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	<description>Tortured Artist Effect</description>
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		<title>Hungry Dead</title>
		<link>http://renderednightmares.com/archives/1306</link>
		<comments>http://renderednightmares.com/archives/1306#comments</comments>
		<pubDate>Sun, 05 Feb 2012 18:37:48 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[Template]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[template]]></category>
		<category><![CDATA[undead]]></category>
		<category><![CDATA[zombie]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1306</guid>
		<description><![CDATA[Hungry Dead (Template) In most respects the hungry dead appear to be otherwise normal zombies, however they have a spark of savage intelligence and are capable of limited speech. Adventurers who mistake the hungry dead for mere zombies are in for a horrifying surprise: the hungry dead are undead creatures that crave the flesh of [...]]]></description>
			<content:encoded><![CDATA[<h1>Hungry Dead (Template)</h1>
<p>In most respects the hungry dead appear to be otherwise normal zombies, however they have a spark of savage intelligence and are capable of limited speech.<img class="alignright size-full wp-image-1309" style="margin: 10px;" title="zombies3b" src="http://renderednightmares.com/wp-content/uploads/2012/02/zombies3b.jpg" alt="" width="200" height="250" /> Adventurers who mistake the hungry dead for mere zombies are in for a horrifying surprise: the hungry dead are undead creatures that crave the flesh of the living. They rise from the grave hunt the night, ever seeking victims to sate their eternal hunger. Such is their unnatural hunger that once a victim is slain 2-5 hungry undead will stop attacking to feed on the dead victim. Hungry dead will not eat other undead, only fresh slain corpses.</p>
<p>The animating force of the hungry dead is concentrated in a particular part of the body (such as the head); one of these creatures cannot be destroyed by physical attacks except by the destruction of that body part.</p>
<h2>Creating a Hungry Dead</h2>
<p>Template Traits</p>
<p>&#8220;Hungry Dead&#8221; is an inherited template that can be added to any humanoid (referred to hereafter as the original). A Hungry Dead uses all the primary&#8217;s statistics except as noted here.</p>
<p>Challenge Rating: Same as the original -1.</p>
<p>Hit Dice: Same as base creature +1, increase to d12.</p>
<p>Special Attacks: The hungry dead looses all special attacks, and gains Improved Grab if it didn’t already have it.</p>
<p>Improved Grab (Ex): If a hungry dead hits an opponent of its size or smaller with both slam attacks in a single round, it attempts a grapple with its opponent. Upon a successful grapple check, the hungry dead latches on and delivers a bite attack. The bite attack automatically hits.<br />The hungry dead retains only the natural attacks of the base creature and also gains 2 slams and a bite attacks if it didn’t already have them. Recalculate the hungry dead’s melee attack bonuses based on its new type (undead) and ability scores. The slams are the primary attack, and the bite is the secondary attack.</p>
<p>Damage: Hungry dead have 2 slams and a bite attacks. If the base creature does not have this attack form, use the damage value in the table below.</p>
<p>Size: Bite Damage<br />Diminutive: 1<br />Fine: 1d2<br />Tiny: 1d3<br />Small: 1d4<br />Medium-size: 1d6<br />Large: 1d8<br />Huge: 2d6<br />Gargantuan: 2d8<br />Colossal: 4d6</p>
<p>Special Qualities: Special Qualities: The hungry dead loses all special qualities except any subtypes it retains (such as the Fire subtype). The hungry dead gains the Undead type.</p>
<p>Animating Force (Su): DR &#8211;/animating force. Hungry dead only take hit point damage from attacks that strike the body part containing their animating force. Other successful strikes on a hungry dead will damage the body, but otherwise inflict no real harm. Although the hungry dead are technically immune to critical hits, a critical hit is required to strike the animating force. The first attack roll of a natural 19 or 20 against a hungry dead will strike the animating force. Once the location of the animating force is known, opponents can specifically target that location by accepting a -4 modifier to their attack roll.</p>
<p>Allegiances: to satisfy the eternal hunger for human flesh</p>
<p>Saves: As the original, modified by altered ability scores (see Abilities, below).</p>
<p>Action Points: Hungry Dead do not acquire or amass action points.</p>
<p>Abilities: Str +2, Con —, Int 3, Wis 10, Cha 1.</p>
<p>Skills: The hungry dead looses all skills<br />Feats: The hungry dead looses all feats except Improved Initiative. If the base creature did not have Improved Initiative, it gains this feat for free</p>
<p>Automatic Languages:  Limited speech in whatever language they knew in life </p>
<p>Advancement: By character class.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Kruger</title>
		<link>http://renderednightmares.com/archives/1292</link>
		<comments>http://renderednightmares.com/archives/1292#comments</comments>
		<pubDate>Sun, 05 Feb 2012 04:34:41 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[Template]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[Supernatural]]></category>
		<category><![CDATA[template]]></category>
		<category><![CDATA[undead]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1292</guid>
		<description><![CDATA[Freddy is a vengeful spirit who attacks his victims from within their dreams. He is commonly identified by his burned, disfigured face, red and dark green striped sweater, brown fedora, and trademark metal-clawed brown leather glove on his right hand]]></description>
			<content:encoded><![CDATA[<h1> KRUGER (TEMPLATE)</h1>
<p>Template Traits</p>
<p>“Kruger” is an acquired template that can be added to any corporeal humanoid (referred to hereafter as the “base creature”). The creature retains its humanoid type. It uses all the base creature’s statistics and special abilities except as noted here.</p>
<p><strong>Challenge Rating: </strong>Same as base creature +1.</p>
<p><strong>Defense: </strong>The base creature’s natural armor bonus improves by +3.</p>
<p><strong>Special Qualities: </strong>A Kruger retains all the special qualities of the base creature and gains the additional special qualities described below.</p>
<p><em>Death’s Door (Su)</em>: A Kruger appears to die if reduced to –10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its “death” is only temporary; when the Kruger’s fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life.</p>
<p><em>Fast Healing 5 (Su)</em>: A Kruger heals 5 points of damage per round until it is reduced to its negative Constitution score, at which point it dies. This ability does not enable the Kruger to regrow or reattach severed body parts.</p>
<p><em>Immunities (Ex): </em>A Kruger is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to non lethal damage.</p>
<p><em>Control Dream world (Ex)</em> : Freddy Kruger has total control of the dream world, with a successfulwis roll (DC to be determined by the even he wishes to create &#8211; see example below ) Freddy can shape the dream world.</p>
<p>Make it rain DC 5</p>
<p>Change Structure(small) DC 10</p>
<p>Change Structure (Medium) DC 15</p>
<p>Change Structure (Large) DC 20<br />  Example : Freddy Vs. Jason, freddy made it rain in the broiler room (dc 5)<br /> <em>Change Self (Ex)</em> : in the Dreamworld, Freddy Kruger can change his shape at will. <br /> <em>Cross Over (Ex) :</em> when a victim of freddy is woken up during an attack, and is holding onto freddy (or a piece of him), they would have brought him over into the real world. during this occasion can he be physically hit or attacked.<br /> <em>Weakness : FEAR (sp)</em> , freddy needs the fear of his victims. Without this fear, he cannot cross over into our world and affect the living.</p>
<p><strong>Allegiances: </strong>Previous allegiances are lost; Replaced by an allegiance to evil. Changed allegiances might cause the loss of particular class abilities.</p>
<p><strong>Saves: </strong>Same as the base creature, modified by new ability scores.</p>
<p><strong>Ability Scores: </strong>A Kruger gains the following ability score increases: Str +2, Con +4. A Kruger must have a minimum Constitution score of 11.</p>
<p><strong>Languages: </strong>A Kruger can read, write, and understand whatever languages the base creature could.</p>
<p><strong>Feats: </strong>A Kruger gains Great Fortitude and Improved Damage Threshold as bonus feats, assuming that it meets the prerequisites and the base creature did not already have those feats. A human Kruger keeps the extra feat it gained as a 1st-level human character.</p>
<p><strong>Advancement: </strong>By character class.</p>
<p><strong> </strong></p>
<p><strong>Kruger Tough Hero 9: </strong>CR 10; Medium-size humanoid; HD 9d10+63; hp 112; Mas 33; Init +1; Spd 30 ft.; Defense 19, touch 11, flat-footed 18 (+1 Dex, +3 natural, +5 class); BAB +6; Grap +9; Atk +11 melee (1d8+3 nonlethal, unarmed strike); Full Atk +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee (by weapon) or +7 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ death’s door, fast healing 5, immunities; AL evil; SV Fort +13, Ref +4, Will +5; AP 5; Rep +3; Str 16, Dex 12, Con 24, Int 11, Wis 14, Cha 12.</p>
<p><strong>Occupation: </strong>Law Enforcement.</p>
<p><strong>Skills: </strong>Hide +7, Intimidate +13, Listen +8, Move Silently +4, Read/Write English, Speak English.</p>
<p><strong>Feats: </strong>Archaic Weapons Proficiency, Armor Proficiency (light), Blind-Fight, Brawl, Endurance, Great Fortitude, Improved Brawl, Improved Damage Threshold (×3), Power Attack, Simple Weapons Proficiency Sunder.</p>
<p><strong>Talents: </strong>Damage reduction 1/—, robust, stamina.</p>
<p><strong>Possessions: </strong>Variety of slashing weapons.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Adam Meiks &#8211; God&#8217;s hand killer</title>
		<link>http://renderednightmares.com/archives/1288</link>
		<comments>http://renderednightmares.com/archives/1288#comments</comments>
		<pubDate>Sun, 05 Feb 2012 04:18:41 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Character Spotlight]]></category>
		<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[Villains]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1288</guid>
		<description><![CDATA[It is 1979 and the Meiks brothers, twelve-year-old Fenton  and nine-year-old Adam, enjoy an idyllic relationship with their father, a kind and sensitive man still recovering from the death of his beloved wife. The boys are happy and secure, until a sudden and inexplicable turn of events changes their lives forever. Dad announces that he has been visited by an Angel who has entrusted him with a holy mission. God has chosen him and his sons to destroy "demons" who pose as ordinary men and women. The Angel will provide them with a list of names. The Meiks must find these "demons" and kill them.]]></description>
			<content:encoded><![CDATA[<h1>Adam Meiks &#8211; God&#8217;s hand killer</h1>
<p>Smart Hero 4/Dedicated Hero 6 CR 10; Medium Size Humanoid; HD 4d6+4 plus 6d6+6; HP 45; Mas 13; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+3 Dex, +4 class); BAB +6; Grap +8; Atk +8 melee (1d6+2, weapon), or +9 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL ; SV Fort +5, Ref +8, Will +9; AP 5; Rep +1; Str 15, Dex 16, Con 13, Int 12, Wis 14, Cha 13.<br />Occupation: Law Enforcement (Gather Information, Intimidate)<br />Skills: Balance +5, Computer Use +5, Concentration +5, Diplomacy +3, Drive +5, Gamble +4, Gather Information +7, Intimidate +9, Investigate +9, Knowledge (Arcane Lore) +10, Knowledge (Behavioral Sciences) +4, Knowledge (Business) +5, Knowledge (Civics) +4, Knowledge (Streetwise) +3, Knowledge (Theology and Philosophy) +4, Listen +7, Move Silently +5, Profession +6, Research +4, Search +5, Sense Motive +6, Spot +11, Survival +8, Swim +3, Treat Injury +6<br />Feats: Alertness, Attentive, Confident, Focused, Iron Will, Lightning Reflexes, Low Profile, Personal Firearms Proficiency, Simple Weapons Proficiency, Track, Weapon Focus<br />Talents (Smart Hero): Exploit Weakness, Savant<br />Talents (Dedicated Hero): Empathy, Improved Aid Another, Intuition<br />Talents (God&#8217;s Hand): Zeroed*, Memory Fog**,Detect Daemon***,See Sin****<br />Possessions: Wealth +6 ; Otis (a +3 Axe )</p>
<p>Zeroed : The God&#8217;s hand killer cannot be videoed or even photographed while doing the lords work. <br />Memory Fog : Whoever sees the God&#8217;s Hand killer can remember meeting him but cannot for the life of them remember any details of what he looks like no matter how hard they try. [ DC 40 to recall something small ]<br />Detect Daemon : The God&#8217;s hand killer can detect the presence of any demon much like the psionic skill of Detect Psionics. <br />See Sin : When the God&#8217;s hand killer touchs (must make a successfull touch attack) someone, he can bring forth the past deeds of that person. The only information that can be gotten from this gift is the following :<br />(1) Demon or Human<br />(2) Past Evil Acts or Good Deeds</p>
<p>an FBI investigation in present day Texas. Fenton Meiks, a young man, approaches the lead FBI investigator, claiming he knows the identity of a serial killer who calls himself &#8220;God&#8217;s Hands.&#8221; The FBI agent is curious, but unimpressed until Fenton reveals that the killer is his younger brother Adam. Fenton recounts in a series of flashbacks, how he and his brother grew up in a very loving family, raised by their widowed father. All that changed, the day his father awoke, believing he had been visited by an angel and given a mission to destroy &#8220;demons&#8221; &#8211; seemingly normal looking people, who walked this earth as pure evil. Fenton&#8217;s father, and then his brother Adam, swore to carry out this &#8216;divine&#8217; mission. Fenton refused to participate in the killings. Out of loyalty however, he refused to go to the police, until now. The FBI agent follows Fenton to the family&#8217;s rose garden only to be surprised that neither evil nor innocence are what they seem.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Macedonian Vampire</title>
		<link>http://renderednightmares.com/archives/1284</link>
		<comments>http://renderednightmares.com/archives/1284#comments</comments>
		<pubDate>Sun, 05 Feb 2012 03:52:41 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[Template]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[undead]]></category>
		<category><![CDATA[vampire]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1284</guid>
		<description><![CDATA["Macedonian Vampire" is an acquired template that can be added to any Humanoid, or Monstrous Humanoid (referred to hereafter as the base creature). The creature's type changes to Undead. It uses all the base creature's statistics and special abilities except as noted here.]]></description>
			<content:encoded><![CDATA[<h1>Macedonian Vampire</h1>
<p><strong>Template Traits</strong></p>
<p>&#8220;Macedonian Vampire&#8221; is an acquired template that can be added to any Humanoid, or Monstrous Humanoid (referred to hereafter as the base creature). The creature&#8217;s type changes to Undead. It uses all the base creature&#8217;s statistics and special abilities except as noted here.<br /> <strong><em>Challenge Rating</em></strong><em>:</em> Same as the base creature +2.<br /> <strong><em>Undead</em></strong><em>:</em> Macedonian Vampires have the traits and immunities common to Undead.<br /> <strong><em>Hit Dice</em></strong><em>:</em> Change to d12. Macedonian Vampires have no Constitution score.<br /> <strong><em>Speed</em></strong><em>:</em> Same as the base creature. If the base creature has a swim speed, the Macedonian Vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).<br /> <strong><em>Defense</em></strong><em>:</em> The base creature&#8217;s natural armor improves by +6.<br /> <strong><em>Attacks</em></strong><em>:</em> A Macedonian Vampire retains all the attacks of the base creature and gains a slam attack if it didn&#8217;t already have one. The Macedonian Vampire&#8217;s slam attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.<br /> <strong><em>Special Qualities</em></strong><em>:</em> A Macedonian Vampire retains all the special qualities of the base creature and gains the additional special qualities described below.<br /> <strong><em>Blood Drain (Ex):</em></strong> A Macedonian Vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.<br /> <strong><em>Create Spawn** (Su):</em></strong> A Humanoid or Monstrous Humanoid slain by a Macedonian Vampire&#8217;s energy drain attack or by any attack that results in the death of the creature  rises as a Macedonian Vampire loyal to its creator (called the master Macedonian Vampire, or simply &#8220;master&#8221;). The new Macedonian Vampire gains three allegiances (in any order): chaos, evil, and master. All previous allegiances are lost permanently. A Macedonian Vampire loses its allegiance to its master (and may adopt a new allegiance to replace it) only when the master Macedonian Vampire is destroyed.<br /> <strong><em>Domination (Su):</em></strong> As an attack action, a Macedonian Vampire can crush an opponent&#8217;s will just by gazing into his or her eyes. The Macedonian Vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the Macedonian Vampire. A target that fails a Will save (DC 10 + 1/2 Macedonian Vampire&#8217;s Hit Dice + Macedonian Vampire&#8217;s Charisma modifier) becomes the Macedonian Vampire&#8217;s thrall for 1 day per Hit Die of the Macedonian Vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the Macedonian Vampire. If the Macedonian Vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the Macedonian Vampire&#8217;s control. If the save succeeds, the target becomes free-willed and regains its previous allegiances.<br /> <strong><em>Energy Drain (Su):</em></strong> A living creature hit by a Macedonian Vampire&#8217;s slam attack gains two negative levels. See page 226 for more information on energy drain and negative levels. A creature killed by a Macedonian Vampire&#8217;s energy drain attack rises as a Macedonian Vampire under its creator&#8217;s control (see Create Spawn, above).</p>
<p> <strong><em>Alternate Form (Su):</em></strong> A Macedonian Vampire can assume the form of a bat, rat, or wolf as a move action. The Macedonian Vampire can remain in that form until it assumes another form or until the next sunrise.</p>
<p><strong><em>Children of the Night (Su):</em></strong><strong> </strong>Macedonian Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the Macedonian Vampire for up to 1 hour.<br /> <strong><em>Damage Reduction 15/+1 (Su):</em></strong> In campaigns without magic weapons, the GM can disregard the Macedonian Vampire&#8217;s damage reduction, change it to 15/silver or 15/wood, or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).<br /> <strong><em>Fast Healing 5 (Ex):</em></strong> A Macedonian Vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a Macedonian Vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour. The Macedonian Vampire then resumes healing at the rate of 5 hit points per round.<br /> <strong><em>Gaseous Form (Su):</em></strong> As a move action, the Macedonian Vampire (and all its gear) becomes insubstantial, misty, and translucent. The Macedonian Vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The Macedonian Vampire cannot attack or use supernatural abilities while in gaseous form. A Macedonian Vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.<br /> <strong><em>Cold Resistance 20 (Ex):</em></strong> A Macedonian Vampire ignores the first 20 points of cold damage from any cold-based attack.<br /> <strong><em>Electricity Resistance 20 (Ex):</em></strong> A Macedonian Vampire ignores the first 20 points of electricity damage from any electricity-based attack.<br /> <strong><em>Spider Climb (Ex):</em></strong> A Macedonian Vampire can climb sheer surfaces as though with a <em>spider climb</em> spell. Turn Resistance (Ex): A Macedonian Vampire has +4 turn resistance.<br /> <strong><em>Darkvision (Ex):</em></strong> Macedonian Vampires have darkvision with a range of 60 feet.<br /> <strong><em>Weaknesses (Ex):</em></strong> A Macedonian Vampire has several weaknesses, described below. A Macedonian Vampire can have fewer weaknesses, but each lost weakness costs a Macedonian Vampire one of its other special qualities. For example, a Macedonian Vampire that is immune to the effects of garlic might be unable to summon children of the night.<br /> <strong><em>Direct Sunlight:</em></strong> The merest sliver of sunlight deals 2d6 points of damage to a Macedonian Vampire. A Macedonian Vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.<br /> <strong><em>Garlic:</em></strong> A Macedonian Vampire cannot enter or pass through any 5-foot square containing garlic. A Macedonian Vampire takes a -2 penalty on melee attack rolls against a target wearing garlic.<br /> <strong><em>Holy Symbol</em></strong><em>:</em> A Macedonian Vampire takes a -2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol&#8217;s touch deals 1d4 points of holy damage to a Macedonian Vampire, and a Macedonian Vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by inflict spells (see page 348).<br /> <strong><em>Inviolate Sanctuary</em></strong><em>:</em> A Macedonian Vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.<br /> <strong><em>Mirror</em></strong><em>:</em> A Macedonian Vampire in view of a mirror cannot use its domination special quality (see above).<br /> <strong><em>Running Water:</em></strong> A Macedonian Vampire cannot cross running water (but may be carried across). A Macedonian Vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.<br /> <strong><em>Wooden Stake</em></strong><em>:</em> Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a Macedonian Vampire on a natural 20 (unless noted otherwise), even though Macedonian Vampires are normally immune to critical hits. A successful critical hit destroys a Macedonian Vampire instantly, turning it to dust.<br /> <strong><em>Allegiances:</em></strong> Previous allegiances are lost, replaced by allegiances to chaos, evil, and master (or simply chaos and evil if the master Macedonian Vampire has been destroyed). Changed allegiances might cause the loss of particular class abilities.<br /> <strong><em>Ability Scores:</em></strong> Macedonian Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, Macedonian Vampires have no Constitution score<br /> <strong><em>Skills:</em></strong> Same as the base creature (human Macedonian Vampires retain the extra skill points afforded to all humans). Macedonian Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks</p>
<p>Macedonian Vampires speak, read, and write the languages they knew in life.</p>
<p><strong><em>Feats:</em></strong> Macedonian Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn&#8217;t already have these feats. Human Macedonian Vampires keep the extra feat they gained as a 1st-level human character</p>
<p><strong><em>Advancement</em></strong><em>:</em> By character class.</p>
<p>&nbsp;</p>
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		</item>
		<item>
		<title>The Creeper</title>
		<link>http://renderednightmares.com/archives/1255</link>
		<comments>http://renderednightmares.com/archives/1255#comments</comments>
		<pubDate>Sat, 04 Feb 2012 20:35:41 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1255</guid>
		<description><![CDATA[The Creeper is an ancient demonic creature, usually dressed in long, tattered duster and face-concealing cowboy hat. In the first film, he also wears heavy boots. In the sequel he appears barefoot, revealing slightly bird-like talons which he uses to pick up his victims]]></description>
			<content:encoded><![CDATA[<p><strong>The Creeper</strong></p>
<p><strong>Appearance</strong><br />The Creeper is an ancient demonic creature, usually dressed in long, tattered duster and face-concealing cowboy hat. In the first film, he also wears heavy boots. In the sequel he appears barefoot, revealing slightly bird-like talons which he uses to pick up his victims. The Creeper has mottled green and brown skin, and a pair of wing-like mandibles or skin flaps are located on each side of his face. He also has a huge pair of bat-like wings on his back, which fold up tightly enough that they are completely unnoticeable underneath his coat. The Creeper drives an old truck with a license plate that reads BEATNGU, which is first interpreted as &#8220;beating you,&#8221; but later read as &#8220;be eating you&#8221; in the first movie. When his own head is too damaged, he must devour another, when he does this, he gains similar facial characteristics of the person he gained his head from. This happens until he totally adapts to his new head or member.<br /><strong>History</strong><br />The Creeper is most likely a forgery of hell, or maybe even the devil. This is hinted by Jezelle in the first movie where she states it is either a demon, or a devil. The creeper awakens the beginning of every 23rd Spring. Within this period, he has 23 days to eat. He is shown to only eat humans, although whether or not he eats other animals isn&#8217;t revealed. The Creeper only consumes organs or organic material from a human for his own bidding. He then either uses the remaining body parts as tools for weapons or later <br />nourishment for his survival. The Creeper uses an extravagantly sharp tool to easily puncture very thick tires on a school bus. It is not clear where the Creeper sleeps or hibernates during his 23 years of dormancy. In the first Jeepers Creepers, the Creeper has his own little &#8220;shack&#8221; of victims, shown at the end of the movie. This is assumed to be where he sleeps. Another theory is that the Creeper sleeps underground so that he is not found while asleep.<br /><strong>Abilities</strong><br />The Creeper has the unique ability to regenerate his own version of whatever body part he devours. He has allegedly survived throughout the ages since Biblical times using this ability, replenishing his deteriorated body by feeding on people for twenty-three days in twenty-three year cycles. The ability also works as a form of healing factor, as the Creeper can discard injured or maimed body parts after ingesting a replacement version.<br />The Creeper appears to be some sort of chimera. Most of his body is of human origin, but the wings, and a sort of clawed and webbed structure on the back of his head actually seem to be a non-vertebrate animal that controls the human body parts. The non-human section does not seem to be from any terrestrial line of evolution. The clawed/webbed structure can also flare out in a threatening display.<br />The Creeper will eat humans to absorb replacement body parts when his own are too damaged for further use. Picking his victim depending on what he needs and hunts them without mercy<br />Physiologically, the Creeper is a humanoid, but with green scaly skin and razor sharp claws and teeth. Hidden under his black duster coat are a pair of enormous bat-like wings, which he can use to propel himself (carrying at least one other fully grown man or woman) through the air in flight.<br />The Creeper possesses a keen sense of smell. When humans experience fear around him, their bodies give off a scent which helps him detect organs he may need from them. It is revealed that to &#8216;smell fear&#8217;, the Creeper uses a third nostril that slits down his nose.<br />The Creeper has seemingly advanced speed and immense strength. He is strong enough to tear apart automobile frames and rip the human <br />body limb from limb. He can also seemingly effortlessly grab and lift fully grown men and women while in flight. During flight he is fast enough to easily overtake a sprinting human being and keep up with a speeding automobile. The Creeper is not known to talk, but has the ability (in a deleted scene from the first film, he speaks the line in an American accent&#8221;She (The Cat Lady) don&#8217;t smell too good, Darrius.&#8221;), as he can whistle well, although not needing it to communicate with his victims. He can also climb on walls like a spider, he has also been known to make a growling noise as he is devouring his prey. Though it is never revealed how he developed these skills amidst his hibernation cycle, the Creeper is also well-versed in physical combat (including using throwing and melee weapons), stealth, stitching, driving and mechanics. He also has at least a crude but working knowledge of human biology.<br /><strong>Weapons</strong><br />The Creeper employs a variety of weapons in his pursuit for food. Those seen in include a large, ancient looking battle axe, a collection of daggers, and throwing stars seemingly made from the bone and flesh of his victims or his own feet talons. He also has a foreboding looking knife, found by Jack Taggart, Jr. On its handle there is a person that appears to be chained to a wall, screaming. On the other side, there is a screaming child in a cornfield and a demonic creature in flight. When Jack Taggart, Sr. sees this, the knife flies out of his hands and into a nearby wall, destroying a lamp. For an unknown reason this knife is possessed with the ability of finding organic flesh, or perhaps only skin. It hit the wall, and goes through the lamp shade since it is made of leather. Later on the knife is used as the tip of the harpoon used to hunt down the Creeper; after being impaled with it, the <br />creeper removes the spear from his body and throws it back at the truck, nearly impaling Jack Jr. It&#8217;s never said, but it is implied that it continued on is direct path without a change in course when Jack Jr. moves, due to the spear making contact with the fleece of his jacket (fleece is backed by leather), The Creeper also drives a very large, grotesque looking delivery truck (sporting the license plate &#8220;B-E-A-T-N-G-U&#8221; (likely read as B-EATING-U but probably mistaken as a comical racing plate beating-u), which has been altered so that it can achieve speeds far greater than a vehicle of its size normally would. When he so desires, The Creeper is more than willing to utilize the truck as a battering ram. The truck does not appear in the sequel and is assumed burned down with the church. The Creeper then uses his wings to transport himself around.</p>
<p><strong>The Creeper has the following Traits </strong>:</p>
<p><strong>Natural Armor (Ex)</strong>: The Creeper has preternaturally tough skin and gains a natural + 9 armor bonus to Defense.<br /><strong>Regeneration (Ex)</strong> :The creeper has the ability to absorb body parts from victims he has eaten to regenerate and repair his body if damaged.<br /><strong>Fast Healing (Su)</strong>: If the Creeper devours a Small or Medium-size corpse he gains the ability to heal damage at a rate of 3 hit points per round. Each devoured corpse provides the Creeper with 24 hours of fast healing. The Creeper can devour a Small corpse as a full-round action or a Medium-size corpse in 2 rounds. <br /><strong>Spider Climb (Ex)</strong>:The Creeper can climb sheer surfaces as though with a spider climb spell</p>
<p><strong>The Creeper</strong>: CR 9 ; Medium Sized Outsider; HD 12d8+48; hp: 105; Mas 18; Init +6; Spd 30 ft, fly 30 ft. (average); Defense 25, touch 16, flatfooted 19 (+0 size, +6 Dex, +0 class, +9 natural); BAB +12/+7/+2; Grap +20; Atk +20 Foreboding Dagger (1d6+8, deals x 3 damage (instead of x 2 damage) on a successful critical hit,Bane (Humans) deals +2d6), or +7 Bone Shuriken (1pt + 8 pts ); FS 5 ft by 5 ft; Reach 5 ft; SQ Natural Armor, Regeneration, Fast Healing, Spider CLimb; AL evil; SV Fort +6, Ref +8, Will +2; AP 2; Rep +0; Str 27, Dex 23, Con 18, Int 18, Wis 11, Cha 8.<br />Skills: Balance +10, Bluff +1, Climb +12, Concentration +7, Craft (mechanical) +7, Disguise +4, Drive +10, Hide +13, Intimidate +3, Jump +12, Knowledge (Arcane Lore) +5, Move Silently +15, Spot +2, Survival +3, Tumble +11<br />Feats: Acrobatic, Archaic Weapons Proficiency, Brawl, Combat Reflexes, Simple Weapons Proficiency, Stealthy, Toughness</p>
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		</item>
		<item>
		<title>Gabriel Knight</title>
		<link>http://renderednightmares.com/archives/1253</link>
		<comments>http://renderednightmares.com/archives/1253#comments</comments>
		<pubDate>Sat, 04 Feb 2012 20:31:33 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1253</guid>
		<description><![CDATA[is the only son of Philip Knight and Margaret Templeton. At the age of 8, his parents died in a car accident, supposedly because Philip had seen something on the road which frightened him, causing him to swerve to the side. He was raised throughout the rest of his childhood by his grandmother, Rebecca Wright, widowed when her husband Harrison died at the age of 36. ]]></description>
			<content:encoded><![CDATA[<p><strong>Gabriel Knight</strong> (Charismatic Hero 7/Shadow Slayer 5): CR 12; Medium-size humanoid; HD 7d6 plus 5d8; HP 48; Mas 11; Init +1; Spd 30 ft; Defense 16, touch 16, flatfooted 15 (+0 size, +1 Dex, +5 class); BAB +8; Grap +9; Atk +10 melee (1d8+1/19-20, Blade of St. George), or +9 ranged (2d8+0, Sawed Off Shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Schattenjäger; SV Fort +7, Ref +10, Will +6; AP 6; Rep +5; Str 13, Dex 13, Con 11, Int 13, Wis 12, Cha 16.<br /><strong>Occupation</strong>: Creative (Computer Use, Craft [writing], Knowledge [Arcane Lore])<br /><strong>Skills</strong>: Bluff +6, Computer Use +7, Concentration +1, Craft (visual art) +6, Craft (writing) +8, Diplomacy +7, Disguise +5, Gather Information +10, Handle Animal +8, Intimidate +8, Jump +3, Knowledge (Arcane Lore) +7, Knowledge (Art) +7, Knowledge (Behavioral Sciences) +7, Knowledge (Business) +3, Knowledge (Civics) +6, Knowledge (Current Events) +7, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +5, Knowledge (Theology and Philosophy) +4, Listen +3, Perform +8, Profession +7, Read/Write Language +3 (English / German), Speak Language +3 (English / German), Spellcraft +3, Spot +2, Tumble +5, Use Magic Device +5<br /><strong>Feats</strong>: Acrobatic, Advanced Firearms Proficiency, Archaic Weapons Proficiency, Creative (Craft [writing], Perform), Exotic Melee Weapon Proficiency, Lightning Reflexes, Magical Affinity, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus<br /><strong>Talents</strong> (Charismatic Hero): Charm, Fast-Talk, Favor, Captivate<br /><strong>Talents </strong>(Shadow Slayer): Detect Shadow, Shadow Immunity, Slayer Weapon, Shadow Enemy<br /><strong>Possessions</strong>: Blade of St. George, Sawed Off Shotgun; Wealth +7</p>
<p>is the only son of Philip Knight and Margaret Templeton. At the age of 8, his parents died in a car accident, supposedly because Philip had seen something on the road which frightened him, causing him to swerve to the side. He was raised throughout the rest of his childhood by his grandmother, Rebecca Wright, widowed when her husband Harrison died at the age of 36. </p>
<p>During his school days, he made the acquaintance of Franklin Mosely, they relished in mischievous pranks and still insult each other up to this day. </p>
<p>The Knight family was financially depressed, and he inherited a small sum of money from the remainder of his mother&#8217;s trust fund, given to his mother by the only Templeton who approved of the Templeton-Knight marriage. Gabriel used the money to put up his own book shop, St George&#8217;s Rare Books on Bourbon Street of the French Quarter of New Orleans. </p>
<p>He later hired Grace Nakimura, an American raised Japanese Yale student, to help him as his research assistant and help keep up the shop, as well as making his own advances on her. </p>
<p>Gabriel tried to make a living as a novelist, only to meet failure after failure. In the summer of 1993, Gabriel began researching a slew of serial killings in the Quarter, dubbed &#8220;the Voodoo Murders&#8221; by the press due to Voodoo related paraphernalia left at the scene. Sounded like great sensationalist material. </p>
<p>During the course of his investigation, he met and fell in love with one Malia Gedde, the head of the wealthy African-American descended Gedde family. </p>
<p>After investigating the case with the assistance of Grace and Detective Mosely of the New Orleans Police Department, he uncovered much of the truth behind the so-called &#8220;fake Voodoo&#8221; Murders, getting quite too close for his own good, as the cult behind the murders began to closely watch his actions. </p>
<p>His investigation exposed Malia Gedde to be the head priestess and medium for the cult&#8217;s head loa, Tetelo (There goes her sex appeal.), with Doctor John of the Historical Voodoo Musuem as her right hand man. </p>
<p>During this time, he received mysterious phone calls from an uncle he never knew he had, Wolfgang Ritter, from Germany and told him he was the last heir to an ancient family line, The Schattenjagers, a line dedicated to fighting evil. A line that believed in such things as witches and vampires and werewolves, with the duty to take up the shield and battle evil in the name of light. </p>
<p>Apparently, this Voodoo thing had been going on for quite some time, and Malia&#8217;s ancestor, Tetelo, stole the talisman from Gunter Ritter who had mistakenly fell in love for her. With the talisman deprived from Gabriel&#8217;s family, the Gedde&#8217;s prospered while the Knight/Ritter family withered and was cursed for centuries. </p>
<p>Gabriel discovered too much about the cult, and was forced to flee from America and to Rittersberg, Bavaria. Gabriel spent the next few days at Schloss Ritter (literally translates to &#8220;Ritter Castle&#8221; or &#8220;Castle of the Ritters&#8221;), the family castle. There he initiated himself into the status of Schattenjager and gained access to the Schattenjager library. </p>
<p>In the library, Gabriel was able to research the history and discover the secret location of the original Gedde hounfour. Thinking that Wolfgang must be there, Gabriel once again took a plane, this time to Benin, Africa. </p>
<p>In Benin, Gabriel solved the puzzle of the wheel shaped hounfour and its stone tablets and met Wolfgang for the first time.. Within the hidden chamber of the hounfour, the talisman was locked within a ritual table that could only be unlocked by a human heart, which Wolfgang provided from himself, thus dying and leaving Gabriel alone to learn the ways of the Schattenjager. Gabriel retrieved the talisman, knowing fully well of the sacrifices made up to this point. </p>
<p>Gabriel had Wolfgang&#8217;s body shipped back to Rittersberg while he returned to New Orleans in search of the hounfour. Upon arrival at his bookshop, Gabriel found Grace kidnapped with a note left behind by Malia telling him to stay away from her and from the danger of Tetelo&#8217;s spirit. Gabriel formulated a plan with Mosely to rescue Grace and expose the cult to the authorities. </p>
<p>Gabriel found the entrance to the hounfour and made his way into the ritual room with Mosely, aware that they had to think fast to stop Tetelo. In the ensuing conflict, Mosely shot Dr. John spilling the bokor&#8217;s blood over the table and opening the storage area for the Gedde idol, the source of the Gedde family&#8217;s power. Mosely took Grace with him, and Gabriel managed to smash the idol before Tetelo could completely dominate Malia and kill him. </p>
<p>Tetelo screamed at Gabriel, telling him to finish her off, that he is truly his father&#8217;s son, truly a Schattenjager and a Witch-hunter. But Gabriel would not let Malia die, whilst Malia would not let Tetelo&#8217;s madness continue. Malia committed suicide and fell into the fiery chasm below. <br />Upon the conclusion of his first case, Gabriel moves to Bavaria to reluctantly take up his birthright. In the early months of the new century, Gabriel investigated a gruesome murder spree which took him from Bavaria back to the United states, it was in chicago he encountered the cult of Tiamat,a group of business men who worshipped the mother of all dragons and using blood sacrifice tried to pull her from the Shadowrealm to the modern world. Gabriel stopped the cult from summoning the dragon but at a cost, they kidnapped and killed his one time assistant, Grace Nakimura. The encounter changed Gabriel, he became more recluse and hunted down those members of the cult that escape. </p>
<p><strong>Blade of St. George </strong>Ornate runed Longsword +2 vs. Shadowkind [ Special Effect : Wounding ] Dmb 1d8 (+2 vs. Shadowkind) Crit 19-20</p>
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		<item>
		<title>The Cloverfield Monster</title>
		<link>http://renderednightmares.com/archives/1251</link>
		<comments>http://renderednightmares.com/archives/1251#comments</comments>
		<pubDate>Sat, 04 Feb 2012 20:27:10 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[D20 Modern]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[Conversion]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[d20 modern]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[Lovecraftian]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1251</guid>
		<description><![CDATA[The Cloverfield MonsterAlthough &#8220;just a baby,&#8221;the creature is quite massive and has a very high resistance to projectile weaponry, including but not limited to personal firearms, vehicular cannons, air-to-surface missiles, and unguided bombs.The creature is covered with parasites which it sheds as part of a &#8216;post-birth ritual.&#8217; Abrams described the parasites as &#8220;horrifying, dog-sized creatures [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The Cloverfield Monster</strong><br />Although &#8220;just a baby,&#8221;the creature is quite massive and has a very high resistance to projectile weaponry, including but not limited to personal firearms, vehicular cannons, air-to-surface missiles, and unguided bombs.<br />The creature is covered with parasites which it sheds as part of a &#8216;post-birth ritual.&#8217; Abrams described the parasites as &#8220;horrifying, dog-sized creatures that just scatter around the city and add to the nightmare of the evening.&#8221; Reeves added, &#8220;The parasites have a voracious, rabid, bounding nature, but they also have a crab-like crawl. They have the viciousness of a dog, but with the ability to climb walls and stick to objects.&#8221;</p>
<p>NOTE : This was created using Kaiju rules from STAN! go to <a href="http://web.archive.org/web/20120204184206/http://www.rpgnow.com/">rpgnow.com</a> and purchase this kewl source book. </p>
<p><strong>Species Traits</strong><br /><strong>Damage Reduction 50/Titanic </strong>(Su): The Cloverfield Monster ignores the first 50 points of damage unless they come from a source that inflicts<br />titanic damage*** <br /><strong>Swallow Whole</strong> (Ex): The Cloverfield Monster can attempt to swallow a<br />grabbed opponent that is size Huge or smaller that is already in<br />its mouth. To do this, The Cloverfield Monster must make a successful grapple<br />check. Once inside, the opponent takes 5d6 + 22 points of<br />crushing damage plus 10 points of acid damage per round from<br />The Cloverfield Monster’s gizzard. (Neither the crushing nor the acid count<br />as titanic damage.) A swallowed creature can cut its way out<br />by using a slashing weapon to deal 50 points of damage to the<br />gizzard (the gizzard does not benefit from The Cloverfield Monster’s damage<br />reduction). Once the creature exits, muscular action closes the<br />hole; another swallowed opponent must cut its own way out.<br /><strong>Titanic Damage</strong> (Ex): All of The Cloverfield Monster’s attacks deal titanic damage. (See New Damage Type: Titanic below.)<br /><strong>Trample</strong> (Ex): As an attack action, The Cloverfield Monster can run over all opponents occupying or partially occupying an area up to 20 ft. x<br />20 ft. in size. The Cloverfield Monster enters the area dealing 3d6 + 22 points of titanic damage to all affected creatures. (See New Damage Type:<br />Titanic below.) Victims can attempt attacks of opportunity. If they do not make an attack of opportunity, trampled opponents can attempt DC 30<br />Reflex saves for half damage.<br /><strong>Amphibious</strong> (Ex): The Cloverfield Monster can breathe both in the<br />air and underwater. In addition, The Cloverfield Monster gets a +2 bonus on all Swim checks<br /><strong>Alertness</strong> (Ex): The Cloverfield Monster gets a +2 bonus on all<br />Listen checks and Spot checks.<br /><strong>Susceptibility </strong>(Ex): The Cloverfield Monster has a weakness to<br />one energy type (<strong>Electricity</strong>). When The Cloverfield Monster receives damage of the specified type, double the number of hit points inflicted. In addition, this damage bypasses The Cloverfield Monster’s damage reduction.<br /><strong>Spiked Tail</strong> (Ex): The Cloverfield Monster has bony spikes along<br />its back and tail that increase the damage caused by its smash<br />attack by 1d6 + 5.</p>
<p>The Cloverfield Monster: CR story-based; Monumental daikaiju; HD 40d12 +<br />480; hp 742; Mass 35; Init –3; Spd 50 ft.; Defense 0, touch 0,<br />flat-footed 0 (–12 size, –3 Dex); BAB +10/+5; Grap 42; Atk +20<br />melee (3d6+22 titanic, slam) or +20 melee (5d6+22 titanic, bite);<br />Full Atk +20/+15 melee (3d6+22 titanic, slam) or +20/+15 melee<br />(5d6+22 titanic, bite); FS 60 ft. x 60 ft.; Reach 25 ft.; SQ damage<br />reduction 50/titanic, swallow whole, trample, Amphibious,Alertness,Susceptibility,<br />Tail spike ;<br />AL none; SV Fort +34, Ref +9, Will +12; AP 0; Rep +0; Str 54,<br />Dex 5, Con 35, Int 5, Wis 10, Cha 10.<br />Skills: Listen +12, Search +9, Spot +12.<br />Feats: None.<br />Advancement: None.</p>
<p><em>**** Using Titanic Damage: Titanic damage ignores the effects of<br />damage reduction. When any amount titanic damage is inflicted<br />on a creature size Gargantuan or smaller, that creature must<br />immediately make a Fortitude save (DC equal to the number of<br />hit points lost). If the save fails, the target suffers the same results<br />as if he or she failed a Massive Damage check (see page 141 of<br />the d20 Modern Roleplaying Game).<br />Titanic damage inflicted upon any item bypasses the item’s<br />hardness and automatically is treated as an attempt to break the<br />item. Rather than making a separate Strength check, compare<br />the total amount of titanic damage inflicted to the object’s Break<br />DC to determine the results (see page 150 of the d20 Modern<br />Roleplaying Game).</em></p>
<p><strong>Cloverfield Parasites</strong><br />Cloverfield Parasites share the following additional traits:<br /><strong>Weapon and Armor Proficiency</strong>: Vermin are proficient with their natural weapons only. They are not proficient with armor.<br /><strong>Ability Scores</strong>: Vermin have no Intelligence score.<br /><strong>Potent Venom</strong>: + 6 DC Bonus to the Save of thier poison<br /><strong>Darkvision (Ex)</strong>: Most vermin with visual sensory organs have darkvision with a range of 60 feet.<br /><strong>Immunities</strong>: Vermin are immune to mind-affecting effects.<br /><strong>Resistance to Massive Damage (Ex)</strong>: Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.<br /><strong>Improved Grab (Ex)</strong>: If the Cloverfield Parasite hits with a attack it deals normal damage and attempts to start a grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.<br /><strong>Poison (Ex)</strong>: Poison attacks deal initial damage, such as temporary ability damage (see above) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage.<br />The Fortitude save against poison has a DC equal to 10 + 1/2 poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A successful save negates the damage.</p>
<p>Cloverfield Parasites: CR 4; Huge Vermin; HD 10d8+10; hp 55;<br />Mass 12; Init +3; Spd 40 ft./ Climb 20ft; 16, touch 11, flat-footed 13 (–2 size, +3 Dex, +5 natural)<br />BAB +7; Grap +19; ATK +9 melee (2d6+6 plus poison, bite) Full Atk +9 melee (2d6+6 plus poison, bite)<br />15 ft. by 15 ft. Reach 10 ft.; SQ Poison,darkvision 60 ft.;immune to mind-affecting attacks, resistance to massive damage<br />AL none; SV Fort: +8, Ref: +6, Will: +3; AP 0; Rep +0; Str: 19, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2<br />Skills: Climb +16, Hide +1, Jump +10, Move Silently +9, Spot +12<br />Feats: None.<br />Advancement: None.</p>
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		<item>
		<title>Balan, the Ghost Donkey of the Infernal Realms</title>
		<link>http://renderednightmares.com/archives/1145</link>
		<comments>http://renderednightmares.com/archives/1145#comments</comments>
		<pubDate>Sun, 22 Jan 2012 23:28:16 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[Pathfinder]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[donkey]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[undead]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1145</guid>
		<description><![CDATA[One of the Most unusual creatures of the realms, Balan, the Ghost Donkey of the Infernal Realms  was first seen at the temple of Hookamanda in the low province of Scotia. No one knows why its a ghost or what it really wants.]]></description>
			<content:encoded><![CDATA[<div>Ghost Donkey CR 2</div>
<div>
<table id="experience" cellspacing="0" cellpadding="0">
<thead>
<tr>
<th rowspan="2">Total XP</th>
<th colspan="3">Individual XP</th>
</tr>
<tr>
<th>1-3</th>
<th>4-5</th>
<th>6+</th>
</tr>
</thead>
<tbody>
<tr>
<td>600</td>
<td>200</td>
<td>150</td>
<td>100</td>
</tr>
</tbody>
</table>
</div>
<div>N Medium Undead</div>
<div><strong>Init</strong> +1 (+1 dex); <strong>Senses </strong>Perception +0</div>
<div>DEFENSE</div>
<div><strong>AC</strong> 20 <strong>FF</strong> 19 <strong>Touch</strong> 12 (+1 Dex, +8 natural , +1 deflection)</div>
<div><strong>hp:</strong> 7 (2d12+0)</div>
<div><strong>Fort</strong> +3 <strong>Ref</strong> +4 <strong>Will</strong> +0</div>
<div>OFFENSE</div>
<div><strong>Speed</strong> 30 ft. (6 squares)</div>
<div> </div>
<div><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</div>
<div><strong>Special Attacks</strong></div>
<div>STATISTICS</div>
<div><strong>Str</strong> 10(+0), <strong>Dex</strong> 13(+1), <strong>Con</strong> &#8211;, <strong>Int</strong> 2(-4), <strong>Wis</strong> 11(+0), <strong>Cha</strong> 8(-1)</div>
<div><strong>Base Atk</strong> +1; <strong>CMB</strong> +1; <strong>CMD</strong> 12</div>
<div><strong>Feats: </strong>Endurance, Endurance, <strong>Total Feats </strong>2</div>
<div><strong>Skills: </strong>Perception +0 , Sense Motive +2 , <strong>Skill Points </strong>2 <strong>Racial Bonuses</strong></div>
<div>ECOLOGY</div>
<div><strong>Environment: </strong>Temperate deserts</div>
<div><strong>Organization: </strong>Solitary</div>
<div><strong>Treasure: </strong>null</div>
<div>SPECIAL ABILITIES</div>
<div><strong>Low-light vision(Ex):</strong> <br /><strong>Scent(Ex):</strong> <br /><strong>Special Attacks(Su):</strong> A ghost gains one to three other special attacks. If they had been selected randomly this ghost would have received the follow 3 power(s): Horrific Appearance, Corrupting Gaze and Telekinesis<br /><strong>Manifestation(Su):</strong> Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost&#8217;s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost&#8217;s touch spells don&#8217;t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.</p>
<p><em>Ghostly Equipment: </em>When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature&#8217;s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost). The original material items remain behind, just as the ghost&#8217;s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.<br /><strong>Rejuvenation(Su):</strong> In most cases, it&#8217;s difficult to destroy a ghost through simple combat: The &#8220;destroyed&#8221; spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check 1d20 + ghost&#8217;s HD against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. <br /><strong>Turn Resistance(Ex):</strong> A ghost has +4 turn resistance.<br /><strong>Corrupting Gaze(Su):</strong> Fortitude save DC 10(+1 HD, +0 Racial, -1 Cha, +0 Feat) <br />A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost&#8217;s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.<br /><strong>Corrupting Touch(Su):</strong> A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. <br /><strong>Draining Touch(Su):</strong> A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. <br /><strong>Frightful Moan(Su):</strong> Will save DC 10(+1 HD, +0 Racial, -1 Cha, +0 Feat) <br />A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost&#8217;s moan for 24 hours. <br /><strong>Horrific Appearance(Su):</strong> Fortitude save DC 10(+1 HD, +0 Racial, -1 Cha, +0 Feat) <br />Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost&#8217;s horrific appearance for 24 hours. <br /><strong>Malevolence(Su):</strong> Will save DC 14(15 + +0 Racial, -1 Cha, +0 Feat) <br />Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or equal to the creature&#8217;s HD whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target&#8217;s space; moving into the target&#8217;s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost&#8217;s malevolence for 24 hours, and the ghost cannot enter the target&#8217;s space. If the save fails, the ghost vanishes into the target&#8217;s body. <br /><strong>Telekinesis(Su):</strong> Fortitude save DC 10(+1 HD, +0 Racial, -1 Cha, +0 Feat) <br />A ghost can use telekinesis as a standard action (caster level 12th or equal to the creature&#8217;s HD whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. </p>
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		<title>Gustave</title>
		<link>http://renderednightmares.com/archives/1139</link>
		<comments>http://renderednightmares.com/archives/1139#comments</comments>
		<pubDate>Sun, 22 Jan 2012 22:51:52 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[Pathfinder]]></category>
		<category><![CDATA[beastiary]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[real life]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1139</guid>
		<description><![CDATA[Gustave is a massive nile crocodile in Burundi who was estimated to have killed 300 villagers along the banks of the river Ruzizi and on the shores of Lake Tanganyika. It was said that it is over 20 feet or more, weighs over a ton and is over 60 years old. He has obtain mythical status and is greatly feared by the villagers.]]></description>
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<hr /><span><strong>Gustave Crocodile ( Giant Fiendish )                                                    CR 3</strong></span><br /><strong>XP 800</strong><br />N Huge animal <br /><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft.; low-light vision; Perception +8<br />
<hr align="left" width="70%" /><span><span><strong>DEFENSE</strong></span></span><br />
<hr align="left" width="70%" /><strong>AC</strong> 15, <strong>touch</strong> 8, <strong>flat-footed</strong> 15 (+0 Dex, +7 natural, -2 size)<br /><strong>hp</strong> 28 (3d8+15) <br /><strong>Fort</strong> +8, <strong>Ref</strong> +3, <strong>Will</strong> +2; <br /><strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 8;<br />
<hr align="left" width="70%" /><span><span><strong>OFFENSE</strong></span></span><br />
<hr align="left" width="70%" /><strong>Speed</strong> 20 ft., swim 30 ft. sprint<br /><strong>Melee</strong> bite +8 (2d6+8 plus grab) and tail slap +3 (1d12+6)<br /><strong>Space</strong> 15 ft.<strong>Reach</strong> 10 ft.<br /><strong>Special Attacks</strong> death roll (1d8+6 plus trip); Smite Good 1/day <span>(swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).</span><br />
<hr align="left" width="70%" /><span><span><strong>STATISTICS</strong></span></span><br />
<hr align="left" width="70%" /><strong>Str</strong> 27, <strong>Dex</strong> 10, <strong>Con</strong> 21, <strong>Int</strong> 1, <strong>Wis</strong> 12, <strong>Cha</strong> 2; <br /><strong>Base Atk</strong> +2; <strong>CMB</strong> 10; <strong>CMD</strong> 20<br /><strong>Feats</strong> Skill Focus (Perception, Stealth)<br /><strong>Skills</strong> Perception +8, Stealth +0, Swim +14; <strong>Racial Modifiers</strong> +8 on Stealth in water<br /><strong>SQ</strong> hold breath<br />
<hr align="left" width="70%" /><span><span><strong>ECOLOGY</strong></span></span><br />
<hr align="left" width="70%" /><strong>Environment</strong> warm rivers and marshes<br /><strong>Organization</strong> solitary, pair, or colony (3-12)<br /><strong>Treasure</strong> none<br />
<hr align="left" width="70%" /><span><span><strong>SPECIAL ABILITIES</strong></span></span><br />
<hr align="left" width="70%" />Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple. Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.</div>
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<address>&#8220;One of the villagers Faye knows is a woman who lost her husband to a massive croc with a curious dark spot on its head. The widow&#8217;s name is Nitegeka Abiya. Squatting beside the entrance to her darkened house, with her baby daughter on her back swaddled in a sarong, she wears the same hard, perturbed look that I had seen on Adifax&#8217;s face.&#8221;</address>
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		<title>Piranhaconda</title>
		<link>http://renderednightmares.com/archives/1123</link>
		<comments>http://renderednightmares.com/archives/1123#comments</comments>
		<pubDate>Sun, 22 Jan 2012 02:34:39 +0000</pubDate>
		<dc:creator>Tymothi</dc:creator>
				<category><![CDATA[Beastiary]]></category>
		<category><![CDATA[Pathfinder]]></category>

		<guid isPermaLink="false">http://renderednightmares.com/?p=1123</guid>
		<description><![CDATA[Part Snake! Part Fish! All Killer!]]></description>
			<content:encoded><![CDATA[<p>Piranhaconda CR 10 </p>
<p><strong>XP</strong> 9,600 <img class="alignright  wp-image-1128" title="Piranhaconda" src="http://renderednightmares.com/wp-content/uploads/2012/01/Piranhaconda.jpg" alt="" width="252" height="352" /><br />N Gargantuan abberation <br /><strong>Init</strong> +6; Senses low-light vision, scent; Perception +22 <br /><strong>DEFENSE</strong> <br />AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, –4 size) <br />hp 126 (12d8+72) <br />Fort +14, Ref +10, Will +5 <br /><strong>OFFENSE </strong><br />Speed 20 ft., climb 20 ft., swim 50 ft. <br />Melee bite +19 (4d6+19/19–20 plus grab) <br />Space 20 ft.; Reach 20 ft. <br />Special Attacks constrict (4d6+19) <br /><strong>STATISTICS </strong><br />Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2 <br />Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped) <br />Feats Dodge, Improved Critical (bite), Improved Initiative, Power Attack, <br />Skill Focus (Perception), Weapon Focus (bite) <br />Skills Climb +21, Perception +22, Swim +21; Racial Modifiers +8 Climb, +8 Swim <br /><strong>ECOLOGY </strong><br />Environment swamps, and fresh water <br />Organization solitary <br />Treasure none <br /><strong>SPECIAL ABILITIES </strong><br />Hold Breath (Ex) A Piranhaconda can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.</p>
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