BOZ
Creature Cataloguer
OK, with the results of those last two polls, we can now really get things rolling. Given those results, we can make some assumptions/logical guesses. Since the creature’s toughness was seen as critically important overall by most of you, it will need a high Con and natural armor, and maybe some damage reduction and/or fast healing/regeneration? Trailing behind, mobility was also given a few votes, so it should be at least a little fast, maybe with a decent Dex and maybe a swim speed as well? Physical power was right behind, so we’re probably going to give it a just-above-average Strength. The single vote for intellect suggested that the majority of you don’t think this thing should be too bright. 
So, given all that, I’m going to suggest some possible statistics:
Hit Dice: 6d10+30 (63 hp)
Initiative: +2 (Dex)
Speed: 20 ft
AC: 20 (+2 Dex, +8 natural)
Saves: Fort +10, Ref +7, Will +1
Abilities: Str 13, Dex 15, Con 20, Int 7, Wis 10, Cha 6
Your opinions on these?
Some thought needs to be given to this creature’s natural attacks. It has six heads, therefore I’m sure it will have six bite attacks as well. What about the tentacles, should they attack as well? Any other natural attacks? What should be the damage values for these attacks?
As for the other poll, that also generated some good ideas. A lot of you wanted to see Improved Grab/Constrict, as well as Poison, so those are definitely going to be in there. How are these abilities going to work? Should the grab be from the tentacles, to work with the constriction? Would a Swallow Whole work better with a bite-oriented Improved Grab? Should that be more or less damage than the other attacks?
How about the poison, there were a few different suggestions for that.
- Mr. Greathouse suggested a contact poison secreted from the skin and mouth (1d8 Dex initial / 1d6 Wis secondary). This would be applied to just about all attacks, grapples, and unarmed strikes it makes, as well as those made against it. That’s pretty powerful.
- Ferret suggested a spitting poison, that causes 2d6 dexterity/ Blindness. Of course then, he later suggested that it cause paralysis, so that “flyey” and “swimyy” things would be immobilized.
- Knight Otu suggested a poison that causes either Con or Dex damage.
What sounds the best for what this creature will need?
So, with a definite Improved Grab and poison combo, should we give it something else? A few more suggestions.
- Breath weapon also got a few votes. Pale suggested an acid breath, with accompanying acid immunity. Spitting acid would be OK, but then we can’t give it a spitting poison as well.
- Spell-Like Abilities would also be nice for this creature, but not absolutely necessary. Krishnath suggested a few powers, giving it some defensive capabilities to make up for its lack of mobility. Camouflage, preferrebly at will, also - Spider Climb, Darkness, Faerie Fire, Suggestion and Blindness/Deafness.
As far as some special qualities, I think it needs Blindsight, and Krish suggested Amphibious, and Ferret suggested an Immunity to Cold.
OK, discuss.
As this week goes on, we will move on to more things.

So, given all that, I’m going to suggest some possible statistics:
Hit Dice: 6d10+30 (63 hp)
Initiative: +2 (Dex)
Speed: 20 ft
AC: 20 (+2 Dex, +8 natural)
Saves: Fort +10, Ref +7, Will +1
Abilities: Str 13, Dex 15, Con 20, Int 7, Wis 10, Cha 6
Your opinions on these?
Some thought needs to be given to this creature’s natural attacks. It has six heads, therefore I’m sure it will have six bite attacks as well. What about the tentacles, should they attack as well? Any other natural attacks? What should be the damage values for these attacks?
As for the other poll, that also generated some good ideas. A lot of you wanted to see Improved Grab/Constrict, as well as Poison, so those are definitely going to be in there. How are these abilities going to work? Should the grab be from the tentacles, to work with the constriction? Would a Swallow Whole work better with a bite-oriented Improved Grab? Should that be more or less damage than the other attacks?
How about the poison, there were a few different suggestions for that.
- Mr. Greathouse suggested a contact poison secreted from the skin and mouth (1d8 Dex initial / 1d6 Wis secondary). This would be applied to just about all attacks, grapples, and unarmed strikes it makes, as well as those made against it. That’s pretty powerful.
- Ferret suggested a spitting poison, that causes 2d6 dexterity/ Blindness. Of course then, he later suggested that it cause paralysis, so that “flyey” and “swimyy” things would be immobilized.

- Knight Otu suggested a poison that causes either Con or Dex damage.
What sounds the best for what this creature will need?
So, with a definite Improved Grab and poison combo, should we give it something else? A few more suggestions.
- Breath weapon also got a few votes. Pale suggested an acid breath, with accompanying acid immunity. Spitting acid would be OK, but then we can’t give it a spitting poison as well.
- Spell-Like Abilities would also be nice for this creature, but not absolutely necessary. Krishnath suggested a few powers, giving it some defensive capabilities to make up for its lack of mobility. Camouflage, preferrebly at will, also - Spider Climb, Darkness, Faerie Fire, Suggestion and Blindness/Deafness.
As far as some special qualities, I think it needs Blindsight, and Krish suggested Amphibious, and Ferret suggested an Immunity to Cold.
OK, discuss.
