mph) [6]

"Magma-Borne Predator"
Immunity 12 (Heat & Fire Effects, Drowning, Pressure) [12]
Enhanced Skills 16: Stealth 16 (+10 Size) (Flaws: Limited to Lava/Magma) [4]
Movement 2 (Environmental Adaptation- Volcanoes/Magma Floes, Slithering) [4]

"Natural Size" Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [23]
Protection 2 (Extras: Impervious 9) [11]

"Magmatic Burst" Damage 11 (Extras: Area- 60ft. Cone) Linked to Weaken Toughness 6 (Extras: Area- 60ft. Cone) (34) -- [35]
  • AE: "Area Attack" Damage 10 (Extras: Area- 30ft. Burst) (20)
Offense:
Unarmed +10 (+11 Damage, DC 26)
Teeth +10 (+12 Damage, DC 27)
Area Attack +10 (+10 Damage, DC 25)
Magmatic Burst +11 Area (+11 Damage & +6 Weaken, DC 26 & 16)
Initiative +10

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +12 (+5 Impervious), Fortitude +13, Will +4

Complications:
Disabled (Animal)- Blue Worms cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Total: Abilities: 0 / Skills: 38--19 / Advantages: 10 / Powers: 106 / Defenses: 29 (162)

Era: Fantasy Worlds
Range: Magma, Volcanic Areas
Colouring: Various shades of Red
Size: Up to 55 feet long (7-20 tons)
Encounter Groups: Solitary
Diet: Humans, Giants, any creatures
Tactics: Lashing out with limbs & teeth, using incredible force.

-Crimson Worms are among the rarest of the "Worm" species- they exist only in highly-volcanic regions, often swimming beneath the Earth in magma floes. They can breach the surface via fissures or volcanic eruptions, and are considered a dire threat in these regions. They also inhabit Subterranea, and are among the most fearsome creatures inhabiting that region.

Jab's Notes: One more "Worm"- a volcanic version of it's fellows. Totally immune to heat, and liable to burst from a volcano of all things. I pretty much just invented this one.
Last edited by Jabroniville on Sat May 08, 2021 10:21 pm, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Blue Worm

Post by Jabroniville »

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BLUE WORM/SEA SERPENT
Role:
Giant Oceanic Apex Predator, Magical Beast
PL 11 (153)- Minion Rank 16, Sidekick Rank 31
Normal Version:
PL 9-10
STRENGTH 11 STAMINA 10 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Natural Weapons) 4 (+10)
Close Combat (Unarmed) 4 (+10)
Expertise (Survival) 6 (+6)
Intimidation 13 (+10, +15 Size)
Perception 6 (+7)
Stealth 5 (+6, -5 Size)

Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Improved Initiative 2, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Extended Infravision) [6]
"Water Tremorsense" Senses 4 (Accurate Touch- Ranged 2) [4]
"Natural Weapons- Teeth" Strength-Damage +1 [1]

Swimming 8 (120 mph) [8]
Leaping 4 (120 feet) [4]

"Aquatic Predator"
Immunity 3 (Cold, Drowning, Pressure) [3]
Enhanced Skills 16: Stealth 16 (+10 Size) (Flaws: Limited to Water) [4]
Movement 2 (Environmental Adaptation- Aquatic, Slithering) [4]

"Natural Size" Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [23]
Protection 2 (Extras: Impervious 9) [11]

"White Squall" Blast 9 (Extras: Area- 30ft. Burst) (27) -- [28]
  • AE: "Area Attack" Damage 10 (Extras: Area- 30ft. Burst) (20)
Offense:
Unarmed +10 (+11 Damage, DC 26)
Teeth +10 (+12 Damage, DC 27)
Area Attack +10 (+10 Damage, DC 25)
White Squall +9 Area (+9 Affliction & Damage, DC 19 & 24)
Initiative +10

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +12 (+5 Impervious), Fortitude +13, Will +4

Complications:
Disabled (Animal)- Blue Worms cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Total: Abilities: 0 / Skills: 38--19 / Advantages: 11 / Powers: 96 / Defenses: 29 (153)

Era: Fantasy Worlds
Range: Oceans
Colouring: Various shades of Blue or Green
Size: Up to 60 feet long (7-20 tons)
Encounter Groups: Solitary
Diet: Humans, Giants, any arctic creatures
Tactics: Lashing out with limbs & teeth, using incredible force.

-Blue Worms are usually known as "Sea Serpents", despite being closely related to the Purple and White Worms. Their mouths are more serpentine in shape, though they still have mandibles off to the sides. Their dermal plates also resemble scales, and they have numerous fins- a huge central dorsal fin running the full sixty feet of it's body, and two more on each side, underneath each other. The most common type of Worm (owing to their larger habitat), the Blue Worms are Apex Predators, and typically dominate any region they come in to, following pods of their favourite prey- whales.

Jab's Notes: Blue Worms are a culmination of a concept I realized once I made Onix a variant on a Purple & Frost Worm- I could make a Worm for every type of habitat! I mean, what's more D&D/Final Fantasy than including ludicrous evolutionary offshoots of everything? And so a Blue Worm is effectively a super-dangerous Sea Serpent- it's a bit cheaper than the Frost Worm, but is MUCH harder to hit, by virue of being an ultra-fast oceanic predator.
Last edited by Jabroniville on Sat Feb 04, 2023 9:46 am, edited 3 times in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Beast-kin

Post by Jabroniville »

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BEAST-KIN:
Creature Type: Altered Humanoid, Beast-Kin, Specific Animal Type
Typical Adult Height: 4'11"-6'8"
Birth Rate: 1-10 Infants every 4-9 months
Lifespan: 0-7 (Pup/Calf/etc.), 8-59 (Adult), 60-85 (Elder)
Nicknames: Depends on the Race, Animal-Kin
Sexual Dimorphism: Usually smaller (except in Hyena-Kin), occasionally mammaries
Skin Tones: Usually pink or brown
Hair: Fur types common to animal species, rarely actual hair
Racial Mounts: Typically none
Racial Weapons: Shortbows, Swords, Spears
Religion: The Animal Spirits

Allies: Other Beast-Kin, Orcs

Encounter Groups:
Solo (1 plus 0-2 Animals)
Group (2-12 plus 0-20 Animals)
Bands (10-30 plus 0-5 Elites, 0-5 Mounts, 0-40 Animals, 0-20 Allied Beast-Kin, 0-10 Heavies, 0-2 Monsters)
Tribe (20-80, plus 3-30 Elites, 0-20 Mounts, 0-85 Animals, 0-40 Allied Beast-Kin, 2-20 Heavies, 0-5 Monsters)

PL Variants:
PL 0-2: Weaker Specimens
PL 3: Weaker Standard Specimens, Rat-Kin & Flying Squirrels
PL 4: Standard Beast-Kin
PL 5: Elites, Larger Cats (Tigers, Lions, etc.)
PL 6: Large Beast-Kin, Elite Large Cats
PL 7+: Important Characters

-"Beastkin" is the general name given by most sentient races on Castellia to the various humanoid peoples who share physical attributes with those of the Animal Kingdom. From the large Gnolls (or "Hyena-Kin"), who simply resemble bipedal Hyenas, to the powerful Centaurs, who posess Human or Elf torsos atop the bodies of Horses where the head should be. Most Beast-Kin are very unlike the more "civilized" races, and act in a manner similar to their species, despite wearing armour and wielding melee weapons. While Centaurs and Minotaurs have existed on Castellia for centuries, large groups of Beast-Kin were uncommon until a few generations ago. Scholars have debated as to why this is, but the truth is that the Animal Gods are attempting to be the Fourth Generation of Gods- wiping out the Human, Dwarf & Elf Gods as those Gods had once wiped out the Giant Gods. As such, the old Beast-kin races are being joined by an ever-increasing horde of animalistic humanoids.

Religion:
-The Beast-Kin Races typically worship the Animal Gods, or Animal Spirits, beings of vast power who manifest as gigantic members of their races. Every animal species on the world (though not Beasts created of other sentients' interference, such as the Displacer Beast) has an Animal Spirit. The Spirits do not engage on matters on-planet as much as the other Gods do, but a few have used their power to create intelligent, sentient beings with which to imprint themselves further upon the world.

Jab's Notes: I was gonna stat up a lot of these guys separately, but I changed my mind, since many of them occupy the exact same roles and would have the exact same stats. Aside from things like Centaurs, most Beast-kin operate under the same guidelines as Orcs- Evil Raiders That You Should Kill And Not Feel Bad About Killing. They might not all be evil, but most of them are considered invaders who want your land and your stuff.

STANDARD BEAST-KIN CREATURE
Role:
Mooks
PL 4 (36)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 2 (+5)
Close Combat (Natural Weapons) 2 (+5)
Expertise (Soldier or Survival) 4 (+3)
Intimidation 6 (+4)
Perception 3 (+3)

Advantages:
Equipment (Weapon & Armour), Ranged Attack 2

Equipment:
"Axe, Sword or Spear" Strength-Damage +3 (or +2 with Reach) (3-4)
"Chainmail Armour" Protection 1 (1)

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Natural Weapons" Strength-Damage +1 [1]

Offense:
Unarmed +5 (+2 Damage, DC 15)
Natural Weapons +5 (+3 Damage, DC 18)
Weapons +3 (+4-5 Damage, DC 19-20)
Initiative +2

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +3 (+4 Armour), Fortitude +5, Will +0

Complications:
Prejudice- Beast-Kin have a reputation for violence and savagery, and are mistrusted in nearly every civilized society.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 3 / Powers: 3 / Defenses: 3 (36)

Assorted Beast-Kin Templates:
Unchanged (use base stats):

Goat-Kin- PL 4 (36)
-Goat-Kin are a common sight as a "foot soldier" race to superior masters. They retain their own culture and traits, but rarely possess the power to lord it over others the way the more predatory Beast-kin do. This is occasionally a source of resentment, and powerful Goat-kin have sprouted up, but are often singled-out by threatened masters.

Tapir-Kin- PL 4 (36)
-The unknown and somewhat-comedic-looking Tapir-Kin feature as an unusual but dangerous form of Beast-kin. Their noses are unmistakeable, and some can grow rather large. Many use Tapirs and Giant Tapirs as pets and mounts, and the creatures' unexpected viciousness can pay off.

Altered Stats:
Canids (Humanoid Dogs)- PL 4 (41)
-Canids resemble humanoid dogs of varied breeds- they vary in appearance as much as "Man's Best Friend" does, as the Dog Spirits alter in shape and form frequently. Most commonly, they are long-eared with pronounced snouts, and most have bipedal, digitigrade posture, and are often quite hunched over. The elites and leaders tend towards the more powerful breeds (German Shepherd, Rottweiler, Mastiff, Great Dane), while their faster fighters are athletic types (Retriever, Greyhound). They are mostly subserviant to the more powerful Garou. A number may resemble Foxes or Coyote within their own tribes.
-Powers: Senses 4 (Extended Scent, Ultra & Extended Hearing, Tracking-Scent), Speed 1 [5]

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The Garou (Humanoid Wolves)- PL 4 (41)
-Garou are much like the Canids, being bipedal, digitigrade canines, but they always reflect the power of the Wolf. They are typically mightier than the Canids, and most Canid tribes are ruled over by a select number of Garou (usually an Alpha Male and his immediate family).
-Powers: Senses 4 (Extended Scent, Ultra & Extended Hearing, Tracking-Scent), Speed 1 [5]

Mustelens (Humanoid Mustelids- Skunks, Badgers, Wolverines, Weasels)- PL 4 (52-54)
-Mustelens are a slender but powerful breed of Beast-kin, featuring some of nature's most legendarily-vicious fighters in the Badger and the Wolverine (who tend to focus more on All-Out Attack and the like). They are very common, and often used as "foot soldiers" to more powerful leaders, though some are clever fighters and political movers in their own right.
-Awareness +1 [2]
-Powers: Senses 1 (Extended Scent), Burrowing 2 [3]
Weasels add: Speed 1 [1]
Skunks add: Affliction 5 (Fort; Dazed & Impaired Scent/Stunned & Disabled Scent/Unaware Scent) (Feats: Reach 3) (Extras: Cumulative, Extra Condition) (Flaws: Limited to One Sense, Fades), Features 2: Make Target Stink Badly for Days [10]
Wolverines add: "Arctic Creature" Movement 1 (Environmental Adaptation- Arctic) [2]

Boar-Kin- PL 4 (37)
-Boar-Kin are much like Orcs in appearance and culture, though are far more porcine with their elongated snouts and pink or brown skin.
-Advantages: Power Attack

Felids (Humanoid Cats)- PL 4 (52)
-Felids are known for their graceful beauty, but are still far too animalistic for all the but most-disturbed to be sexually attracted to them. They often possess quirks far greater than other Beast-Kin- few are so easy to predict with their animalistic natures and instincts. Some are kind do-gooders, and others are among the worst of serial killers. Still others are merely lazy lay-abouts.
-Fighting +2, Agility +2 [8]
-Powers: Senses 3 (Extended Scent, Extended & Ultra-Hearing), Speed 1, Leaping 1, "Righting Reflex" Immunity 5 (Falling Damage) (Flaws: Limited to Half) [8]

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Larger Cats- PL 4 (54-56)
Lynx add: "Arctic Creature" Movement 1 (Environmental Adaptation- Arctic) [2]
Cheetah add: Speed +1, Speed +2 (Flaws: Fades), "Running Skills" Athletics 8 (+10) (Flaws: Limited to Running) [4]
Cougars add: "Climbing Skills" Athletics 8 (+10) (Flaws: Limited to Climbing) [2]
Snow Leopards add: "Arctic Creature" Movement 1 (Environmental Adaptation- Arctic), Leaping +1, "White & Spotted Coat" Enhanced Skills 4: Stealth 4 (+6) (Flaws: Limited to Snow-Bound Areas) [4]
Leopards & Jaguars add: "Climbing Skills" Athletics 8 (+10) (Flaws: Limited to Climbing), "Spotted Coat" Enhanced Skills 4: Stealth 4 (+6) (Flaws: Limited to Dense plants or undergrowth) [3]
Larger Cats- PL 5 (56-59)
Lions (The Simba) add: Strength +1, Stamina +1, Agility -1, Powers: "Lion's Mane" Features 2: +4 to Resist Choking Grapples or Neck-Bites [4]
Tigers (The Khan) add: Strength +1, Stamina +1, Powers: "Cold-Based Hunter" Movement 1 (Environmental Adaptation- Cold), "Striped Coat" Enhanced Skills 4: Stealth 4 (+6) (Flaws: Limited to Dark Forests & Jungles or Plains) [7]

Gnolls (Humanoid Hyenas)- PL 4 (41)
-Gnolls are superficially quite-similar to Canids, but are known for being shockingly vicious. They frequently target other people's children, and consume everything right down to the bones. If any Beast-Kin races produces intense fear in Humanoids the world over, it is these.
-Powers: Senses 4 (Extended Scent, Ultra & Extended Hearing, Tracking-Scent), Speed 1 [5]

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Skaven (Humanoid Rats & Mice)- PL 3 (30)
-Skaven are a hideous plague of vermin, moving from the Underworld to the Overworld. Numerous and filthy, they are relentless consumers, and often weigh down their prey with sheer numbers, despite their individual cowardice and weakness. They are rumoured to worship the darkest Gods in the universe, and actually pay homage to disease and death itself.
-Strength -2, Stamina -3 [-10]
-Skills: Stealth 4 (+6) [2]
-Powers: Senses 1 (Extended Scent), Speed 1 [2]

Gliders (Humanoid Flying Squirrels)- PL 3 (34)
-The Gliders are among the rarest of all Beast-Kin, appearing as slightly-sturdier Skaven, but nowhere near as digusting. Their rodent-like features are more delicate and endearing, and they typically wear little clothing, as the skin-membranes that allow them flight require bare bodies from underarm to ankle.
-Strength -2, Stamina -2 [-8]
-Skills: Stealth 4 (+6) [2]
-Powers: Senses 1 (Extended Scent), Speed 1, Flight 4 (Flaws: Gliding, Wings) [4]

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Aerie & Tengu (Humanoid Birds of Prey)- PL 4 (43)
-The Aerie live on a few scattered cities, aboard floating rocks that once were home to Cloud or Storm Giants. Here, they are immune to predation from other races (except Dragons). They are rather xenophobic as a rule, but outcasts or adventurous types will often find Castellia to their liking. Tengu are a species that live near the High Elves' homeland, and resemble large humanoid crows.
-Powers: Senses 2 (Extended & Ultra-Vision), Flight 5 (Flaws: Wings) [7]

Chiropterans (Humanoid Bats)- PL 4 (44)
-Chiropterans live in caves approaching the Underworld, and their culture differs greatly depending on the part of the world in which they live. Some are vampiric carnivores, while others are fruit or insect eaters.
-Powers: Senses 4 (Extended, Ultra & Accurate Hearing), Flight 4 (Flaws: Wings) [8]

Gastropons (Humanoid Slugs & Snails)- PL 4 (42)
-Slow, crawling creatures, Gastropons live in the Earth or the Underworld, rarely venturing to the surface. They often come into conflict with Dwarves or Dark Elves, but try to avoid either whenever possible. They are slow, but tough, and have most of their organs to the backs of their bodies, with the anus above the head (just like real Gastropods). The have no legs, instead shuffling along the lower part of their bodies, with a torso springing from this mass of flesh.
-Agility -3 [-6]
-Dodge +2 [2]
-Powers: Movement 1 (Slithering), Burrowing 5 (2 mph), Senses 3 (Ranged & Accurate Touch) [10]
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Minotaurs

Post by Jabroniville »

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MINOTAUR
Creature Type: Altered Humanoid, Beast-Kin, Animal, Bovine
Typical Adult Height: 6'8"-9'5"
Birth Rate: 1-2 infants once a year
Lifespan: 0-12 (Child), 13-18 (Young Adult), 19-59 (Adult), 60-80 (Elder)
Nicknames: Cowfolk, Steerfolk
Sexual Dimorphism: Mammaries & size, little else.
Skin Tones: Pink
Hair: Varying shades of fur (red & brown most common) common to mammals. Usually one colour.
Racial Mounts: None
Racial Weapons: Battle Axes
Religion: Borgaur (Heavily-built War God), Ares

Allies: Humans, Orcs, Beast-Kin

Encounter Groups:
Solo (1)
Group (2-4 plus 0-1 Elite)
Bands (4-15 plus 0-4 Elites, 0-30 Humans, 0-30 Orcs, 0-42 Goblins, 0-8 Heavies, 0-25 Slaves, 0-2 Monsters)
Town (8-30, plus 1-10 Elites, 0-50 Humans, 0-50 Orcs, 0-60 Goblins, 0-45 Slaves, 0-4 Monsters)

PL Variants:
PL 0: Noncombatants
PL 1-5: Weaker Specimens
PL 6: Common Minotaur
PL 7+: Elites, Important Characters

-Minotaurs are a rare race of humanoids hailing from a single area, the "Minotaur City" located in the islands to the South of Gallea. Rather than becoming true enemies, the often-rivals have formed alliances in the past, and currently supply a large influx of powerful, gigantic soldiers to the Gallean army in turn for protection and favours. Minotaurs are large, often several feet taller than a good-sized man, and prone to bouts of anger or stubbornness. They are tolerated, if not accepted, within the Gallean borders and allied lands, but rarely trusted. In other lands, they are known for being roving bands of mercenaries, or worse, savages prone to rape, murder & destroy. As all things, this is never 100% true, but incidences have occured (and been retold many times) that do nothing to help their reputation.

-Minotaurs within Gallea are known for stiff adherence to regulation, absolute loyalty to a leader, and a perserverance that is quite exceptional. However, if left leaderless, they often descend into the wanton cruelty common amongst most Raiding Parties, and can be quite a threat. Their origins are rumored to persist of a mortal woman who angered the Gods being forced to copulate with a Gods-touched bull, but the Minotaurs dismiss this as cruel racism (and many will become violent if this is implied)- their true origins are likely as tied to the Gods' as every other races', as an original creation.
-Minotaurs always appear humanoid in shape, with the heads of bovine species. Most appear to resemble domesticated breeds of cattle, and feature common colours such as white, red or brown, but variations are known to exist from nearly all the corners of the globe. While on the main continent, Minotaurs are cow-like, others have appeared resembling the Yak, the Bison, the Water Buffalo, the Gaur, and more. Variations in horn shape and style are very common as well, from the "Longhorn" variety (horns sticking straight out), to a Water Buffalo-style curved set, to the Musk Ox's firm "boss" at the top of the skull.

Jab's Notes: Always loved the Minotaurs- there's something undeniably cool about their huge, manly appearance, especially when you combine it with weapons. The typical Grecian Minotaur of legend was just one dude who had a mostly-human body, and I can't quite decide whether I want these guys to be much like that, or have more hoof-like feet. I figure either could be possible, anyways. And of course there's an entire RACE of these things instead of just the one, because Fantasy works that way (see: Pegasus, Medusa, Hydra, etc.).

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MINOTAUR
Role:
Elite Soldiers
Group Affiliations: None
PL 6 (54)
STRENGTH
5 STAMINA 5 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -2

Skills:
Athletics 2 (+7)
Close Combat (Unarmed) 2 (+7)
Close Combat (Horns) 1 (+5)
Expertise (Soldier) 4 (+3)
Intimidation 8 (+6, +7 Size)
Perception 4 (+5)
Stealth 3 (+1 Size)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Equipment (Axe), Fast Grab, Great Endurance, Improved Critical (Axe), Improved Grab, Startle

Equipment:
"Axe" Strength-Damage +3 (Feats: Reach) (4)

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Gore!" Strength-Damage +2 (Flaws: Limited to While Charging) [1]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Horns +5 (+7 Damage, DC 22)
Axe +4 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +5, Fortitude +7, Will +2

Complications:
Temper- Minotaur Bulls often fly into an uncontrollable rage when provoked, acting foolishly and recklessly.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 10 / Powers: 8 / Defenses: 9 (54)

-The most common Minotaurs are good soldiers, though less intelligent on average than humans. Despite their lower numbers, a single Minotaur can easily devastate an entire gang or regiment of human soldiers, and a regiment of Minotaurs is nearly unstoppable, providing a massive anchor do the Gallean armies.

Jab's Notes: A "Typical" Minotaur is a PL 6 monster, much more capable than even the mid-tier Elites of most races. One could be expected to defeat a Centaurian Lancer one-on-one, and beat most starter PCs for quite a few levels.

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MINOTAUR ELITE
Role:
Elite Soldiers
Group Affiliations: None
PL 8 (73)
STRENGTH
6 STAMINA 6 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 1 (+8)
Expertise (Soldier) 7 (+7)
Intimidation 10 (+9, +10 Size)
Perception 5 (+6)
Stealth 4 (+3 Size)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Equipment (Axe), Fast Grab, Great Endurance, Improved Critical (Axe), Improved Grab, Power Attack, Startle

Equipment:
"Axe" Strength-Damage +3 (Feats: Reach) (4)

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Gore!" Strength-Damage +2 (Flaws: Limited to While Charging) [1]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Horns +7 (+8 Damage, DC 23)
Axe +7 (+9 Damage, DC 24)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +6, Fortitude +9, Will +4

Complications:
Temper- Minotaur Bulls often fly into an uncontrollable rage when provoked, acting foolishly and recklessly.

Total: Abilities: 32 / Skills: 20--10 / Advantages: 11 / Powers: 8 / Defenses: 12 (73)

-Minotaur Elites are not truly much different from the standard soldiers- just stronger, more vicious, and more deadly. They're career soldiers, committed to a lifetime of violence and protection. Though not all savages, a great many might be, and the fury of an angry Minotaur is legendary.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Beast-kin (Large)

Post by Jabroniville »

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LARGE BEAST-KIN CREATURE
Role:
Elite Soldiers
PL 6 (44)
STRENGTH
5 STAMINA 5 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Close Combat (Unarmed) 1 (+5)
Close Combat (Natural Weapons) 1 (+5)
Expertise (Soldier) 3 (+2)
Intimidation 8 (+6, +7 Size)
Perception 1 (+1)

Advantages:
All-Out Attack, Diehard, Equipment (Axe), Fast Grab, Improved Grab, Startle

Equipment:
"Axe or Hammer" Strength-Damage +3 (Feats: Reach) (4)

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Natural Weapons" Strength-Damage +1 [1]

Offense:
Unarmed +5 (+5 Damage, DC 20)
Natural Weapons +5 (+6 Damage, DC 21)
Weapons +4 (+8 Damage, DC 23)
Initiative -1

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +5, Fortitude +7, Will +2

Complications:
Prejudice- Beast-Kin have a reputation for violence and savagery, and are mistrusted in nearly every civilized society.

Total: Abilities: 12 / Skills: 14--7 / Advantages: 6 / Powers: 8 / Defenses: 11 (44)

-Large Beast-Kin are the most rare of their kind- typically only appearing as the "Heavies" to their smaller brethren, though some tribes are known to exist.

Jab's Notes: The larger Beast-Kin are mainly here because I love the crap out of animals, and you can NEVER have too many Giant Animal-People wandering around. Some might have magical powers and the like, but these are more generic stats for any old giant thing. More elite versions can just copy aspects of the Minotaurs (especially the Elites).

Altered Stats:
Potami (Humanoid Hippos)- PL 6 (46)
-The Potami vary greatly, and rarely venture into Castellian lands- they inhabit the Eastern Continent. They are known as gregarious, even friendly grazers, but can be provoked into a horrifying, unstoppable rage.
-Powers: Protection 1, Tusks +1 [2]

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Loxo (Humanoid Elephants)- PL 6 (49)
-Like the Elephants they resemble, the Loxo are communal and calm, but can be provoked into a powerful aggressive state. Some strange variants are known to include two trunks instead of just one.
-Powers: Protection 1, Tusks +1, Extra Limb 1, "Tremor-Detecting Feet" Senses 4 (Accurate Ranged x2 Touch) (Flaws: Limited to Half-Perception) [5]

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Therians (Humanoid Large Mammals- Rhinos, Indricotheres, etc.)- PL 6 (46-48)
-Therians feature some of the largest mammals ever known in humanoid form. Most common are easily the various types of Rhinoceros (the Black & White Rhinos being most common among them, but the hairier Sumatran Rhinos have been seen), but many little-seen giant mammals are known to exist as well. The double-horned Rhino-like Arsinoitherium, the Woolly Rhinoceros, the huge-horned Elasmotherium, the titanic Rhino-like Indricotherium, and others make up the ranks of this titanic breed, often much stronger than is normal, even for this race.
-Powers: Protection 1, Horns +1 [2]
Woolly Rhinos add: "Arctic Creature" Movement 1 (Environmental Adaptation- Arctic) [2]

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Ursids (Humanoid Bears)- PL 6 (47-49)
-Ursids are among the most terrifying Beast-Kin of all, and are among the most naturally-aggressive as well. The protective nature of mother bears towards their cubs is well-known to be replicated amongst their humanoid cousins.
-Powers: Senses 2 (Extended Scent & Tracking-Scent), Claws +1 [3]
Polar Bears add: Movement 1 (Environmental Adaptation- Arctic), "White Fur" Stealth 8 (+5) (Flaws: Limited to White Areas) [2]
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Ooze

Post by Jabroniville »

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OOZE (Basic Template)
Role:
Unthinking Monstrosity
PL 6 (69)- Minion Rank 6, Sidekick Rank 14
Normal Version:
PL 4-5
STRENGTH 2 STAMINA 3 AGILITY -2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -2 PRESENCE --

Skills:
Expertise (Survival) 4 (+2)
Intimidation 4 (+6)
Perception 4 (+2)
Stealth 6 (+4)

Advantages:
Benefit (May Use Strength Instead of Presence for Intimidation), Fast Grab, Improved Hold

Powers:
"Amorphous Bodies"
Immunity 20 (Slashing & Piercing Damage) [20]
Immunity 10 (Bludgeoning Damage) (Flaws: Limited to Half-Effect) [5]
Immunity 3 (Paralysis, Aging) [3]
Movement 3 (Sure-Footed, Slithering, Wall-Crawling) [6]

"Blindsight" Senses 5 (Accurate Ranged Touch, Accurate Scent) [5]
"Pseudopods" Extra Limbs 4 (Feats: Reach 2) [6]
"Acidic Touch" Damage 6 (Flaws: Grab-Based) Linked to Weaken Toughness 6 (Extras: Affects Objects) (Flaws: Grab-Based) [9]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Acidic Touch +6 (+6 Damage, DC 21)
Initiative -2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +3, Will --

Complications:
Disabled (Animal)- Oozes cannot speak to humans, nor use their "limbs" to easily manipulate objects.

Total: Total: Abilities: -6 / Skills: 18--9 / Advantages: 2 / Powers: 50 / Defenses: 10 (69)

Era: Fantasy Realms
Range: All Regions
Size: Up to 6 feet long
Encounter Groups: Solitary
Diet: Any meat or carrion.
Tactics: Slow approach, followed by unending attacks.

Ooze Variants:
"Giant Ooze" Growth 2-10 (Flaws: No Increase in Strength or Stamina) [2-10]
"Transparent Ooze" Concealment (Visual) 2 (Flaws: Limited to Half-Effect) [2]
"Anesthetic Ooze" Affliction 6 (Dazed/Stunned/Paralyzed) (Extras: Cumulative) [12]
"Jelly Ooze" Insubstantial 2 [10]
"Engulfing Ooze" Affliction 6 (Strength; Hindered & Vulnerable/Defenseless & Restrained/Paralyzed & Unaware) (Extras: Extra Condition, Cumulative, Sustained) (Flaws: Instant Recovery) [18]
"High-Powered Acidic Ooze" Acid Aura 8, Weaken Toughness 5 (Extras: Reaction +3, Affects Objects Only +0) [52]
"Bone Ooze" Weaken Abilities 10 (Extras: Broad- Physical Abilities) [20]
"Flesh Jelly" Weaken Stamina 10 (Extras: Disease +2) [30]
"Nauseating, Stinking Ooze" Affliction 4-8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- Scent Perception, Reaction +3) [20-40]
"Reason Stealer" Weaken Intelligence 8 [8]
"Terratomorphic Ooze" Affliction 10 (Fort; Dazed & Hindered/Stunned & Defenseless/Transformed) (Extras: Continuous +3, Extra Condition) (Flaws: Random Transformation) [40]

-Oozes are highly-varied, but share common traits: They are unthinking monstrosities that live only to hunt and feed. Most of them attack living creatures on sight, though they will not suicidally charge extremely large creatures. Many will, however, fight to the death, even when it is unnecessary. Not truly sentient, Oozes are often used by important people as lair creatures, or something at the bottom of a trap. Many varieties are known to exist, and they go by many different names- Ochre Jelly, Black Pudding, Blood Ooze, Gelatinous Cube, etc.

Jab's Notes: Some people are crazy about Oozes, but I like my monsters with personality, myself. However, I do find it fun to build something so bizarre and unusual, and thus here is a Basic Template for an Ooze, along with several variations and powers you can add on to them. Some are Transparent (Gelatinous Cube), others are Insubstantial (Ochre Jelly), and some have REALLY strong acid (Black Pudding). I also threw in some of the 3.5e Monster Manual II's stuff in there, mainly because I have that book and can easily read up on what they do.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Ditto

Post by Jabroniville »

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COPYCAT OOZE (aka Ditto)
Role:
Copycat Blob-Monster
PL 3-20 (189)- Minion Rank 13, Sidekick Rank 37
Normal Version:
PL 4-5
STRENGTH -3 STAMINA 2 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 2 (+2)
Perception 4 (+4)

Advantages:
None

Powers:
"Ooze Physiology"
Immunity 5 (Aging, Poison, Disease, Heat, Cold, Paralysis) [7]
Movement 3 (Sure-Footed, Slithering, Wall-Crawling) [6]

Senses 2 (Analytic Vision) [2]
Immunity 30 (Bludgeoning, Slashing Damage) (Flaws: Limited to Half-Effect) [15]
"Copycat" Variable (Exact Powers & Appearance of Rival) 20 [140]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (-3 Damage, DC 12)
Iron Tail +6 (+3 Damage, DC 18)
Thundershock +7 (+5 Ranged Damage, DC 20)
Thunder Wave +6 Area (+6 Damage, DC 21)
Initiative +7

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Ditto cannot speak to humans, nor use their... pustules (?) to easily manipulate objects.

Total: Abilities: -4 / Skills: 6--3 / Advantages: 0 / Powers: 179 / Defenses: 11 (189)

Era: Fantasy Realms
Range: Forests.
Colouring: Yellow with red markings, later brown with yellow.
Size: Up to 3 feet long (7-25 lbs.)
Encounter Groups: Large groups.
Diet: Berries.
Tactics: Avoid & flee if necessary, shocking with electricity.

-One of the strangest creatures encountered on Castellia is the creature colloquially referred to as "Ditto"- The Copycat Ooze. Though innocuous and rarely dangerous plant-eaters, they are known to mimic the exact appearance and capabilities of any creature that threatens them. With large creatures, this can cause titanic, nearly-fatal battles- they can be a pest to humans (few enjoy being confronted with their own exact duplicate), but are a deadly adversary to powerful creatures such as Dragons. This unique attribute makes them powerful weapons of war, should an army be overpowered- a few canny generals have found some of these rare Oozes, and placed them across the battle-lines from large dinosaurs, Dragons or Giants, suddenly equalizing the rival army's potential. Their power is limited, however, as they rarely copy creatures for anything other than defense or curiosity- they will not lash out unprovoked, and will revert to their base form if badly injured.

-Though an Ooze, the "Ditto" is known to be of reasonable animal intelligence. It is the only Ooze which may be reasonably classified as a true animal.

-It is for the benefit of many that Copycat Oozes are rare creatures- tiny, featureless pink blobs with barely recognizable facial features, they rarely utter a sound, and are easily missed. Many Dragons are known to pay heavily to Questers willing to take on the difficult task of exterminating these creatures, however- such is the fear any intelligent, godlike creature has when confronted with a being of equal power.

-The origins of the Copycat Ooze are unknown- most Oozes are either primordial creatures from other planes, or were heavily modified by ancient beings (from Gods to Aboleths). The strongest estimates are that the initial supply of "Dittos" comes from the lair of an Aboleth who sought to create a more powerful army of creatures. As Dittos are immortal, the supply of this creature spread throughout the natural world, their slow breeding (they split asexually every few decades) preventing them from taking over too much territory.

Jab's Notes: Another request (though I think I'm just gonna stat up all of the Original 151 Pokemon), Ditto is known only for its "Transform" ability, able to copy the exact nature of its opponent. This was questionable in battle, but became extraordinarily important when Pokemon Breeding was introduced. As they could mimic the nature of any Pokemon, they were instrumental in breeding many rare Pokemon you could only find once.
Last edited by Jabroniville on Sat Jul 22, 2017 6:24 am, edited 1 time in total.
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L-Space
Posts: 740
Joined: Fri Nov 04, 2016 8:40 pm
Location: Nebraska

Re: Minotaurs

Post by L-Space »

I was always a big fan of the Minotaur in DragonLance. This race of violently honorable Sea Raiders, who demanded that they get what's owed to them. They were always a fun read.
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Formerly luketheduke86
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Nidorans

Post by Jabroniville »

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It's tough to find art of them that doesn't make them look reptilian.

NIDORAN
Role:
Forgettable Critter
PL 5 (47)- Minion Rank 4, Sidekick Rank 10
Normal Version:
PL 2-4
STRENGTH -3 STAMINA 2 AGILITY 1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 5 (+2)
Expertise (Survival) 5 (+5)
Perception 4 (+4)

Advantages:
Improved Critical (Horn), Improved Initiative, Move-By Action

Powers:
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Poisoned Horn" Strength-Damage +2 Linked to Weaken Strength 5 (Extras: Progressive +2) [17]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +5 (-3 Damage, DC 12)
Poisoned Horn +5 (-1 Damage & +5 Weaken, DC 14 & 15)
Initiative +6

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +4

Complications:
Disabled (Animal)- Nidorans cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: 2 / Skills: 14--7 / Advantages: 3 / Powers: 29 / Defenses: 6 (47)

NIDOKING & NIDOQUEEN
Role:
Forgettable Critter
PL 7 (74)- Minion Rank 6, Sidekick Rank 15
Normal Version:
PL 2-4
STRENGTH 3 STAMINA 6 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 3 (+6)
Expertise (Survival) 5 (+5)
Perception 4 (+4)

Advantages:
Close Attack, Improved Critical (Horn), Improved Initiative, Move-By Action, Power Attack

Powers:
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Poisoned Horn" Strength-Damage +2 Linked to Weaken Strength 7 (Extras: Progressive +2) (23) -- [24]
  • AE: "Poison Darts" Blast 3 Linked to Weaken Strength 4 (Extras: Progressive +2, Ranged) (22)
Offense:
Unarmed +7 (+3 Damage, DC 18)
Poisoned Horn +7 (+5 Damage & +7 Weaken, DC 20 & 17)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +5

Complications:
Disabled (Animal)- Nidorans cannot speak to humans, nor use their limbs to easily manipulate objects.

Total: Abilities: 22 / Skills: 12--6 / Advantages: 5 / Powers: 29 / Defenses: 12 (74)

Era: Fantasy Realms
Range: Savannahs, plains and forests.
Colouring: Males are typically light purple; females light blue.
Size: Up to 3 feet long (7-25 lbs.)
Encounter Groups: Large groups (1-22)
Diet: Berries.
Tactics: Avoid and flee if possible- charge with venomous barbs otherwise.

-Nidorans are extremely common in some savannah and plains regions- they are known for their famous venomous barbs, and for their unusual colors- males are light purple, while females are light blue. The creatures are known to be related to rabbits and hares, but grow to be much larger- both male and female varieties grow into large, heavyset creatures known either as "Nidoking" (the male) or "Nidoqueen" (the female). They are the only venomous creatures in the lapine family.

-Nidorans typically keep to themselves, and are only rarely attacked by predators- their bright colors warn predators of their venomous nature. Only creatures immune to the venom, such as the dangerous Giant Cobra (either the smaller, purple variety or the titanic, thirty-foot monsters), will typically attack them. The venom is usually quite debilitating, though rarely fatal in humans- it is a neurotoxin that heavily slows the breathing and weakens the muscles, leaving the creature slower and too weak to press on the attack. When backed into a corner, even the smaller Nidorans (which are rarely much larger than a wild hare) will lash out with frontal horns (possessed only by the males) or the barbs on the back (if female)- this gives the creatures a reputation for ferocity and bravery that belies a typically-gentle disposition.

-The creatures grow up rapidly, aging into what are called "Nidorino" (male) and "Nidorina" (female) in only a few years, at which point they are the size of small dogs. By their final stage (reached several years into life, which rarely lasts longer than twenty years), they are larger and heavier than most people, resembling small, barbed rhinoceroses. Nidokings & Queens are comparatively rare given how many Nidorans there are- it is believed that Giant Cobras and other immune creatures do away with them, while farmers (who consider them a pest species) lay poisons that wipe out the rest. However, large colonies of the adults have been found in more remote locations- Rangers believe that the adults are drawn by instinct to gather only with each other.

Jab's Builds: Among the more curious parts of the first generation of "Pokemon" is the existence of the Nidorans. Despite having a very plain, uninspired appearance, the game designers saw fit to include SIX of these things in the Original 151! This, I can only describe as an obvious placing of "Filler", along with the various pointless "sort-of different" evolutions. Nidoran appeared to be little Bat-Eared Mouse-thingies with spikes, and were of the Poison type, meaning they were pretty low-key (it was very common for early Pokemon "filler" to be Poison or Normal-type, giving way to more exotic types later in the game). Their most unusual element was of course the famous differentiation between the males and females- something unique at the time (before Pokemon breeding became a thing). So the purple males would evolve into Nidorino and Nidoking, while the blue females would evolve into Nidorina and Nidoqueen. Females had higher HP and Defense, while males had more Attack, owing to their larger nose-horns. Their movesets differ slightly, with the males having Leer and Peck over Growl Scratch, and their final moves are a bit different as well.

-Later games would include a lot of Pokemon resembling these- low-key Pokemon based off of common Earth animals, with a minor Type like Poison or Dark or something. You'd find them fairly early in the game, but there wouldn't be a lot of focus on them (by the time you get to the Safari Zone, you're looking for much larger prey than the Nidorans that often pop up). As low-level Pokemon, they evolve very quickly (Level 16), but their final forms are only unlocked via the Moon Stone. Nidorans almost never appeared in the anime as real characters- just background filler, though a Nidorino is the first Pokemon seen in the anime, alongside a Gengar in a Pokemon Battle. Nidrino are aggressive tiny rhinos, while Nidoking greatly resembles Rhydon & Kangaskhan, and is now a Poison/Ground type. Notably, the move-list changes completely if you evolve the creature.

Last edited by Jabroniville on Thu May 02, 2019 8:43 am, edited 1 time in total.
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Skinks

Post by Jabroniville »

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SKINKS:
Typical Adult Height: 4'-6'
Birth Rate: 5-20 infants once every four months
Lifespan: 0-13 (Child), 14-20 (Young Adult), 20-80 (Adult), 81-100 (Elder)
Nicknames: None
Sexual Dimorphism: None.
Skin Tones: Green, blue, yellow, white, purple, orange, red- in any combination.
Hair: None (feature large scales)
Racial Mounts: Struthiomimus, Gallimimus
Racial Weapons: Spears, Javelins, Throwing Axes
Religion: Hunter Gods

Allies: Kobolds, Lizardmen, Dragons

Encounter Groups:
Solo (1)
Group (2-12, plus 0-4 Mounts)
Bands (4-35 plus 0-5 Elites, 0-20 Mounts, 0-15 Animals, 0-50 Kobolds, 0-20 Lizardmen, 0-5 Heavies, 0-1 Monster)
Tribe (15-75, plus 3-30 Elites, 5-45 Mounts, 0-45 Animals, 0-100 Kobolds, 0-40 Lizardmen, 0-25 Heavies, 0-4 Monsters)

PL Variants:
PL 0-2: Weaker Specimens
PL 3: Common Skink
PL 4: Elites
PL 5+: Important Characters

-Skinks are a fast, nervous variety of Reptilian creature, prone to bouts of anxiety or fear. Nonetheless, they are very dangerous when attacking en masse, and are much braver in such formations. They are also brighter than your typical reptile, and some are capable of devious intellect and lethal planning. They are the "Thinkers" of the Reptilian World, often the key advisors and slaves under the power of a mighty Lizard Chieftan, Southern-based Mage Lord, or even a powerful Dragon. Their culture is quite alien, but based around powerful males and their "harems" of females.

-Skinks vary in appearance perhaps more than any other kind of sentient creature on Castellia. Their skin is literally any possible colour, with many different patterns- spots, rosettes, stripes, dapples, patches, etc. Colours are often very bright, but in darker regions, they may blacken considerably. Some have bellies of a different colour- others do not. Even eye colour varies heavily- yellow, red, green, blue and others have all been seen.

SKINK
Role:
Reptilian Mooks
PL 3 (51)
STRENGTH
0 STAMINA 1 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 6 (+6)
Expertise (Survival) 5 (+5)
Intimidation 4 (+2)
Perception 5 (+5)
Stealth 4 (+7)

Advantages:
Defensive Attack, Equipment 3, Improved Aim, Improved Initiative, Instant Up, Ranged Attack 4, Teamwork

Powers:
"Cold-Blooded" Immunity 1 (Heat) [1]
"Fleet of Foot" Speed 1 (4 mph) [1]
"Tail" Extra Limb 1 [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]

"Aquatic Physiology"
Swimming 3 (4 mph) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 1 (Drowning, Pressure) (Flaws: Limited to Half-Effect) [1]

Equipment:
"Javelin" Strength-Damage +2 (Extras: Ranged 2) Linked to Weaken Stamina or Strength 2 (Extras: Ranged, Progressive +2) (12)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Javelin +4 (+2 Damage & Weaken, DC 17 & 12)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +1, Fortitude +2, Will +0

Complications:
Weakness (Cold)- As cold-blooded reptiles, Skinks are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 10 / Skills: 26--13 / Advantages: 13 / Powers: 11 / Defenses: 4 (51)

-Skinks are not very strong, but they're quick, resourceful, and dangerous in numbers. Aquatic in nature, they are excellent at hiding under the waters, springing forth en masse to overwhelm a larger foe.
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catsi563
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Re: Castellia- A Fantasy Setting (Worms! Beast-Kin! Minotaurs! Oozes! Ditto!)

Post by catsi563 »

Skinks!! and hopefully lizard men soon after my fave WHF race after the Elves.

Just curious whats the thought process behind a -1 int on whats supposed to be the thinker class of the saurian? especially given the skinks positions as high priests of the saurian forces. this I grant you comes with the knowledge that some characters obviously might be smarter persay and these represent the rank and file so to speak.
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Jabroniville
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Re: Castellia- A Fantasy Setting (Worms! Beast-Kin! Minotaurs! Oozes! Ditto!)

Post by Jabroniville »

catsi563 wrote: Tue Jul 18, 2017 8:38 am Skinks!! and hopefully lizard men soon after my fave WHF race after the Elves.

Just curious whats the thought process behind a -1 int on whats supposed to be the thinker class of the saurian? especially given the skinks positions as high priests of the saurian forces. this I grant you comes with the knowledge that some characters obviously might be smarter persay and these represent the rank and file so to speak.
They're smarter than other Lizards, but still dumber than people. Of course, this is also the statline for a baseline Skink Warrior, not an intelligent advisor or craftslizard. You'll notice this one doesn't even have ranks in Expertise- he's just a standard Fighter (and not a particularly gifted one).

I would imagine the real Advisor to a leader would be INT 1-4, and have higher Awareness as well.

And yup- this starts the Reptilians.
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L-Space
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Re: Castellia- A Fantasy Setting (Worms! Beast-Kin! Minotaurs! Oozes! Ditto!)

Post by L-Space »

I've thought the idea of Lizard/Reptilian men was really cool, but they never seem to get much love in fantasy settings. At most they'll get a passing mentioned (sometimes about once being the dominant species), but that's about it. They never really delve any deeper than that. Warhammer, of course, is the exception once again where not only do they have a huge amount of lore, but they're pretty important world's history, even if the other races don't realize it. Of course it also helps that Warhammer has them riding around on fricking dinosaurs and kicking all types of ass :D.
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