Are You Having Trouble With Pcs!!!! Mincemeat Them.....today!!!!!!!!!

Catapilla

First Post
YES! YOU GUESSED IT!!! I MADE A NEW CREATURE!!!! (and boy is this one weeeeeeeird). MINCEMEAT YOUR PARTY……….TODAY!!!1 :D …..unless there are mistakes. Please comment lol. Not sure whether the tentacles should be tentacles or slam because it doesn’t use them like tentacles….it uses them like spiky chains!:D I dunno whaddya think?

The Gress
Large abberation
Hit dice : 6d8 +12 (39hp)
Initiative: +3
Speed: 5ft (1 square), fly 60 ft
Armour class: 11 (-1 dex +3 natural armour -1 size)
Base attack/grapple: +7/+20
Attack: Tentacle, melee +9 (1d6 +8)
Full attack: 6 tentacles +9 melee (1d6+8)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Tremorsense, flight, feign death, frightful presence
Saves: Fort +4, Ref+1, Will +8
Abilities: Str 19, Dex 8, Con 15, Int 2, Wis 17 Cha 14
Skills: Spot +12
Feats: Flyby attack, Wingover, Hover
Environment: In narrow rooms and passages (underground)
Organisation: Always solitary
CR: 5
Treasure: None
Allignment: Neutral evil

Before you, in the centre of the thin corridor lies what looks to be a pulsing ring of flesh. In its body it has many holes, which are all pouring blood. From the ring, large barbed tentacles lie uselessly, twitching now and then in the spasm of death. You step towards it and suddenly step back as its manner begins to change. Slowly and gruesomely it levitates high in the air, and begins to rotate, blood dripping from its tentacles. Soon it spins towards you down the corridor at breathtaking speed, any one of its whirling tentacles ready to rip you apart.

The Gress is an animalistic, simple predator, originally created by an eccentric alchemist to protect his secret laboratory. The anatomy of a gress is an extremely strange thing, what with its ring shaped body which is peppered in holes and gashes and its long barbed tentacles. The holes and gashes were not created by a weapon but are in fact something the beast is born with to lure blood sucking prey. They secrete a substance, which has the appearance and smell of blood. However anyone deciding to taste the strange mixture will immediately experience an overpowering taste of celery. The gress’ real blood is actually contained in veins which are surrounded by a walls of muscle and fat, thus making them difficult to burst. The gress uses its long tentacles to swipe and snatch at prey in the hope of impaling them on its barbs, before devouring them in its large toothy mouth which is usually concealed by a thin wall of skin so as to convince prey that it is weaker than it is. The gress’ psychic levitation ability is truly astonishing also, especially when mentally it is virtually mindless. The gress is also utterly blind, using its tremorsense to feel when a target has drawn near. It has no eyes at all. The gress breathes through its skin. The gress cannot speak, but moans in agony as it fakes pain, with an unintelligent, natural power. As it attacks it uses its frightful presence ability to paralyse its enemies with terror. The gress even has no ears but uses small hairs on its tentacles to pick up vibrations on the floor, or in the air.

COMBAT
When hunting its prey, the gress feigns mortal injury by lying in the middle of a narrow space and secreting a blood like substance. As the target, walks forth, either to pass the “carcass” or to eat it, the gress rises up into the air and starts to spin violently, lashing out with its tentacles at the enemy. Upon hitting walls the tentacles of a gress in full rotation have been known to create sparks. The gress will then spin towards the enemy at a frightening speed like a spinning saw and try to mincemeat them with its barbs. The lair of a gress (usually a narrow room) will always be covered in blood and meat where the gress’ violent attack has splattered its victim across the wall. There are usually many flies in a gress’ lair as well as many mutilated bodies.

(Ex) Feign death
Feign death is an interesting ability that allows the gress to pretend to be dying and defeated as it lies waiting for its prey. Every 1d4 rounds the creature secretes its blood like substance, which dries in 4d2 rounds. The substance is not valuable and has no known uses. Any player viewing the beast must succeed on a DC 15 spot check to notice that the creature is still fully alive and is not dying. Anyone tasting the “blood” will instantly realise that the creature is not losing blood.

The gress’ tremorsense ability range is around 15 feet. It cannot see anything beyond that unless the character/s in question are doing something that creates a lot of vibrations. At 40 ft the gress can detect nothing at all.

Im quite proud of it but tell me if it defies the laws of gaming hehe
 
Last edited:

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Kafkonia

First Post
With a Dex of 8, the AC should be 12 (-1 Dex, +3 natural)

You should specify that the 60' is a fly speed.

The tentacle attack should be +8 (+4 BAB, +4 Strength)

Also, HD should be 6d8+12 (39 hp) -- the Con bonus is added on every HD.

An interesting idea, though.
 

Catapilla

First Post
cool thats not that many mistakes....well not as many as usual lol. I will change them...thanks kafkonia.. tell me if you spot anything else :)
 
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Mortis

First Post
A couple of corrections.

Because the creature is Large size there should be a -1 penalty to both AC and Attack.

Regards
Mortis
 

DnDChick

Demon Queen of Templates
Catapilla said:
The Gress
Large abberation
Hit dice : 6d8 +12 (39hp)
Initiative: +3
Speed: 5ft (1 square), fly 60 ft
Armour class: 12 (-1 dex +3 natural armour)
Base attack/grapple: +4/+20
Attack: Tentacle, melee +9 (1d6 +8)
Full attack: 6 tentacles +9 melee (1d6+8)

Armor Class should be 11 = -1 size, -1 Dex, +3 natural

Attack bonus should be +7 = -1 size, +4 base, +4 Strength

Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Tremorsense, flight, feign death, frightful presence
Saves: Fort +5, Ref+3, Will +7
Abilities: Str 19, Dex 8, Con 15, Int 2, Wis 17 Cha 14
Skills: Spot +3

Saving throws should be Fort +4 (+2 base, +2 Con), Ref +1 (+2 base, -1 Dex), Will +8 (+5 base, +3 Wis)

Skill points should be 9 (2 + Int mod -4 [minimum 1]) × (HD +3) = 9. If you put all of those into Spot, its bonus would be Spot +12 (9 ranks +3 Wis).
 

Catapilla

First Post
Thanks mortis and d and d chick. Im so pleased now that it can have a spot of 12!!! It sure is good at spotting lol Thanks again :D oh yeah if you see anything else wrong please say so
 

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