The Vorpal Tribble
First Post
This critter was spawned from a discussion I started on the WOTC monster forums about some of the really corny and unimaginative blood and flying eyeball type creatures in many of the books. This is a sort of mockery of said creatures
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Gratuitous Gore
Type: Gargantuan Ooze (extraplanar)
Hit Dice: 18d10+112 (207 hp)
Initiative: -2
Speed: 20 ft.
AC: 16 (-2 dex, +12 natural, -4 size)
BAB/Grapple: +13/+36
Space/Reach: 20 ft./20 ft.
Attack: Slam, slash, or gore +20 melee (2d8+11)
Full attack: 6 slams, slash or gore +20 melee (2d8+11)
Special Attacks: Bloodburn, Engulf, Odor of Death
Special Qualities: Acid immunity, Blindsight 60 ft., Fast Healing 10, Necromancy immunity, Ooze traits
Saves: Fort +12, Ref +4, Will +1
Abilities: Str 33, Dex 6, Con 24, Int -, Wis 1, Cha 1
Skills: Swim +10
Feats: -
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Environment: The Infinite Layers of the Abyss
Organization: Solitary
CR: 18-19
Alignment: Always neutral
Treasure: 1/4th coins, standard goods, standard items
Advancement: 18-25 HD (gargantuan), 26-37 HD (colossal)
The epitomy of putrifaction, a gratuitous gore is an unwelcome presence no matter its surroundings. It appears as a great advancing flood of blackened blood, globules of gelatinous rot, coagulated ichor, and other discolored fluids and semi-liquid substances.
These beings are an uncommon spontaneous occurance of life formed from areas of evil planes steeped in necromatic magic where horrendous battles have been fought and much blood spilt. The liquifying, rotten bodies, if left undisturbed, melt into one another and form into this mockery of existence.
They are most often found amongst the Blood War Battlegrounds, or wallowing through the seas of blood.
Combat:
A gratuitous gore will normally attempt to simply roll over and engulf their opponents, but if unable, will resort to lashing out with pseuopodia or squirting infectious blood. As a free action a gratuitous gore can bring forth long shards of bone to its surface, changings its slam attacks to slash or pierce, depending on the positioning.
Bloodburn (Ex):
Once per round a gratuitous gore can release up to six lines of infectious blood 60 feet long. Once hit, the acidic nature of the blood burns into the skin and into the victim, dealing 2d8 acid damage. Those struck by the blood must make a DC 20 fortitude save or contract a disease that melts all organs and muscle within, causing 1d4 permanent strength damage per minute. Each minute a new fortitude check can be made, but the DC raises by 2. Once the stength of the victim reaches 0 it collapses into a mass of liquified tissue that bursts the skin and spreads out in a noxious puddle, leaving only the skeleton remaining.
Unless washed off within 1d4 minutes, even living creatures with disease immunity may contact bloodburn if of 8 HD or less, the latent necromatic properties allowing it to bypass the resistance.
Fast Healing (Ex):
When harmed a gratuitous gore quickly scabs over and fuses back together, allowing it to heal 10 points of damage per round.
Engulf (Ex):
A gratuitous gore can simply mow down Huge or smaller creatures as a standard action. It cannot make a physical attack during a round in which it engulfs. The gratuitous gore merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the gore, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the gore moves forward. Engulfed creatures are subject to the gore's bloodburn damage ever round and automatically contract the disease. Those within also begin to suffocate and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Necromancy Immunity (Ex):
A gratuitous gore is immune to all necromancy and death spells.
Odor of Death (Ex and Su):
The smell of this being is more than most beings can handle, and living who come within 60 feet become nauseated, no save, for as long as they are in is presence plus 2d6 minutes afterwards. Even those who are immune to nausae must make a DC 30 fortitude check or become Sickened, for the odor is necromatic in nature.
Skills: A gratuitous gore has a +10 racial bonus on swims checks and can always choose to take 10 on a swim check, even if rushed or threatened.
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Open to suggestions on making this creature even more grotesque and gratuitously gorey :yuck:

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Gratuitous Gore
Type: Gargantuan Ooze (extraplanar)
Hit Dice: 18d10+112 (207 hp)
Initiative: -2
Speed: 20 ft.
AC: 16 (-2 dex, +12 natural, -4 size)
BAB/Grapple: +13/+36
Space/Reach: 20 ft./20 ft.
Attack: Slam, slash, or gore +20 melee (2d8+11)
Full attack: 6 slams, slash or gore +20 melee (2d8+11)
Special Attacks: Bloodburn, Engulf, Odor of Death
Special Qualities: Acid immunity, Blindsight 60 ft., Fast Healing 10, Necromancy immunity, Ooze traits
Saves: Fort +12, Ref +4, Will +1
Abilities: Str 33, Dex 6, Con 24, Int -, Wis 1, Cha 1
Skills: Swim +10
Feats: -
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Environment: The Infinite Layers of the Abyss
Organization: Solitary
CR: 18-19
Alignment: Always neutral
Treasure: 1/4th coins, standard goods, standard items
Advancement: 18-25 HD (gargantuan), 26-37 HD (colossal)
The epitomy of putrifaction, a gratuitous gore is an unwelcome presence no matter its surroundings. It appears as a great advancing flood of blackened blood, globules of gelatinous rot, coagulated ichor, and other discolored fluids and semi-liquid substances.
These beings are an uncommon spontaneous occurance of life formed from areas of evil planes steeped in necromatic magic where horrendous battles have been fought and much blood spilt. The liquifying, rotten bodies, if left undisturbed, melt into one another and form into this mockery of existence.
They are most often found amongst the Blood War Battlegrounds, or wallowing through the seas of blood.
Combat:
A gratuitous gore will normally attempt to simply roll over and engulf their opponents, but if unable, will resort to lashing out with pseuopodia or squirting infectious blood. As a free action a gratuitous gore can bring forth long shards of bone to its surface, changings its slam attacks to slash or pierce, depending on the positioning.
Bloodburn (Ex):
Once per round a gratuitous gore can release up to six lines of infectious blood 60 feet long. Once hit, the acidic nature of the blood burns into the skin and into the victim, dealing 2d8 acid damage. Those struck by the blood must make a DC 20 fortitude save or contract a disease that melts all organs and muscle within, causing 1d4 permanent strength damage per minute. Each minute a new fortitude check can be made, but the DC raises by 2. Once the stength of the victim reaches 0 it collapses into a mass of liquified tissue that bursts the skin and spreads out in a noxious puddle, leaving only the skeleton remaining.
Unless washed off within 1d4 minutes, even living creatures with disease immunity may contact bloodburn if of 8 HD or less, the latent necromatic properties allowing it to bypass the resistance.
Fast Healing (Ex):
When harmed a gratuitous gore quickly scabs over and fuses back together, allowing it to heal 10 points of damage per round.
Engulf (Ex):
A gratuitous gore can simply mow down Huge or smaller creatures as a standard action. It cannot make a physical attack during a round in which it engulfs. The gratuitous gore merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the gore, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the gore moves forward. Engulfed creatures are subject to the gore's bloodburn damage ever round and automatically contract the disease. Those within also begin to suffocate and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Necromancy Immunity (Ex):
A gratuitous gore is immune to all necromancy and death spells.
Odor of Death (Ex and Su):
The smell of this being is more than most beings can handle, and living who come within 60 feet become nauseated, no save, for as long as they are in is presence plus 2d6 minutes afterwards. Even those who are immune to nausae must make a DC 30 fortitude check or become Sickened, for the odor is necromatic in nature.
Skills: A gratuitous gore has a +10 racial bonus on swims checks and can always choose to take 10 on a swim check, even if rushed or threatened.
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Open to suggestions on making this creature even more grotesque and gratuitously gorey :yuck: