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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 3374370" data-attributes="member: 23023"><p><strong>Krempek</strong></p><p></p><p>Okay, I started on this creature like a week ago and my idea was to create a creature which hides underground and attacks creatures with it's claws. Yeah, I know this probably sounds familiar [a certain creature from StarCraft, maybe], but that was kinda where I had the idea. Also, I'm working on an Underdark campaign which could use some more specifically underground threats. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>This creature also has a lot of Xorn traits. Some people don't seem to realize that creating a new creature can be super easy. Change a couple of traits, add/subtract one or two, and bam! new creature. Since no one recognizes it, no one can say what it is or attempt to metagame on purpose or not.</p><p></p><p><span style="color: DeepSkyBlue"> Krempek</span></p><p><span style="color: DeepSkyBlue">Size/Type: Large Outsider (Extraplanar, Earth)</span></p><p><span style="color: DeepSkyBlue">Hit Dice:</span> 15d8+63 (130 hp)</p><p><span style="color: DeepSkyBlue">Initiative:</span> +0</p><p><span style="color: DeepSkyBlue">Speed:</span> 20 ft. (4 squares), burrow 20 ft.</p><p><span style="color: DeepSkyBlue">Armor Class:</span> 25 (-1 size, +16 natural), touch 9, flat-footed 25</p><p><span style="color: DeepSkyBlue">Base Attack/Grapple:</span> +15/+26</p><p><span style="color: DeepSkyBlue">Attack:</span> Bite +21 melee (4d8+7)</p><p><span style="color: DeepSkyBlue">Full Attack:</span> Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)</p><p><span style="color: DeepSkyBlue">Space/Reach:</span> 10 ft./10 ft. (20 ft with claws)</p><p><span style="color: DeepSkyBlue">Special Attacks:</span> Poison, Pounce</p><p><span style="color: DeepSkyBlue">Special Qualities:</span> All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.</p><p><span style="color: DeepSkyBlue">Saves:</span> Fort +13, Ref +9, Will +9</p><p><span style="color: DeepSkyBlue">Abilities:</span> Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10</p><p><span style="color: DeepSkyBlue">Skills:</span> Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)</p><p><span style="color: DeepSkyBlue">Feats:</span> Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness</p><p><span style="color: DeepSkyBlue">Environment:</span> Elemental Plane of Earth</p><p><span style="color: DeepSkyBlue">Organization:</span> Solitary, pair, or party (6-11)</p><p><span style="color: DeepSkyBlue">Challenge Rating:</span> 10</p><p><span style="color: DeepSkyBlue">Treasure:</span> None</p><p><span style="color: DeepSkyBlue">Alignment: </span> Usually neutral</p><p><span style="color: DeepSkyBlue">Advancement:</span> 16-21 HD (Large); 22-45 HD (Huge)</p><p><span style="color: DeepSkyBlue">Level Adjustment:</span> —</p><p></p><p>Krempeks live in the ground, their bodies flowing seemlessly through the earth as a fish through water. On their own, they tend to think simply, prefering plain lives in which they frequently sleep and essentially wait for prey to walk along a tunnel within their tremorsense range. When they sense prey, they send out their tentacles and attempt to slow the creature. Only when their prey is slowed and, preferably, unconscious, does the main part of the Krempek surface and use it's bite. Lastly, if the Krempek's arms are all severed, the main body will attack relentlessly until death the person who dealt the last attack against the final arm.</p><p></p><p>More and more Krempek, however, are being taken in by groups to be used as defenses. While Krempek's frequently tend to be lazy, the one thing which spurs them into action is the promise of a frequent meal, especially of variety. For the promise of this, they can be convinced to guard an area. They are excellent sentries with their abilities, especially their ability to poison enemies and slow them.</p><p></p><p><span style="color: DeepSkyBlue">All-Around Vision (Ex):</span> A Krempek’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A Krempek can’t be flanked.</p><p></p><p><span style="color: DeepSkyBlue">Arms (Ex):</span> The arms of the Krempek, while a part of the creature, are also separated. Essentially, each arm has 30 hit points and DR 10/slashing instead of bludgeoning.</p><p></p><p><span style="color: DeepSkyBlue">Earth Glide (Ex):</span> A Krempek can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Krempek flings the Krempek back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p><span style="color: DeepSkyBlue">Poison (Ex):</span> When a Krempek damages someone with it's claw attacks, it also deals poison damage. This poison makes the muscles tougher and more difficult to move. This poison causes the person to be treated as slowed. Creatures immune to poison are not affected by this, but creatures normally immune to slow effects are.</p><p></p><p><span style="color: DeepSkyBlue">Pounce (Ex):</span> Because the arms are both a part of the Krempek and separated, any time the Krempek moves and attacks, it may also attack with each of its claws. Unlike normal, this does not have to be done after a charge.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3374370, member: 23023"] [b]Krempek[/b] Okay, I started on this creature like a week ago and my idea was to create a creature which hides underground and attacks creatures with it's claws. Yeah, I know this probably sounds familiar [a certain creature from StarCraft, maybe], but that was kinda where I had the idea. Also, I'm working on an Underdark campaign which could use some more specifically underground threats. :) This creature also has a lot of Xorn traits. Some people don't seem to realize that creating a new creature can be super easy. Change a couple of traits, add/subtract one or two, and bam! new creature. Since no one recognizes it, no one can say what it is or attempt to metagame on purpose or not. [COLOR=DeepSkyBlue] Krempek Size/Type: Large Outsider (Extraplanar, Earth) Hit Dice:[/COLOR] 15d8+63 (130 hp) [COLOR=DeepSkyBlue]Initiative:[/COLOR] +0 [COLOR=DeepSkyBlue]Speed:[/COLOR] 20 ft. (4 squares), burrow 20 ft. [COLOR=DeepSkyBlue]Armor Class:[/COLOR] 25 (-1 size, +16 natural), touch 9, flat-footed 25 [COLOR=DeepSkyBlue]Base Attack/Grapple:[/COLOR] +15/+26 [COLOR=DeepSkyBlue]Attack:[/COLOR] Bite +21 melee (4d8+7) [COLOR=DeepSkyBlue]Full Attack:[/COLOR] Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3) [COLOR=DeepSkyBlue]Space/Reach:[/COLOR] 10 ft./10 ft. (20 ft with claws) [COLOR=DeepSkyBlue]Special Attacks:[/COLOR] Poison, Pounce [COLOR=DeepSkyBlue]Special Qualities:[/COLOR] All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. [COLOR=DeepSkyBlue]Saves:[/COLOR] Fort +13, Ref +9, Will +9 [COLOR=DeepSkyBlue]Abilities:[/COLOR] Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10 [COLOR=DeepSkyBlue]Skills:[/COLOR] Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground) [COLOR=DeepSkyBlue]Feats:[/COLOR] Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness [COLOR=DeepSkyBlue]Environment:[/COLOR] Elemental Plane of Earth [COLOR=DeepSkyBlue]Organization:[/COLOR] Solitary, pair, or party (6-11) [COLOR=DeepSkyBlue]Challenge Rating:[/COLOR] 10 [COLOR=DeepSkyBlue]Treasure:[/COLOR] None [COLOR=DeepSkyBlue]Alignment: [/COLOR] Usually neutral [COLOR=DeepSkyBlue]Advancement:[/COLOR] 16-21 HD (Large); 22-45 HD (Huge) [COLOR=DeepSkyBlue]Level Adjustment:[/COLOR] — Krempeks live in the ground, their bodies flowing seemlessly through the earth as a fish through water. On their own, they tend to think simply, prefering plain lives in which they frequently sleep and essentially wait for prey to walk along a tunnel within their tremorsense range. When they sense prey, they send out their tentacles and attempt to slow the creature. Only when their prey is slowed and, preferably, unconscious, does the main part of the Krempek surface and use it's bite. Lastly, if the Krempek's arms are all severed, the main body will attack relentlessly until death the person who dealt the last attack against the final arm. More and more Krempek, however, are being taken in by groups to be used as defenses. While Krempek's frequently tend to be lazy, the one thing which spurs them into action is the promise of a frequent meal, especially of variety. For the promise of this, they can be convinced to guard an area. They are excellent sentries with their abilities, especially their ability to poison enemies and slow them. [COLOR=DeepSkyBlue]All-Around Vision (Ex):[/COLOR] A Krempek’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A Krempek can’t be flanked. [COLOR=DeepSkyBlue]Arms (Ex):[/COLOR] The arms of the Krempek, while a part of the creature, are also separated. Essentially, each arm has 30 hit points and DR 10/slashing instead of bludgeoning. [COLOR=DeepSkyBlue]Earth Glide (Ex):[/COLOR] A Krempek can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Krempek flings the Krempek back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. [COLOR=DeepSkyBlue]Poison (Ex):[/COLOR] When a Krempek damages someone with it's claw attacks, it also deals poison damage. This poison makes the muscles tougher and more difficult to move. This poison causes the person to be treated as slowed. Creatures immune to poison are not affected by this, but creatures normally immune to slow effects are. [COLOR=DeepSkyBlue]Pounce (Ex):[/COLOR] Because the arms are both a part of the Krempek and separated, any time the Krempek moves and attacks, it may also attack with each of its claws. Unlike normal, this does not have to be done after a charge. [/QUOTE]
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