Creature Catalogue Overhaul Project Revisited

Updated.

I could support blindsense, as long as it was limited to the tentacles like the scent.

Rename "olfactory tentacles" to "sensory tentacles", and add blindsense 150 ft. to the writeup?

Giving it blindsense is OK by me, but I was thinking more 40 ft. or 60 ft. blindsight, one the idea that it "feels" the location of nearby creatures.

e.g...

Sensory Tentacles (Ex): A tirichik's tentacles give the creature 40 ft. range blinsight, and 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 tirichik's scent range is reduced to 60 ft. and its blinsight is reduced to 20 ft., if both tentacles are severed its scent range is reduced to the standard 30 ft. and it loses its blinsight. Each tentacle gives a tirichik a +2 bonus on Survival checks to track by scent (+4 for both tentacles).
 

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That'll work.

Updated. Finished?

It needs Blindsight in its Special Qualities line, and I'd mention the tentacles in its description, but apart from that I think it's finished.

This creature resembles a cross between a dragon and an immense centipede, with a writhing pair of tentacles tipped by needle-sharp spikes. Both its dragon-like head and long, tubular body are covered with white scales.

Special Qualities: Blindsight 40 ft., can't be tripped, darkvision 60 ft., icewalking, immunity to cold, low-light vision, scent, sensory tentacles
 



Creature Catalog - Preview Creature

Netherbird
CLIMATE/TERRAIN: Crags, moors
FREQUENCY: Rare
ORGANIZATION: Flock
ACTIVITY CYCLE: Day
DIET: Flesh and carrion
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Lawful Evil
NO. APPEARING: 3-30 (3d10)
ARMOR CLASS: 8
MOVEMENT: 4”//15”
HIT DICE: 2
THAC0: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S to M
MORALE: Average (8-10)
LEVEL/XP VALUE: 35

These black, dusty-feathered birds have grotesquely large talons and razor-sharp beaks.

Combat: Netherbirds attack with talons and beak. When attacking, they scream and hiss at their prey. Netherbirds are Maneuverability Class D in the air.

Habitat/Society: Netherbirds may have come from Avernus originally, and now serve the power Bane. They are always found in flocks, and can be trained as message-carriers. They lair in desolate areas of crags and high, rolling moorland. Their eggs are black and leathery, and they hatch untended.

Ecology: These birds eat all manner of flesh, living or dead, and usually stink of blood and decay.

Originally appeared in FRE1 – Shadowdale (1989).
 

The original conversion holds up fairly well. Me might add a few traits to aid them on Avernus to jazz 'em up a bit.

Avernus is wracked by random fireballs, so evasion/improved evasion or resistance to fire might be appropriate.

Some racial skill bonuses could probably be worked in as well.
 

The original conversion holds up fairly well. Me might add a few traits to aid them on Avernus to jazz 'em up a bit.

Avernus is wracked by random fireballs, so evasion/improved evasion or resistance to fire might be appropriate.

Some racial skill bonuses could probably be worked in as well.

Yes, the current stats look OK to me, they just need an update to 3.5.

I'd go for immunity or resistance to fire.

Racial bonus to Listen and Spot maybe?

If they act as messengers they ought to be able to communicate. "Netherbirds speak Infernal"?
 

All sounds good. Added to Homebrews.

I made Weapon Finesse a bonus feat so we could free up its other feat. How about Multiattack or Flyby Attack?

For the suggested racial bonuses, how about +4? Should its perpetually dusty feathers and coloration give it an environmental racial bonus in desolate regions?
 

All sounds good. Added to Homebrews.

I made Weapon Finesse a bonus feat so we could free up its other feat. How about Multiattack or Flyby Attack?

I'd pick Flyby.

For the suggested racial bonuses, how about +4? Should its perpetually dusty feathers and coloration give it an environmental racial bonus in desolate regions?

+4 is fine, and I wouldn't bother with a Hide bonus. Even if they were good at hiding, their "stink of blood and foulness" would give them away.
 

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