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Creatures By Poll - Monster #1 Discussion


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hmm, i meant to post this before i went to bed, but the server was down...

Medium-Size Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 15 ft, swim 30 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite x; tentacle x and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, poison (1d8 Dex/paralysis), spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: (13) Hide + (Hide receives a +10 bonus in underground aquatic settings?)
Feats: Improved Initiative

Climate/Terrain: terrain
Organization: org
Challenge Rating: cr
Treasure: tt
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)


OK, sorry I took so long. Here's what I thought. Most of you seemed to agree that the acid spit as well as any spitting poison was no good for this fella, so I took it and the cold immunity out. I gave it Improved Initiative for the feat, and Hide for a skill (there's still room for more skills (Listen? Search?). Some of this is re-asking, since I don't feel those points got properly addressed the first time around.
I think we will keep at least some of the spell-like abilities. You all seem to think that spider climb is great, but camouflage is a great debate. Not too much was said on the others (darkness, faerie fire, suggestion, blindness/deafness) other than questioning whether we need any of them at all.
What should the reach be with tentacles, 10 feet? What are the damage values for the creature's attacks? What do you think about a weakness, such as vulnerability to electricity?
How about its combat styles? Is it stealthy and sneaky with its plans (somehow, despite its intelligence), or does it just enjoy going in and messing stuff up? Is it carnivorous or does it kill for fun? Does it just prefer to be left alone?
What climate/terrain does this creature inhabit? It's probably home in both underground andaquatic regions, but does it live anywhere else?
Whatsort of organizational patterns does it follow? I'd say they're probably solitary, but there's no reason they can't travel in groups.
Does it keep treasure? If so, is it more or less than standard, or about right on?
 

Well, lets see...

1. Electricty vulnerability seems to be a good idea, I support it.
2. I was thinking more of 15' reach with the tentacles.
3. It's combat methods should be stealty and sneaky, but should be governed by the creatures instincts, much like a trapdoor spider and several species of fish (like the infamous scorpion fish). It should definetly be carnivorous.
4. For climate I would go with marshlands (swamp), aquatic and underground.
5. Organization should most likely be solitary, but small groups (2-5 perhaps) could work.
6. I don't know about treasure, but I would say about half standard.

The above is my opinions, ofcourse. :D
 


Krishnath said:
Well, lets see...

1. Electricty vulnerability seems to be a good idea, I support it.
2. I was thinking more of 15' reach with the tentacles.
3. It's combat methods should be stealty and sneaky, but should be governed by the creatures instincts, much like a trapdoor spider and several species of fish (like the infamous scorpion fish). It should definetly be carnivorous.
4. For climate I would go with marshlands (swamp), aquatic and underground.
5. Organization should most likely be solitary, but small groups (2-5 perhaps) could work.
6. I don't know about treasure, but I would say about half standard.

The above is my opinions, ofcourse. :D

I'll go with Kristhnath on this

1. Yep - that was my suggestion anyway:)
2. 15 good
3. It sits camouflaged and attacks when victims get near
4 anything wet:)
5. Solitary, Mated Pair (2), Colony (2d4)
6. It doesn't keep treasure but the remains of former victims and of course stuff tossed up in the tide might allow some treasure

Also Maxed Hide skill with bonus underwater is good,
 



Ok, gave it some thoughts, and modified the stat block. I’m going to start writing up its description this week, and I promise we will be on the naming (final!) part before the weekend. :) I’m going to prune from everything that’s been posted so far, and add some ideas of my own before I post it all. Should be done by tomorrow or Thursday.

Skills: is it really necessary to max out the Hide? With that +10 bonus it’s going to be pretty good at hiding in its environment already. I’d say it at least needs a Swim skill, and possibly Listen and/or Search.

Damage: I’m going to suggest 1d6 damage for its Bite attacks, and 1d4 damage for its Tentacles. Since the bite is the primary attack form, and the tentacles have the poison, the tentacles don’t need to do as much straight damage IMO.

Other comments? Go right ahead. :)



Medium-Size Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 15 ft, swim 30 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite x; tentacle x and poison
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Improved grab, poison, spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1, vulnerable to electricity
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: (13) Hide +, Swim +
Feats: Improved Initiative

Climate/Terrain: Any marsh, aquatic, and underground
Organization: Solitary, mated pair, or colony (2-8)
Challenge Rating: 8
Treasure: None (incidental)
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)

These are monstrous blind tubeworms that cling to coastal rocks and dwell in seaside caves. They fix their bodies to rocks and strike with six long necks to swallow opponents with snapping jaws, and dangle their long tentacles in water seeking prey.
Any treasure found in this creature’s lair is purely incidental, being the unlucky remains of former victims.

COMBAT
This creature is a carnivorous predator that hunts by instinct. It will lie in wait when it detects prey, sitting unmoving until the victims come within reach of its poisoned tentacles.
Improved Grab (Ex): To use this ability, the creature must hit with a tentacle attack. If it gets a hold, it causes poison damage.
Poison: Contact, Fortitude save (DC 18); initial damage 1d8 temporary Dexterity, secondary damage paralysis.
Spell-Like Abilities: Spider climb...
Vulnerable To Electricity (Ex): stun?
Skills: receives a +10 bonus to Hide checks in murky water.

Creature name:
Creature concept: Tonguez (insert real name here as desired) ;)
 

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