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AltGX Enemies and Adversaries

Aug 23rd, 2015
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  1. AltGX Enemies and Adversaries
  2.  
  3. Contents-
  4. Monster List
  5. Racials Index
  6. Templates
  7.  
  8. Monster List
  9.  
  10. Dire Rats 5/0
  11. Racials: Relentless
  12. Disease
  13. Description: Large, carnivorous rats that tend to swarm in groups. Like most rodents, they stay in packs. Though they live just about everywhere, they are oddly encountered the most in towns and sewers.
  14.  
  15. Dire Squirrels 5/0
  16. Racials: Relentless
  17. Hang-on
  18. Description: A more vicious and fluffier breed of the brown squirrel. Live in forests, as living in towns results in them being hunted out.
  19.  
  20. Ankle Biter 6/0
  21. Racials: Stealth
  22. Sneak Attack
  23. Description: A small reptile with a tall, sideways mouth and sharp teeth. Commonly lives in deserts or plains. Hunts by sneaking up to its prey and severing the tendons and arteries in the heel and ankle, crippling the target and making it bleed out out slowly. Especially damaging to farmers, as cows are a regular target, and the ankle biter requires little meat.
  24.  
  25. Will o' Wisp 5/0
  26. Racials: Floating Fire
  27. Description: A sentient spirit that takes the form of a fireball. Can be aggressive or passive, easily controlled by shamans.
  28.  
  29. Mannequins 20/0
  30. Racials: None
  31. Description: Wooden humanoid constructs that are summoned via scroll from a vast depository. Used to bolster forces or serve as distractions for getaways.
  32.  
  33. Fiendish Dire Rats 10/0
  34. Racials: Relentless
  35. Disease
  36. Flight
  37. Description: Larger, carnivorous rat with infernal breeding and small, leathery rings. Actually not a bat. These creatures are borne from influence with hellish contacts, usually used as familiars or pets by inexperienced evil wizards.
  38.  
  39. Phaser Rat 15/0
  40. Racials: Relentless
  41. Disease
  42. Flight
  43. Phasing
  44. Stealth
  45. Description: Magical rats that have mutated from generations of exposure to magic. Can phase through solid matter and shift into the Ethereal Plane. Elevated from pest to dangerous target.
  46.  
  47. Blink Dog 15/0
  48. Racials: Blink Strike
  49. Teleport
  50. Description: Brown coated feral dogs with mohawk-shaped manes, capable of teleportation. They hunt and live in packs, save for the occasional outcast. They're wary of wandering travelers, but keep to themselves unless one is injured, in which case the entire hunting pack bears down on the offenders.
  51.  
  52. Torrid Slime 20/0
  53. Racials: Relentless
  54. Acid Body
  55. Description: An amoeba-like creature. Its body is a sack of flesh with organs inside that emits a highly-acidic slime to digest its prey and absorb them through its membrane. It reproduces by mitosis, and lives in areas such as sewers, damp caves, and anywhere wet and stony. They commonly stick to the ceiling in packs and fall on their prey en masse for mass acid damage.
  56.  
  57. Needled Razorback 20/0
  58. Racials: Martial Defender
  59. Slam
  60. Disgruntled
  61. Needles(Ranged)
  62. Description: A large, brown-furred wild boar with sharp protruding tusks, and large, forward-pointing needles growing from its back. It lives in forests, isolated from others of its species besides the nuclear family.
  63.  
  64. Chaos Beast 25/0
  65. Racials: Combat Mitosis
  66. Adventurer Swallower
  67. Huge Mouth
  68. Slam
  69. Description: A mass of flesh and fang that appears in rarely visited places, growing from a number of factors- distilled emotions, magical energy or radiation, fallout, or randomly-appearing portals that deposit them from a dimension of nightmares.
  70.  
  71. Land Shark 30/0
  72. Racials: Burrowing
  73. Earthbreaker
  74. Huge Mouth
  75. Natural Weapons
  76. War Stomp
  77. Slam
  78. Martial Defender
  79. Description: A great big barrel-shaped creature with a pointed narrow mouth full of razor-sharp teeth, with strong legs that allow it to dig at great speeds underground. These creatures are migratory and solitary, feeding on local populations of small creatures and underground dwellers, occasionally doing territorial battle with similarly-sized monsters.
  80.  
  81. Giant Crocodile 25/0 (switchable with Alligator)
  82. Racials: Child of Gaia
  83. Huge Mouth
  84. Swimmer
  85. Natural Armor
  86. Adventurer Swallower
  87. Description: A crocodile at least twice as large as the standard/normal crocodile.
  88.  
  89. Owlbear 20/0
  90. Racials: Child of Gaia
  91. Martial Defender
  92. Slam
  93. Sentry
  94. Expansive
  95. Grapple
  96. Description: A fusion of sorts between an owl and a bear that walks like a gorilla, its deadly claws folded up behind its arms, pulling itself forward and waving its brown plumage around, eyes darting and searching for prey. They eat anything larger than mice, though they always fight to the death.
  97.  
  98.  
  99. To-Add:
  100. Murderpanther
  101. Dire Wolf 20/0
  102. Racials: Child of Gaia
  103. Wicked Fangs
  104. Stealth
  105. Rupture
  106. Description: A larger breed of wolf with long, sharp fangs, wild mohawk streaks running down their backs, and a hunger for anything that moves.
  107.  
  108. Cockatrice 15/0
  109. Racials: Petrification
  110. Flight
  111. Poison
  112. Description: A large bird resembling a chicken with dead eyes and a reptilian tail. It's able to swoop in on its targets from tree branches, able to petrify them with a beam emitted from its eyes or poison them with its spurs. Very dangerous to face alone.
  113.  
  114. Tentacle Tortoise 30/0
  115. Racials: Child of Gaia
  116. Natural Armor
  117. Tentacles x4
  118. Description: A slow-moving reptile with a rocky fortress of a shell. Its skin is tough and hard, its beak short and sharp, with tentacles capable of of clearing paths for itself or punishing predators. Said to have evolved from a magical ceremony combining tree octopi with giant tortoises.
  119.  
  120.  
  121. Giant Invisible Crocodile 30/0 (switchable with Alligator)
  122. Racials: Child of Gaia
  123. Huge Mouth
  124. Swimmer
  125. Natural Armor
  126. Adventurer Swallower
  127. Invisibility- standard; Magic and nature combine to allow creatures to become completely invisible, making them unable to be targeted for attack. Attack rolls/skills made while Invisible break invisibility and Autocrit.
  128. Description: A crocodile at least twice as large as the standard/normal crocodile. Unlike others, its scales and undersides are comparable to a sparkling pearl, though its eyes are red as hate.
  129.  
  130. Dire Bear 40/0
  131. Racials: Child of Gaia
  132. Martial Defender
  133. Slam
  134. Expansive
  135. Terrify
  136. Description: A bear twice as large and twice as vicious as a normal bear, capable of rending targets asunder with little effort, not to be taken on alone- if ambushed, running away is the best option.
  137.  
  138. Terror Bear 45/0
  139. Racials: Unicorn Telekinesis
  140. Unicorn Catalyst
  141. Child of Gaia
  142. Night
  143. Lifestream
  144. Martial Defender
  145. Slam
  146. Expansive
  147. Terrify
  148. Fervor
  149. Weapon Flurry
  150. Description: What was already terrifying about the Dire Bear is made more so by the addition of a magical horn and knowledge of magic.
  151.  
  152. Eyes of Terror 50/0
  153. Racials: Telepathy
  154. Flight
  155. Eye Stalk x4
  156. Wicked Fangs
  157. Skills: Magic Bolt (Recharge 0)
  158. Teleport
  159. Elementalist: Slow
  160. Elementalist: Ice
  161. Elementalist: Fire
  162. Elementalist: Lightning
  163. Spellbreaker (Ranged, Recharge 0)
  164. Night
  165. Enfeeble
  166. Retaliate
  167. Conjure Minion
  168. Summon Esper
  169. Master Caster
  170. Pet Mastery x3
  171. Description: A bizarre and terrifying creature from another dimension. It takes the form of a skinless head, with a single massive eye in the middle of its face capable of casting magic, as well as four eye stalks, each of which are capable of casting magic, as well. It has long, sharp teeth, and various smaller tentacles meant for physical manipulation. These creatures are rare, powerful, and intelligent.
  172.  
  173. Racials Index
  174.  
  175. Acid Body- passive; Attacking this creature in melee combat results in either damage to your weapon or 2 hits of damage if unarmed. Being grappled by this creature results in 2 Hits of damage per round- if wearing armor, that takes damage, as well.
  176.  
  177. Adventurer Swallower- passive; Strengthened insides and powerful stomach acids allow creatures to swallow any adventurer from Bard to Tracker whole; DC8
  178.  
  179. Blink Strike- passive; Teleport has recharge 1; attacks used the turn after Teleport autocrit.
  180.  
  181. Combat Mitosis- passive; Creatures with this racial split upon taking massive damage, turning it to their advantage to attempt to out-number their target. Upon taking damage from a natural crit, the user becomes two creatures with half the hits of what the original had remaining+5.
  182.  
  183. Disease- passive; After a target is attacked the first time, roll 1d10. At DC8 the target takes 1 hit per turn and has -1 to roll unless Healed or recovering from Helplessness.
  184.  
  185. Earthbreaker- passive; Attacking the turn after using Burrowing is treated as an autocrit.
  186.  
  187. Eye Stalk- passive; Allows the user to cast a Spell as an Instant Roll for each Eye Stalk.
  188.  
  189. Floating Fire- Instant; The user leaves highly volatile floating balls of fire in the air as it moves. Each one increases the critfail range for melee attacks by 1 for each active fireball, max 3.
  190.  
  191. Hang-on: standard; After a successful roll, the user climbs on the target, dealing 1 hit of damage to them per round to the target. This effect continues until the user is rendered helpless.
  192.  
  193. Huge Mouth- passive; Allows the user to use biting attacks as Cleave
  194.  
  195. Invisibility- standard; Magic and nature combine to allow creatures to become completely invisible, making them unable to be targeted for attack. Attack rolls/skills made while Invisible break invisibility and Autocrit.
  196.  
  197. Natural Weapons- passive; +2 to Normal Attacks, Unarmed Attacks cause Wound Damage
  198.  
  199. Needles- passive; this creature has barbed needles growing from it. Melee rolls that fail by 1 result in 1 automatic Hit of damage dealt towards the attacker, and Unarmed attacks against it result in 1 automatic hit towards the attacker. Furthermore, grappling with this target results in 1 hit to the user per turn. Sometimes these creatures may be able to launch the needles from their back, noted by the full name Needles(Ranged).
  200.  
  201. Petrification- automatic; fires a beam from the user's eye that turns a target to stone. Target must make a dodge roll. Effect lasts for DC-roll on a failed dodge.
  202.  
  203. Phasing- instant; Allows the user to selectively more through solid matter. Roll 1d10 to destroy after phasing through, with DC8.
  204.  
  205. Relentless- passive; +1 to roll after another ally with Relentless attacks the same target on the same turn.
  206.  
  207. Sneak Attack- passive; Attacking from Stealth gets DC -1
  208.  
  209. Swimmer- passive; User gets +1 to attack while in water.
  210.  
  211. Tentacles- passive; allows the user to make a Dual Attack as an Instant roll for every 2 Tentacles.
  212.  
  213. Wicked Fangs- +1 to biting attacks
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