Have you played..........the name game?

Catapilla

First Post
Have you? Basically the name game is a monster creation game in which someone gives you the name of a monster and you create a monster purely from the name. Some of my zaniest creature concepts have come from the name game. It also makes a great competition, seeing what people can come up with. For example when I heard of the winterspawn from frostburn, I created the idea of a seasonal breed of goblins tha dies as the heat of summer rises and is reborn as an undead by the chill of winter. When I saw frostburn I found it interesting to see another interpretation of the name winterspawn...
But anyway that is beside the point. I am going to play the name game as a competition ..........NOW! All you have to do is create a creature from the name.......drum roll............undercurrent. What could the undercurrent be? A discharge of magical energy given physical form? A living water current that sweeps its victims into rocks before dissolving them in an ooze like fashion? You decide! This competition will end in 2 weeks. So post your undercurrents here! Ooh and also you may post a template instead of a creature if you so choose. Oh and remember, you have a much greater chance of winning if you enter lol.
:D
 

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Soooo....Am I gonna be entering solo lol. I know at least 44 of you have seen this.... Come on guys. Just a quick creature.......please :D
 

Quick, you say? All righty...

Undercurrent
Small Fey (Aquatic)

Hit Dice: 1d6 (3 hp)

Initiative: +7

Speed: 20 ft. (4 squares), swim 30 ft.

Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11

Base Attack/Grapple: +0/–6

Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20)

Full Attack: Short sword +5 melee (1d4–2/19–20) or light crossbow +5 ranged (1d6/19–20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Charm person, lightning bolt

Special Qualities: Amphibious, damage reduction 5/cold iron or silver, low-light vision, spell resistance 16, wild empathy

Saves: Fort +0, Ref +5, Will +3

Abilities: Str 7, Dex 18, Con 11, Int 12, Wis 11, Cha 18

Skills: Bluff +8, Craft (any one) +5, Escape Artist +7, Handle Animal +8, Hide +8*, Listen +7, Perform (sing) +7, Search +3, Sense Motive +4, Spot +7, Swim +7

Feats: Alertness, Lightning Reflexes(B), Weapon Finesse(B)

Environment: Any aquatic

Organization: Gang (2–4), band (6–11), or tribe (20–80)

Challenge Rating: 1

Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)

Alignment: Always neutral

Advancement: 2–3 HD (Small)

Level Adjustment: +3

Most undercurrents are slim and comely, with pale green or white skin and hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Undercurrents prefer not to leave their lakes.

The faerie embodiement of electiricity, undercurrents are vulnerable to silver weapons as its conductivity disrupts the charge always circulating through their bodies. They prefer to live underwater as they find the environ produces a pleasant tingling as their charge bleeds off at roughly the same speed it is generated.

An undercurrent stands about 4 feet tall and weighs about 45 pounds.

Undercurrents speak Aquan and Sylvan. Some also speak Common.

Combat
Undercurrents rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.

Charm Person (Sp): An undercurrent can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the undercurrent community. Shortly before the effect wears off, the undercurrent escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.

Shocking Grasp (Sp): Three times per encounter, an undercurrent can use shocking grasp as the spell (caster level 1st.)

Amphibious (Ex): Although undercurrents are aquatic, they can survive indefinitely on land.

Lightning Bolt (Sp): Once per day an undercurrent can use lightning bolt as the spell (caster level 12th).

Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that an undercurrent has a +6 racial bonus on the check.

Skills: An undercurrent has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*Undercurrents have a +5 racial bonus on Hide checks when in the water.
 
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Spurred on by kafkonia's impressive entry ive now finished my entry...oh and one thing I forgot to put in the rules. The name can be something like the undercurrent -insert word here-. Mine is.

Undercurrent Flamingo
Magical beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +1
Speed: 20 ft. (2 squares), fly 60 ft. (average)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12,
flat-footed 13
Base Attack/Grapple: +0/–4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Undercurrent discharge
Special Qualities: Low-light vision, Electrical screech
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 14, Int 2, Wis 14, Cha 6
Skills: Spot +10
Feats: EnduranceB, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary or pair.
Challenge Rating: 1
Treasure: None
Alignment: Chaotic neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —

"As I watched the black bird, swooped up into the air, and hovered trembling upon a breath of wind. Suddenly it plunged downwards in a predatorial manner, an absurd action for a flamingo, its massive black beak biting the air viciously. It was when I saw the black flamingo fly off with a dead flamingo clamped between its beak that I started to worry..." David Attenbury. The life of birds...


Occasionally when a spell is miscast, or backfires, a small trace of energy is unwittingly released from the caster’s wand. This energy is known by the wizarding community as undercurrent energy as it doesn’t affect spells in any way and is merely a bi product of magic. Sometimes this energy, collects in pockets in condensed areas, such as bird nests, pits or cupboards. In these cases the energy warps the surrounding area and any creatures within it, twisting them with undercurrent energy.

An undercurrent flamingo is a flamingo that has been distorted both physically and mentally by undercurrent energy. Its warped nature is reflected in its appearance, which is fairly unsettling. An undercurrent flamingo is jet black, with pink flashes streaking through its wings yellow, glowing, pupil less eyes. Even its beak and webbed feet are black. The noise an undercurrent flamingo makes is a strange, electronic shriek, which bears no resemblance to the cry of a bird. In the wild, undercurrent flamingos tend to feast upon normal flamingos, forgetting that once they were the same as these poor victims. All undercurrent creatures become cannibals.

Combat
When attacking, undercurrent flamingos become extremely angry and use “shock” tactics in order to stun their foe before moving in for the kill. The sight of a black flamingo, brining down another bird can be a truely horrific sight.


Undercurrent discharge (Ex): Twice per encounter, an undercurrent flamingo may unleash a surge of undercurrent energy upon its enemies dealing the effect of shocking grasp as the spell (caster level 1st.


Electrical Screech (Ex): Due to the damaging effect that producing the noise has on an undercurrent creatures throat, the undercurrent flamingo may only perform this once per day. All living creatures within 40ft must succeed a dc 15 will save or be shaken for 2 rounds.

Skills: Undercurrent Flamingos have a +4 racial bonus on Spot checks.

A very brief wander into the undercurrent plane.
Unknown to many creatures and races there is infact an undercurrent plane which borders the ethereal plane. This plane is a chaotic realm, doomed to eternal thunderstorms and rain. The rain in the undercurrent plane almost never stops and so, races inhabiting the plane are always encountering problems involving flooding and farming. Amongst other things, the strange unpredictable nature of undercurrent energy gives the plane a few inexplicable and surprising qualities, such as areas of land that are charred and burned for no reason, or stretches in which sparks fly, like fireflies. Many who have visited this plane have described it as the plane of madness, failing to recognise that infact this plane is very similar to the material plane, only contorted by magic. Time on the undercurrent plane does not run smoothly either for there is no such thing as seasons. All creatures on the plane have a similar appearance, a black singed look with unblinking, yellow eyes, and flashes of their original form.

I expect it to be peppered with a healthy sprinkling of mistakes so please comment on it :D
 
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So remember people. The final absolute, ultimate, deadline is next thursday so get posting! You know you want to.........by the way people.....I got over 100 views :D thanks
 
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Not long to go now.......lol

So I guess you think my entries statistically flawless. Couldnt of done better eh? lol I know Im not that good so why not comment and say how it can be improved? Or enter lol. :D
 

Sorry for TRIPLE posting (cardinal sin) but I now pronunce the competition closed. Thanks Kafkonia and me lol for entering. I think kafkonia should win so I pronounce, Kafkonia's undercurrent watery people the winning entry.
 

Catapilla said:
Sorry for TRIPLE posting (cardinal sin) but I now pronunce the competition closed. Thanks Kafkonia and me lol for entering. I think kafkonia should win so I pronounce, Kafkonia's undercurrent watery people the winning entry.

*sniff*

You don't know how much this means to me.

Especially since there are suspcious similarities between my undercurrent and the SRD grig... ;)
 


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