BOZ said:Engulf (Ex): A creeping put can move into other another creature's space as a standard action, affecting as many as it can cover. Opponents can make attacks of opportunity against the pit, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the pit moves forward. Engulfed creatures... (effects). The save DC is Strength-based.
BOZ said:Some of these bits should be incorporated into that:
"To see if the creature has avoided the pit, roll a 20-sided die; if the result is below or equal to that creature's dexterity, then the creature has avoided falling in. If the result is higher, the creature has fallen into the pit. There must be available floor space to which a potential victim can jump in order to even try to avoid the pit.
BOZ said:A creature falling into a pit will usually take 1-6 hp damage when hitting bottom, but sometimes (10%) there will be sufficient garbage at the bottom to break the fall without harm. Any victim may easily get out of the pit if the means are at hand, but that creature will then be subsequently attacked by the pit, and the victim may find himself in a new area. (The pit is always on the move and can easily slide under doors)."
BOZ said:also, it definitely needs a Hide bonus in darker environments, since it is black.
BOZ said:with a Dex and size penalty, i think it also needs an overall Hide bonus. it is 2-D after all.![]()
BOZ said:"Even if a creature cannot escape from a creeping pit, it will probably end up in the Astral Plane. For every hour that material (living or non-living) is in the pit, there is a 25% chance that it will "fade" into the Astral Plane."
This should be written up as an attack, I think.
BOZ said:I think the following ability needs to be split up, maybe that second paragraph part of the above ability as well. It should be stated that the rift is one-way and does not allow characters to return through it. Also that first sentence in the second paragraph is a bit clunky.
Immunity to Magic (Ex): A creeping pit is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that opens an interdimensional rift, such as a gate spell, or opens a nondimensional spaces, such as a bag of holding, that originates within the creeping pit creates a vortex to the Astral Plane for one hour. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC X Reflex save or be drawn to the Astral Plane. The item or spell creating the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is X-based.