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<blockquote data-quote="Cleon" data-source="post: 8394113" data-attributes="member: 57383"><p>Yes, we can leave that for Infestation - although I may attempt a first draft of that ability.</p><p></p><p></p><p></p><p>I'm OK with that, it doesn't really make much difference.</p><p></p><p></p><p></p><p>Hmm, I guess that logically it can't "attach itself to the adrenal gland" if its incorporeal, so presumably it must stop phasing while parasitising its host. If that's the case we could move the "removing a slug surgically" bit to Infestation.</p><p></p><p>That would mean that a powerslug can't be driven out of a host with <em>dispel magic</em> once it's reached the infestation stage since it's no longer phasing, which neatly explains why that option is only available for the first 1d10 minutes.</p><p></p><p>Oh, and I'm thinking we should add <em>remove disease</em> to the list of magical solutions since "[<em>remove disease</em>] also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher."</p><p></p><p></p><p></p><p>That (and your damage suggestions) just seems too trivial. A properly tricked-out 1st level character can have a quite impressive Heal skill. I'd rather it be something that can't be easily performed by a low-level healer and then trivially fixed with a <em>cure light wounds</em>.</p><p></p><p>Methinks I'll homebrew some rules on <a href="https://en.wikipedia.org/wiki/Hypernatremia" target="_blank"><strong>Hypernatremia</strong></a> in there while I'm at it!</p><p></p><p>How about this revision, plus a first draft of Infestation:</p><p></p><p><strong>Phasing (Su) #2:</strong> A powerslug can become incorporeal as standard action, and shift back into corporeality again as a move action (or during a move action). Unlike a normal incorporeal creature, a <em>phasing</em> powerslug can entirely enter solid objects and does not have to remain adjacent to the object's exterior. However, the powerslug moves incredible slowly when <em>phasing</em> through objects. It takes 1d10 rounds to <em>phase</em> its own body length into solid material, so needs at least that much time to entirely enter an object and gain total cover from external attacks. A <em>dispel magic</em> spell immediately forces a <em>phasing</em> powerslug to become corporeal, if the slug was <em>phased</em> inside an object it is ejected into the nearest open space.</p><p></p><p>Once fully <em>phased</em> inside an object or creature, the powerslug can still be attacked by other incorporeal creatures (who can simply reach in and grab it). A properly worded <em>limited wish</em>, <em>wish</em> or <em>miracle</em> can expel a powerslug, force it to stop <em>phasing</em>, or simply kill it; a <em>mage's disjunction</em> or <em>antimagic field</em> will force a powerslug to stop <em>phasing</em> even if totally inside an object.</p><p></p><p><strong>Infestation (Su):</strong> If a powerslug <em>phases</em> inside a living warm-blooded creature, it moves to the creature's adrenal glands and attaches itself to them, unphasing into corporeality as it does so. It takes 1d10 minutes for a phasing powerslug to reach the adrenal glands of a Small or Medium creature, each size increase larger than that doubles the time (2d10 minutes for Large, 4d10 for Huge, et cetera). A creature can only be infested by a single powerslug regardless of its size.</p><p></p><p>Once a powerslug has attached itself to a creature's adrenal glands it begins injecting chemicals into the glands' blood supply that enormously boost their adrenaline production and gradually alters the host's body, increasing the creature's muscle density, nervous system speed and tolerance of pain. The powerslug feeds off the excess adrenaline thus produced.</p><p></p><p>A powerslug infestation can be removed by any of the following methods.</p><p></p><p>Casting <em>remove curse</em> or <em>remove disease</em> will force the infesting powerslug to <em>phase</em> and leave their host if the caster level is 9th or higher [<span style="color: red"><strong>OR</strong> "if the caster succeeds at a DC 15 caster level check"<strong>?</strong></span>]. A properly worded <em>limited wish</em>, <em>wish</em> or <em>miracle</em> will automatically expel a powerslug or both kill and expel it.</p><p></p><p>A powerslug infestation can be surgically removed. Each attempt does 1d6 Con damage [<span style="color: red"><strong>?</strong></span>] and requires a DC 20 [<span style="color: red"><strong>?</strong></span>] Heal check to succeed, failures cause the patient to start bleeding at 1 Con damage every 1d12 rounds [<span style="color: red"><strong>?</strong></span>] (roll time separately for each point of damage), a DC 20 [<span style="color: red"><strong>?</strong></span>] Heal check or any amount of magical healing will stop this bleeding.</p><p></p><p>The simplest method of expelling a powerslug infestation is simply exposing it to salt, since powerslugs are as vulnerable to salt as ordinary slugs. If a creature consumes enough salt to feel ill (sickened for 2d6 [<span style="color: red"><strong>?</strong></span>] hours) any powerslug infesting them will <em>phase</em> and abandon that host. This only requires a tablespoon or so of salt for a typical Medium humanoid, an overdose of salt (an ounce or more) cause nausea for 2d6 hours and forces the creatures to succeed on a DC 10 Fortitude save or take 1d4 Constitution damage, while an extreme overdose (typically requiring three or more ounces of salt) does 1d10 Con damage on a failed DC 10 Fort save. It takes a powerslug the same amount of time to leave a host as it took to reach its adrenal glands, normally 1d10 minutes.</p><p></p><p>After a month of infestation, the host gains a +2 alchemical bonus [<span style="color: red">or circumstance <strong>?</strong></span>] to Strength, Dexterity and Constitution. This bonus increases by an additional +2 every month to a maximum of +8 after four months of infestation.</p><p></p><p>Stuff about aggressiveness [<span style="color: red"><strong>?</strong> Triggers should include forcing them to consume salt!</span>].</p><p></p><p>As soon as all the host's physical ability scores gain a +8 alchemical bonus from the infestation, the strain… [<span style="color: red">risk of death from heart exploding at +8 Str/Dex/Con. Undecided on whether critical resistance/immunity offers any protection <strong>?</strong></span>].</p></blockquote><p></p>
[QUOTE="Cleon, post: 8394113, member: 57383"] Yes, we can leave that for Infestation - although I may attempt a first draft of that ability. I'm OK with that, it doesn't really make much difference. Hmm, I guess that logically it can't "attach itself to the adrenal gland" if its incorporeal, so presumably it must stop phasing while parasitising its host. If that's the case we could move the "removing a slug surgically" bit to Infestation. That would mean that a powerslug can't be driven out of a host with [I]dispel magic[/I] once it's reached the infestation stage since it's no longer phasing, which neatly explains why that option is only available for the first 1d10 minutes. Oh, and I'm thinking we should add [I]remove disease[/I] to the list of magical solutions since "[[I]remove disease[/I]] also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher." That (and your damage suggestions) just seems too trivial. A properly tricked-out 1st level character can have a quite impressive Heal skill. I'd rather it be something that can't be easily performed by a low-level healer and then trivially fixed with a [I]cure light wounds[/I]. Methinks I'll homebrew some rules on [URL='https://en.wikipedia.org/wiki/Hypernatremia'][B]Hypernatremia[/B][/URL] in there while I'm at it! How about this revision, plus a first draft of Infestation: [B]Phasing (Su) #2:[/B] A powerslug can become incorporeal as standard action, and shift back into corporeality again as a move action (or during a move action). Unlike a normal incorporeal creature, a [I]phasing[/I] powerslug can entirely enter solid objects and does not have to remain adjacent to the object's exterior. However, the powerslug moves incredible slowly when [I]phasing[/I] through objects. It takes 1d10 rounds to [I]phase[/I] its own body length into solid material, so needs at least that much time to entirely enter an object and gain total cover from external attacks. A [I]dispel magic[/I] spell immediately forces a [I]phasing[/I] powerslug to become corporeal, if the slug was [I]phased[/I] inside an object it is ejected into the nearest open space. Once fully [I]phased[/I] inside an object or creature, the powerslug can still be attacked by other incorporeal creatures (who can simply reach in and grab it). A properly worded [I]limited wish[/I], [I]wish[/I] or [I]miracle[/I] can expel a powerslug, force it to stop [I]phasing[/I], or simply kill it; a [I]mage's disjunction[/I] or [I]antimagic field[/I] will force a powerslug to stop [I]phasing[/I] even if totally inside an object. [B]Infestation (Su):[/B] If a powerslug [I]phases[/I] inside a living warm-blooded creature, it moves to the creature's adrenal glands and attaches itself to them, unphasing into corporeality as it does so. It takes 1d10 minutes for a phasing powerslug to reach the adrenal glands of a Small or Medium creature, each size increase larger than that doubles the time (2d10 minutes for Large, 4d10 for Huge, et cetera). A creature can only be infested by a single powerslug regardless of its size. Once a powerslug has attached itself to a creature's adrenal glands it begins injecting chemicals into the glands' blood supply that enormously boost their adrenaline production and gradually alters the host's body, increasing the creature's muscle density, nervous system speed and tolerance of pain. The powerslug feeds off the excess adrenaline thus produced. A powerslug infestation can be removed by any of the following methods. Casting [I]remove curse[/I] or [I]remove disease[/I] will force the infesting powerslug to [I]phase[/I] and leave their host if the caster level is 9th or higher [[COLOR=red][B]OR[/B] "if the caster succeeds at a DC 15 caster level check"[B]?[/B][/COLOR]]. A properly worded [I]limited wish[/I], [I]wish[/I] or [I]miracle[/I] will automatically expel a powerslug or both kill and expel it. A powerslug infestation can be surgically removed. Each attempt does 1d6 Con damage [[COLOR=red][B]?[/B][/COLOR]] and requires a DC 20 [[COLOR=red][B]?[/B][/COLOR]] Heal check to succeed, failures cause the patient to start bleeding at 1 Con damage every 1d12 rounds [[COLOR=red][B]?[/B][/COLOR]] (roll time separately for each point of damage), a DC 20 [[COLOR=red][B]?[/B][/COLOR]] Heal check or any amount of magical healing will stop this bleeding. The simplest method of expelling a powerslug infestation is simply exposing it to salt, since powerslugs are as vulnerable to salt as ordinary slugs. If a creature consumes enough salt to feel ill (sickened for 2d6 [[COLOR=red][B]?[/B][/COLOR]] hours) any powerslug infesting them will [I]phase[/I] and abandon that host. This only requires a tablespoon or so of salt for a typical Medium humanoid, an overdose of salt (an ounce or more) cause nausea for 2d6 hours and forces the creatures to succeed on a DC 10 Fortitude save or take 1d4 Constitution damage, while an extreme overdose (typically requiring three or more ounces of salt) does 1d10 Con damage on a failed DC 10 Fort save. It takes a powerslug the same amount of time to leave a host as it took to reach its adrenal glands, normally 1d10 minutes. After a month of infestation, the host gains a +2 alchemical bonus [[COLOR=red]or circumstance [B]?[/B][/COLOR]] to Strength, Dexterity and Constitution. This bonus increases by an additional +2 every month to a maximum of +8 after four months of infestation. Stuff about aggressiveness [[COLOR=red][B]?[/B] Triggers should include forcing them to consume salt![/COLOR]]. As soon as all the host's physical ability scores gain a +8 alchemical bonus from the infestation, the strain… [[COLOR=red]risk of death from heart exploding at +8 Str/Dex/Con. Undecided on whether critical resistance/immunity offers any protection [B]?[/B][/COLOR]]. [/QUOTE]
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