Creatures By Poll - Monster #1's special attacks

What attacks and powers should our tubeworm monster have?

  • Breath Weapon (what sorts?)

    Votes: 5 29.4%
  • Poison (bites, spit, etc)

    Votes: 10 58.8%
  • Fear attacks/frightful presence

    Votes: 3 17.6%
  • Energy drain or ability drain

    Votes: 4 23.5%
  • Spells/spell-like abilities, psionics

    Votes: 4 23.5%
  • Improved grab/constrict

    Votes: 11 64.7%
  • Ray and sonic attacks

    Votes: 3 17.6%
  • Other ideas (list below, please!!)

    Votes: 0 0.0%

  • Poll closed .

BOZ

Creature Cataloguer
hi! you're in the middle of this creature creation process, but that's no reason you can't get in on it now! go here for more information on this creature.

at this stage, we are now developing just what this creature does. take your pick from the above options, to determine just what this creature's special attacks are. feel free to expound on your ideas of what it should be able to do, and suggest ideas not found on the list above. discussion will follow. :)
 

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Contact poison secreted from the skin (and mouth): 1d8 Dex initial / 1d6 Wis secondary. It's applied on attacks, grapples, and unarmed strikes against it.

It would be a real monk killer!
 


The choice is simple, since the creature is mostly immobile, it will need something to reduce the chance that it is discovered before it has captured it's prey, therefore I've voted for the psionics/spell-like abilities. More specifically it would need the following spell/psionic power - Camouflage, preferrebly at will, other spell-like abilities/psionic powers that would be useful for such a creature are the following - Spider Climb, Darkness, Faerie Fire, Suggestion and Blindness/Deafness, the last one would be particulary usefull if the creature also had a nice sounding voice.

Also I've voted for the Improved Grab/Constrict ability, since it needs a way to kills it's choosen prey.

I would also give the creature the ability to breathe water, enableing it to survive with ease in areas with shifting tides, including cave systems that are flooded regularly. Thus increasing it's usefullness for the Scheeming DM. :D
 

Acid Breath, fire+water=bad idea, Water creatures are usually immun to cold, electric is my secon choice, Only because poison goes better with acid then it goes with electric.

Poison, spat (2d6 dexterity/Blindness) Improved grab, and swallow whole.

I also think Krish's ideas are good, Makes sense.
 

Poison (I'd go with either Con or Dex damage, but I'm not sure of th amount yet), and improved grab/constrict are must haves for this monster, imho. :)
 


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