Converting Creatures from Other Campaign Settings

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Here's a Gargantuan, 20-HD darktentacles...

Gargantuan Aberration
Hit Dice: 20d8+140 (230 hp)
Initiative: +1
Speed: 5 ft., swim 20 ft.
Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+39
Attack: Slam +23 melee (1d8+12), or weapon +23 melee (damage bonus +12)
Full Attack: 12 slams +23 melee (1d8+12), or weapon +23/+18/+13 melee and 11 light weapons +23 melee, or weapon +23/+18/+13 melee and 11 weapons (at least one of which is not light) +21 melee (damage bonus +12 for primary hand and +6 for each off hand)
Space/Reach: 20 ft./25 ft.
Special Attacks: Constrict 4d6+18, improved grab
Special Qualities: Darkvision 60 ft., enhanced multiweapon fighting, tentacle regeneration, tremorsense, weapon use
Saves: Fort +13, Ref +7, Will +13
Abilities: Str 35, Dex 13, Con 25, Int 14, Wis 12, Cha 12
Skills: Hide +16, Listen +24, Move Silently +24, Spot +24
Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting, Stealthy, 3 more
Environment: Any marsh
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: x
Level Adjustment: -

A darktentacles can use only three tentacles at once against a Small or Medium opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.

Constrict (Ex): With a successful grapple check, a darktentacles can crush a grabbed opponent, dealing 4d6+18 points of bludgeoning damage.

Improved Grab (Ex): If a darktentacles hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30; includes a +16 racial bonus on grapple checks). If it gets a hold, it can also constrict the same round. Thereafter, the darktentacle has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the darktentacles is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and constrict damage.

Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexterity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light off-hand weapons.

Tentacle Regeneration (Ex): An opponent can attack a darktentacles's tentacles as if they were weapons--see Sunder, in Chapter 8 in the Player's Handbook. A darktentacles's tentacles have 20 hit points. If the darktentacles is currely grappling a target with that tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a darktentacles's tentacles deals damage to the creature equal to half the limb's hit points. A darktentacles regrows severed limbs within a day.

Tremorsense (Ex): A darktentacles can automatically sense the location of anything within 60 feet that is in contact with the ground.

Weapon Use (Ex): A darktentacles of Gargantuan size can wield a melee weapon of up to Colossal size in each tentacle. It is proficient with all simple and martial melee weapons.

Skills: A darktentacles receives a +4 racial bonus on Hide checks.

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I removed the spell-like abilities, and thus dropped the Concentration skill ranks that went along with those.
 

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Do we want to repurpose improved grab and constrict into attach and drag, since they appear to be somewhat roper-like?
 

That might be a good idea. We probably ought to drop all the weapon-wielding bits, as it doesn't seem to use weapons.
 

Agreed with all the above, except we should keep some kind of constrict. That's how it seems to do most of its damage, after all.
 


Maybe some version of multigrab here, also. An ability to grapple more than one opponent at a time might also make sense.
 


Combat: The Thing in the Shaft is a horrible slimy mass with hundreds of tendrils. It attacks with 2d6 of these tendrils each round, which grasp and lunge for any and all victims. The Thing can attack up to four different targets in a round, and the tendrils can stretch to strike at targets up to forty feet away.

It looks like I had the reach a bit low. Fixed.

If a foe is hit with four or more tendrils in the same round, the ropy appendages grasp and snare the victim, who is now immobilized. Characters so grasped suffer 2d6 hp of constriction damage.

Hmmm...so it only constricts if four or more tentacles hit. This is closer to the extract brain of the illithid.

The Thing draws grappled victims in close to it at a rate of ten feet per round. It does not eat its prey, however (since it does not even have a mouth) but merely continues to squeeze the drawn-in victim into its mass until it is dead.

The drag doesn't really make much difference, though, since it has no "finishing move" once someone reaches its space.

Slain foes are haphazardly tossed aside. To break free, the tendrils holding the victim must be severed (each can sustain 4 hp of damage) or the victim must make a successful Strength check for each constricting appendage.

Once again like a roper's strands. Or the darktentacles' tentacle regeneration.

So I guess we need to decide if we want to alter to an attach/drag mechanic, despite no special "finishing move", or just stick with improved grab, albeit with the requirement of four or more tentacles attached before constrict damage occurs (more like rend, really). Thoughts?

Due to the slime and ooze that covers the Thing, it cannot burn and is thus immune to fire. No charm spells or magic of a controlling or form-altering nature (such as polymorph spells) can affect it.

Immunity to fire, mind-affecting spells or abilities, and polymorph?
 

Immunities sound right.

I think drag sounds right, though with a grapple mechanic. If there are 4 or more tentacles grabbing, you not only drag but get constriction.

As for a "finishing move," want to say that there are extra tentacles, so you either automatically constrict (ie, more tentacles attach) or increase constriction?
 


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