Creature Catalogue Overhaul Project Revisited

Magical beast based on the behir is nicely flavored!

I don't think the tentacles have blindsense or tremorsense, just feeling around in the dark. Let's revisit the feats when we've got the neck-stretch worked out.

It says "Its tentacles enable it to sense prey up to 100 yards away."

The tentacles are 20 feet long, so it can't be using them to physically touch prey 300 feet away! (Well unless they're really really stretchy :p)

It looks like some kind of special sense to me.

Hmm, maybe the tentacles are like insect's antennae and can sense chemicals as well as vibrations? Then we could give it a Keen Scent like power, something like:

["Olfactory Tentacles" or "Scenting Tentacles"?] (Ex): A tirichek's tentacles increase the range of its scent ability fivefold, allowing it to detect creatures within 150 ft. (300 ft. if the creature is upwind, 75 ft. if downwind). If one tentacle is severed the tirichek's scent range is reduced to 60 ft., if both tentacles are severed its scent range is reduced to the standard 30 ft. Each tentacle gives a tirichek a +2 bonus on Survival checks to track by scent (+4 for both tentacles).
 

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Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

That's pretty much what I was thinking. Maybe a bit higher, like a +12?

Should we make the tentacles attack function as if the targets had concealment, since it is blindly fumbling?

Well I would like to make the tentacles sensory organs, so I'd rather not.

I like the original writeup's name for the ability: "Elongate".

The additional reach is easy. Rather than give it a flat +2 bonus, why don't we treat it as a charge? Perhaps it catches its opponent flat-footed? Since it can stretch, maybe it can bypass some degree of cover?

Elongate's good as a name, and I was thinking of Charge as a basis too.

Increase the damage as well as have an attack bonus?

Double damage maybe? Since it can't attack next round that'd even out in the long term.

Wouldn't use flat-footed or cover-bypassing though...

...it seems a bit of a stretch.:blush:
 

That's pretty much what I was thinking. Maybe a bit higher, like a +12?

Sure!

Well I would like to make the tentacles sensory organs, so I'd rather not.

If we make them function as scent, though, it kind of works that way anyway, since it'll have to take a move action to note the direction of the scent. I can live with that.

Elongate's good as a name, and I was thinking of Charge as a basis too.

Increase the damage as well as have an attack bonus?

Double damage maybe? Since it can't attack next round that'd even out in the long term.

Double damage works for me, but let's leave the attack bonus to the usual +2 for charging.
 

If we make them function as scent, though, it kind of works that way anyway, since it'll have to take a move action to note the direction of the scent. I can live with that.

Double damage works for me, but let's leave the attack bonus to the usual +2 for charging.

OK by me, are we going to use the "Olfactory Tentacles" too?
 

Yep, I like it!

Updated.

How's this?

Elongate (Ex): Using special elastic tendons in its neck, a tirichik can temporarily detach its skull from its spinal column, allowing it to make a quick strike like a serpent. Treat this as a charge attack, with the usual bonus and penalties. If the tirichik hits its target, it deals double damage with the attack. Elongate increases the reach of the tirichik's bite attack by 5 feet. This tirichik must spend a full-round action withdrawing its neck and reattaching its skull before it can use its bite attack again.
 

Yep, I like it!

Updated.

How's this?

Elongate (Ex): Using special elastic tendons in its neck, a tirichik can temporarily detach its skull from its spinal column, allowing it to make a quick strike like a serpent. Treat this as a charge attack, with the usual bonus and penalties. If the tirichik hits its target, it deals double damage with the attack. Elongate increases the reach of the tirichik's bite attack by 5 feet. This tirichik must spend a full-round action withdrawing its neck and reattaching its skull before it can use its bite attack again.

I don't like the full-round action for reattachment, since it's a lot more penalizing than the original version.

Also, I gave it normal +10 extra reach with its neck-stretch in my rough draft, since I thought 5 ft. more wasn't worth the effort.

How about...

Elongate Neck (Ex): Using special elastic tendons in its neck, a tirichik can temporarily detach its skull from its spinal column, allowing it to make a quick strike like a serpent. Treat this as a charge attack, with the usual bonus and penalties. If the tirichik hits its target, it deals double damage with the bite attack. Elongate neck doubles the reach of the tirichik's bite. The tirichik can not make a bite attack the round after it uses its elongate neck special attack, since it must reattach its skull before it can bite again.

Also, I would add a "two tentacles alone" option to its Full Attack, for when it's just used its Elongate Neck or its opponents are just out of its normal bite range.

e.g.:

Full Attack: Bite +19 melee (3d8+8) and 2 tentacles +14 melee (1d8+4); or 2 tentacles +19 melee (1d8+8)
 

I agree with all of that.

Updated.

I think we should give it a climb speed. 15 ft. like a behir?

Skills: 16
Hide, Listen, Spot, Survival?

Feats: 5
Borrow behir's Alertness, Cleave, Power Attack, and Track? Combat Reflexes or Multiattack for the remaining feat?
 

I agree with all of that.

Updated.

I think we should give it a climb speed. 15 ft. like a behir?

Sure, that makes sense.

Skills: 16
Hide, Listen, Spot, Survival?

Feats: 5
Borrow behir's Alertness, Cleave, Power Attack, and Track? Combat Reflexes or Multiattack for the remaining feat?

I think it's olfactory tentacle's bonus to tracking should cover its Survival skill needs so I wouldn't but any ranks in it.

Better but quite a lot in Hide since it has a -8 penalty for size.

8 ranks in Hide, 4 in Listen & Spot?

The Behir's feats suit me fine, but I'm not sure about its extra feat being a combat-oriented one. I'm tempted by Endurance to help it survive in its harsh environment, but of the two you propose I prefer Combat Reflexes for the Tirichik.

Including abilities and bonuses, that works out:

Skills: Hide +1* [+11 in snow or ice], Listen +8, Spot +8, Survival +2* [+6 to track by scent]
Feats: Alertness, Cleave, Combat Reflexes, Power Attack, Track
 

TIRICHIK
Gargantuan Magical Beast (Cold)
Hit Dice: 13d10+130 (201 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares), burrow 15 ft. (3 squares)
Armor Class: 23 (-4 size, +2 Dexterity, +15 natural), touch 8, flat-footed 21
Base Attack/Grapple: +13/+36
Attack: Bite +20 melee (3d8+11)
Full Attack: Bite +20 melee (3d8+11), 2 tentacles +15 melee (2d6+5)
Space/Reach: 20 ft./15 ft. (20 ft. with tentacles)
Special Attacks: Stretch attack
Special Qualities: Blindsense 120 ft., darkvision 60 ft., icewalking, immunity to cold, tremorsense 60 ft., vulnerability to fire
Saves: Fort +17, Ref +10, Will +9
Abilities: Str 32, Dex 15, Con 29, Int 4, Wis 16, Cha 10
Skills: Climb +19, Hide* +5 (+13 in snowy regions), Listen +11, Move Silently +16, Spot +11
Feats: Improved Natural Attack (bite), Improved Toughness, Improved Overrun, Iron Will, Power Attack
Environment: Cold Plains, Hills, Mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Chaotic Evil
Advancement: 14-26 HD (Gargantuan); 27-40 HD (Colossal)
Level Adjustment: ---

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Stretch Attack (Ex): Once every other round, the tirichik can elongate its neck and strike like a snake. This gives it a +2 bonus to its attacks, but it suffers a -2 penalty to AC until the end of its next turn, as it spends time reattaching its neck back in place.

Skills: Gains a +8 racial bonus to Listen, Hide, Move Silently, and Spot checks. In snowy regions, the bonus to Hide increases to +16.

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Here's what I did. I realized this creature is supposed to be a rather tough and dangerous creature, something white dragons and frost giants hunt with no ease, so I had to give it really good Strength and Constitution for its size. It has a decent Dexterity since the MM says most Magical Beasts have better Dexterity scores. Intelligence was based off its description and the 2E Intelligence. I based its Charisma off the Morale it was given in the 2E version, as well. Wisdom was needed since it needed good senses of its environment and potential prey to hunt properly. Power Attack and Improved Overrun to make it more vicious in its brute power.

I gave its tentacles better reach, because, they're elongated tentacles. They should reach much further than its bite.

I gave it Blindsense and Tremorsense for two reasons. One, the description says that its tentacles sense movement, smells, disturbances in the area, etc. That's CLEARLY a blindsense trait (if not blindsight, but I didn't think it needed that powerful of an ability, just enough to hunt its quarry). As for tremorsense, it specifically says it's a burrowing creature, hence its burrow speed, and you can't hunt your prey properly if you're underground (or under ice and snow in its case) and you can't tell when prey passes by. So I gave it tremorsense. It is supposed to be a terrifying creature of the Great Glacier, so these statistics make sense for it.

Giving it Cold subtype was a no-brainer.

The Icewalking was a no-brainer, since it says it right in the description.

The AC was a tough one, and I still am not sure if the AC should be higher. it has scales and a tough hide, in fact, it is prized for its hide. I figured a +15 bonus was good, I believe I based it on an adult white dragon of the same CR, not really sure.

The feats, well, all it has is its bite, its tentacles isn't really used for combat but can be if desperate. Since it needs the tentacles to sense things, I figured its bite needed to be better than normal. So I gave it INA. Iron Will for better Will save so it isn't charmed too easily.

Since it is an "ambusher" creature, I gave it racial bonuses to all the skills needed for it to hunt. In snowy regions, the Hide goes up to +16. It's a Gargantuan creature, so, it needs all it can to hunt properly in the cold regions.

I wasn't sure what to do with its Stretch attack, so I left most of it the same. Instead of it losing a round of actions, I had it where it just can't defend itself as good as it could, hence the -2 AC.

But that's the gist of how I came up with this. The target CR was 10, though I was thinking of making it 12 or 13 to contend with the giants and dragons in the area, too. Hmm....
 
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TIRICHIK
Gargantuan Magical Beast (Cold)
Hit Dice: 13d10+130 (201 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft. (4 squares), burrow 15 ft. (3 squares)
Armor Class: 23 (-4 size, +2 Dexterity, +15 natural), touch 8, flat-footed 21
Base Attack/Grapple: +13/+36
Attack: Bite +20 melee (3d8+11)
Full Attack: Bite +20 melee (3d8+11), 2 tentacles +15 melee (2d6+5)
Space/Reach: 20 ft./15 ft. (20 ft. with tentacles)
Special Attacks: Stretch attack
Special Qualities: Blindsense 120 ft., darkvision 60 ft., icewalking, immunity to cold, tremorsense 60 ft., vulnerability to fire
Saves: Fort +17, Ref +10, Will +9
Abilities: Str 32, Dex 15, Con 29, Int 4, Wis 16, Cha 10
Skills: Climb +19, Hide* +5 (+13 in snowy regions), Listen +11, Move Silently +16, Spot +11
Feats: Improved Natural Attack (bite), Improved Toughness, Improved Overrun, Iron Will, Power Attack
Environment: Cold Plains, Hills, Mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Chaotic Evil
Advancement: 14-26 HD (Gargantuan); 27-40 HD (Colossal)
Level Adjustment: ---

That's pretty close to the version we're already working on if its size were increased to Gargantuan, except its Con is higher and its bite is weaker - the current "enworld conversion" version has a 3d8 Bite at Huge, so it would have a 6d8 bite if it was Gargantuan with Improved Natural Attack (bite).

We try to stick to feats that are in the SRD, which excludes Improved Toughness. You can always throw another point in Con instead.

Also, Improved Natural Attack is not really necessary - you can just arbitrarily give it a 3d8 bite and use that feat for something else too.

I like Icewalking though, I think we'd better pinch that idea.:p
 

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