BOZ
Creature Cataloguer
Hallucigenia
http://www.enworld.org/forums/showthread.php?t=67093
Hallucigenia
Huge Vermin (Aquatic)
Hit Dice: 9d8+18 (58 hp)
Initiative: +1
Speed: 20 ft (4 squares), swim 10 ft
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+19
Attack: Tail slap +9 melee (1d10+5)
Full Attack: Tail slap +9 melee (1d10+5) and 6 tentacles +7 melee (1) and 7 pincer-tentacles +7 melee (1d4+2)
Space/Reach: 15 ft/10 ft
Special Attacks: Constrict 1d10+5, improved grab, piercing trample
Special Qualities: Darkvision 60 ft, water dependent
Saves: Fort +8 Ref +4 Will +3
Abilities: Str 20, Dex 13, Con 14, Int —, Wis 10, Cha 2
Skills: Swim +13
Feats: Multiattack (b)
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 06
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form consists of a very long body, with several sets of legs that consist of little more than straight spikes with no joints. On one end of the body is a bulbous, rounded thing that could be its head. On the other end is a tail with an opening that could be a mouth. Protruding from its back are a number of pincer-tipped tentacles, and a cluster of six smaller tentacles.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. In fact, carcasses of this creature were assumed to be gigantic complicated organs of larger creatures when first discovered. Since the “head” end appears to have no opening, it is assumed that the “tail” end is where the mouth and throat are located. It does not bite living creatures, so this is hard to determine for certain.
The hallucigenia is often encountered walking along the shallow sea floor, scavenging for food. It is sometimes spotted on dry land, wreaking havoc on the local flora and fauna.
A hallucigenia is 25 feet long and 18 feet high at the shoulder, and weighs about 2,500 pounds.
COMBAT
The hallucigenia is a scavenger, but will take on weaker prey when it finds some. It can attack with its numerous natural weapons, or it may simply walk over its opponents, impaling them with its sharp, pointed legs.
Constrict (Ex): A hallucigenia deals automatic tail damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a hallucigenia must hit with its tail 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.
Piercing Trample (Ex): As a full-round action, a hallucigenia can move into a Large or smaller creature's space within its threat range. It may also make a full attack action in the same round against a helpless opponent, but may only target creatures other than the one it is trampling. A hallucigenia's fourteen legs are very sharp, and deal 14d8 points of piercing damage to any creature it walks on. The opponent can make an attack of opportunity against the hallucigenia, but if it does so it is not entitled to a saving throw. If the opponent does not attempt an attack of opportunity it can make a DC 19 Reflex save to take half damage. The save DC is Strength-based. A trampling hallucigenia can only deal trampling damage once per round to a single target, no matter how many times its movement takes it over a target creature.
Water Dependent (Ex): A hallucigenia can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).
Skills: A hallucigenia 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.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
Hallucigenia, Cave
Small Vermin
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 5 ft (1 squares), climb 5 ft
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3/+0 (+4 when attached)
Attack: Spine slam +5 melee (2d6+2)
Full Attack: Spine slam +5 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Attach, blood drain, yank upward
Special Qualities: Darkvision 60 ft
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 14, Dex 17, Con 13, Int ---, Wis 10, Cha 2
Skills: Climb +10, Hide +7*, Move Silently +3*
Feats: ---
Environment: Underground
Organization: Solitary or 1-12
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form has a tentacled tail-like organ at one end, and a set of over a dozen sharp, flexible, spiny legs that prop it upright.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia is a pure carnivore, subsisting on blood alone. It has evolved somewhat to live in caverns on dry land.
A cave hallucigenia is 3 feet long and weighs about 50 pounds.
COMBAT
A cave hallucigenia hunts by wrapping its tail-tentacles around a stalactite, hanging over a passage or intersection and waiting for prey. When it spots a suitable target its tail stretches to several times its length, allowing the hallucigenia to strike from above. It draws the prey back upwards by retracting its tail, where it may drain the victim’s blood at leisure. Drained victims are dropped on the floor, possibly providing a warning of danger to other travelers.
Attach (Ex): If a cave hallucigenia hits with a spine slam attack, it uses its spines to latch onto the opponent’s body. An attached hallucigenia is effectively grappling its prey. The hallucigenia loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Cave hallucigenia have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached hallucigenia can be struck with a weapon or grappled itself. To remove an attached hallucigenia through grappling, the opponent must achieve a pin against the hallucigenia.
Blood Drain (Ex): A cave hallucigenia can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained.
Yank Upward (Ex): On the round after a cave hallucigenia attaches to a Medium or smaller foe, it can automatically yank the held creature 20 feet up into the air if it is still successfully grappling. The hallucigenia must currently be climbing along the ceiling or wall to use this ability. Opponents who escape the grapple take falling damage as they fall to the ground.
Skills: Cave hallucigenia have a +8 racial bonus on Climb checks. A cave hallucigenia can always choose to take 10 on Climb checks, even if rushed or threatened.
*A cave hallucigenia has a +4 bonus on Hide and Move Silently checks in caverns.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
Hallucigenia, Acidic
Large Vermin
Hit Dice: 5d8+10 (46 hp)
Initiative: +2
Speed: 10 ft (2 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Spine +5 melee (1d4+3)
Full Attack: 6 spines +5 melee (1d4+3) and 7 tentacles +0 melee (1d4+1)
Space/Reach: 10 ft/5 ft
Special Attacks: Acid jet
Special Qualities: Darkvision 60 ft, immunity to acid
Saves: Fort +6 Ref +3 Will +1
Abilities: Str 17, Dex 14, Con 15, Int ---, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form rests on four pairs of spiny rear legs and three pairs of front legs, and a set of seven pincer-tipped tentacles. Its tail is a hollow tube that drips a caustic fluid.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia has adapted to live on land, actively hunting its prey.
An acidic hallucigenia is 8 feet long and weighs about 500 pounds.
COMBAT
When an acidic hallucigenia corners its prey, or is attacked, it rears up on its rear legs and lunges forward. It usually squirts digestive acid on slain prey, so that its tentacle pincers (the true mouths) can tear the prey to pieces, but the hallucigenia can use this acid on live prey if pressed.
Acid Jet (Ex): 30-ft. line, once every 1d4 rounds; damage 2d8 acid, Reflex DC 14 half. An acidic hallucigenia uses this acid to digest its prey, but can use it as an offensive weapon if pressed. A hallucigenia may use this acid jet up to three times per day. The save DC is Constitution-based.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
http://www.enworld.org/forums/showthread.php?t=67093
Hallucigenia
Huge Vermin (Aquatic)
Hit Dice: 9d8+18 (58 hp)
Initiative: +1
Speed: 20 ft (4 squares), swim 10 ft
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+19
Attack: Tail slap +9 melee (1d10+5)
Full Attack: Tail slap +9 melee (1d10+5) and 6 tentacles +7 melee (1) and 7 pincer-tentacles +7 melee (1d4+2)
Space/Reach: 15 ft/10 ft
Special Attacks: Constrict 1d10+5, improved grab, piercing trample
Special Qualities: Darkvision 60 ft, water dependent
Saves: Fort +8 Ref +4 Will +3
Abilities: Str 20, Dex 13, Con 14, Int —, Wis 10, Cha 2
Skills: Swim +13
Feats: Multiattack (b)
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 06
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form consists of a very long body, with several sets of legs that consist of little more than straight spikes with no joints. On one end of the body is a bulbous, rounded thing that could be its head. On the other end is a tail with an opening that could be a mouth. Protruding from its back are a number of pincer-tipped tentacles, and a cluster of six smaller tentacles.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. In fact, carcasses of this creature were assumed to be gigantic complicated organs of larger creatures when first discovered. Since the “head” end appears to have no opening, it is assumed that the “tail” end is where the mouth and throat are located. It does not bite living creatures, so this is hard to determine for certain.
The hallucigenia is often encountered walking along the shallow sea floor, scavenging for food. It is sometimes spotted on dry land, wreaking havoc on the local flora and fauna.
A hallucigenia is 25 feet long and 18 feet high at the shoulder, and weighs about 2,500 pounds.
COMBAT
The hallucigenia is a scavenger, but will take on weaker prey when it finds some. It can attack with its numerous natural weapons, or it may simply walk over its opponents, impaling them with its sharp, pointed legs.
Constrict (Ex): A hallucigenia deals automatic tail damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a hallucigenia must hit with its tail 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.
Piercing Trample (Ex): As a full-round action, a hallucigenia can move into a Large or smaller creature's space within its threat range. It may also make a full attack action in the same round against a helpless opponent, but may only target creatures other than the one it is trampling. A hallucigenia's fourteen legs are very sharp, and deal 14d8 points of piercing damage to any creature it walks on. The opponent can make an attack of opportunity against the hallucigenia, but if it does so it is not entitled to a saving throw. If the opponent does not attempt an attack of opportunity it can make a DC 19 Reflex save to take half damage. The save DC is Strength-based. A trampling hallucigenia can only deal trampling damage once per round to a single target, no matter how many times its movement takes it over a target creature.
Water Dependent (Ex): A hallucigenia can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).
Skills: A hallucigenia 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.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
Hallucigenia, Cave
Small Vermin
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 5 ft (1 squares), climb 5 ft
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3/+0 (+4 when attached)
Attack: Spine slam +5 melee (2d6+2)
Full Attack: Spine slam +5 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Attach, blood drain, yank upward
Special Qualities: Darkvision 60 ft
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 14, Dex 17, Con 13, Int ---, Wis 10, Cha 2
Skills: Climb +10, Hide +7*, Move Silently +3*
Feats: ---
Environment: Underground
Organization: Solitary or 1-12
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form has a tentacled tail-like organ at one end, and a set of over a dozen sharp, flexible, spiny legs that prop it upright.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia is a pure carnivore, subsisting on blood alone. It has evolved somewhat to live in caverns on dry land.
A cave hallucigenia is 3 feet long and weighs about 50 pounds.
COMBAT
A cave hallucigenia hunts by wrapping its tail-tentacles around a stalactite, hanging over a passage or intersection and waiting for prey. When it spots a suitable target its tail stretches to several times its length, allowing the hallucigenia to strike from above. It draws the prey back upwards by retracting its tail, where it may drain the victim’s blood at leisure. Drained victims are dropped on the floor, possibly providing a warning of danger to other travelers.
Attach (Ex): If a cave hallucigenia hits with a spine slam attack, it uses its spines to latch onto the opponent’s body. An attached hallucigenia is effectively grappling its prey. The hallucigenia loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Cave hallucigenia have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached hallucigenia can be struck with a weapon or grappled itself. To remove an attached hallucigenia through grappling, the opponent must achieve a pin against the hallucigenia.
Blood Drain (Ex): A cave hallucigenia can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained.
Yank Upward (Ex): On the round after a cave hallucigenia attaches to a Medium or smaller foe, it can automatically yank the held creature 20 feet up into the air if it is still successfully grappling. The hallucigenia must currently be climbing along the ceiling or wall to use this ability. Opponents who escape the grapple take falling damage as they fall to the ground.
Skills: Cave hallucigenia have a +8 racial bonus on Climb checks. A cave hallucigenia can always choose to take 10 on Climb checks, even if rushed or threatened.
*A cave hallucigenia has a +4 bonus on Hide and Move Silently checks in caverns.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
Hallucigenia, Acidic
Large Vermin
Hit Dice: 5d8+10 (46 hp)
Initiative: +2
Speed: 10 ft (2 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Spine +5 melee (1d4+3)
Full Attack: 6 spines +5 melee (1d4+3) and 7 tentacles +0 melee (1d4+1)
Space/Reach: 10 ft/5 ft
Special Attacks: Acid jet
Special Qualities: Darkvision 60 ft, immunity to acid
Saves: Fort +6 Ref +3 Will +1
Abilities: Str 17, Dex 14, Con 15, Int ---, Wis 10, Cha 2
Skills: ---
Feats: ---
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---
This bizarre creature almost defies description. Its spindly form rests on four pairs of spiny rear legs and three pairs of front legs, and a set of seven pincer-tipped tentacles. Its tail is a hollow tube that drips a caustic fluid.
The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia has adapted to live on land, actively hunting its prey.
An acidic hallucigenia is 8 feet long and weighs about 500 pounds.
COMBAT
When an acidic hallucigenia corners its prey, or is attacked, it rears up on its rear legs and lunges forward. It usually squirts digestive acid on slain prey, so that its tentacle pincers (the true mouths) can tear the prey to pieces, but the hallucigenia can use this acid on live prey if pressed.
Acid Jet (Ex): 30-ft. line, once every 1d4 rounds; damage 2d8 acid, Reflex DC 14 half. An acidic hallucigenia uses this acid to digest its prey, but can use it as an offensive weapon if pressed. A hallucigenia may use this acid jet up to three times per day. The save DC is Constitution-based.
Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
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