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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 3506575" data-attributes="member: 23023"><p>This is a creature that actually came to me a couple of days ago on my walk to the bus, impressive considering it's like a 30 second walk and I hadn't been thinking of dnd until right then. I kept the idea in my head and worked on it a little and then set it aside. I finished most of it last night and essentially added a tiny bit to the end right now. Ecology isn't particularly clever, but I'll try to think of something to make these more interesting. Can anyone guess which creature I took and modified to make this? Hint: this did not start out as an Aberration.</p><p></p><p><span style="color: Deepskyblue">Pinein</span></p><p><span style="color: Deepskyblue">Size/Type: Huge Aberration</span></p><p><span style="color: Deepskyblue">Hit Dice:</span> 9d8+45 (101 hp)</p><p><span style="color: Deepskyblue">Initiative:</span> +2</p><p><span style="color: Deepskyblue">Speed:</span> 40 ft, burrow 10 ft.</p><p><span style="color: Deepskyblue">Armor Class:</span> 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20</p><p><span style="color: Deepskyblue">Base Attack/Grapple:</span> +6/+24</p><p><span style="color: Deepskyblue">Attack:</span> Bite +13 melee (2d8+8)</p><p><span style="color: Deepskyblue">Full Attack:</span> Bite +13 melee (2d8+8) and 2 claws +11 melee (2d6+4)</p><p><span style="color: Deepskyblue">Space/Reach:</span> 15 ft./10 ft.</p><p><span style="color: Deepskyblue">Special Attacks:</span> -</p><p><span style="color: Deepskyblue">Special Qualities:</span> Darkvision 60 ft, DR 10/non-magic, fast healing 5, scent, SR 24, tremorsense 60 ft.</p><p><span style="color: Deepskyblue">Saves: </span> Fort +8, Ref +5, Will +7</p><p><span style="color: Deepskyblue">Abilities:</span> Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6</p><p><span style="color: Deepskyblue">Skills:</span> Jump +18, Listen +9, Spot +3</p><p><span style="color: Deepskyblue">Feats:</span> Alertness, Delay Potion (B), Multiattack, Track, Weapon Focus (bite)</p><p><span style="color: Deepskyblue">Environment:</span> Any</p><p><span style="color: Deepskyblue">Organization: </span> Solitary or pair</p><p><span style="color: Deepskyblue">Challenge Rating:</span> 9</p><p><span style="color: Deepskyblue">Treasure: </span> See Below</p><p><span style="color: Deepskyblue">Alignment: </span> Always neutral</p><p><span style="color: Deepskyblue">Advancement:</span> 10-16 HD (Huge); 17-27 HD (Gargantuan)</p><p><span style="color: Deepskyblue">Level Adjustment:</span> —</p><p></p><p><span style="color: Deepskyblue">Drink Potion (Su):</span> As a Standard Action, Peneins can drink one of the potions inside it's back. It can choose to gain the benefits immediately or store it as with the Delay Potion feat to drink later as a Swift Action. At the beginning of battle, a Penein will always have one potion ready for this feat. It can choose any potion at will to use to gain a positive effect.</p><p></p><p><span style="color: Deepskyblue">Potion Splash (Su):</span> Whenever a Penein is struck by a weapon, a potion will splash out of it's back. It affects targets only within 5 feet of it. The potion is random [use the chart below] and because of the special nature of the Penein, it will always have the opposite effect upon the attacker, as on the chart below. The DCs of the potion effects are 19 and are Con-based. The duration of the effects, except for those which have instantaneous damaging effects, are as a 9th level caster.</p><p></p><p>[CODE] Potions If Splashes</p><p>1 Cure Light Wounds Inflict Light Wounds</p><p>2 Endure Elements 5 Elemental Damage</p><p>3 Mage Armor 4 Force Damage</p><p>4 Remove Fear Cause Fear</p><p>5 Barkskin Morale penalty on defense</p><p>6 Bull's Strength -4 Strength penalty</p><p>7 Cat's Grace -4 Dex penalty</p><p>8 Cure Moderate Wounds Inflict Moderate Wounds</p><p>9 Eagle's Splendor -4 Cha penalty</p><p>10 Fox's Cunning -4 Int penalty</p><p>11 Owl's Wisdom -4 Wis penalty</p><p>12 Remove Paralysis Cause Paralysis</p><p>13 Resist Energy 10 Elemental Damage</p><p>14 Cure Serious Wounds Inflict Serious Wounds</p><p>15 Haste Slow</p><p>16 Rage Calm Emotions</p><p>17 Remove Blindness/Deafness Cause Blindness/Deafness</p><p>18 Remove Curse Bestow Curse</p><p>19 Remove Disease Cause Disease</p><p>20 Magic Fang Morale penalty on attacks[/CODE]</p><p></p><p>Note: If a 5 or 20 is rolled, roll another 1d20.</p><p>Roll Result</p><p>1-6 +/- 1</p><p>7-11 +/- 2</p><p>12-15 +/- 3</p><p>16-18 +/- 4</p><p>19-20 +/- 5</p><p></p><p></p><p><span style="color: Deepskyblue">DR (Su):</span> A Penein's DR is special. It is protected from magical attacks and in fact reduces the damage from magical attacks. Only normal weapons are capable of damaging a Penein normally.</p><p></p><p>Peneins are magical experimentations that have apparently learned how to procreate and thus have been slowly increasing in numbers. Their lifestyles, however, are known to none because the few times they have been encountered, combats have errupted ending in either the death of the Pinein or the death of those looking for them.</p><p></p><p>Their bodies are turtle-like though the shells upon their back are covered with numerous soft spots which frequently expand and retract due to the liquid moving around within them. Dark green scales covers the rest of their bodies, though these scales aren't as protective as the one upon their back.</p><p></p><p><span style="color: Deepskyblue">Treasure</span></p><p>The liquid upon the back of the Penein can be taken and used as a potion, though some people might not like the idea of drinking liquid which came from the inside of another creature. Each creature after the battle has 1d4 doses of potions [roll on the table above to determine which kind; repeats are possible]. The person must succeed at a Craft [Alchemy] check DC 15 to successfully remove the potion. This potion grants the beneficial effect. Failure on this check means that the potion is actually a negative potion and will instead cause harm to the imbiber.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3506575, member: 23023"] This is a creature that actually came to me a couple of days ago on my walk to the bus, impressive considering it's like a 30 second walk and I hadn't been thinking of dnd until right then. I kept the idea in my head and worked on it a little and then set it aside. I finished most of it last night and essentially added a tiny bit to the end right now. Ecology isn't particularly clever, but I'll try to think of something to make these more interesting. Can anyone guess which creature I took and modified to make this? Hint: this did not start out as an Aberration. [Color=Deepskyblue]Pinein Size/Type: Huge Aberration Hit Dice:[/Color] 9d8+45 (101 hp) [Color=Deepskyblue]Initiative:[/Color] +2 [Color=Deepskyblue]Speed:[/Color] 40 ft, burrow 10 ft. [Color=Deepskyblue]Armor Class:[/Color] 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 [Color=Deepskyblue]Base Attack/Grapple:[/Color] +6/+24 [Color=Deepskyblue]Attack:[/Color] Bite +13 melee (2d8+8) [Color=Deepskyblue]Full Attack:[/Color] Bite +13 melee (2d8+8) and 2 claws +11 melee (2d6+4) [Color=Deepskyblue]Space/Reach:[/Color] 15 ft./10 ft. [Color=Deepskyblue]Special Attacks:[/Color] - [Color=Deepskyblue]Special Qualities:[/Color] Darkvision 60 ft, DR 10/non-magic, fast healing 5, scent, SR 24, tremorsense 60 ft. [Color=Deepskyblue]Saves: [/Color] Fort +8, Ref +5, Will +7 [Color=Deepskyblue]Abilities:[/Color] Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 [Color=Deepskyblue]Skills:[/Color] Jump +18, Listen +9, Spot +3 [Color=Deepskyblue]Feats:[/Color] Alertness, Delay Potion (B), Multiattack, Track, Weapon Focus (bite) [Color=Deepskyblue]Environment:[/Color] Any [Color=Deepskyblue]Organization: [/Color] Solitary or pair [Color=Deepskyblue]Challenge Rating:[/Color] 9 [Color=Deepskyblue]Treasure: [/Color] See Below [Color=Deepskyblue]Alignment: [/Color] Always neutral [Color=Deepskyblue]Advancement:[/Color] 10-16 HD (Huge); 17-27 HD (Gargantuan) [Color=Deepskyblue]Level Adjustment:[/Color] — [Color=Deepskyblue]Drink Potion (Su):[/Color] As a Standard Action, Peneins can drink one of the potions inside it's back. It can choose to gain the benefits immediately or store it as with the Delay Potion feat to drink later as a Swift Action. At the beginning of battle, a Penein will always have one potion ready for this feat. It can choose any potion at will to use to gain a positive effect. [Color=Deepskyblue]Potion Splash (Su):[/Color] Whenever a Penein is struck by a weapon, a potion will splash out of it's back. It affects targets only within 5 feet of it. The potion is random [use the chart below] and because of the special nature of the Penein, it will always have the opposite effect upon the attacker, as on the chart below. The DCs of the potion effects are 19 and are Con-based. The duration of the effects, except for those which have instantaneous damaging effects, are as a 9th level caster. [CODE] Potions If Splashes 1 Cure Light Wounds Inflict Light Wounds 2 Endure Elements 5 Elemental Damage 3 Mage Armor 4 Force Damage 4 Remove Fear Cause Fear 5 Barkskin Morale penalty on defense 6 Bull's Strength -4 Strength penalty 7 Cat's Grace -4 Dex penalty 8 Cure Moderate Wounds Inflict Moderate Wounds 9 Eagle's Splendor -4 Cha penalty 10 Fox's Cunning -4 Int penalty 11 Owl's Wisdom -4 Wis penalty 12 Remove Paralysis Cause Paralysis 13 Resist Energy 10 Elemental Damage 14 Cure Serious Wounds Inflict Serious Wounds 15 Haste Slow 16 Rage Calm Emotions 17 Remove Blindness/Deafness Cause Blindness/Deafness 18 Remove Curse Bestow Curse 19 Remove Disease Cause Disease 20 Magic Fang Morale penalty on attacks[/CODE] Note: If a 5 or 20 is rolled, roll another 1d20. Roll Result 1-6 +/- 1 7-11 +/- 2 12-15 +/- 3 16-18 +/- 4 19-20 +/- 5 [Color=Deepskyblue]DR (Su):[/Color] A Penein's DR is special. It is protected from magical attacks and in fact reduces the damage from magical attacks. Only normal weapons are capable of damaging a Penein normally. Peneins are magical experimentations that have apparently learned how to procreate and thus have been slowly increasing in numbers. Their lifestyles, however, are known to none because the few times they have been encountered, combats have errupted ending in either the death of the Pinein or the death of those looking for them. Their bodies are turtle-like though the shells upon their back are covered with numerous soft spots which frequently expand and retract due to the liquid moving around within them. Dark green scales covers the rest of their bodies, though these scales aren't as protective as the one upon their back. [Color=Deepskyblue]Treasure[/Color] The liquid upon the back of the Penein can be taken and used as a potion, though some people might not like the idea of drinking liquid which came from the inside of another creature. Each creature after the battle has 1d4 doses of potions [roll on the table above to determine which kind; repeats are possible]. The person must succeed at a Craft [Alchemy] check DC 15 to successfully remove the potion. This potion grants the beneficial effect. Failure on this check means that the potion is actually a negative potion and will instead cause harm to the imbiber. [/QUOTE]
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