#chowmein conga
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My chaotic tribute to my beloved Metal Slug.
I really wanted to draw something insane and Metal Slug-themed for a long, loooong time and this kinda scratched that itch. A little~
#snk#metal slug#marco rossi#fio germi#eri kasamoto#tarma roving#slug tanks#explosions#rocket lawnchairs#oh my!#and#best boy#chowmein conga#i <3 him#gem art
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Fio is fighting off a horde of Chowmein-Congas Fio: *Using her radio* I need help, I got crabs swarming all over me. Marco, Eri and Tarma are listening on the radio and the connection isn’t great on it. Fio (through the radio): I...got...crabs. Tarma: Eww, why is she telling us that? She needs to see a doctor.
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d20 Modern Metal Slug Part 2 Mutants
Chowmein-Conga
Ohumein-Conga
Traits
Vermin Traits (Ex): Conga have all traits common to vermin, Conga have the mutated subtype.
Keen Senses (Ex): Conga have Darkvision out to a range of 60ft and Tremor Sense out to a range of 20ft.
Bonus Feats: Conga receive Power Attack and Improved Bull-rush as bonus feats
Skills: Conga are natural experts at camouflaging themselves gaining a +6 species bonus to hide checks, Conga can swim without making checks and receive a +8 species bonus when extrodinary circumstances force a swim check.
Amphibious (Ex): Conga can breath air or water with equal ease and can not be drown
Acid Spit (Ex): Conga can spit corrosive bubbles as a ranged touch attack.
Chowmein-Conga CR1. Medium Vermin (Mutated) HD:2d8+2. HP11. Mas13. Init:+0. Spd 30ft, swim20ft, burrow 15ft. Defense:16,Touch10, FF16(+6Nat). Bab+1. Grapl+2. Atk:+2melee(1d6+1 claw) or +1ranged touch (2d4 acid Range; 30ft). Full Atk:-3melee(2 claws 1d6+1). FS:5ftx5ft. R:5ft. SQ: Vermin traits, Amphibious, Acid Spit, Keen Senses. AL: None. Sv Frt+3, Ref+0, Wil+0. AP: N/A. Rep+0. Str13, Dex10, Con13, Int---, Wis11, Cha4.
Skills: Climb+3, Hide+8, Listen+3, Spot+3, Swim+9
Feats: Power Attack, Improved Bull-rush
Advancement: 3-4HD (Med), 5-10HD (Large), 11-16HD (Huge)
Ohumein-Conga CR4. Large Vermin (Mutated) HD:6d8+18. HP45. Mas17. Init:-1. Spd 40ft, swim30ft, burrow 20ft. Defense:16,Touch8, FF16(-1size, -1dex, +8Nat). Bab+4. Grapl+13. Atk:+8melee(1d8+5 claw) or +ranged touch (2d6 acid Range; 40ft). Full Atk:+3melee(2 claws 1d8+5). FS:10ftx10ft. R:10ft. SQ: Vermin traits, Amphibious, Acid Spit, Keen Senses. AL: None. Sv Frt+8, Ref+1, Wil+2. AP: N/A. Rep+0. Str21, Dex8, Con17, Int---, Wis11, Cha4.
Skills: Climb+7, Hide+3, Listen+3, Spot+3, Swim+13
Feats: Power Attack, Improved Bull-rush
Advancement: 7-10HD (Large), 11-16HD (Huge)
Huge Hermit
Traits
Vermin Traits (Ex): A Huge Hermit has all traits common to vermin, Huge Hermits have the Mutated subtype.
Keen Senses (Ex): Huge Hermits have Darkvision out to a range of 60ft and Tremor Sense out to a range of 40ft.
Bonus Feats: Huge Hermits receive Light, Medium and Heavy armor proficiency and Weapon Focus (Claw) as bonus feats
Skills: Huge Hermits can swim without making checks, if circumstances require the Hermit to make a swim check they receive a +8 species bonus to the check.
Amphibious (Ex): Huge Hermits can breath air or water with equal ease and can not drown
Improved Grab (Ex): A Huge Hermit that hits a target with both claws may attempt to grapple the target as a free action.
Rend (Ex): A Huge Hermit that hits an opponent of its size or smaller automatically deals damage with both claws on a successful grapple check.
Scavenged Armor Shell (Ex): Like its normal counterparts, a Huge Hermit uses a found object as a combination home and suit of armor. While the exact design will vary from Hermit to Hermit, the “shell” will typically grant the Hermit a +6 equipment bonus to defense and 15 Hardness, A Hermit can operate any weapon systems attached to its shell as long as it has ammunition for them. In addition to the Huge Hermit, a scavenged shell can typically accommodate 2d12+3 Large or smaller creatures. The “shell” grants a +10 equipment bonus to hide checks ship graveyards, scrapyards or similar enviroments.
Trainable (Ex): While a Huge Hermit can not be truly domesticated, it can be tamed enough to allow other creatures to live in its “shell”, in such cases it will typically allow these creatures to operate the “shell's” attached weapons, and will defend its new “masters” from any threat that does not pose a significant threat to itself. A “tamed” Hermit does not however feel any sort of unconditional loyalty to its “master(s)” and will not put itself in harms way for their sake.
Huge Hermit CR20. Gargantuan Vermin (Mutated) HD:32d8+64. HP208 (Hardness 15). Mas14. Init:+0. Spd 30ft. Defense:24,Touch6, FF24(-4size,+6equip,+12nat). Bab+24. Grapl+51. Atk:+27melee(4d6+7 claw) or +16ranged (20d6 Ball RI; 450ft Heavy Battle cannon [burst 20ft Ref 17 for half]). Full Atk:+22melee(2 claws 4d6+7) or +11ranged (2 Heavy Incendiary Cannons 10d6 Fire RI;200ft [standard risk of catching fire]). FS:40ftx40ft. R:10ft. SQ: Amphibious, Keen Snses, Vermin traits, Improved Grab, Rend (8d6+14), Scavenged Armor shell. AL:None or Trainer. Sv Frt+21, Ref+10, Wil+10. AP: N/A. Rep+0. Str25, Dex10, Con14, Int---, Wis10, Cha2.
Skills: Climb+12, Hide-12 (-2 in suitable environments), Listen+5, Spot+5, Swim+15
Feats: Armor Proficiency (Light, Medium, Heavy)
Possessions: Scavenged Armor shell, 2 Heavy Incendiary cannons, 1 heavy battle cannon, 2d6+2 Incendiary shells, 1d10+2 Heavy battle cannon shells.
Advancement: 33-63 HD (Gar)
Flying Killer
Traits
Animal Traits (Ex): Flying Killers have all traits common to animals, Flying Killers have the Mutated subtype.
Aquatic (Ex): Flying Killers can move in water without making Swim checks and cannot drown in water
Keen Senses (Ex): Flying Killers have low-light vision
Bonus Feats: Flying Killers receive weapon finesse (bite) as a bonus feat
Lockjaw (Ex): Flying Killers receive a +4 species bonus to grapple checks
Flying Killer CR2. Medium Animal (Aquatic, Mutated) HD:2d8+2.HP11. Mas13. Init:+3. Spd: swim 60ft, fly 40ft (Clumsy). Defense:15, Touch13, FF12(+3dex, +2Nat). Bab+1. Grapl+5. Atk/Full Atk:+4melee(1d6 bite). FS:5ftx5ft. R:5ft. SQ: Animal Traits, Aquatic, Low-light vision, Lock jaw. AL: School. Sv Frt+4, Ref+6, Wil+1. AP: N/A. Rep+0. Str11, Dex17, Con13, Int2, Wis12, Cha6.
Skills: Listen+6, Spot+6
Feats: Weapon Finesse (bite)
Advancement: None
Huge Locust
Traits
Vermin Traits (Ex): Huge Locusts have all traits common to vermin. Huge Locust have the Mutated Subtype
Keen Senses (Ex): Huge Locust have low-light vision.
Bonus Feats: Huge Locust receive Fly-by Attack and Multi-attack as a bonus feats
Improved Grab (Ex): If a Huge Locust hits a target with both claw attacks it may initiate a Grapple attempt as a Free Action, on a success the Locust deals automatic bite damage to the target as long as the grapple is maintained. Huge Locust can lift a medium or smaller creatures off the ground and move as if carrying a heavy load
Huge Locust CR3. Medium Vermin (Mutated) HD:5d8+10. HP32. Mas14. Init:+1. Spd 20ft, fly 60ft (Good). Defense:15, Touch11, FF14(+1dex,+4Nat). Bab+3. Grapl+7. Atk:+7melee(1d6+4 bite). Full Atk:+7melee(2 claws 1d3+4) and +5melee (1d6+2 Bite). FS:5ftx5ft. R:5ft. SQ: Vermin traits, Mutation traits, Keen Senses, Improved Grab. AL: Swarm. Sv Frt+6, Ref+2, Wil+2. AP: N/A. Rep+0. Str18, Dex12, Con14, Int---, Wis13, Cha11.
Skills: Hide+5, Listen+4, Spot+4
Feats: Fly-by Attack, Multi-Attack
Advancement: None
Maggot
Traits
Vermin Traits (Ex): Maggots have all traits common to vermin.
Keen Senses (Ex): Maggots have Blind-Sight out to a range of 40ft
Signature Attack (Su): Maggots have a special attack depending on their color (see below)
Maggot Color Effect
Purple Incendiary Spit, Ranged Attack, 2d4 Fire, 10ft range increment (Max 50ft)
White Corrosive Spit, Ranged Attack, 2d4 Acid, 10ft range increment (Max 50ft)
Grey Self Destruct, Full round Action, Burst radius 10ft, Ref 15 negates, 3d6 Conc
Blue Poison Spit, Ranged Touch, Fort DC15 1d4/1d4 Str damage, range 40ft
Brown/Red Corrosive Spit, Ranged Attack, 2d4 Acid, 10ft range increment (Max 50ft)
Maggot CR1/4. Small Vermin HD:1/2d8. HP2. Mas10. Init:+2. Spd 10ft. Defense:14, Touch13, FF13(+1size, +2dex,+1Nat). Bab+0.Grapl-7. Atk/Full Atk:-2melee(1d4-3 bite) or +3ranged (Varies). FS:5ftx5ft. R:5ft. SQ:Vermin Traits, Keen Senses, Signature Attack. AL: Hive. Sv Frt+2, Ref+0,Wil+0. AP: N/A. Rep+0. Str5, Dex15,Con10, Int---, Wis10, Cha2.
Skills: Climb+1, Hide+6, Listen+3, Spot+3
Feats: None
Advancement: 1-3HD(Small)
Big Snail
Traits
Vermin Traits (Ex): Big Snails are vermin with the Mutated subtype.
Keen-Senses (Ex): Big Snails have Blind-Sight out to a range of 20ft and Low-light vision.
Armored Shell (Ex): A Big Snail may withdraw or emerge from its shell as a move action. When withdrawn into its shell the Big Snail receives a +6 circumstance bonus to Defense and a Damage Reduction 5/---, but while withdrawn it can not perform attacks or move.
Acid Spray (Ex): Once every 1d4 rounds, a Big snail can release a stream of acid as a Move Action. The Acid deal 4d6 points of Acid damage to everything in a 50ft line (Ref 15 negates).
Self-Destruct (Ex): If reduced to 0HP a Big Snail will explode dealing 6d6 Acid/Slashing damage to everything within 15ft of the snail (Ref 15 for half), a Big snail can also trigger the detonation as a move action (killing itself in the process).
Big Snail CR4. Large Vermin (Mutated) HD:5d8+10. HP32. Mas14. Init:+0. Spd 30ft, Climb15ft. Defense:19, Touch9, FF19(-1size,+10Nat). Bab+3. Grapl+9. Atk/Full Atk:+4melee(1d6+3 Slam). FS:10ftx10ft. R:10ft. SQ: Vermin traits, Keen Senses, Armored Shell, Acid Spray (50ft line, 4d6), Self-Destruct (6d6). AL: None. Sv Frt+6, Ref+1, Wil+1. AP: N/A. Rep+0. Str14, Dex11, Con14, Int---, Wis11, Cha1.
Skills: Climb+4, Hide-4, Listen+4, Spot+4.
Feats: None
Advancement: 6-10HD (large)
Giant Caterpillar
Traits
Vermin traits (Ex): Giant Caterpillars have all traits common to Vermin, Giant Caterpillars have the mutated sub type.
Keen Senses (Ex): Giant Caterpillars have Blind-sight out to a range of 20ft and Low-light vision
Bonus Feats: Giant Caterpillars receive Improved Bull rush and Power Attack as Bonus feats
Skills
Spew Acid (Ex): A Giant Caterpillar may extend its tentacle-like prehensile tongue as a Full round action, while extended the tongue may be used to make slam attacks or release volleys acidic bubbles, each bubble has a range increment of 20ft (max range 100ft), a Giant Caterpillar may make multiple acid spew attacks as a Full Attack action as long as it takes no other actions that round.
Spawn Maggots (Ex): When reduced to 0hp or less, a slain Giant Caterpillar has a 45% chance to spawn 2d4+3 Maggots (see above)
Name CR8. Huge Vermin (Mutated) HD:16d8+32. HP104. Mas14. Init:-2. Spd 20ft. Defense:16, Touch6,FF16(-2size, -2dex, +10nat). Bab+12. Grapl+25. Atk: +15melee (4d6+7 Slam). Full Atk:+15/+10/+5melee(1d6+5 tentacle slap) or +8/+3/-2ranged (4d4 Acid bubble). FS:30ftx30ft. R:5ft (15ft when using tongue). SQ: Vermin traits, Keen Senses, Spew Acid, Spawn Maggots. AL: None. Sv Frt+10, Ref+5, Wil+5. AP: N/A. Rep+0. Str21, Dex7, Con14, Int---, Wis10, Cha2.
Skills: Hide-10, Listen+5, Spot+5
Feats: Power Attack, Improved Bull-rush
Advancement: 17+HD (Huge)
Mutated Soldiers
Species Traits
Monstrous Humanoid Traits: Mutated Soldiers have all traits common to Monstrous Humanoids, they possess the Human and Mutated subtypes.
Darkvision 60ft
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Mutated Soldier for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Skills: Mutated Soldiers receive a +8 species bonus to Climb checks and can run along ceilings at full speed
Self-Destruct (Ex): If reduced to 0HP a Mutated Soldier will explode dealing 4d6 Acid/Slashing damage to everything within 10ft of the snail (Ref 15 for half), a Mutated Soldier can also trigger the detonation as a move action (killing itself in the process).
Pounce (Ex): If a Mutated Soldier leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Typical Mutated Soldier CR1. Medium Monstrous Humanoid (Human, Mutated) HD:1d8+2. HP6. Mas15. Init:+2. Spd 40ft. Defense:17, Touch12, FF15(+2dex,+5nat). Bab+1. Grapl+3. Atk/Full Atk:+3melee(2 claws 1d3+2) and +1melee (1d4+1 bite)or +3ranged. FS:5ftx5ft. R:5ft. SQ: Monstrous Humanoid traits, mutated traits, Darkvision 60ft, Light Blindness, Self Destruct, Pounce. AL: Pack. Sv Frt+2, Ref+4 ,Wil+0. AP: N/A. Rep+0. Str15, Dex14, Con15, Int6 Wis7, Cha1.
Skills: Climb+10, Hide+5, Listen+1, Move Silently+5, Spot+1
Feats: Multi-Attack
Advancement: 2-6HD (Medium)
Man Eater:
Species Traits
Plant Traits (Ex): Man Eaters have all traits common to plants.
Skills: Man Eaters receive a +10 species bonus to Hide checks in forest or jungle environments
Feats: Mn Eaters Receive Stealthy And Alertness as Bonus feats
Extendable (Ex): Man Eaters have a Reach of 15ft
Improved Grab (Ex): A Man Eater can attempt to grapple a target as a Free Action with a successful bite attack. Each round a Grapple is maintained a Man Eater deals automatic bite damage.
Death Blossom (Ex): A Man Eater that reaches the end of its natural life cycle transforms into a 15-20ft regular flower (its Fighting space does not change) that drops spores in a 20ft radius centered on itself, any creature within that radius must make a DC 17 Fortitude save or suffer 2d10 points of Constitution damage, if this reduces the victims Con score to 0 they are slain, bursting into a mass of vines and leaves. 1D6 new Man Eaters will grow from the spores that reach the ground over the next round. Death Blossom has a 20% chance of triggering if the Man Eater is slain prematurely.
Typical Man Eater CR1. Medium Plant HD:1d8+1. HP5. Mas---. Init:+2. Spd 10ft. Defense:17, Touch12, FF15(+2dex,+5nat). Bab+0. Grapl+1. Atk/Full Atk:+1melee(2d8+1 bite) or +2ranged. FS:5ftx5ft. R:15ft. SQ: Plant traits, Extendable, Improved Grab, Death Blossom. AL: None. Sv Frt+3, Ref+2,Wil+0. AP: N/A. Rep+0. Str13, Dex14, Con13, Int---, Wis11, Cha1.
Skills: Hide+4 (+16in Jungle) Listen+2, Move Silently+4, Spot+2
Feats: Alertness, Stealthy
Advancement: 2-6HD (Medium)
Sasquatch:
I don't feel that the Metal Slug Sasquatch is distinct enough from the Taer (Forgotten Realms; Unapproachable East pgs 14-15, 17, 72-74) so I recommend adding the following species traits to it or any currently extant Bigfoot based 3.X creature you prefer.
Template Traits
Cold Subtype (Ex): The base creature gains the Cold subtype it did not already possess it, remove any conflicting subtypes (such as Fire)
Breath Weapon (Su): The base creature gains the ability to exhale a 20ft cone of freezing cold air once every 1d4 rounds as a Full Round Action, everything within must make a DC 18 Fortitude saves. Failing the save freezes the victim in place preventing them from moving or attacking and uffers a -4 circumstance penalty to their Massive Damage Threshold. At the start of each round the victim may attempt a DC 22 Strength check to break free (Full round action), If the victim receives enough damage to force a massive damage save they are instantly freed from the Ice. In a region where the ambiant temperature is higher than 40degrees Fahrenheit (4.444 Celsius), the freezing only lasts for 1d6 rounds.
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