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  #1  
Old 01-12-2010, 07:36 PM
Cheaplaffs Cheaplaffs is offline
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The Book of Grim

An assorted collection of field data, recorded by the Brothers Grim...
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Old 01-12-2010, 11:01 PM
Cheaplaffs Cheaplaffs is offline
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Patches

HP: 24
AC: 17
Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6

Base Attack: +3
Bite +5 Melee, d4+2
F3/R3/W1

Jump 9+6, Listen 7, Spot 7, Survival 3, +6/W Scent
Low-Light Vision
Alertness
Track
Combat Reflexes
Evasion

Patches has been Elliot's loyal companion and hunting partner for nearly a decade. Sparky and full of life, the canine is the opposite of his master. Fiercely obidiant and eager to please, the two are practically inseperable.

It seems as if at times my brother can understand the simple thinkings of his companion better than that of another soul.

-J. Grim

Last edited by Sporatik; 01-13-2010 at 01:40 PM.
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Old 01-17-2010, 05:09 PM
Cheaplaffs Cheaplaffs is offline
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Werewolf

Werewolf, Human Form - H

Werewolf, Wolf Form - W

Werewolf, Hybrid Form - Y

Hit Dice:
1d8+1 plus 2d8+6 (20 hp)

Initiative:
H +4
W +6
Y +6
Speed:
H 30 ft. (6 squares)
W 50 ft. (10 squares)
Y 30 ft. (6 squares)
Armor Class:
H 12 (+2 natural,) touch 10, flat-footed 12
W 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Y 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:
H +2/+3
W +2/+4
Y +2/+4
Attack:
H Unarmed +3 melee (1d3+1)
W Bite +5 melee (1d6+3)
Y Claw +4 melee (1d4+2)
Full Attack:
H Unarmed +3 melee (1d3+1)
W Bite +5 melee (1d6+3)
Y 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach:
5 ft./5 ft.

Special Attacks: —
Curse of lycanthropy, trip
Curse of lycanthropy
Special Qualities:
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent

Saves:
H Fort +6, Ref +3, Will +2
W Fort +8, Ref +5, Will +2
Y Fort +8 Ref +5, Will +2
Abilities:
H Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
W Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Y Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills:
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*
Feats:
Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite)

Alignment: Always chaotic evil

Challenge Rating: 3

There aren't many things that breathe during the night that can stand up to a Lycanthrope, also known as a Werewolf. Lycanthropy is an affliction that corrupts all that live, and anyone exposed to a Werewolf bite is suseptable to becoming one themselves. The young, the old, women, children, all are at risk. Once one has contracted lycanthropy, there are few options. The chuch may offer a restoration spell, but only if done so in time.

The beasts are best tracked down to their woodland lairs during the day, while the pack sleeps in human form. During the night, the creatures insatiable hunger drives them to kill everything they can. The strength and size of the werewolf depends on the victim host, but all are much larger while in true form and can kill with ease.

Wounds done to the creature heal once it returns to human form. The only thing that causes any lasting damage to a lycanthrope is silver. This silver must be true silver, taken from the earth, or it will do nothing to stop the monster.

-E. Grim

Last edited by Cheaplaffs; 01-19-2010 at 04:20 PM.
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Old 01-19-2010, 12:59 PM
Cheaplaffs Cheaplaffs is offline
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Vampire

True Vampire
HP: 32
Init: +7
Speed: 30
AC: 21
FF: 20
TO:13

Attack: 5/11
Claws: +11 melee 1d6+9, d4 Strength Damage.
Saves: F4/R6/W4

Special Attacks: Blood Drain, Children of the Night, Create Spawn, Dominate, Festering Wound
Special Qualities: Alternate form, damage reduction 10/silver and magic, darkvision 60ft, fast healing 5, gaseous form, resistance to cold 10, and electricity 10,

Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, blind-fight, dodge, mobility, power attack
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, move silently +10, Search +9, Sense Motive +11, Spot +17

CR: 7
Alignment: Any Evil

Vampire Spawn
Hit Dice: 4d12+3 (29 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Base Attack/Grapple: +2/+5
Attack: Claws +5 melee (1d6+4 plus d2 stength damage)
Full Attack: Slam +5 melee (1d6+4 plus d2 strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, domination, festering wound

Special Qualities: +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14

Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +1
Feats: AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness

Challenge Rating: 4
Alignment: Any Evil

Vampires come in two basic varieties. True Vampires and Vampire Spawn. Vampire Spawn are generally weaker and possess less supernatural ability and intelligence, while True Vampires, though feral, are more cunning and conniving.

True Vampires are intelligent enough to keep human thralls and control the efforts of multiple spawn. Controlled usually by an alpha male and alpha female pair, a single "nest" can be made up of other powerful vampires each with dozens of spawn and numerous thralls.

Vampires are committed only to their own hunger and their inherit need to corrupt the living. Often a single vampire will settle an area such as a tomb and begin infesting the region unnoticed by people until many more go missing. The only way to destroy a vampire is to cease its body's functionality. Decapitation, inflamation, immersion in water, and a stake through the heart will all destroy a vampire of any size.

A vampire cannot stand the touch of sunlight, and any natural light utterly destroys the creature. A vampire cannot cross running water unless it is carried across or within the saftey of its sarcophogus. Likewise, no vampire can enter a personal space without invitation and cannot stand the stench of garlic, hence the use of human thralls. The sight of a cross or holy symbol repels a vampire, but only as long as someone is actively keeping it at bay.

The vampire has certain abilities that it can use to its advantage over prey, or hunters. At will, spawn or true vampires can assume a gaseous form and retreat, making killing the creatures difficult unless one can track down its coffin. True vampires can call upon the creatures of the night - insects, bats, even wolves, to aid it. It can also assume animal form and escape notice.

A vampire's bite is deadly and should be avoided at all cost. Once one has been insanguinated to a certain degree, death is instantaneous, and the victim will rise as a vampire themselves. A vampire's claws leave festering, bleeding wounds that accumulate over time, causing strength damage.

These creatures, of any power, are best engaged at range, then carefully tracked and exterminated. There is no cure for the vampire's embrace. Only a return to death.

-E. Grim

Last edited by Cheaplaffs; 01-31-2010 at 12:49 PM.
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Old 01-19-2010, 04:05 PM
Cheaplaffs Cheaplaffs is offline
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The People

Goodson Village Commoner
HP: 8
AC: 11 FF: 10 Touch: 11
Melee: +0 Pitchfork d8, +0 Sickle d4
Ranged: Rifle 2d10
CR: 1

Riot (Mob of Humans) CR 8
LN Gargantuan humanoid (mob of Medium humans)
Init +4; Senses Listen +4, Spot +4
Languages Common
AC 6, touch 6, flat-footed 6
hp 135 (30 HD)
Fort +11, Ref +9, Will +17
Speed 20 ft. (4 squares)
Melee mob (5d6)
Space 20 ft.; Reach 0 ft.
Base Atk +22; Grp +34
Atk Options expert grappler, trample 2d6
Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
SQ mob anatomy
Feats Improved Initiative, Great Fortitude, Improved
Bull Rush, Improved Overrun
Skills Listen +4, Spot +4

Though man is often portrayed as the victim in many cases, I can recall many times in which I've felt like the hunter. Arrayed against a world filled with nightmare creatures, if there is one thing that can be said about man, it is that it is tenacious and resilient beyond measure.

One would be foolish to underestimate the raw power of the angry residents of a village.

-J. Grim

Last edited by Cheaplaffs; 01-19-2010 at 04:06 PM.
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Old 01-28-2010, 11:49 AM
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Ghost Time [10:59pm - 12:01am]

Sometimes called the 'Witching Hour', Ghost Time is the period of the day cycle most incorporeal undead choose to manifest. This is not because the spirit itself chooses, but more likely that its soul is locked to the time of day in which it suffered its death.

I have noted in my experience that most spirits are either Day ghosts or Night ghosts. Ghost Time represents the middle period where both kinds of spirits may choose to manifest, and therefore, more ghosts are likely to appear during this span of time between 10:59 in the evening to exactly a moment past midnight.

This moment between 12:00 and 12:01 is what I prefer to call, the Devil's Minute. I won't stretch my nerves to explain why.

-J. Grim
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Old 04-22-2010, 09:33 PM
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Zombie

HP: 16
AC: 11 FF 9 T 11

Melee: +2 Slam d6+1
Grapple: +2

Skills: +0, No Intelligence
Special Qualities:
Zombie Curse. Dead.

Dead: A dead creature takes no damage. Dead creatures can be sundered, severing limbs or decapitated. -4 attack roll to aim for specific parts of the body. Damage to the head in the case of a zombie is normal.

Zombies spread their infection through transference of saliva, typically through bites. Once a zombie bites a victim, the wound becomes infected with the zombie's curse, which will inevitably lead to death. Once the victim dies, after a number of days the body reanimates and becomes a zombie itself. [DC 40 Fortitude. If failed, DC 45 Fort]

Being dead, damage to a zombie is superficial. The only way to dispatch a Zombie is to destroy the brain. Once connection to the brain is severed, the curse is broken. Best to decapitate, however severing a zombie's head will only disable the body. Beware of moving jaws. Best to shove it in a sack and burn it.

-E. Grim

Last edited by Cheaplaffs; 04-22-2010 at 09:34 PM.
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