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Creatures By Poll - Monster #1 Discussion
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<blockquote data-quote="BOZ" data-source="post: 334311" data-attributes="member: 1241"><p>hmm, i meant to post this before i went to bed, but the server was down...</p><p></p><p>Medium-Size Magical Beast </p><p>Hit Dice: 6d10+30 (63 hp) </p><p>Initiative: +6 (Dex, Improved Initiative) </p><p>Speed: 15 ft, swim 30 ft </p><p>AC: 20 (+2 Dex, +8 natural) </p><p>Attacks: 6 bites +7 melee; or 6 tentacles +7 melee </p><p>Damage: Bite x; tentacle x and poison </p><p>Face/Reach: 5 ft by 5 ft/5 ft </p><p>Special Attacks: Improved grab, poison (1d8 Dex/paralysis), spell-like abilities </p><p>Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1 </p><p>Saves: Fort +10, Ref +7, Will +0 </p><p>Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6 </p><p>Skills: (13) Hide + (Hide receives a +10 bonus in underground aquatic settings?)</p><p>Feats: Improved Initiative</p><p></p><p>Climate/Terrain: terrain</p><p>Organization: org</p><p>Challenge Rating: cr</p><p>Treasure: tt</p><p>Alignment: Always lawful evil</p><p>Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)</p><p></p><p></p><p>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.</p><p>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.</p><p>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?</p><p>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?</p><p>What climate/terrain does this creature inhabit? It's probably home in both underground andaquatic regions, but does it live anywhere else?</p><p>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.</p><p>Does it keep treasure? If so, is it more or less than standard, or about right on?</p></blockquote><p></p>
[QUOTE="BOZ, post: 334311, member: 1241"] 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? [/QUOTE]
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