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Creatures By Poll - Monster #1 Discussion

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.
Not necessarily maxing it out, but a few ranks should be there.

I’d say it at least needs a Swim skill, ..
Why? It already has a swim speed. IIRC that gives a +8 to Swim and the ability to always take 10 on Swim checks. More shouldn't be necessary.

... and possibly Listen and/or Search.
Listen would propably the best here. Not really sure about Search...

Vulnerable To Electricity (Ex): stun?
How about double damage except on a successful save?

As always, the above is strictly IMHO. :)
 

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I pretty much agree with Knight on this one, Swim skill is pointless, and so is search, because, quite frankly, will the creature ever use it? Spot is a nice skill to give it though. About the vulneraility, I think a save penalty would suffice, say -4 or so. Also to what range does the creatures blindsight strech? 30'? 60'? 200? what? I would probably have to go with 60' as it is a nice round number.

Later,
 

My opinions would be:

15' reach should be plenty -- extended reach seems to be the creature's idiom.

I agree that swim skill would be irrelevant, as would Search. Put the points into Spot.

Blindsight should be about 60'.

I think the more common vulnerability mechanic (double dmg exc on a successful save) should be used.
If we don't want it to be a damage effect, then have it roll another Fortitude save (same DC as original attack) or be stunned for 1d4 or 2d4 rounds.

- Devon
 

well now, i have to ask, does Spot still work if the creature only sees by blindsight? i have always assumed, no, that Spot requires actual vision to work. on the other hand, i assumed that Search can be done without sight, using a combination of touch and/or hearing and/or sight and/or smell to find something. maybe i'm wrong and just need to look at my PHB. ;) anyone got some clarification on this subject?

Edit

Ex: feeling around in a dark room, looking for your keys on the floor, you hear the key when you kick it, grope around for it, then find the lock and insert key. this would be a Search check sans vision. :)
 
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I looked up Scent on the SRD, for an example, and it only mentions Wilderness Lore checks, although it specifies that hiding is basically irrelevant - the creature need only take a standard to determine the direction of a given target.

I looked up Blindsight, and it says nothing about skill checks, although it does say that:

Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation.

I read the Spot skills, and the spirit of the description seems to indicate vision as the preferred sense.

Perhaps determining the nature of the Blindsight ability (scent, hearing, etc.) will indicate whether it's targeting system is based on Wilderness Lore, Listen, etc..

- Devon
 
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knight, i think that's what i'll do. makes the most sense that way, i think. expect to see more this afternoon. :)
 


ok folks, here is the final prototype. you have until tonight to make any last comments!! :)


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 1d6+1; tentacle 1d4+1 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: Hide +10, Listen +4
Feats: Improved Initiative

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

These terrifying beasts are monstrous, blind tubeworms that dwell within seaside caves. They affix their bodies onto coastal rocks, waiting for prey. These predators are amphibious and well adapted to shifting tides, and flooded caves present no problem for them. Juveniles are excellent swimmers, but on reaching the adult stage, they begin to secrete a substance that hardens into a thick armor shell, slowing down their movement in general.
This frightful creature looks like an enormous barnacle when at rest, at first sight. On a better look, it appears more like a tubeworm or shellfish, with six eyeless heads. It bites with snapping jaws, each with a triple row of crowded fangs. It dangles its six long tentacles in the water, searching for prey by vibration.
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. It is silent while waiting for prey, but makes a hideous yelping sound when excited. It strikes out at opponents with its six long necks, and flails its tentacles hoping to grasp prey. Its tentacles secrete a local form of poison, paralyzing struggling opponents to better allow the creature to consume them.
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: At will - spider climb
Vulnerable To Electricity (Ex): The creature suffers double damage from electrical attacks, except on a successful save.
Skills: receives a +10 bonus to Hide checks in murky water.

“Creatures By Poll” Design: BOZ, 2002
Creature name:
Creature concept: Tonguez (insert real name here as desired) ;)
Additional design: Krishnath, Knight Otu, Ferret, Devon
 

Looks good. Just some minor proofing comments:

The range on blindsight is unspecified.

The breakdown of initiative bonuses is not detailed.
secrete a local form of poison

could be phrased "a form of local poison", but most likely, we should replace "local" with "contact" to make it more clear.

- Devon
 

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