#babs gorgon
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robinsleeping · 4 months ago
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She tried…
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fire-swift · 1 year ago
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So... Lancer × The Locked Tomb... I like the idea of Griddle being a Balor pilot and Harry piloting a Lich. What about you?
Hey hello, thank you for the question. Also sorry for all the Lancer to my tlt mutuals, it will happen again. Harrow has to pilot a lich, even if just by vibes alone.
I don't know about Gideon in a balor, what was your reasoning? The heiress of the minor house of a remote karrakin barony planet has to appear for a contest with other house heirs, despite being her enemy she needs to bring the prodigy blackbeard pilot, famous for pushing recklessly ahead and engaging in brutal melee ignoring the exposed reactor. When the contest is announced Harrow disappears into dark corners and goes on searches in obscure omninet spaces and comes back in a forbidden mech of ancient lore.
But also, consider: Harrow, mercenary contracted operative stranded on a destroyed ship, modifying the mech of her girlfriend who just died to get harrow here safe, and coming out crying and punching the pirates who did it to oblivion
Or a brand of mechs with NHPs who call themselves necromancers bonded to their cavaliers, and fight as a tandem, the cavalier shooting and moving and the NHP hacking enemies and protecting their mech
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brucewaynehater101 · 7 months ago
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Mythical Beings/Creatures Batfam AUs:
This will basically be a list of what each batfam member could be if they weren't human.
Alfred: Minor god/deity or warlock
Bruce: Mothman, dullahan
Babs: Electricty/tech creature, selkie
Dick: goblin, siren, elf
Cass: Gorgon, basilisk
Jason (post revival): Hellhound, Phoenix, wraith, zombie
Steph: werewolf, banshee
Tim: fae, dragon, golem
Duke: unicorn, shade
Damian: biblically scary angel, vampire
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msweebyness · 1 year ago
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DuPont School for Monstrous Youths- Headcanons
Here are some fun facts about the kids from the Monster Universe! As always, @imsparky2002 and @artzychic27! If you guys want to follow up with some of your own, I’d love that! Enjoy these little tidbits! Leave thoughts in the comments and reblogs!
The effects of Alix’s stone gaze varies based on her mood at the time and whether or not she did it on purpose. The time frame can vary anywhere from around half an hour to a full week, so watch yourself with this Gorgon!
She has eighteen snakes in all, named as follows: Corkscrew, Iggy, JuJu, Flicks, Nyssa, Twister, Fitz, Ripper, Duke, Marty, Dodger, Jazz, Kit, Babs, Turbo, Rambo, Glimmer, and Bastard (or Bas).
Ondine needs to douse her gills with water every twenty minutes or so, or else her skin will dry out. Her friends usually have spare bottles with them in case she forgets to bring her own.
Simon is frequently getting hit by things he didn’t see coming. In a literal and physical sense. Cyclopes have terrible peripheral vision.
Kim hates vegetables and anything sweet due to werewolves being carnivores. You will only find steak in this boy’s lunchbox!
His friends all keep treats and toys on hand to distract him when needed. His favorite toy is a squeaky bone that is rarely not kept in his backpack.
Ivan and Denise have a habit of engaging in random wrestling matches no matter the time of day. They could be sitting at lunch and one will grab the other in a headlock. Their friends and partners have accepted this as a Sasquatch/Yeti thing, and it’s not like anyone can stop them.
They also have a hype-up ritual of sorts that they perform when in competitive or battle-adjacent situations, consisting of punching each other in the stomach as hard as possible, letting out a loud scream/roar in each other’s faces, before finally violently cracking their heads together. It’s…frightening.
Waving any kind of fabric in Cosette’s face will enrage them and cause her to charge. Playing matador may seem like a funny idea at the time, but it’ll end with your ribs broken.
Aurore’s alien species can learn languages and read people’s minds and feelings by touching their foreheads. So if she asks for permission to do this, that’s why!
Mireille can contort and flatten her body to fit into the smallest and strangest spaces possible, and they often use this skill to find somewhere to hide when they need time to unwind.
Nathaniel is as heavy as being made of solid stone would suggest, only Ivan and Denise are capable of lifting him. For this reason, he never goes swimming.
The war between vampires and werewolves ended centuries ago with a peace treaty, but Juleka and Kim often pretend to be rivals, trading playful insults and mock-snarling at each other. (They’re actually good friends.)
Vampires have a special kind of industrial sunscreen that allows them to walk in daylight, so don’t worry about Juleka and Luka. They still don’t show up in photos though!
Marc is attracted to bright lights and can often stare at them for hours on end. Nathaniel often gives him lanterns, lamps and other light fixtures as gifts.
Nino’s charges last around a month before he needs to plug in again, and it takes a full day, so he has a pass from class and his friends take notes for him on those days.
Jean never sings opera because when phantoms do this, it makes people go completely mad. He suspects it has something to do with a certain ancestor.
Alya can only pick up solid, non-ghost objects if she’s focusing on doing so. The second she loses concentration, it phases right through her body.
Mylene’s vines have to be trimmed regularly due to growing very rapidly and in great numbers, and people are frequently tripping over them.
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starsapphire · 1 year ago
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3, 10, 12, 22 for the violence asks
answered 3 at the bottom
10. worst part of fanon
i couldn't decide so i went into the dc tag to see what horrors may lurk within and then had to go do something else for an hour to recover. anyway i think maybe... there's this tendency in fanon to make all of the bats nice. nice to each other, nice to their teammates, nice to strangers. and they're not nice people. i don't mean that they're (all) bad people or needlessly cruel and unkind. i mean they're not nice people. they're rude and they're assholes and they hurt each other and they hurt their friends and they insult people. to make #batfam content work they need to be sweet and pleasant to one another and not hate each other and frankly that's not how it is. wayne family adventures only works because they're nice to each other! the real, canon batfamily (as in wayne family not necessarily the entire group of allies) is a bunch of people who are technically family but it's held together by spite and pipecleaners. in actual canon, dick and bruce fight all the time, and bruce says hurtful things, and jason is a mass murderer before he's ever even like, despised coworkers with any of his siblings. tim is not a sweetie who rolls over and shows his belly when bruce gives orders. dick is not a doting big brother "mama bird". babs loves bruce but she very much does not give a shit what he thinks, and he is NOT her father. they are not a nice, perfectly-balanced nuclear family. they are a bunch of horrible people with mental issues. what the fuck is a little wing i'm going to kill you
12. the unpopular character that you actually like and why more people should like them
AMADEUS CHO. and i'm not talking champions-era totally awesome hulk amadeus cho. i'm talking incredible hercules era. off the fucking shits. calling people cunts. including government officials. taking occupied helicarriers out of the sky. destroying government property. doing it all on a modified gameboy. his weird toxic relationship with a gorgon. taking over a multibillion dollar conglomerate from the gods themselves. his best friend being a 3000 year old himbo. the coyote pup plotline. breaking into banner's lab multiple times. going to hell because he might as well. him being a cunt to total strangers. he's such an asshole you don't understand how much i adore him 😭😭 mark waid's champions amadeus was a rare flop unfortunately
22. your favorite part of canon that everyone else ignores
all of it timsteph... they're so fun i love them so much... i know steph gets in the way of shipping tim with boys and interfering with yaoi is unforgivable or whatever but their relationship is such a huge part of who both of them are as characters. like they're so... sorry i don't have coherent language skills ever but they're like. you know. they. tim took steph to birthing classes. he held her baby. steph saved his life. they do crosswords together. did u know that. and don't get me wrong! their relationship had a lot of bad parts. i honestly don't think they were right for one another romantically, especially at the time. they both had a lot of growing up to do. but they love one another in a way that's beyond platonic or romantic. they need each other. steph is silly where tim is too serious and she's serious where tim isn't. they balance one another out in the best way
3. screenshot or description of the worst take you’ve seen on tumblr
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these are from the same post. i promise you someone the extent of whose interaction with batman and robin is the phrase "batman and robin" is not shipping br*dick. they don't know what that means. like, either of those words. i'm pretty sure if you told literally any normal person that robin is actually batman's son, they would be disturbed. and i promise you that your incest yaoi has bever been "vanilla" and "completely unproblematic". go outside
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malak-ballari · 5 years ago
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Crona’s gender is pure baby.
Kid gave them that flower
Crona from Soul Eater
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bunnvoid · 3 years ago
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Ok so for the Night Culture au, or the bats being cryptids in a supernatural world I did manage to find my original sketches/notes. (Thank goodness I keep everything)
The au is like a year old so beware my old art *wheeze*
Cut off cuz this is gonna be a long post
Here’s my rambles on who’d be what, and I had no idea what the time period would me *wheeze*
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Original notes ft. Bart and Kon meeting Tim
[Notes]
Kon - Pegasus/centaur
Bart - Impala Satyr
Tim - witch/ ‘cryptid’
Cassie - still a demigodess/ former hunter and I was gonna have more greek routes
Bruce - witch / ‘cryptid’
Jason - witch /non human / ‘cryptid’ but he became more of a ghostly like dude, like a wraith. Basically [Redacted]
Dick - performer / alchemist / was a ‘cryptid’ as robin
Damian - Witch
Duke - half phoenix , or a fire entity of some sort
Alfred - human (but weirdly has been around too long)
Babs - Siren (cursed)
Cass - Vampire
Steph - wraith, spirit related
Clark - kilim/ quilin
Lanterns - wraiths
Speedster - satyrs (still speedy)
Diana - Gorgon
That’s pretty much all I got so here’s some doodles
Oh and Bruce gets Cass early and consider a ‘saint/guardian of children’ by Gotham
Here’s Tim taking Kon and Bart somewhere safe to hide out at in their first meeting
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Batgirls! + Spoiler
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Robins that turned out very cute 
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JLA
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asch2inspire · 3 years ago
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Regarding favorites, I think in terms of OC stuff, the one comic about Grandma talking about her husband, and pretty much everything with that Gorgon adventurer trio (I'm dreadful with names, sorry). As for fanart, either smol Ray sitting on Globox as he's sleeping, or that one with Hoodlum Ly, assuming that was this year...I think? Feels like 2021 has gone on forever already.
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THANK YOU!! I appreciate the support for my OCs!
I've been on the fence for the past 3 years whether or not to make Sage's story into a web-or-physical comic.
And I've also been fleshing out George, Carol, and Kaz's (Gorgon-trio) to hopefully make something animated... :p
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Lucky for you, Hoodlum Ly was drawn in January!
Looking at it now, if not for the "glow" lighting and the outline on the veins, This would have been some-what perfect, even 7 months later!
And of course Bab-Ray is adorable.
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robinsleeping · 10 months ago
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Nightwing and Batgirl
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littleroundpumpkin · 5 years ago
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More Smile For Me babs (these two are actually really old ocs I haven’t used for anything in years). Jyles Stone and Melissa Gorgana, definitely not a gargoyle or gorgon. I’ll figure out their quests and collages later but I wanted to try drawing them in the game’s style for now! 
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peachyuus-arc · 5 years ago
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i’d love to use more of my spooky gals since it is the season ! i made a short list of my spookiest muses that i’d love to use more, so hmu if you’d like to know anything more about any of them !!
 or like for a starter from one of them??  specify or you’ll get rando girl
idk how to do these things just pls love me 
okiku ( legendary vengeful ghost )
samara ( au verse of samara from the ring )
jigoku ai ( trickster yokai lightly based off the peony lantern tale )
cheonsa ( soft forgetful ghost )
liliana ( emo ghost ) 
kireina ( spider yokai )
ahri ( gumiho ) 
evelynn ( succubus & demon ) 
soohwa ( yandere bab )
bitna ( a muse inspired by the tell-tale heart by edgar allen poe *yandere ) 
stheno ( eldest gorgon sis ) 
kimi ( ghoul )
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jwslw · 5 years ago
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d20 modern Gears of War Part 4 Hollow creatures
Digger
Species Traits  
Vermin Type(Ex): Diggers have all traits common to non-venomous Vermin.
Keen Senses (Ex): Diggers have Blind-Sight and Tremor Sense out to a range of 30ft.
Expert burrower (Ex): Diggers can burrow upto 4x normal speed
Demo-Charge (Ex): “Domesticated” Diggers are typically equipped with a modified Bolo-Grenade and launched from a Digger Launcher.
Bonus Feats: Diggers receive Alertness, Improved Initiative and Stealthy as bonus feats
Wild Digger CR1/4. Tiny Vermin HD:1/2d8. HP2. Mas11. Init:+7. Spd 5ft, burrow 30ft. Defense:16, Touch15, FF13(+2size, +3dex,+1Nat). Bab+0. Grapl-12. Atk/Full Atk:-2melee(1d3-4 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin Traits, Keen Senses, Expert Burrower. AL:None. Sv Frt+2, Ref+3, Wil+0. AP: N/A. Rep+0.Str3, Dex16, Con11, Int--, Wis11, Cha1.
Skills: Hide+13, Jump-2, Listen+4, Move Silently+7, Spot+4
Feats: Alertness, Improved Initiative, Stealthy
“Domesticated” Digger CR1/4. Tiny Vermin HD:1/2d8. HP2. Mas11. Init:+7. Spd 5ft, burrow 30ft. Defense:16, Touch15, FF13(+2size, +3dex,+1Nat). Bab+0. Grapl-12. Atk/Full Atk:-2melee(1d3-4 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin Traits, Keen Senses, Expert Burrower, Demo-Charge. AL:None. Sv Frt+2, Ref+3, Wil+0. AP: N/A. Rep+0.Str3, Dex16, Con11, Int--, Wis11, Cha1.
Skills: Hide+13, Jump-2, Listen+4, Move Silently+7, Spot+4
Feats: Alertness, Improved Initiative, Stealthy
Kryll
Species Traits
Animal traits (Ex): Kryll are animals and have all traits common to an animal.
Keen Senses (Ex): Kryll possess Low light vision
Blind Sight (Ex): Kryll possess Blind Sight out to a range of 60ft.
Swarm Traits (Ex): When grouped into swarms, Kryll have all standard traits for a swarm
Light Aversion (Ex): Kryll that get within 30ft of an artificial light source (that does not generate UV energy) must immediately make a DC 27 Will save, on a Failure the Kryll will flee in a randomly determined at 4x its default flight speed for the next 1d6 rounds. A Swarm must also make this check and on a failed check will immediately dissolve on a failure
Light Vulnerability (Ex): A Kryll exposed to direct sunlight or any artificial light source that generates UV energy (Such as a UV turret), Suffers 6d6 points of fire damage per round of exposure (a DC 17 Fort save halves the damage).
Bonus Feats: Kryll gain weapon Finesse (Bite) as a bonus Feat.
Kryll CR1/10. Diminutive animal HD: 1/4d8.HP1. Mas10. Init:+2. Spd 5ft fly 50ft (average). Defense:17, Touch16, FF15 (+4size, +2dex, +1Nat). Bab+0. Grapl -17. Atk/Full Atk:+6melee(1d4-5 bite). FS:1ftx1ft. R:0ft. SQ: Animal Traits, Low-Light vision, Blind Sight 60ft, Light Aversion, Light Vulnerability. AL: None. Sv Frt+2,Ref+4,Wil+2. AP: N/A. Rep+0.Str1, Dex15, Con10, Int1, Wis11, Cha10.
Skills: Listen+9, Move Silently+6, Spot+9
Feats: Weapon Finesse (Bite)
Kryll Swarm CR3. Medium Animal (goup of Diminutive animals) HD: 6d8.HP27. Mas10. Init:+2. Spd 5ft fly 50ft (average). Defense:13, Touch12, FF11 (+2dex, +1Nat). Bab+0. Grapl N/A. Atk/Full Atk: Swarm(2d8). FS:5ftx5ft. R:0ft. SQ: Swarm traits, Animal Traits, Low-Light vision, Blind Sight 60ft, Light Aversion, Light Vulnerability. AL: None. Sv Frt+2,Ref+4,Wil+2. AP: N/A. Rep+0.Str1, Dex15, Con10, Int1, Wis11, Cha10.
Skills: Listen+9, Move Silently+6, Spot+9
Feats: Weapon Finesse (Bite)
Shrieker
Traits
Keen Sight (Ex): Shriekers have Darkvision out to 60ft
Light Sensitivity (Ex): Shriekers suffer a -1 penalty to rolls and checks in full daylight conditions
Gas Bag (Ex): Sheikers are filled with lighter than air flamable gases, if a Shreiker suffers enough damage to drop it to -1 Hit Points with a single attack, it explodes dealing 2d8 fire damage to anything within 5ft (Ref 15 negates).
Bonus Feats: Shriekers receive Weapon Finesse (Bite) and Improved Critical (Bite) as bonus Feats
Shrieker CR1. Small Vermin HD:2d8.HP9. Mas11. Init:+. Spd 5ft, 40ft fly (Perfect). Defense:16, Touch13, FF14(+1Size, +2dex+3Nat). Bab+1. Grapl-5. Atk:+3melee(1d3-2/19-20 bite). Full Atk: -7ranged (2d6 RI: 50ft 2x Gorgon SMG's auto-fire). FS:5ftx5ft. R:5ft. SQ: Vermin Traits, Darkvision 60ft, Light Sensitivity, Gas Bag. AL: None or Locust Horde. Sv Frt+3, Ref+2, Wil-2. AP: N/A. Rep+0. Str6, Dex14, Con11, Int---, Wis6, Cha6.
Skills: Climb+3, Jump+3.
Feats: Weapon Finesse (Bite), Improved Critical (Bite)
Possessions: Harnessed twin Gorgon SMGs (4lb each)w/auto-loader gadget, 98 rounds of ammo per SMG.
Ticker
Traits
Creature Type: Vermin.
Size: Small, +1 Size bonus to Attack and Defense, +4 size bonus to Hide checks, -4 Size penalty to Grapple checks, ¾ carrying capacity compared to Medium sized creatures
Keen Senses (Ex): Tickers have Tremor Sense out to 30ft
Light Blindness (Ex): Tickers suffer a -2 penalty to all checks and rolls in full daylight conditions
Base Land Speed: 20ft, Burrow 20ft.
Bonus Feats: All Tickers receive Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Total Omnivore (Ex):  Tickers can consume and draw nourishment from both organic and inorganic materials, even completely synthetic ones.
Demo-Pack (Ex): a Tamed Ticker has a rigged Imulsion tank strapped to its back, if the tank is ruptured (Def 12, Hard 2, HP8) or if the Ticker disrupts it (Move action, counts as a Trick) the Tank will detonate 1d4 rounds later, dealing 6d6 points of slashing and fire damage to everything within 10ft (Ref 15 for half)
Wild Ticker CR1. Small Vermin HD:2d8. HP 9. Mas11. Init:+. Spd 20ft, burrow 20ft. Defense:16, Touch13, FF14(+1size, +2dex,+3Nat). Bab+1. Grapl-2. Atk:+4melee(1d4  Bite) or +4ranged. Full Atk:+4melee(1d3 Claws x2) and +2melee (1d4 bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ:Total Omnivore, Keen Senses, Light Blindness. AL:None. Sv Frt+3, Ref+2, Wil+0. AP: N/A. Rep+0. Str13, Dex14, Con11, Int---, Wis11, Cha4.
Skills: Hide+9, Jump+4, Listen+3, Move Silently+5, Spot+3
Feats: Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Possessions: 25% chance it has 1d4-1undigested large or smaller weapons/items in its stomach.
Tamed Ticker CR1. Small Vermin HD:2d8. HP 9. Mas11. Init:+. Spd 20ft, burrow 20ft. Defense:16, Touch13, FF14(+1size, +2dex,+3Nat). Bab+1. Grapl-2. Atk:+4melee(1d4  Bite) or +4ranged. Full Atk:+4melee(1d3 Claws x2) and +2melee (1d4 bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ:Total Omnivore, Keen Senses, Light Blindness, Demo-Pack. AL: Master. Sv Frt+3, Ref+2, Wil+0. AP: N/A. Rep+0. Str13, Dex14, Con11, Int---, Wis11, Cha4.
Skills: Hide+9, Jump+4, Listen+3, Move Silently+5, Spot+3
Feats:  Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Possessions: 25% chance it has 1d4-1undigested large or smaller weapons/items in its stomach, Demo-Pack.
Wretch
Traits
Creature Type: Aberration.
Size: Small, +1 Size bonus to Attack and Defense, +4 size bonus to Hide checks, -4 Size penalty to Grapple checks, ¾ carrying capacity compared to Medium sized creatures
Keen Sight (Ex): Wretches have Darkvision out to 60ft
Light Sensitivity (Ex): Wretches suffer a -1 penalty to rolls and checks in full daylight conditions
Base Land Speed: 30ft, Climb 30ft
Bonus Feats: Wretches receive  Alertness and Multi Attack as bonus feats
Skills: Wretches receive a +8 species bonus to climb checks and a +4 bonus to Move silently checks
Screech (Su): As a Full Round Action, a Wretch can emit a high pitched scream, every living thing within a 30 foot radius must pass a DC 15 Will save or be stunned for 1d4 rounds, all glass within that radius must make a DC 15 Fortitude save or suffer 4d6 points of sonic damage.
Wretch CR1.  Small Aberration HD: 2d8+4. HP: 13. Mas: 15. Init:+2. Spd 30ft, Climb 30ft. Defense:18, Touch13, FF16(+1Size, +2dex,+5Nat). Bab+1. Grapl-1. Atk:+4melee(1d6+2 Bite) or +4ranged. Full Atk:+4melee(1d4+2 Slam) and +0melee (1d6+1 Bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ: Dark Vision 60ft, Light Sensitivity, Screech. AL: Locust Horde, Troop. Sv Frt+2, Ref+2, Wil+3. AP: N/A. Rep+0. Str15, Dex14, Con15, Int4, Wis11, Cha2.
Skills: Climb+10, Hide+6, Listen+6, Move Silently+6, Speak (Comprehend) Locust, Spot+6.
Feats: Alertness, Multi-Attack
Possessions: Various collected trinkets
Advancement: None
Nemacyst
Traits
Aberration Traits:  Nemacysts have all traits common to creatures with the Aberration type.  
Poisonous Cloud (Ex): Once per round, a Nemacysts can emit a cloud of Green-black “ink” as a free action. The cloud fills a 20-foot radius around the Nemacysts. The cloud provides total concealment, for the Nemasysts and any other creature that passes through it. All vision within the cloud is obscured. The cloud also contains a poisonous substance, any non-Nemacysts passing through the cloud must make a DC 15 Fortitude save or be sickened for 1d6 rounds, vehicle that use “Air Breathing” engines that pass through the cloud will shut down on a failed DC 15 Drive/Pilot check and must be restarted.  If a creature has a gas mask or sealed air supply they can pass through the cloud without risk.  The cloud persists for 2d4 rounds and follows the same dispersal rules as a smoke grenade.
Natural Armor
Flotation (Ex): Nemacysts are full of flammable gas, if a Nemacysts is reduced to 0 hit points, it explodes, dealing 3d6 points of damage (half Fire/Half concussion) to everything within 10feet of the Nemacysts (Reflex 15 for half damage), This also releases a Poisonous Cloud (See above).
Keen Sight (Ex): Darkvision 60ft
Jet (Ex): Once per round as a full-round action, a Nemacysts may rush a target. This increases it’s fly speed to 240 feet. “Domesticated” Nemacysts can use this as a suicide charge, dealing 4d12 points of Bludgeoning damage to the target and the Nemacysts.  If this deals enough damage to kill the Nemacysts it detonates as detailed in Flotation (See Above).
Bonus Feats: Nemacysts receive Weapon Finesse and Weapon Focus (Tentacle) as bonus Feats
Nemacysts CR2. Medium Aberration HD:4d8+4. HP22. Mas13. Init:+2. Spd Fly 60ft (Good). Defense:16, Touch12, FF14(+2dex, +4Nat). Bab+3. Grapl+4. Atk:+6melee(1d6 Tentacle). Full Atk:+2melee(1d6, 2 Tentacles). FS:5ftx5ft. R:5ft. SQ: Aberration Traits, Poisonous Cloud, Darkvision 60ft, Jet, Flotation. AL: None or Master. Sv Frt+2,Ref+3,Wil+5. AP: N/A. Rep+0. Str11, Dex15, Con13, Int1, Wis12, Cha2.
Skills: Spot+6
Feats: Weapon Finesse (Tentacle), Weapon Focus (Tentacle)
Advancement: None
Serapede
Traits
Vermin Traits (Ex): Serapedes have all the traits common to vermin.
Keen Sight (Ex): Serapedes have Darkvision out to a range of 60ft
Electric Mandibles (Ex): A Serapede has a set of specialized tendrils to either side of its mouth, these allow the Serapede to deal an additional 1d6 electric damage, when biting.
Acid Spit (Ex): Serapedes can spit a glob of corrosive fluid out to a range of 30ft as a ranged touch attack.
Natural Plates (Ex): Serapede body segments are protected by extremely heavy Chitin plates, these plates grant the Serapede a Damage Reduction of 15/-- and a +9 Equipment bonus to Defense.
Weak Spot (Ex): Any creature that is  within 30ft of a Serapede and flanking a it may make a single ranged or melee touch attack against a Serapede as a Full Round Action.  The attack ignores the Serapede's Damage Reduction.
Serapede CR6. Large Vermin HD:6d8+18. HP45. Mas17. Init:-2. Spd 40ft, Burrow 40ft.  Defense: 16,Touch7, FF16 (-1size, -2dex,+9Equip). Bab+4. Grapl+14. Atk/Full Atk: +9melee(1d8+7 plus 1d6 electricity Bite) or +1ranged touch(3d6 acid Range 30ft Spit). FS:10ftx10ft. R:10ft. SQ: Vermin Traits, Darkvision 60ft, Electric Mandibles, Natural Plates, Acid Spit, DR15/--, Weak spot.  AL: None or Owner. Sv Frt+, Ref+, Wil+. AP. Rep+.Str21, Dex6, Con17, Int---, Wis11, Cha1.
Skills: Listen+5, Spot+5
Advancement: 7-10HD(Huge)
Bloodmount
Traits
Animal Traits (Ex): Bloodmounts have all traits common to animals, Bloodmounts have the Mutant sub-type.
Keen Sight (Ex): Bloodmounts have Darkvision out to a range of 90ft
Scent (Ex): Bloodmounts have the Scent special quality as described in the d20MRPG.
Light Sensitivity (Ex): When abruptly exposed to daylight level bright lights a Bloodmount suffers a -1 penalty to attack rolls and skill checks.
Bonus Feats (Ex): Bloodmounts receive, Multi-Attack and Track as Bonus feats
Bloodmount CR4. Large Animal (Mutant) HD:6d8+18. HP. Mas. Init:+. Spd 50ft. Defense:19,Touch9, FF19 (-1size,+10Nat). Bab+4. Grapl+13. Atk:+8melee(1d6+7 Bite). Full Atk:+7melee(1d6+5 Bite) and +5melee (1d4+2 2 Rakes). FS:10ftx10ft. R:10ft. SQ: Darkvision 90ft, Light Sensitivity, Scent. AL:None or Rider. Sv Frt+8, Ref+5,Wil+2. AP: N/A. Rep+0. Str21, Dex10, Con17, Int2, Wis11, Cha4.
Skills: Listen+5, Spot+5, Survival+5
Feats: Multi-Attack, Track
Advancement: None
Mangler
Traits
Animal Traits (Ex): Manglers have all traits common to animals, Manglers have the Mutated and Aquatic subtypes.  
Scent (Ex): Manglers have the Scent special quality as described in the d20MRPG.
Keen Sight (Ex):  Manglers have Low-light vision
Blind Sight (Ex):  Manglers can detect creatures within 60ft with out the use of sight or scent.
Skills: Manglers can swim with out make checks and can not be drown.
Bonus Feats: Manglers receive multi-Attack as a Bonus feat.
Mangler CR4. Large Animal (Aquatic, Mutant) HD:6d8+18. HP45. Mas17. Init:+1. Spd Swim 60ft. Defense:13, Touch10, FF12(-1size, +1dex,+3Nat). Bab+4. Grapl+13. Atk:+8melee(1d8+5 Bite). Full Atk:+8melee(2 Tentacles 1d4+5) and +6melee (1d8+2 Bite). FS:10ftx10ft. R:5ft. SQ: Scent, Keen Sight, Blind Sight 60ft, Animal Traits, Aquatic Subtype. AL: None. Sv Frt+8,Ref+6,Wil+3. AP. Rep+.Str21, Dex13, Con17, Int1, Wis12, Cha2.
Skills: Listen+7, Spot+7, Swim+13
Feats: Multi-Attack
Advancement: 7-16 HD (Huge)
Reaver
Hydra
Species Traits
Aberration (Ex): Reavers are Aberrations and have all traits common for an aberration
Keen Sight (Ex): Reavers have Darkvision out to a range of 60ft, allowing them to see twice as far in poor/low light conditions.
Light Sensitivity (Ex): Reavers suffer a -1 penalty to rolls and checks in full daylight conditions
War Mount (Ex): Reavers can be trained like an animal with Handle Animal checks (-4 penalty)
Flotation (Ex): Reavers are full of flammable gas, if a Reaver is reduced to negative 10 hit points, it explodes dealing 6d6 points of damage (half Fire/Half concussion) to everything within 10feet of the Reaver (Reflex 15 for half damage).
Improved Grab (Ex): On a successful hit with one or more of its tentacles, the Reaver may attempt a Grapple check as a free action without provoking an attack of opportunity
Constrict (Ex): With a successful grapple check against a creature of its one or more size categories smaller than itself, a Reaver may deals damage automatic Tentacle Damage damage.
Reaver CR8. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft, Fly 120ft (Poor). Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+5Nat). Bab+6. Grapl+19. Atk:+10melee(1d6+5 Tentacle). Full Atk:+10melee(2d4+5 bite) and +5melee (1d6+2, 2 Tentacles when on the ground, 6 when airborne). FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity, War Mount, Flotation, Improved Grab, Constrict. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: Weapon Focus (Bite, Tentacle)
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, 2 Weapon mounts, saddles for two people), Troika HMG or Chain gun (400-600 rounds of ammo), Laser guided Missile launcher w/12 missiles.
Hydra CR10. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft, Fly 120ft (Poor). Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+10Nat). Bab+6. Grapl+19. Atk:+10melee(2d8+7 Gore). Full Atk:+10melee(2d8+5 Gore) and +5melee (2d4+2, 2 Tentacles when on the ground, 6 when airborne). FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity, War Mount, Flotation, Improved Grab, Constrict. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: Weapon Focus (Gore, Tentacle)
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, 2 Weapon mounts, saddles for two people), Troika HMG or Chain gun (400-600 rounds of ammo), Laser guided Missile launcher w/12 missiles.
Weapon list         Range                                    PDC/
Weapons Dmg Type Crit      Inc     RoF  Mag      Wght  SZ Res
Laser Guided Missile 6d6 Conc/Fire 20 350ft  Sin 1(Int) 150lb  H     27/mil
The Laser Guided Missile launcher has a built-in laser Designator (Range 1,000ft, Grants a +6 attack bonus to a target as a Full Round Action) Splash (anything within 5ft of the target must make a DC 12 Reflex save or take half damage)
Tempest
Traits
Vermin Traits (Ex): Tempest has all the traits common to vermin.
Breath Weapon (Su): As a Full round Action a Tempest can exhale a Beam of intense heat.  This ray deals 16d6 Fire damage to everything within a 300ft line (Ref 17 negates).  The Ray can be used once every 1d6 rounds.  
Summon Shriekers (Su): Once every 1d4 rounds a Tempest can emit a high pitched cry that draws in every Shrieker within 1 mile. On the next round 2d4+5 Shriekers will arrive to aid the Tempest.
Blind Sight (Ex): 30ft
Darkvision (Ex): 60ft
Hardened Shell (Ex): Grants Damage Reduction 25/+1
Tempest CR20. Huge Vermin HD:16d8+80.HP152. Mas20. Init:-2. Spd 20ft, Fly 120ft (Good). Defense:16,Touch6, FF16 (-2size, -2dex,+10Nat). Bab+12. Grapl+19. Atk:+melee(2d6+5 Slam). Full Atk:+melee(2d6+5, 2 Slams). FS:15ftx15ft. R:20ft. SQ: Vermin traits, Breath Weapon, Summon Shriekers, Darkvision 60ft, Blind Sight 30ft, DR25/+1. AL: None or Master. Sv Frt+15, Ref+3,Wil+5. AP: N/A. Rep+0. Str20, Dex7, Con20, Int--, Wis11, Cha2.
Skills: Climb+10, Jump+10
Feats: None
Corpser
Traits
Creature Type: Corpsers are animals with the Mutant subtype
Keen Sight (Ex): Corpsers have Darkvision out to a range of 90ft
Scent (Ex): Corpsers have the Scent special quality as described in the d20MRPG.
Light Blindness (Ex): When abruptly exposed to daylight level bright lights a Corpser suffers a -2 penalty to attack rolls and skill checks.
Reinforced Forelegs (Ex): The large claw like Palps or “Fingers” used for combat by Corpsers are protected by thick chitinous plates, these plates grant the Corpser a +1 Attck bonus to slams and an additional +2 bonus to defense when taking a total defense action. A Corpser is born with 2 “Fingers”, when they progress to Adolescence this is increased to 4, and increases again to 8 when they reach adulthood
Tremorsense (Ex): A Corpser can automatically sense the location of anything within 60 feet that is in contact with the ground.
Bonus Feats:  Corpsers receive Multi-Attack as a Bonus Feat
Hatching Corpser CR1/2. Small Animal (Mutant) HD:1d8. HP4. Mas 10. Init:+3. Spd 20ft, Burrow 10ft. Defense:16,Touch14, FF13 (+1size, +3dex,+2Nat). Bab+0. Grapl-6. Atk:-1melee(1d2-2 Slam). Full Atk:-1melee(2 Slams 1d4-2) and -3melee (1d2-2 bite). FS:5ftx5ft. R:5ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+2, Ref+5, Wil+0. AP:N/A. Rep+0. Str7, Dex17, Con10, Int1, Wis10, Cha2.
Skills: Hide+9, Jump+0, Listen+2, Move Silently+5, Spot+2
Feats: Multi-Attack
Advancement: 2-4HD (Medium), 4-8HD (Large, Adolescent), 9-15HD (Huge, Adult), 16-27HD (Gargantuan, Elder)
Adolescent Corpser CR4. Large Animal (Mutant) HD:4d8+12. HP30. Mas 16. Init:+1. Spd 30ft, Burrow 20ft. Defense:14,Touch10, FF13 (-1size, +1dex,+4Nat). Bab+3. Grapl+11. Atk:+6melee(1d4+4 Slam). Full Atk:+6melee(4 Slams 1d8+4) and +4melee (1d4+2 bite). FS:10ftx10ft. R:10ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+7, Ref+5, Wil+1. AP:N/A. Rep+0. Str19, Dex13, Con16, Int1, Wis10, Cha2.
Skills: Hide+1, Jump+6, Listen+2, Move Silently+3, Spot+2
Feats: Multi-Attack
Advancement: 5-8HD (Large), 9-15HD (Huge, Adult), 16-27HD (Gargantuan, Elder)
Adult Corpser CR9. Huge Animal (Mutant) HD:9d8+45. HP85. Mas 20. Init:+0. Spd 40ft, Burrow 30ft. Defense:13, Touch10, FF13 (-2size,+5Nat). Bab+6. Grapl+22. Atk:+12melee(2d6+8 Slam). Full Atk:+12melee(4 Slams 2d6+8) and +10melee (1d6+8 bite). FS:15ftx15ft. R:15ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+11, Ref+6, Wil+3. AP:N/A. Rep+0. Str27, Dex11, Con20, Int1, Wis10, Cha2.
Skills: Hide-4, Jump+10, Listen+2, Move Silently+2, Spot+2
Feats: Multi-Attack
Advancement: 10-15HD (Huge), 16-27HD (Gargantuan, Elder)
Elder Corpser CR16. Gargantuan Animal (Mutant) HD:16d8+112. HP184. Mas 24. Init:+0. Spd 50ft, Burrow 40ft. Defense:15, Touch6, FF15 (-4size,+9Nat). Bab+12. Grapl+36. Atk:+20melee(2d8+12 Slam). Full Atk:+20melee(4 Slams 2d8+12) and +18melee (1d8+6 bite). FS:20ftx20ft. R:20ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+17, Ref+10, Wil+5. AP:N/A. Rep+0. Str35, Dex11, Con24, Int1, Wis10, Cha2.
Skills: Hide-16, Jump+15, Listen+2, Move Silently+2, Spot+2
Feats: Multi-Attack
Advancement: 17-27HD (Gargantuan)
Brumak
Traits
Keen Sight (Ex): Brumaks have low-light vision, allowing them to see twice as far in poor/low light conditions.
Light Sensitivity (Ex): Brumaks suffer a -1 penalty to rolls and checks in full daylight conditions
Rock Throwing (Ex): Brumaks are accomplished rock throwers.  Thrown rocks receive +1 Species bonus on attack rolls. A Brumak can hurl rocks up to two categories smaller than itself; for example.  A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock with a range increment of 30ft up to maximum of 150ft.
Rend (Ex): If a Brumak hits a target with both its claw attacks, on a successful Grapple check it may automatically deal 2d6+15 points of damage.
Brumak CR15. Huge Giant HD:15d8+105. HP172. Mas25. Init:-3. Spd 50ft. Defense:22, Touch5, FF22(-2Size,-3dex,+2Equip,+15Nat). Bab+11. Grapl+29. Atk:+19melee(1d8+10 Bite) or +2ranged (10d6 RI: 200ft Barrage Rapid Fire Rocket Launcher)* or +6ranged (2d6+15 RI 30ft thrown Rock). Full Atk:+17melee(1d6+10 2 Claws) and +14melee (1d8+5 Bite) or -2ranged (5d6 RI 60ft 2 M-9 Barrage Chain guns auto-fire)*. FS:15ftx15ft. R:15ft. SQ: Keen Sight, Light Sensitivity, Rock Throwing, Rend. AL: Locust Horde. Sv Frt+9,Ref+5,Wil+5. AP: N/A. Rep+0. Str31, Dex4, Con25, Int4, Wis6, Cha2.
Skills: Climb+16, Hide-11, Listen+0, Spot+0, Survival+4.
Feats: Improved Bull rush, Multi Attack, Power Attack, Simple Weapons Proficiency, Track.
Possessions: 2x M-9 Barrage Chain Guns (100lb each)* with 200 rounds of ammunition per gun, Barrage Rapid Fire Rocket Launcher (75lb)* w/1d4+2 bundles of rockets loaded, Combat Harness (800lb, provides half cover to riders)
*No Proficient, If the Locust Beast Riders controlling the Brumak are killed it can no longer use these weapons.
Advancement: 16-20 HD (Huge), 21+HD (Gargantuan)
Siegebeast
Species Traits
Aberration traits (Ex): A siege beast has all traits common to an aberration.
Darkvision (Ex): Siege beast have dark vision out to a range of 60ft.
Light Sensitivity (Ex): Siege beast suffer a -1 penalty to all attack rolls and skill checks in abrupt exposure to daylight conditions.
Siege Beast CR8. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft. Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+5Nat). Bab+6. Grapl+19. Atk/Full Atk:+9melee(2d4+5 bite) or +6ranged (2d6 rock or 6d6 gun powder bomb [Burst 10ft, Ref 15], Range Increment 350ft, . FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: None
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, Siege Beast can not move under its own power while in harness)
Seeder
Traits
Aberration Traits: Seeders have all the traits common to an Aberration.  
Two Faced (Ex): Because of their unique phisiology, Seeders are never considered flanked.
Keen Sight (Ex): Seeders have Darkvision out to a range of 120ft
Light Sensitivity (Ex): Seeders suffer a -1 penalty to rolls and checks in full daylight conditions
Natural Artillery (Ex): As a Full round Action, a Seeder can expel a rock or swallowed creature out the opposite mouth to the one that swallowed it, The expelled rock has a Range Increment of 200ft and a maximum range of 1000ft.  A domesticated Seeder can be used to deploy Nemacysts in this way.  A “Domesticated” Seeder must be taught not to bite the Nemacysts while grappling (Counts as a trick)>
Improved Grab (Ex): To use this ability, a Seeder must hit with one of its bite attacks. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it.
Swallow Whole (Ex): A Seeder can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the Seeder from inside using claws or a Small or Tiny slashing weapon.  Dealing at least 25 points of damage (Defense 20) in this way creates an opening large enough to permit escape. Once the creature exits, the Seeder must make a successful Fortitude save (DC 20) or die, whether or not the full amount of damage was dealt with a single blow. A Seeder's gizzard can hold 1 Medium-size, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.  Creatures in a Seeder's stomach suffer automatic bite damage every round till slain or escaping.   A Seeder may alternately choose to use a swallowed creature with their Natural Artillery ability (see above)
Dig In (Ex): As a Full round action, a Seeder can burrow into a section of ground and anchor itself.  While dug in in this way, the Seeder is treated as having ¾ cover and receives a +2 circumstance bonus to its attacks, however, while in this position, the Seeder can not move loses access to its Two Faced trait and one of its bite attacks when making full attack actions.  If a Seeder is hit with an attack that includes a Reflex save while dug in, the Seeder suffers an additional 50% damage on a failed save.  A Seeder may free themselves from their burrow as a Full Round Action.
Seeder CR16. Gargantuan Aberration HD:22d8+154 .HP253. Mas25. Init:-2. Spd 50ft, burrow 20ft. Defense:16, Touch4, FF16(-4size, -2dex,+12Nat). Bab+16. Grapl+41. Atk:+26melee(4d6+13 Bite or 2d8+13 Slam) or +12ranged (4d8 Projectile). Full Atk:+26melee(2 Slams 2d8+13) and +24melee(2 Bites 4d6+6). FS:20ftx20ft. R:15ft. SQ: Aberration traits, Two Faced, Keen Sight, Light Sensitivity, Natural Artillery, Improved Grab, Swallow whole, Dig In. AL: None or Master. Sv Frt+14, Ref+5, Wil+15. AP: N/A. Rep+0. Str36 (+13), Dex7, Con25 (+7), Int1, Wis14, Cha2.
Skills: Hide+16, Listen+14, Spot+14.
Feats: Multi-Attack, Weapon Focus (Bite, Slam, Projectile)
Advancement: None
Rockworm
Species Traits
Vermin Traits (Ex): Rockworms have all traits common to vermin.
Blind Sight (Ex): Rockworms have Blind-Sight out to a range of 60feet
Rocky Hide (Ex): In addition to the high natural armor bonus provided their shells and thick hides, Rockworms have damage reduction 15 against weapons that do not deal slashing damage.
Living Bulwark (Ex): Rockworms grant ¾ cover to any creature upto 1 size category smaller than the worm in question that hides itself “behind” it in a combat situation.
Rockworm CR. Huge Vermin HD:6d8+30. HP. Mas21. Init:-2. Spd 10ft. Defense:21, Touch6, FF21(-2size, -2dex,+15Nat). Bab+4. Grapl+17. Atk/Full Atk:+7melee(2d6+7 x3 Bite). FS:15ftx15ft. R:15ft. SQ: Blind Sight 60ft, DR15/Slashing, Living Bulwark. AL: None. Sv Frt+10, Ref+0, Wil-1. AP: N/A. Rep+0. Str21, Dex6, Con21, Int---, Wis5, Cha2.
Skills: None
Advancement: 7-10HD (Huge), 11-15(Gargantuan), 16+ (colossal)
Leviathan
Species Traits
Magical Beast Traits (Ex): Leviathan have all traits common to a Magical beast
Aquatic (Ex): Leviathans can move in water without making Swim checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a Leviathan must hit with its tentacle attack or its bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained. If a Leviathan successfully hits with a tentacle slam against a target smaller than itself, it can deal automatic bite damage each round or it can constrict (see below), if it gets a hold with a bite it may attempt to swallow the victim whole (see below).
Constrict (Ex): A giant octopus that succeeds in grappling an opponent smaller than itself deals 2d8+10 points of damage per round as it constricts.
Low-Light Vision (Ex): Leviathans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Keen Scent (Ex): A Leviathan notices creatures by scent within a 180-foot radius. It can detect blood in the water at a range of up to 1 mile.
Swallow Whole (Ex): If a Leviathan begins its turn with an opponent two or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once swallowed, the opponent takes bludgeoning damage equal to the Leviathan's bite attack plus 1d6 points of acid damage per round from the monster’s gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the gullet using claws or a Small or Tiny slashing weapon. Dealing at least 25 points of damage to the gizzard (Defense 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Gargantuan Leviathan's gullet can hold 2 Huge, 8 Large, 32 Medium-size, or 128 Small or smaller opponents.
Common Leviathan: CR 17; Gargantuan animal; HD 24d8+168; hp 264; Mas 24; Init +2; Spd swim 120 ft.; Defense 20, touch 8, flat-footed 18 (–4 size, +2 Dex, +15 natural); BAB +24; Grap +46; Atk +30 melee (4d6+10, bite); Full Atk +30 melee (2d8+10, 8 tentacle slams), +20 melee (4d6+5, bite); FS 20 ft. by 40 ft.; Reach 10 ft.(20ft tentacles); SQ: Improved grab, Constrict, keen scent, low-light vision, swallow whole; AL none; SV Fort:+21, Ref:+16, Will:+9; AP:0; Rep:+0; Str31, Dex15, Con24, Int1, Wis12, Cha10.
Skills: Hide –10, Listen +6, Spot +6, Swim +15.
Feats: None.
Advancement: 25–48 HD (Gargantuan); 49–72 HD (Colossal).
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cantolopejeevas · 6 years ago
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So as soon as I bought the gorgon adoptable from my darling @snailanimations, I knew exactly where to put her! So meet Eury, she’s Anthea’s older twin sister! She was born blind, unlike Anthea who was later given that magic blindfold she’s got, haha.
But basically when these two were just babs, their home was attacked by some humans, and their parents got separated with only one twin each. Anthea went with their father, who holed up in the forest away from all civilization, while Eury was taken to the Dragon Kingdom by her mother and raised there. While she grew up, she was told everything about what happened to their family and why she’s living among the dragons. So she vows one day to venture out into the world and find her sister so that the humans don’t keep them apart!
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batfam-headcanon-blog · 7 years ago
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xenization, gorgonize, acersecomic + barbara
Xenization: How do they feel about interacting with strangers? - Babs hates meeting strangers because she is afraid that she will fuck up and they won’t want to talk to her or be friends with her so she tries to avoid talking to strangers as much as possible
Gorgonize: What distracts them when they’re trying to get things done? - New music or music in general
Acersecomic: How much effort do they put into personal grooming and hygiene? -  A ton of effort because they don’t want to come off as they don’t care or are disheveled 
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Name: Gryphon (not my birth name, but please don't ask for my birth name-ever) Nicknames: Gryph, Gryphonator Zodiac sign: Pisces bitches B) Height: I haven't measured in a while, but I'm pretty sure I'm about 5'8 Orientation: asexual and unsure of romantic orientation Nationality: My skin is literally paler than toilet paper Favourite fruit: mangoes!! Strawberries or dragonfruit!!! Favourite season: spring!! It fucks up my allergies but it's the only season that somewhat gets me outta my depression Favourite book: Does manga count? Bc my favorite manga is Princess Jellyfish!!!! Favourite flower: Chrysanthemum!!!!!! Favourite scent: I can't smell rip Favourite animal: dragons!!!!!! Giraffes and owls Coffee tea or hot chocolate: I love tea!!!! Especially. Chai Average amount of sleep: 0-5 hours Cats or dogs: both!! Favourite fictional character: Touta Matsuda!!!! Armin Arlert, Mihael Keehl, Mikasa Ackerman, Hanji Zöe, Crona Gorgon, L Lawliet, Ami Mizuno, Haruhi Fujioka, Tsukimi Kirashita!!!!! My bab Number of blankets you sleep with: 1 Dream trip: space!!! I wanna go to space with the person I love :> Blog created: I think January 2017 Number of followers: I think 86????? Idk
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jwslw · 5 years ago
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d20 modern Gears of War Part 3 The Locust Horde
Locust Horde
Build                                    
Species     Base Height  Modifier  Base Weight  Modifier
Drone, Grenadier, Theron 5'0”          +2d12"    175lb   x(2d4)lb
Kantus, Rager 6'0”          +2d12"    160lb   x(2d4)lb
Boomer 7'0”         +3d12"    350lb   x(2d4)lb          
Berserker 7'6”         +3d12"    500lb   x(2d4)lb
Age
Starting additional Middle Old Venerable Maximum
10 +1d4 25 40 60 +1d12 years
Drone
Species Traits
Ability Modifiers: Str+4, Dex-2, Con+6, Int-4, Wis-2, Cha-4.  
Creature Type: Monstrous Humanoid.
Natural Armor: +5
Size: Medium
Keen Sighted (Ex):  Drones have Darkvision out to a range of 60feet.
Light Sensitivity (Ex):  When exposed to full daylight effect, a Locust drone suffers a -1 penalty to all rolls and checks.
Base Land Speed: 30feet.
Bonus Feats:  Locust Drones receive Light Armor Proficiency as a Bonus feat
Automatic Languages:  All Locust Drones begin with the ability to speak Locust and one language common to the humans of Sera.
Level Adjustment:+1.
Typical Drone CR2. Medium Monstrous Humanoid Strong Ordinary3 HD:3d8+9. HP:22. Mas17. Init:-1. Spd 30ft. Defense:19, Touch11, FF19 (-1dex, +2Class, +3Equip, +5Nat). Bab+3. Grapl+5. Atk/Full Atk: +6melee(1d6+2 non-lethal brawl) or +2ranged (2d10 RI:90ft Hammerburst II or 2d10 RI:50ft Boltok). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde. Sv Frt+2, Ref+1, Wil+1. AP: N/A. Rep+0. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Criminal (Hide, Move Silently)
Skills: Climb+3, Hide+0, Listen+1, Move Silently+0, Speak (Locust and Tyran), Spot+1.
Feats: Alertness, Armor Proficiency (Light), Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Studded Leather Armor (20lb), Boltok Pistol (4lb)w/30 rounds of ammunition and Hammerburst II (12lb) with/100 rounds of ammunition (5x 20 round magazines)
Savage Drone CR2. Medium Monstrous Humanoid Strong Ordinary3 HD:3d8+9. HP:22. Mas17. Init:-1. Spd 30ft. Defense:19, Touch11, FF19 (-1dex, +2Class, +3Equip, +5Nat). Bab+3. Grapl+5. Atk/Full Atk: +6melee(1d6+2 non-lethal brawl) or +5melee (1d6+2/19-20 Bayonet)  -2 Ranged (2d8 RI: 60f Retro Lancer Auto-Fire) or +2Ranged (2d10 RI: 50ft Boltok). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Savage Horde. Sv Frt+2, Ref+1, Wil+1. AP: N/A. Rep+0. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Criminal (Hide, Move Silently)
Skills: Climb+3, Hide+0, Listen+1, Move Silently+0, Speak (Locust and Tyran), Spot+1.
Feats: Alertness, Armor Proficiency (Light), Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Studded Leather Armor (20lb), Boltok Pistol (4lb)w/30 rounds of ammunition and Retro Lancer (14lb) with 150 rounds (5x 30 round Magazines)
Elite Drone CR3. Medium Monstrous Humanoid Strong Hero3 HD:3d8+9. HP:26. Mas17. Init:-1. Spd 30ft. Defense:19, Touch11, FF19 (-1dex, +2Class, +3Equip, +5Nat). Bab+3. Grapl+5. Atk/Full Atk: +7melee(1d8+4 non-lethal brawl) or +5melee (3d4+4/x3 Chainsaw Bayonet) +2ranged (2d10 RI:50ft Boltok) or  -2 Ranged (2d6 RI: 80f Lancer Mk II, Auto-Fire). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde. Sv Frt+2, Ref+1, Wil+1. AP: N/A. Rep+0. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Criminal (Hide, Move Silently)
Skills: Climb+3, Hide+0, Listen+1, Move Silently+0, Speak (Locust and Tyran), Spot+1.
Feats: Alertness, Armor Proficiency (Light), Brawl, Improved Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: Melee Smash and Improved Melee Smash
Possessions: Studded Leather Armor (20lb), Boltok Pistol (4lb)w/30 rounds of ammunition and Lancer Mk II (14lb) with 180 rounds (3x 60 round Magazines)
Gunner
Typical Gunner CR1. Medium Monstrous Humanoid Fast Ordinary 4 HD:4d8+12.HP15. Mas17. Init:-1. Spd 20ft (30 base). Defense:22, Touch14, FF22(-1dex,+5Class,+3Equip,+5Nat). Bab+2. Grapl+3. Atk/Full Atk:+4melee or -5ranged (Mounted Machine gun) or -5ranged (4d4 RI:50ft Mortar). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde. Sv Frt+4, Ref+2, Will+0. AP:0. Rep+1. Str15, Dex9, Con17, Int6, Wis9, Cha6.
Occupation: Technician (Craft [Mechanical. Structural], Repair)
Skills: Craft (Mechanical)+1, Craft (Structural)+0, Hide+3, Listen+0, Move Silently+3, Speak (Locust and Tyran), Spot+0.
Feats: Advanced Firearms Proficiency, Armor Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Sappenpanzer (Non-Prof, 22lb), Mortar (60lb) w/12 shells
Grenadier
Typical Grenadier CR3. Medium Monstrous Humanoid Tough Ordinary4 HD:4d10+15. HP37. Mas17. Init:-1. Spd ft. Defense:17, Touch12, FF17(-1dex,+3Class,+5Nat). Bab+3. Grapl+6. Atk/Full Atk:+6melee touch(Special Grenade tag) or +2ranged (4d4 RI: 20ft Gnasher Shotgun) or +2ranged (4d6 Bolo grenade or 3d6 Incendiary grenade). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde. Sv Frt+5, Ref+0, Wil+0. AP. Rep+1. Str16, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Athlete (Climb, Tumble)
Skills: Climb+5, Speak (Locust and Tyran), Tumble+4.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Toughness, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Gnasher Shotgun (8lb) w/24 rounds 12gauge, Boltok Pistol w/30 rounds, 1d4 Bolo or Incendiary grenades
Elite Grenadier CR4. Medium Monstrous Humanoid Tough Hero4 HD:4d10+19. HP46. Mas17. Init:-1. Spd ft. Defense:17, Touch12, FF17(-1dex,+3Class,+5Nat). Bab+3. Grapl+6. Atk/Full Atk:+6melee touch(Special Grenade tag) or +2ranged (4d4 RI: 20ft Gnasher Shotgun) or +2ranged (4d6 Bolo grenade or 3d6 Incendiary grenade). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde. Sv Frt+5, Ref+0, Wil+0. AP. Rep+1. Str16, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Athlete (Climb, Tumble)
Skills: Climb+5, Speak (Locust and Tyran), Tumble+4.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Improved Bull Rush, Toughness, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Talents: Damage Reduction 1/--, Robust
Possessions: Gnasher Shotgun (8lb) w/24 rounds 12gauge, Boltok Pistol w/30 rounds, 1d4 Bolo or Incendiary grenades
Flame Grenadier CR3. Medium Monstrous Humanoid Tough Ordinary4 HD:4d10+15. HP37. Mas17. Init:-1. Spd ft. Defense:18, Touch12, FF18(-1dex,+2Class, +1Equip, +5Nat). Bab+3. Grapl+6. Atk/Full Atk:+6melee touch(Special Grenade tag) or Special ranged (3d6 Scorcher 35ft line) or +2ranged (4d6 Bolo grenade or 3d6 Incendiary grenade). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde. Sv Frt+5, Ref+0, Wil+0. AP. Rep+1. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Athlete (Climb, Tumble)
Skills: Climb+5, Speak (Locust and Tyran), Tumble+4.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Toughness, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Scorcher (10lb) w/5 fuel tanks, Padded Armor, 1d4 Bolo or Incendiary grenades.
Beast Rider
Beast Rider CR2. Medium Monstrous Humanoid Charismatic Ordinary 3HD:3d6+9. HP19. Mas16. Init:-1. Spd 30ft. Defense:17, Touch10, FF17(-1dex,+1Class,+2Equip,+5Nat). Bab+1. Grapl+3. Atk/ Full Atk:+3melee or -4ranged (2d6 RI: 50ft Gorgon SMG). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde.  Sv Frt+5, Ref+1, Wil+0. AP: N/A. Rep+2. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Rural (Ride, Survival)
Skills: Handle Animal+4, Listen+4, Ride+4, Speak (Locust and Tyran), Spot+4, Survival+3.
Feats: Alertness, Animal Affinity, Armor Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Gorgon SMG (4lb) w/96 rounds (3x 32 round magazines), Leather Armor (15lb), various gear and personal possessions.
Sniper
Locust Sniper CR2. Medium Monstrous Humanoid  Fast Ordinary3 HD:3d8+9.HP22. Mas17. Init:-1. Spd 30ft. Defense:19, Touch13, FF19(-1dex,+4Class,+1Equip,+5Nat). Bab+2. Grapl+4. Atk/Full Atk:+melee(d+/) or +1ranged (4d6 RI: 180ft Longshot Sniper Rifle or 2d8 RI: 45ft Snub Pistol) or -3ranged (4d10x3 RI: 240ft One Shot). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde.  Sv Frt+4, Ref+1, Wil+0. AP: N/A. Rep+1. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Military (Demolitions, Knowledge [Tactics])
Skills: Hide+4, Move Silently+4, Speak (Locust/Tyran), Tumble+2
Feats: Armor Proficiency (Light), Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy.
Possessions: Leather Jacket (4lb), Snub Pistol (4lb) w/60 rounds (5x 12 round magazines), and Longshot Sniper Rifle (12lb) w/11 rounds or One Shot (35lb)w/1d6+2 rounds.
Miner
Locust Miner CR2. Medium Monstrous Humanoid Strong Ordinary3 HD:3d8+9. HP22. Mas17. Init:-1. Spd ft. Defense:16, Touch11, FF16 (-1dex,+2Class,+5Nat). Bab+3. Grapl+5. Atk/Full Atk:+5melee(1d6+3/x4 Pick axe or 1d6+3/19-20 Bayonet) or +2ranged (2d10 RI: 90ft GZ 18 Markza) or -2 Ranged (2d8 RI 60ft Retro Lancer Auto-fire). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde or Savage Horde.  Sv Frt+5, Ref-1,Wil+0.  AP: N/A. Rep+0. Str15, Dex8, Con17, Int6, Wis9, Cha6.
Occupation: Blue Collar (Craft [Structural]+1, Intimidate, Repair)
Skills: Craft (structural)+1, Intimidate+0, Repair+0, Speak (Locust/Tyran)
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Pick Axe (6lb), Retro Lancer (14lb) w/60 rounds (in 2x 30 round Magazines) or GZ18 Markza Sniper rifle (12lb) w/30 rounds (3x 10 round magazines), various gear and personal possessions
Theron Guard
Theron Gaurd CR5. Medium Monstrous Humanoid  Strong Hero3/Charismatic Hero2. HD:3d8+6 plus 2d6+4. HP41. Mas15. Init:+1. Spd 20ft (30 base). Defense:23, Touch14, FF22 (+1dex,+3Class,+4Equip,+5Nat). Bab+4. Grapl+7. Atk:/Full Atk:+7melee(1d4+5 unarmed lethal or 3d4+6/x3 Chainsaw) or +8ranged (1d12 plus 6d6 [1d4 round delay Ref17, 5ft radius] RI: 20ft or RI: 100ft [charged]Torque Bow) or +1 Ranged (2d6 RI: 80ft Lancer MkII, Auto-fire). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Locust Horde. Sv Frt+6, Ref+4, Wil+1. AP5. Rep+2. Str16, Dex12,Con15, Int6 Wis11, Cha11.
Occupation: Military (Navigate, Survival)
Skills: Intimidate+4, Knowledge (Theology and Philosophy)+4, Navigate+1, Survival+3, Speak (Locust/Tyran)
Feats: Alien Weapons Proficiency, Armor Proficiency (Light, Medium), Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Talents: Melee Smash, Improved Melee Smash, Coordinate
Possessions: Scale Mail (30lb -4ACP), Torque Bow (10lb) w/11 bolts and MkII Lancer (14lb) w/180 rounds (3x 60 round magazines), various gear and personal possessions.
Savage Theron CR5. Medium Monstrous Humanoid  Strong Hero3/Charismatic Hero2.  HD:3d8+6 plus 2d6+4. HP41. Mas15. Init:+1. Spd 20ft (30 base). Defense:23, Touch14, FF22 (+1dex,+3Class,+4Equip,+5Nat). Bab+4. Grapl+7. Atk:/Full Atk:+7melee(1d10+4/19-20x3 Cleaver or 2d4+3/19-20x3 Bayonet) or +5ranged (4d4 RI10ft Elite Sawed-Off shotgun). FS:5ftx5ft. R:5ft. SQ: Light Sensitivity, Keen Sighted. AL: Savage Horde. Sv Frt+6, Ref+4, Wil+1. AP5. Rep+2. Str16, Dex12, Con15, Int6 Wis11, Cha11.
Occupation: Criminal (Hide, Move Silently)
Skills: Hide+0*, Intimidate+4, Knowledge (Theology and Philosophy)+4, Move Silently+0*, Speak (Locust/Tyran)
Feats: Alien Weapons Proficiency, Armor Proficiency (Light, Medium), Archaic Weapons Proficiency, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Melee Smash, Improved Melee Smash, Coordinate
Possessions: Scale Mail (30lb), Cleaver (15lb), Elite Sawed-Off Shotgun (5lb) w/12 shotgun shells
*-4 Armor Penalty
Rager
Species Traits
Bonus Hit Points: Ragers begin play with three levels of Monstrous Humanoid granting 3d8 bonus hit points a Base Attack Bonus of +3, a Base Fortitude Save of +1, a base Reflex save of +3 a base Will save of +3.   A Rager receives 2x their intelligence score+4 skill points.  Ragers treat Climb, Hide, Jump, Listen, Move Silently, Spot and Tumble as class skills.
Ability Modifiers:  Str+2, Dex+2, Con+4, Wis-4, Cha-4.  
Creature Type: Monstrous Humanoid..
Natural Armor: +5
Size: Medium.  Ragers receive no special bonuses or penalties based on size.
Darkvision (Ex): 60ft
Light Sensitivity (Ex):  When exposed to full daylight effect, a Locust drone suffers a -1 penalty to all rolls and checks.
Berserk Rage (Su):  When a Rager is in combat, it must pass a DC 10 Will save (+1 to the DC per previous successful save, +1 per point of damage the Rager has received in combat) at the end of each round. If it fails the Save a Rager undergoes a horrific metamorphosis, The Rager's size increases to Large changing its size/reach to 10x10/10, Grants it a +8 bonus to strength, a -2 penalty to Dexterity, a +4 Bonus to constitution, increases the natural armor bonus to +7 and a +4 bonus to grapple checks.  The  Rager gains a Damage Reduction 15/Fire.  While in a Berserk state, a Rager loses its ability to wield manufactured weapons but gains 2 Slam attacks dealing 1d12+Str Modifier damage each. Sharp spikes also protrude from the Rager's body in this state granting 1d4 points of piercing damage when grappling.  The Berserk state lasts for a number of rounds equal to the Ragers Con score.  When the rage is over the Rager is fatigued for 24 hours.
Base Land Speed: 40ft.
Bonus Feats: Ragers receive Archaic Weapons Proficiency as a Bonus Feat
Automatic Languages:  All Locust Drones begin with the ability to speak Locust and one language common to the humans of Sera.
Level Adjustment:+3.
Rager (“Calm”) CR3. Medium Monstrous Humanoid HD:3d8+6. HP19. Mas 15. Init:+1.  Spd 40ft. Defense:17, Touch11, FF16 (+1dex,+1Equip,+5Nat). Bab+3. Grapl+4. Atk/Full Atk: +4melee (1d8+1/x3 Pommel Blade) or +4ranged (2d12 RI: 90ft Breechshot Mag 4). FS:5ftx5ft. R:5ft. SQ: Darkvision 60ft, Light Sensitivity, Besrerk Rage. AL: Locust Horde. Sv Frt+3,Ref+4,Wil+1. AP: N/A. Rep+0. Str13, Dex12, Con15, Int10 Wis7, Cha6.
Skills: Climb+5, Hide+5, Jump+5, Listen+0, Move Silently+5, Speak (Locust/Tyran), Spot+0, Tumble+5
Feats: Archaic weapons Proficiency, Personal Firearms Proficiency
Possessions: Breechshot (14lb), w/20 rounds of ammo, Leather Jacket (4lb).
Advancement: By Character class
Rager (“Enraged”) CR6. Large Monstrous Humanoid HD:3d8+12. HP25. Mas 19. Init:+1.  Spd 40ft. Defense:17, Touch9, FF17 (-1size,+1Equip,+7Nat). Bab+3. Grapl+12. Atk: +7melee (1d12+5 Slam) Full Atk: +5melee (1d12+5 2 Slams). FS:10ftx10ft. R:10ft. SQ: Darkvision 60ft, Light Sensitivity, Besrerk Rage, Spikes, DR15/Fire. AL: Locust Horde. Sv Frt+5,Ref+3,Wil+1. AP: N/A. Rep+0. Str21, Dex10, Con19, Int10 Wis7, Cha6.
Skills: Climb+8, Hide+0, Jump+8, Listen+0, Move Silently+4, Speak (Locust/Tyran), Spot+0, Tumble+4
Feats: Archaic weapons Proficiency, Personal Firearms Proficiency
Possessions: Leather Jacket (4lb).
Advancement: By Character class
Kantus
Species Traits
Ability Modifiers: Str+6, Dex+4, Con+6, Int-2,Wis -2, Cha-2.  
Creature Type: Monstrous Humanoid.
Natural Armor: +3
Size: Large: Kantus are Large creatures, as such they receive a -1 Size penalty to Attack and Defense, a +4 Size bonus to grapple checks and a -4 penalty to Hide checks
Darkvision: 60 feet
Light Sensitivity (Ex):  When exposed to full daylight effect, a Locust drone suffers a -1 penalty to all rolls and checks.
Natural Weapons (Ex): When not using manufactured weapons, a Kantus has 2 claw attacks (1d3 piercing/slashing) and a Bite attack (1d4 piercing/Bludgeoning)
Base Land Speed: 40 feet.
Bonus Feats: A Kantus receives Armor Proficiency (Light), Multiattack and either Divine Heritage or Magical Heritage as a Bonus feats
Skills: Kantus are strangely agile for their size, granting a +4 Species bonus to Balance, Escape Artist and Tumble Checks
Chant (Su):  Once every 1d4 rounds a Kantus may begin a screaming “chant” as a Full Round Action, every friendly creature within a 30ft radius of the Kantus immediately receives the effects of a Cure critical Wounds spell as cast by an Acolyte equal to the Kantus Character Level (4d8+1per level [Maximum+10]).  All hostile creatures within 30ft of the Kantus must make a Will save (DC 10+1/2 the Kantus Hit Dice) or be stunned for 1d4 rounds.
Explosion (Su): If a Kantus is killed with ranged weapons, any grenades on its person will automatically detonate forcing anything in the blast radius to make Reflex saves to avoid each grenade explosion.
Starting Languages: All Kantus begin play with the ability to speak read and write Locust and one human language common to Sera.
Level Adjustment:+3.
Kantus Priest CR8. Large Monstrous Humanoid Charismatic Hero8 HD:8d6+16. HP46. Mas14. Init:+2. Spd 40ft. Defense:20, Touch14, FF18(-1size, +2dex,+3Class,+3Equip,+3Nat). Bab+4. Grapl+12. Atk:+5ranged (2d8 RI: 50ft Hammerburst Assault Rifle) or +7melee touch (Kryll Grenade Tag). Full Atk:+7melee(1d3+4 2 Claws) and +5melee (1d4 Bite) or +5ranged (Kryll Grenade RI: 10ft). FS:10ftx10ft. R:10ft. SQ: Light Sensitivity, Darkvision 60ft, Chant, Explosion. AL: Locust Horde. Sv Frt+6, Ref+8, Wil+5. AP. Rep+4. Str18, Dex14, Con14, Int11, Wis12, Cha15.
Occupation: Religious (Knowledge [Theology/Philosophy]+1, Sense Motive, Listen)
Skills: Balance+6, Diplomacy+13, Escape Artist+6, Handle Animal+13, Hide-2, Intimidate+13, Knowledge (Theology and Philosophy)+12, Read/Write/Speak (Locust/Tyran), Ride+4, Sense Motive+12, Tumble+6.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Animal Affinity, Divine Heritage (Cure Minor Wounds, Inflict Minor Wounds, Resistance), Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Multi Attack,  Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Charm, Coordination, Greater Inspiration, Inspiration
Possessions: Hammerburst Assault Rifle (11lb)w/156 rounds (in 2x 78 round magazines) or 144 rounds (in 3x 48 round magazines), Masterwork Studded Leather (20lb), 1d4 Kryll grenades, 1d6 Tickers or 1d4 Giant Serapedes
Armored Kantus CR8. Large Monstrous Humanoid Charismatic Hero8 HD:8d6+16. HP46. Mas14. Init:+2. Spd 30ft. Defense:,Touch,FF(-1size, +2dex,+3Class,+5Equip,+3Nat). Bab+4. Grapl+12. Atk:+7melee touch (Ink Grenade Tag). or +5ranged (Ink Grenade RI: 10ft).  Full Atk:+7melee(1d3+4 2 Claws) and +5melee (1d4 Bite) or +1ranged (2d6 RI: 50ft 2 Gorgon SMGs Auto Fire). FS:10ftx10ft. R:10ft. SQ: Light Sensitivity, Darkvision 60ft, Chant, Explosion. AL: Locust Horde. Sv Frt+6, Ref+8, Wil+5. AP. Rep+4. Str18, Dex14, Con14, Int11, Wis12, Cha15.
Occupation: Religious (Knowledge [Theology/Philosophy]+1, Sense Motive, Listen)
Skills: Balance+2, Diplomacy+13, Escape Artist+2, Handle Animal+13, Hide-6, Intimidate+13, Knowledge (Theology and Philosophy)+12, Read/Write/Speak (Locust/Tyran), Ride+4, Sense Motive+12, Tumble+2.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Divine Heritage (Cure Minor Wounds, Inflict Minor Wounds, Resistance), Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Multi Attack,  Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Charm, Coordination, Greater Inspiration, Inspiration
Possessions: Breast Plate, 2x Gorgon SMGs (4lb each) w/192 rounds (6x 32 round magazines), 1d4 Ink grenades, 1d6 Tickers or 1d4 Giant Serapedes
Savage Kantus. CR8. Large Monstrous Humanoid Charismatic Hero8 HD:8d6+16. HP46. Mas14. Init:+2. Spd 40ft. Defense:,Touch,FF(-1size, +2dex,+3Class,+3Equip,+3Nat). Bab+4. Grapl+12. Atk:+7melee touch (Smoke grenade tag) or +5ranged ( Special RI:10ft Smoke grenade). Full Atk:+7melee(1d3+4 2claws) and +5melee (1d4+2 bite). FS:10ftx10ft. R:10ft. SQ: Light Sensitivity, Darkvision 60ft, Chant, Explosion. AL: Savage Horde. Sv Frt+6, Ref+8, Wil+5. AP. Rep+4. Str18, Dex14, Con14, Int11, Wis12, Cha15.
Occupation: Religious (Knowledge [Theology/Philosophy]+1, Sense Motive, Listen)
Skills: Balance+6, Diplomacy+13, Escape Artist+6, Handle Animal+13, Hide-2, Intimidate+13, Knowledge (Theology and Philosophy)+12, Read/Write/Speak (Locust/Tyran), Ride+4, Sense Motive+12, Tumble+6.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Cleave, Divine Heritage (Cure Minor Wounds, Inflict Minor Wounds, Resistance), Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Multi Attack,  Power Attack, Simple Weapons Proficiency.
Talents: Charm, Coordination, Greater Inspiration, Inspiration
Possessions: Masterwork Studded Leather (20lb), 1d4 Smoke Grenades, 1d6 Tickers or 1d4 Giant Serapedes
Boomer
Racial Traits
Bonus Hit Dice: Boomers begin play with 6d8 bonus hit dice. BAB+6, Fort+2, Ref+5, Will+5. Skill Points (2x Int Score+10) Boomers treat Climb, Jump, Listen and Spot as class skills. Feats the Boomer receives 2 Feats for its Hit Dice
Ability Modifiers: Str+10, Dex-4, Con+12, Int-6, Wis-6, Cha-6.  
Creature Type: Monstrous Humanoid .
Natural Armor: +5
Natural Weapons (Ex): Slam 1d6+strength Modifier.
Size: Large Boomers suffer a -1 penalty to Attack and Defense, a -4 penalty to hide checks and a +4 bonus to Grapple checks.
Keen Sighted (Ex):  Boomers have Darkvision out to a range of 60feet.
Light Sensitivity (Ex):  When exposed to full daylight effect, a Boomer suffers a -1 penalty to all rolls and checks.
Base Land Speed: 30ft.
Slam: 1d8+Str Modifier
Bonus Feats: Boomers receive Simple Weapons Proficiency and Light Armor Proficiency.  
Starting Languages: Boomers can speak Locust and one Seran human language
Level Adjustment: +4.
Typical Boomer CR6. Large Monstrous Humanoid HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:15, Touch7, FF15 (-1size, -2dex,+3Equip,+5Nat). Bab+6. Grapl+15. Atk/Full Atk:+10melee(1d6+5 Slam) or -1ranged (3d6 RI: 60ft Booska or 4d10 RI: 80ft Boom Shot). FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Locust Horde. Sv Frt+8,Ref+3,Wil+2. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Climb+10, Jump+10, Listen+4, Speak (Locust and Tyran), Spot+4
Feats: Armor Proficiency (Light), Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Possessions: Booska (13lb) w/9 grenades (3x 3 round Mags) or Boom Shot (18lb) w/5 grenades, Studded Leather Armor (20lb)
Savage Boomer CR6. Large Giant HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:15, Touch7, FF15 (-1size, -2dex,+3Equip,+5Nat). Bab+4. Grapl+13. Atk/Full Atk:+7melee(1d6+5 Slam) or -3ranged (4d6 RI: 100ft Digger Launcher). FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Savage Horde. Sv Frt+11,Ref+0,Wil-1. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Climb+6, Jump+6, Listen-1, Speak (Locust and Tyran), Spot-1
Feats: Armor Proficiency (Light), Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Possessions: Digger Launcher (18lb) w/5 grenades, Studded Leather Armor (20lb)
Flame Boomer CR6. Large Monstrous Humanoid HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:13, Touch7, FF13 (-1size, -2dex,+1Equip,+5Nat). Bab+6. Grapl+15. Atk/Full Atk:+7melee(1d6+5 Slam) or Special (3d6 35ft line Scorcher). FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Locust Horde or Savage Horde. Sv Frt+8,Ref+3,Wil+2. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Climb+10, Jump+10, Listen+4, Speak (Locust and Tyran), Spot+4
Feats: Armor Proficiency (Light), Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Possessions: Scorcher (10lb) w/1d4+1 fuel tanks, Padded Armor (10lb)
Grinder CR6. Large Giant HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:15, Touch7, FF15 (-1size, -2dex,+3Equip,+5Nat). Bab+4. Grapl+13. Atk/Full Atk:+7melee(1d6+5 Slam) or -7ranged (2d12 RI: 80ft Mulcher). FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Savage Horde. Sv Frt+8,Ref+3,Wil+2. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Climb+10, Jump+10, Listen+4, Speak (Locust and Tyran), Spot+4
Feats: Armor Proficiency (Light, Medium), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Mulcher (45lb) w/5d100 rounds (275 average), Lamellar armor(35lb)
Butcher CR6. Large Monstrous Humanoid HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:15, Touch7, FF15 (-1size, -2dex,+3Equip,+5Nat). Bab+6. Grapl+15. Atk/Full Atk:+10melee(1d6+5 Slam or 1d10+7/19-20 x3 Cleaver) or +3ranged. FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Locust Horde or Savage Horde. Sv Frt+8,Ref+3,Wil+2. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Craft (Chemical)+2, Speak (Locust and Tyran), Survival+4
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Power Attack, Simple Weapons Proficiency
Possessions: Cleaver (15lb), Studded Leather Armor (20lb)
Tremor CR6. Monstrous HD:6d8+36. HP63. Mas23. Init:-2. Spd 20ft. Defense:15, Touch7, FF15 (-1size, -2dex,+3Equip,+5Nat). Bab+6. Grapl+13. Atk/Full Atk:+10melee(1d6+5 Slam or 3d6+7 Sledge hammer) or +3ranged. FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Locust Horde. Sv Frt+8,Ref+3,Wil+2. AP. Rep+.Str21, Dex6,Con23, Int4, Wis5, Cha4.
Skills: Climb+10, Jump+10, Listen+4, Speak (Locust and Tyran), Spot+4
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Simple Weapons Proficiency
Possessions: Huge Sledge Hammer (24lb),  Thumper (10lb, can be used to summon a Seeder, takes 1d4+2 rounds provokes attacks of opportunity), Lamellar armor(35lb)
Mauler CR9. Monstrous Humanoid Tough Ordinary3 HD:6d8+36plus 3d10+18. HP63. Mas23. Init:-2. Spd 15ft. Defense:21, Touch9, FF21 (-1size, -2dex,+2Class, +3Equip,+4 Shield, +5Nat). Bab+8. Grapl+17. Atk/Full Atk:+12melee(6d8+7 Slam Explosive Flail or 1d8+5 Boom Shield) or +5ranged. FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity. AL: Locust Horde. Sv Frt+11, Ref+6,Wil+3. AP3. Rep+1. Str21, Dex7,Con23, Int4, Wis5, Cha4.
Skills: Climb+10, Intimidate+0, Jump+10, Listen+4, Speak (Locust and Tyran), Spot+4
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Simple Weapons Proficiency
Possessions: Explosive Flail (19lb), Lamellar  armor(35lb), Boom Shield (35lb)
General
(Can be used to represent Raam, Uzil or any similar Locust Commander)
Locust General CR15. Large Monstrous Humanoid Charismatic Hero3/Field Officer 4 HD:10d8+70plus3d6+21. HP146. Mas24. Init:-1. Spd 15ft. Defense:, Touch, FF (-1size, -2dex,+3Class,+5Equip,+5Nat). Bab+11. Grapl+18. Atk: +8melee(1d6+5 Slam or 1d10+5/19-20x3 Cleaver) or +4ranged (6d6 RI: 50ft Cut Down Troika Auto-fire) or +0Ranged( 6d6+6d6 RI: 50ft Cut Down Troika Burst Fire) Full Atk:+8/+3melee(1d6+5 Slam or 1d10+5/19-20x3 Cleaver) or +4/-1ranged (6d6 RI: 50ft Cut Down Troika Auto-fire) or +0/-5Ranged( 6d6+6d6 RI: 50ft Cut Down Troika Burst Fire) FS:10ftx10ft. R:10ft. SQ: Darkvision, Light Sensitivity, Leadership, Uncanny Survival, Tactical Expertise. AL: Locust Horde. Sv Frt+11, Ref+3, Wil+7. AP:10. Rep+4. Str20, Dex4,Con24, Int8, Wis7, Cha9.
Skills: Climb+5*, Diplomacy+5,Intimidate+5, Jump+5*, Knowledge (Tactics)+5, Listen+2, Read/Write/Speak (Locust and Tyran), Sense Motive+5, Spot+2.  
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Burst Fire, Frightful Presence, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: Coordinate, Inspiration
Possessions: Cut Down Troika (125lb)w/200 rounds, Cleaver (15lb), Lamellar armor(35lb)
*Includes armor penalty
Berserker
Species Traits
Monstrous Humanoid (Ex): With the exception of Darkvision, Berserkers have all traits common to monstrous humanoids
Blind (Ex): Berserkers are completely blind and such are immune to effects that require the victim to see the source
Keen Senses (Ex): Berserkers have Blind Sight and Tremor Sense out to a range of 20ft
Scent (Ex): Berserkers have Scent as described in the d20MRPG handbook
Damage Reduction (Su):  A Berserker ignores the first 30 points of damage dealt by non-fire based weapons
Fire Vulnerability (Su):  If a Berserker catches fire from a fire based attack, they lose their damage reduction until the flames are extinguished.
Berserker CR10. Large Monstrous Humanoid HD:8d8+40. HP76. Mas20. Init:-2. Spd 50ft. Defense:18, Touch7,FF18(-1 Size, -2dex,+10Nat). Bab+8. Grapl+17. Atk:+13melee(1d6+5 Slam). Full Atk:+13melee(1d6+5 2slams). FS:10ftx10ft. R:10ft. SQ: Blind, Keen Senses, Scent, DR30/Fire, Fire Vulnerability. AL: None. Sv Frt+7, Ref+4, Wil+2. AP: N/A. Rep+0. Str20, Dex7, Con20, Int3 Wis2, Cha3.
Skills: Climb+10, Intimidate+1, Jump+10, Listen+3
Feats: Improved Bull rush, Power Attack
Advancement: 9-10HD (Large), 11-13HD (Huge)
Sire
Species Traits
Aberration (Ex): Sires have all traits common to aberrations, they also have the human and mutant subtypes.
Keen senses (Ex): Sires have Darkvision out to a range of 60ft.
Light Sensitivity (Ex): Abrupt exposure full daylight conditions imposes a -1 penalty to Attack rolls and skill checks until the Sire returns to low-light conditions.
Bonus Feats:  Sires receive Simple Weapons Proficiency, Power Attack and Improved Bull Rush as bonus
Sire CR3. Medium Aberration (Human, Mutant) HD:4d8+12. HP30. Mas17. Init:+2. Spd 30ft. Defense:17, Touch12, FF15(+2dex,+5Nat). Bab+3. Grapl+6. Atk:+6melee(1d8+3 Slam) or +5ranged . Full Atk:+1melee(1d8+3, 2 Slams) and melee +0(1d3+1 bite). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Light Sensitivity. AL: Locust Horde. Sv Frt+4,Ref+3,Wil+3. AP: N/A. Rep+0. Str17, Dex14, Con17, Int4, Wis9, Cha4.
Skills: Hide+5, Jump+5, Listen+2, Move Silently+5, Spot+2.
Feats: Improved Bull Rush, Power Attack Simple Weapons Proficiency
Possessions: None
Advancement: 5-9HD (Large)
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