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<blockquote data-quote="Knight Otu" data-source="post: 3731736" data-attributes="member: 192"><p><span style="font-size: 15px"><strong>Cephalopod Creature</strong></span></p><p>Cephalopod creatures are squids, octopuses, and nautiluses that share some features with a particular creature. They may have a shell, and their number of tentacles may vary.</p><p></p><p><span style="font-size: 12px"><strong>Creating a Cephalopod Creature</strong></span></p><p>An cephalopod creature uses all the base creature’s statistics and special abilities except as noted here. Also, if the base creature did not have a shell, you may choose to grant it a shell regardless, changing some of its abilities. You may also choose to either give it no tentacles (octopus) or two tentacles (squid) in addition to its arms, or several small tentacles instead of arms (nautilus, smaller cephalopods).</p><p><strong>Size and Type:</strong> The cephalopod creature gains the Aquatic subtype.</p><p><strong>Speed:</strong> The creature's base land speed, its burrow speed and climb speed are reduced by 20 feet. Its fly speed is reduced by 40 feet, and its maneuverability is reduced by two steps (this may cause the creature to lose either or all those speeds). It gains a swim speed equal to its old base land speed, or keeps its old one, whichever is better.</p><p>Optionally, you may choose to have the base creature lose its entire base land speed, and give it a swim speed equal to its old base land speed plus 30.</p><p><strong>Armor Class:</strong> If you chose to grant the cephalopod creature a shell, its natural armor bonus increases by +6.</p><p><strong>Attacks:</strong> The cephalopod creature loses any attacks that originated from its limbs. If it does not already have one, it gets a bite attack. If you did choose to give it no tentacles or two tentacles, the cephalopod gains a number of arm attacks equal to its original number of limbs except wings plus four. If you chose to give it two tentacles, it also gains two tentacle rakes. If you chose to give it several small tentacles, the cephalopod creature gains a single tentacles attack.</p><p><strong>Damage:</strong> Natural weapons that are not lost deal damage normally. The creature's new natural attacks deal damage depending on the cephalopod creature's size. A tentacles attack deals damage like an arm attack (If the base creature already had a those attacks, use the cephalopod damage only if it’s better).</p><p>[code][B]Size Bite Arm Rake Size Bite Arm Rake[/B]</p><p>Fine - - - Large 1d4 1d3 1d6</p><p>Dim. - - 1 Huge 1d6 1d4 1d8</p><p>Tiny 1 - 1d2 Garg. 1d8 1d6 2d6</p><p>Small 1d2 1 1d3 Col. 2d6 1d8 2d8</p><p>Medium 1d3 1d2 1d4[/code]</p><p><strong>Space/Reach:</strong> With its arm attacks, a cephalopod creature has double the base creature's reach (minimum 5 feet). With its rake attacks, a cephalopod creature has trice the base creature's reach (minimum 10 feet).</p><p><strong>Special Attacks:</strong> The cephalopod creature gains the improved grab ability, and can constrict unless it has several smaller tentacles.</p><p><em>Constrict (Ex):</em> The cephalopod deals damage equal to twice its bite damage plus its Strength modifier with a successful grapple check.</p><p><em>Improved Grab (Ex):</em> To use this ability, a cephalopod must hit an opponent of any size with an arm or tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage if it does not have the constrict ability. If it does have the constrict ability, instead it can constrict.</p><p><strong>Special Qualities:</strong> The cephalopod creature gains lowlight vision if the base creature did not already have it. In addition, it gains the jet and ink cloud special qualities</p><p><em>Ink Cloud (Ex):</em> A cephalopod can emit a cloud of jet-black ink in a cube of a side length equal to twice the cephalopod's space once per minute as a free action. The cloud provides total concealment, which the cephalopod normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p><em>Jet (Ex):</em> A cephalopod can jet backward once per round as a full-round action, at a speed of 180 feet plus its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Abilities:</strong> The cephalopod creature gets +2 to Strength and +2 to Dexterity. If you chose to grant it a shell, the cephalopod instead gets +2 to Strength only.</p><p><strong>Skills:</strong> A cephalopod without a shell also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.</p><p>A cephalopod has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard if it gained a swim speed. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p><strong>Environment:</strong> Aquatic or marshes of the appropriate climate.</p><p><strong>Challenge Rating:</strong> +1, with a further +1 if the creature gained either a shell or gained two tentacles, and a further -1 if the creature gained several small tentacles.</p><p><strong>Level Adjustment:</strong> +2, with a further +1 if the creature gained either a shell or gained two tentacles, and a further -1 if the creature gained several small tentacles.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>Most cephalopod creatures concentrate on grappling attacks to automatically deal damage to their opponents easily, aided by their improved Strength and Dexterity scores. However, their many other attacks are relatively weak, even if they can be used from a distance. Most cephalopods are smart enough to recognize a losing fight, and flee when circumstances allow, and their ink cloud and jet abilities almost make sure that the circumstances do allow.</p><p></p><p><span style="font-size: 12px"><strong>Anatomy and Ecology</strong></span></p><p>A cephalopod creature is a squid-, octopus-, or nautilus-like creature. As such, it has no skeleton, though it may have a shell surrounding its body or being embedded within its body, and lays eggs. Their main body is essentially their head, and sports large eyes. They have long arms capable of manipulation, and may have tentacles, which are longer than the arms and may be armed with teeth.</p><p>The cephalopod creature has a number of arms equal to the number of original limbs excluding wings plus four. This means that a typical cephalopod has eight arms. A cephalopod with many small tentacles (as many nautiloids) may have up to ten times that many tentacles. If the base creature had manipulators like a human, only one arm pair reaches the same level of dexterity, and usually grows from higher up in its body. The other limbs are only useful for locomotion. A few cephalopod creatures can detach their limbs to escape predators. They can easily regrow lost limbs given enough time.</p><p>The head of a cephalopod may be adorned with fins, especially among the larger specimen. If the base creature had wings, those always become fins (and may remain suitable for flight). Tails are usually lost unless they provided a natural attack. In those cases, the tail becomes a further, specialized tentacle, resulting in an uneven number of tentacles.</p><p>The natural coloration of a cephalopod creature is reminiscent of the base creature. However, many have the ability to change their coloration. Some species may use this for camouflage (you may want to grant those creatures a Hide bonus), while others might mimic the coloration of more dangerous creatures. The shells, if any, can be of any color.</p><p>Cephalopods without a shell, though primarily aquatic, can survive and function on land for some time, and a few might be entirely terrestrial or arboreal. The majority of many cephalopods' body lengths derive from their arms, and they are built light in other respects as well. As a rule of thumb, a cephalopod weighs about 1/2 to 3/4 of the base creature.</p><p>Cephalopods cannot use gloves, rings, or boots. They can only use armor and other clothing (including goggles) specifically made for them.</p><p></p><p><span style="font-size: 12px"><strong>Cephalopods as Characters</strong></span></p><p>Being mostly aquatic creatures, cephalopod creatures tend to make bad player characters, even those that somehow have a longer lifespan out of water, due to their relative slowness on land. Potentially having reach is a great advantage, however, as is the ability to make several melee attacks. The flip side is that those many attacks are hard to keep track of, and may be problematic with abilities like sneak attack.</p><p></p><p>[sblock=Sample Creatures]<span style="font-size: 12px"><strong>Sample creature: Minipus</strong></span></p><p><strong>Tiny Animal (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 1d8 (4 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> Swim 20 ft. (4 squares), fly 20 ft. (clumsy)</p><p><strong>Armor Class:</strong> 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +0/–9</p><p><strong>Attack:</strong> Tentacles +6 melee (0)</p><p><strong>Full Attack:</strong> Tentacles +6 melee (0) and bite +1 melee (1)</p><p><strong>Space/Reach:</strong> 2-1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> Improved grab</p><p><strong>Special Qualities:</strong> Ink cloud, jet, low-light vision</p><p><strong>Saves:</strong> Fort +2, Ref +6, Will +2</p><p><strong>Abilities:</strong> Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6</p><p><strong>Skills:</strong> Escape Artist +14, Listen +4, Spot +16, Swim +7</p><p><strong>Feats:</strong> Alertness, Weapon Finesse[sup]<strong>B</strong>[/sup]</p><p><strong>Environment:</strong> Temperate aquatic and marshes</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 1/3</p><p><strong>Advancement:</strong> –</p><p><strong>Level Adjustment:</strong> –</p><p><em>A tiny, long-headed octopus swims through the water. From its head, two winglike fins protrude.</em></p><p>The minipus is a very small octopus with the unusual ability to fly short distances. It is on rare occasions used as a familiar by aquatic races (being an equivalent to the hawk).</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a minipus must hit an opponent of any size with a tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.</p><p><strong>Ink Cloud (Ex):</strong> A minipus can emit a cloud of jet-black ink in a cube of 5 feet side length once per minute as a free action. The cloud provides total concealment, which the minipus normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p><strong>Jet (Ex):</strong> A minipus can jet backward once per round as a full-round action, at a speed of 190 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Skills:</strong> Minipuses have a +8 racial bonus on Spot checks. A minipus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.</p><p>A minipus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The minipus uses a hawk as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Muck Squid Swarm</strong></span></p><p><strong>Tiny Animal (Aquatic, Swarm)</strong></p><p><strong>Hit Dice:</strong> 4d8 (13 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> Swim 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +3/–</p><p><strong>Attack:</strong> Swarm (1d6 plus disease)</p><p><strong>Full Attack:</strong> Swarm (1d6 plus disease)</p><p><strong>Space/Reach:</strong> 10 ft./0 ft.</p><p><strong>Special Attacks:</strong> Disease, distraction</p><p><strong>Special Qualities:</strong> Half damage from slashing and piercing, ink cloud, jet, low-light vision, scent, swarm traits</p><p><strong>Saves:</strong> Fort +4, Ref +7, Will +2</p><p><strong>Abilities:</strong> Str 4, Dex 17, Con 10, Int 2, Wis 12, Cha 2</p><p><strong>Skills:</strong> Balance +11, Hide +17, Listen +6, Spot +7, Swim +11</p><p><strong>Feats:</strong> Alertness, Stealthy, Weapon Finesse[sup]<strong>B</strong>[/sup]</p><p><strong>Environment:</strong> Any marsh</p><p><strong>Organization:</strong> Solitary, gathering (2–4 swarms), or disease (7–12 swarms)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> None</p><p><strong>Level Adjustment:</strong> –</p><p><em>Several tiny squids whirl through the bog, dirty hooks on their arms.</em></p><p>A muck squid swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p><strong>Disease (Ex):</strong> Filth fever - swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.</p><p><strong>Distraction (Ex):</strong> Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p><strong>Ink Cloud (Ex):</strong> A muck squid swarm can emit a cloud of jet-black ink in a cube of 20 feet side length once per minute as a free action. The cloud provides total concealment, which the muck squid swarm normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p><strong>Jet (Ex):</strong> A muck squid swarm can jet backward once per round as a full-round action, at a speed of 210 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Skills:</strong> A muck squid swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance and Swim checks.</p><p>A muck squid swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.</p><p>A muck squid swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The muck squid swarm uses a rat swarm as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Teratoteuthis</strong></span></p><p><strong>Medium Animal (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 3d8+12 (25 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 20 ft. (48 squares), swim 40 ft.</p><p><strong>Armor Class:</strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +2/+5</p><p><strong>Attack:</strong> Gore +5 melee (1d8+3) or arm +5 melee (1d2+3)</p><p><strong>Full Attack:</strong> Gore +5 melee (1d8+3) or 8 arms +5 melee (1d2+3) and bite +0 melee (1d3+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft. (10 ft. with arms)</p><p><strong>Special Attacks:</strong> Constrict 2d3+6, ferocity, improved grab</p><p><strong>Special Qualities:</strong> Ink cloud, jet, low-light vision, scent</p><p><strong>Saves:</strong> Fort +6, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 17, Dex 12, Con 17, Int 2, Wis 13, Cha 4</p><p><strong>Skills:</strong> Listen +7, Spot +5</p><p><strong>Feats:</strong> Alertness, Toughness</p><p><strong>Environment:</strong> Temperate aquatic and marshes</p><p><strong>Organization:</strong> Solitary or herd (5–8)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Advancement:</strong> 4–5 HD (Medium)</p><p><strong>Level Adjustment:</strong> –</p><p><em>A big gray-brown octopus glides through the waters. It actually seems to sport a ninth tentacle, but if so, it is enclosed in a short and pointed shell.</em></p><p>The somewhat misnamed teratoteuthis is a feral cephalopod with eight long arms, and a tentacle that is enclosed in a short pointed shell. The creature uses that shell to impale its prey with a charge, and then uses its other arms to scrape the prey off if that charge killed it. A teratoteuthis is so feral that it rarely flees, even in the face of death, and may even fight on after receiving wounds that would incapacitate other creatures.</p><p><strong>Constrict (Ex):</strong> The teratoteuthis deals 2d3+6 points of damage with a successful grapple check.</p><p><strong>Ferocity (Ex):</strong> A teratoteuthis is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a teratoteuthis must hit an opponent of any size with an arm attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Ink Cloud (Ex):</strong> A teratoteuthis can emit a cloud of jet-black ink in a cube of 10 feet side length once per minute as a free action. The cloud provides total concealment, which the teratoteuthis may use to escape a losing fight. All vision within the cloud is obscured.</p><p><strong>Jet (Ex):</strong> A teratoteuthis can jet backward once per round as a full-round action, at a speed of 220 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Skills:</strong> Teratoteuthides have a +8 racial bonus on Spot checks. A teratoteuthis also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.</p><p>A teratoteuthis has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>The teratoteuthis uses a boar as the base creature.[/sblock]</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3731736, member: 192"] [SIZE=4][B]Cephalopod Creature[/B][/SIZE] Cephalopod creatures are squids, octopuses, and nautiluses that share some features with a particular creature. They may have a shell, and their number of tentacles may vary. [SIZE=3][B]Creating a Cephalopod Creature[/B][/SIZE] An cephalopod creature uses all the base creature’s statistics and special abilities except as noted here. Also, if the base creature did not have a shell, you may choose to grant it a shell regardless, changing some of its abilities. You may also choose to either give it no tentacles (octopus) or two tentacles (squid) in addition to its arms, or several small tentacles instead of arms (nautilus, smaller cephalopods). [B]Size and Type:[/B] The cephalopod creature gains the Aquatic subtype. [B]Speed:[/B] The creature's base land speed, its burrow speed and climb speed are reduced by 20 feet. Its fly speed is reduced by 40 feet, and its maneuverability is reduced by two steps (this may cause the creature to lose either or all those speeds). It gains a swim speed equal to its old base land speed, or keeps its old one, whichever is better. Optionally, you may choose to have the base creature lose its entire base land speed, and give it a swim speed equal to its old base land speed plus 30. [B]Armor Class:[/B] If you chose to grant the cephalopod creature a shell, its natural armor bonus increases by +6. [B]Attacks:[/B] The cephalopod creature loses any attacks that originated from its limbs. If it does not already have one, it gets a bite attack. If you did choose to give it no tentacles or two tentacles, the cephalopod gains a number of arm attacks equal to its original number of limbs except wings plus four. If you chose to give it two tentacles, it also gains two tentacle rakes. If you chose to give it several small tentacles, the cephalopod creature gains a single tentacles attack. [B]Damage:[/B] Natural weapons that are not lost deal damage normally. The creature's new natural attacks deal damage depending on the cephalopod creature's size. A tentacles attack deals damage like an arm attack (If the base creature already had a those attacks, use the cephalopod damage only if it’s better). [code][B]Size Bite Arm Rake Size Bite Arm Rake[/B] Fine - - - Large 1d4 1d3 1d6 Dim. - - 1 Huge 1d6 1d4 1d8 Tiny 1 - 1d2 Garg. 1d8 1d6 2d6 Small 1d2 1 1d3 Col. 2d6 1d8 2d8 Medium 1d3 1d2 1d4[/code] [B]Space/Reach:[/B] With its arm attacks, a cephalopod creature has double the base creature's reach (minimum 5 feet). With its rake attacks, a cephalopod creature has trice the base creature's reach (minimum 10 feet). [B]Special Attacks:[/B] The cephalopod creature gains the improved grab ability, and can constrict unless it has several smaller tentacles. [I]Constrict (Ex):[/I] The cephalopod deals damage equal to twice its bite damage plus its Strength modifier with a successful grapple check. [I]Improved Grab (Ex):[/I] To use this ability, a cephalopod must hit an opponent of any size with an arm or tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage if it does not have the constrict ability. If it does have the constrict ability, instead it can constrict. [B]Special Qualities:[/B] The cephalopod creature gains lowlight vision if the base creature did not already have it. In addition, it gains the jet and ink cloud special qualities [I]Ink Cloud (Ex):[/I] A cephalopod can emit a cloud of jet-black ink in a cube of a side length equal to twice the cephalopod's space once per minute as a free action. The cloud provides total concealment, which the cephalopod normally uses to escape a losing fight. All vision within the cloud is obscured. [I]Jet (Ex):[/I] A cephalopod can jet backward once per round as a full-round action, at a speed of 180 feet plus its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Abilities:[/B] The cephalopod creature gets +2 to Strength and +2 to Dexterity. If you chose to grant it a shell, the cephalopod instead gets +2 to Strength only. [B]Skills:[/B] A cephalopod without a shell also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A cephalopod has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard if it gained a swim speed. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B]Environment:[/B] Aquatic or marshes of the appropriate climate. [B]Challenge Rating:[/B] +1, with a further +1 if the creature gained either a shell or gained two tentacles, and a further -1 if the creature gained several small tentacles. [B]Level Adjustment:[/B] +2, with a further +1 if the creature gained either a shell or gained two tentacles, and a further -1 if the creature gained several small tentacles. [SIZE=3][B]Combat[/B][/SIZE] Most cephalopod creatures concentrate on grappling attacks to automatically deal damage to their opponents easily, aided by their improved Strength and Dexterity scores. However, their many other attacks are relatively weak, even if they can be used from a distance. Most cephalopods are smart enough to recognize a losing fight, and flee when circumstances allow, and their ink cloud and jet abilities almost make sure that the circumstances do allow. [SIZE=3][B]Anatomy and Ecology[/B][/SIZE] A cephalopod creature is a squid-, octopus-, or nautilus-like creature. As such, it has no skeleton, though it may have a shell surrounding its body or being embedded within its body, and lays eggs. Their main body is essentially their head, and sports large eyes. They have long arms capable of manipulation, and may have tentacles, which are longer than the arms and may be armed with teeth. The cephalopod creature has a number of arms equal to the number of original limbs excluding wings plus four. This means that a typical cephalopod has eight arms. A cephalopod with many small tentacles (as many nautiloids) may have up to ten times that many tentacles. If the base creature had manipulators like a human, only one arm pair reaches the same level of dexterity, and usually grows from higher up in its body. The other limbs are only useful for locomotion. A few cephalopod creatures can detach their limbs to escape predators. They can easily regrow lost limbs given enough time. The head of a cephalopod may be adorned with fins, especially among the larger specimen. If the base creature had wings, those always become fins (and may remain suitable for flight). Tails are usually lost unless they provided a natural attack. In those cases, the tail becomes a further, specialized tentacle, resulting in an uneven number of tentacles. The natural coloration of a cephalopod creature is reminiscent of the base creature. However, many have the ability to change their coloration. Some species may use this for camouflage (you may want to grant those creatures a Hide bonus), while others might mimic the coloration of more dangerous creatures. The shells, if any, can be of any color. Cephalopods without a shell, though primarily aquatic, can survive and function on land for some time, and a few might be entirely terrestrial or arboreal. The majority of many cephalopods' body lengths derive from their arms, and they are built light in other respects as well. As a rule of thumb, a cephalopod weighs about 1/2 to 3/4 of the base creature. Cephalopods cannot use gloves, rings, or boots. They can only use armor and other clothing (including goggles) specifically made for them. [SIZE=3][B]Cephalopods as Characters[/B][/SIZE] Being mostly aquatic creatures, cephalopod creatures tend to make bad player characters, even those that somehow have a longer lifespan out of water, due to their relative slowness on land. Potentially having reach is a great advantage, however, as is the ability to make several melee attacks. The flip side is that those many attacks are hard to keep track of, and may be problematic with abilities like sneak attack. [sblock=Sample Creatures][SIZE=3][B]Sample creature: Minipus[/B][/SIZE] [B]Tiny Animal (Aquatic) Hit Dice:[/B] 1d8 (4 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] Swim 20 ft. (4 squares), fly 20 ft. (clumsy) [B]Armor Class:[/B] 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14 [B]Base Attack/Grapple:[/B] +0/–9 [B]Attack:[/B] Tentacles +6 melee (0) [B]Full Attack:[/B] Tentacles +6 melee (0) and bite +1 melee (1) [B]Space/Reach:[/B] 2-1/2 ft./0 ft. [B]Special Attacks:[/B] Improved grab [B]Special Qualities:[/B] Ink cloud, jet, low-light vision [B]Saves:[/B] Fort +2, Ref +6, Will +2 [B]Abilities:[/B] Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6 [B]Skills:[/B] Escape Artist +14, Listen +4, Spot +16, Swim +7 [B]Feats:[/B] Alertness, Weapon Finesse[sup][b]B[/b][/sup] [B]Environment:[/B] Temperate aquatic and marshes [B]Organization:[/B] Solitary or pair [B]Challenge Rating:[/B] 1/3 [B]Advancement:[/B] – [B]Level Adjustment:[/B] – [I]A tiny, long-headed octopus swims through the water. From its head, two winglike fins protrude.[/I] The minipus is a very small octopus with the unusual ability to fly short distances. It is on rare occasions used as a familiar by aquatic races (being an equivalent to the hawk). [B]Improved Grab (Ex):[/B] To use this ability, a minipus must hit an opponent of any size with a tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. [B]Ink Cloud (Ex):[/B] A minipus can emit a cloud of jet-black ink in a cube of 5 feet side length once per minute as a free action. The cloud provides total concealment, which the minipus normally uses to escape a losing fight. All vision within the cloud is obscured. [B]Jet (Ex):[/B] A minipus can jet backward once per round as a full-round action, at a speed of 190 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Skills:[/B] Minipuses have a +8 racial bonus on Spot checks. A minipus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A minipus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The minipus uses a hawk as the base creature. [SIZE=3][B]Sample Creature: Muck Squid Swarm[/B][/SIZE] [B]Tiny Animal (Aquatic, Swarm) Hit Dice:[/B] 4d8 (13 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] Swim 30 ft. (6 squares) [B]Armor Class:[/B] 15 (+2 size, +3 Dex), touch 15, flat-footed 12 [B]Base Attack/Grapple:[/B] +3/– [B]Attack:[/B] Swarm (1d6 plus disease) [B]Full Attack:[/B] Swarm (1d6 plus disease) [B]Space/Reach:[/B] 10 ft./0 ft. [B]Special Attacks:[/B] Disease, distraction [B]Special Qualities:[/B] Half damage from slashing and piercing, ink cloud, jet, low-light vision, scent, swarm traits [B]Saves:[/B] Fort +4, Ref +7, Will +2 [B]Abilities:[/B] Str 4, Dex 17, Con 10, Int 2, Wis 12, Cha 2 [B]Skills:[/B] Balance +11, Hide +17, Listen +6, Spot +7, Swim +11 [B]Feats:[/B] Alertness, Stealthy, Weapon Finesse[sup][b]B[/b][/sup] [B]Environment:[/B] Any marsh [B]Organization:[/B] Solitary, gathering (2–4 swarms), or disease (7–12 swarms) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] None [B]Level Adjustment:[/B] – [I]Several tiny squids whirl through the bog, dirty hooks on their arms.[/I] A muck squid swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. [B]Disease (Ex):[/B] Filth fever - swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. [B]Distraction (Ex):[/B] Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. [B]Ink Cloud (Ex):[/B] A muck squid swarm can emit a cloud of jet-black ink in a cube of 20 feet side length once per minute as a free action. The cloud provides total concealment, which the muck squid swarm normally uses to escape a losing fight. All vision within the cloud is obscured. [B]Jet (Ex):[/B] A muck squid swarm can jet backward once per round as a full-round action, at a speed of 210 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Skills:[/B] A muck squid swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance and Swim checks. A muck squid swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. A muck squid swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The muck squid swarm uses a rat swarm as the base creature. [SIZE=3][B]Sample Creature: Teratoteuthis[/B][/SIZE] [B]Medium Animal (Aquatic) Hit Dice:[/B] 3d8+12 (25 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 20 ft. (48 squares), swim 40 ft. [B]Armor Class:[/B] 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 [B]Base Attack/Grapple:[/B] +2/+5 [B]Attack:[/B] Gore +5 melee (1d8+3) or arm +5 melee (1d2+3) [B]Full Attack:[/B] Gore +5 melee (1d8+3) or 8 arms +5 melee (1d2+3) and bite +0 melee (1d3+1) [B]Space/Reach:[/B] 5 ft./5 ft. (10 ft. with arms) [B]Special Attacks:[/B] Constrict 2d3+6, ferocity, improved grab [B]Special Qualities:[/B] Ink cloud, jet, low-light vision, scent [B]Saves:[/B] Fort +6, Ref +4, Will +2 [B]Abilities:[/B] Str 17, Dex 12, Con 17, Int 2, Wis 13, Cha 4 [B]Skills:[/B] Listen +7, Spot +5 [B]Feats:[/B] Alertness, Toughness [B]Environment:[/B] Temperate aquatic and marshes [B]Organization:[/B] Solitary or herd (5–8) [B]Challenge Rating:[/B] 3 [B]Advancement:[/B] 4–5 HD (Medium) [B]Level Adjustment:[/B] – [I]A big gray-brown octopus glides through the waters. It actually seems to sport a ninth tentacle, but if so, it is enclosed in a short and pointed shell.[/I] The somewhat misnamed teratoteuthis is a feral cephalopod with eight long arms, and a tentacle that is enclosed in a short pointed shell. The creature uses that shell to impale its prey with a charge, and then uses its other arms to scrape the prey off if that charge killed it. A teratoteuthis is so feral that it rarely flees, even in the face of death, and may even fight on after receiving wounds that would incapacitate other creatures. [B]Constrict (Ex):[/B] The teratoteuthis deals 2d3+6 points of damage with a successful grapple check. [B]Ferocity (Ex):[/B] A teratoteuthis is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. [B]Improved Grab (Ex):[/B] To use this ability, a teratoteuthis must hit an opponent of any size with an arm attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [B]Ink Cloud (Ex):[/B] A teratoteuthis can emit a cloud of jet-black ink in a cube of 10 feet side length once per minute as a free action. The cloud provides total concealment, which the teratoteuthis may use to escape a losing fight. All vision within the cloud is obscured. [B]Jet (Ex):[/B] A teratoteuthis can jet backward once per round as a full-round action, at a speed of 220 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [B]Skills:[/B] Teratoteuthides have a +8 racial bonus on Spot checks. A teratoteuthis also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A teratoteuthis has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The teratoteuthis uses a boar as the base creature.[/sblock] [/QUOTE]
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