Help me with my next project!

#116
Knight Otu said:
Got the marsh assassin handy for comparison, perhaps? Ah, yes:
Smother (Ex): A wrapped opponent of Small size or smaller can be suffocated while in the marsh assassin's skin folds (see Suffocation rules in the DMG). A victim can attempt to escape with an opposed grapple check, though the marsh assassin receives an additional +8 competence bonus to its grapple check (+14 total grapple bonus) owing to the effectiveness of the smother attack.

already been there. :D looking good then? How about that last sentence in parenthesis?

Smother (Ex): Any foe constricted for two full consecutive rounds must succeed on a DC 18 Fortitude save on every subsequent round or begin to suffocate as the slayer vine covers the foe's mouth and crushes the air out of the creature (see Suffocation rules in the DMG). (A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.)? The save DC is Constitution-based.


#117
"THING" HIDE ARMOR
If the preservation spell is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image once per day as a free action (caster level 8th). Furthermore, armor made from THING hide operates as normal hide armor though it grants a +5 armor bonus, rather than a +3 armor bonus. Such armor has a value of 10,000 gp.


#118
Knight Otu said:
What's the focus, by the way? Or should it be DF?

is the focus not the corpse? If it isn’t, then the F probably isn’t necessary.


#119
Knight Otu said:
Monster Manual III. I'd give you the link to the WotC preview, but that wouldn't help you at work.

sure wouldn’t. :(


#120
this OK?

Illiterate: THING are illiterate and must spend two skill points to gain the ability to read and write a language they can speak (the THING language may not be chosen as it has no written component).

Knight Otu said:
Alchemy is now Craft (Alchemy); I'm not sure if it includes poison or not, but I have the feeling that it does. Craft skills have defined rules for craft time, though these guys certainly could possibly craft faster.

it might just. The DMG should have the answers on that. Either in the poison section, or perhaps under the Assassin PrC. If you don’t have that book handy to check on it, I’ll have to look when I get home.


Adding some more queries from this book:

Query #121
posting the whole combat section from this one:

Combat
A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved.
To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead.
If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.
THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.
Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim.
Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.


Query #122
under the Speed, this one has a rating of “swing 30 ft.” in addition to its land speed. I was thinking perhaps we could use something like the Brachiation ability I gave to the Uakari that I made.

Also, needs one feat.

Small Magical Beast
Hit Dice: 3d10-3 (13 hp)
Initiative: +2
Speed: 20 ft., swing 30 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d4+3 plus poison)
Full Attack: Bite +5 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., detect gold, low-light vision, scent, tremorsense 60 ft.
Save: Fort +2, Ref +5, Will –2
Abilities: Str 12, Dex 15, Con 8, Int 4, Wis 4, Cha 4
Skills: Balance +3, Hide +6, Jump +2, Move Silently +3, Spot +3, Tumble +3
Feats: Weapon Finesse (bite) (PLUS ONE)

Environment: Temperate and warm forest and marsh
Organization: Solitary or pack (3-9)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment: —

Thets are oddly shaped beasts rumored to be the survivors of an arcane experiment gone awry. Shaped roughly like a tripod, THINGs have strong powerful arms that they use for movement and diminished vestigial legs that are little more that stumps. THINGs have an affinity toward gold, ambushing adventurers and consuming the bullion whenever it has a chance.


If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies.

Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value.
Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death.


Query #123
Two feats:

Medium Magical Beast (Aquatic)
Hit Dice: 5d10+15 (42 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 40 ft. (8 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Tail +7 melee (1d6+4) or bite +2 melee (1d8+2)
Full Attack: Tail +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 18, Dex 12, Con 16, Int 3, Wis 8, Cha 2
Skills: Hide +1*, Search +4, Spot +1
Feats: 2

Environment: Any aquatic
Organization: Solitary or clutch (3-8)
CR: 3 or 7 (see below) (WTF?)
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: —

THINGs are aquatic crustaceans that can grow as large as humans, up to a few hundred pounds. Found in fresh water, these carnivores eat any sort of meat but prefer humanoids. Resembling a shrimp, THINGs have finger-like appendages that allow them to crawl on shore and a tapered body that ends in a pointed spike. Its chitinous shell is usually dark green or blue to camouflage the undulating predator.

and a bit weird, this one:

Improved Grab (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine. If its victim does not succeed in an opposed grapple check (THING's bonus is +7) before the THING's next action, she will be pulled into the water. The impaled victim can freely attack the THING although she suffers the normal penalties for fighting underwater. If she succeeds in the opposed grapple check, she frees herself.


Query #124
and, finally (for this book):
Attacks: Bite +37 melee, crush +32 melee
Damage: Bite 5d8+15, crush 4d12+7
THINGs are not complex creatures. They simply crush everything in their path. When a THING moves forward, it automatically attacks anyone in the 30-foot by 30-foot square in front of it. All those in the threatened area are allowed a Reflex save against DC 18 to avoid the THING. Those who fail are subject to the THING's crush attack. Anyone hit by that attack is automatically engulfed.
Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. Anyone walking over the trail it leaves, or caught by its engulf attack is automatically grappled by the adhesive slime. Opponents so grappled cannot get free without dissolving the adhesive first. A weapon that strikes a THING is also stuck fast unless the wielder succeeds at a Reflex save (DC 15). A successful Strength check (DC 20) is needed to pry it off. Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked, merely dragged along until they free themselves.
Engulf (Ex): Creatures caught under the THING are pinned by its massive bulk. Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them. If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition).
Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop the THING) within 120 feet must succeed at a Will save (DC 15) or be affected as though by a. fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds: creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the THING's roar.
Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
 

log in or register to remove this ad

#116
Looking good. I'd drop the part in parenthesis though.

#117
Might be ok now.

#118
Isn't a focus for Gentle Repose,at least.

#120
Illiterate is ok.

Seeing nothing on poison creation in the SRD.

Query #122
under the Speed, this one has a rating of “swing 30 ft.” in addition to its land speed. I was thinking perhaps we could use something like the Brachiation ability I gave to the Uakari that I made.
Might be good
Acrobatic.

Query #123
Weapon Focus, Power Attack?
What's up with the CR?

and a bit weird, this one:

Impale (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine, and it can attempt to pull its opponent into the water.
Pull (Ex): If an impaled victim does not succeed in an opposed grapple check (THING's bonus is +7) before the THING's next action, she will be pulled into the water. The impaled victim can freely attack the THING although she suffers the normal penalties for fighting underwater. If she succeeds in the opposed grapple check, she frees herself.

Query #124
Adhesive is pretty similar to the mimic ability, but the DCs are different (both are 16 for the mimic).
Roar is similar to the dragonne ability, and should be fine (Cha-based).
The text sounds a lot like trample or the ability we have for the giga-slug. Possibly replace engulf with that?
 

#120
Knight Otu said:
Seeing nothing on poison creation in the SRD.

well, I don’t have time to waste on writing up the rules for that anymore. ;) we’ll just assume that alchemy can create poisons. The text below seems to cover that anyway. Do the “concoct” DCs look all right – should we fix those or leave well enough alone? :)

Poison: All THING are trained in the use of poison. They learn a specialized form of the Alchemy skill targeted at the concoction of poisons. THING are familiar with all poisons available in any campaign although they prefer to use their own, more effective, poisons. It takes a number of days equal to the concoct DC divided by 3 to make 2d6 doses of a poison. This time is reduced by one day for every three points of success over the DC that the THING rolls.
THING poisons are well known throughout the world as the most potent, and command significant prices on the rare occasions that they can be found outside the THING’s native land.
When first encountered in combat, most THING use Treeblood on their opponents. Only when an enemy poses a known threat to the entire THING race is Quisloi Fire used, and then only by experienced THING warriors (15th-level and higher).
Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp.
Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.
Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp.
Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp.
Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp.


#121
thoughts on this?

Combat
A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved.
To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead.
If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.
THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.
Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim.
Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.


#122
Brachiation (Ex): Uakari are at home in the trees and get along as well there are most humans do on the ground. Uakari receive a +10 racial bonus to Climb checks while in a forest, and are able to swing from branches and vines at their normal land speed.

One problem was, though, that the land speed was 20 feet, and the “swing” speed is 30.

Working from this flavor text:
“If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies.”

So, how about:
Brachiation (Ex): A THING is at home in the trees and gets along as well there as most humans do on the ground. A THING has a +10 racial bonus on Climb checks while in a forest or marsh, and is able to swing from branches and vines at a speed of 30 feet per round (or – 10 feet faster than their normal land speed?).

Thoughts on these items?:

Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value.
Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death.


#123
Knight Otu said:
What's up with the CR?

maybe I’ll have a better idea when I edit the hell out of this section:

If the THING attacks from a river or streambed, it may be possible for the rest of the party to rescue their captured comrade. Those entering the water must succeed at a Swim check (DC between 10 and 15 depending on the strength of the river) as well as a Search check (DC 13) to find their missing party-member. They must then battle the thing in the water, while it thrashes around eating their friend. Characters in this environment are considered fighting blind due to the difficulty in seeing in turbulent waters. THINGs encountered in this situation are considered CR 3.
THINGs lurking at the shore of a deep lake or inland sea are considered CR 7 due to the extreme difficulty in following the creature deep underwater. Magic is necessary to follow the THING down, although the captured PC may free himself.

Knight Otu said:
Impale (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine, and it can attempt to pull its opponent into the water.
Pull (Ex): If an impaled victim does not succeed in an opposed grapple check (THING's bonus is +7) before the THING's next action, she will be pulled into the water. The impaled victim can freely attack the THING although she suffers the normal penalties for fighting underwater. If she succeeds in the opposed grapple check, she frees herself.

Yeah… that does make a lot more sense that way. But I would do more than just break it up; it needs a bit of a fix. The grapple bonus is +9 anyway (BAB +5, Str +4, size Med). How is this?

Impale (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine, and it can attempt to pull its opponent into the water. If the opponent wins the grapple check, it frees itself from the THING’s tail-spine.
Pull (Ex): If a THING wins a grapple check against an impaled opponent, when it takes its move action it can drag the opponent along with it. If the THING submerges, it pulls the opponent into the water, where the opponent may be at risk for drowning. The impaled victim can freely attack the THING although the opponent suffers the normal penalties for fighting underwater.


#124
Knight Otu said:
Adhesive is pretty similar to the mimic ability, but the DCs are different (both are 16 for the mimic).

well, for the mimic, it doesn’t appear to be based on any ability score (though, arguably, Con does fit the numbers). I could either arbitrarily set the DC at say 20, or go with the full force of a Con-based DC, making it 45!

Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. Anyone walking over the trail it leaves, or caught by its squash attack is considered automatically grappled by the adhesive slime. Opponents so grappled cannot get free while the THING is alive without removing the adhesive first.
A weapon that strikes a THING is stuck fast unless the wielder succeeds on a DC X Reflex save. A successful DC X Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked by the THING, merely dragged along until they free themselves.


Knight Otu said:
Roar is similar to the dragonne ability, and should be fine (Cha-based).

too bad it’s Cha-based… but with 53 HD (I hope I’m reading that right), that low score won’t matter much. ;)

Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop a THING) within 120 feet must succeed on a DC 32 Will save or be affected as though by a fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds; creatures with 9 or more Hit Dice must succeed on a DC 32 Fortitude save to negate this effect. Deafened creatures cannot be affected again by the THING's roar. The save DCs are Charisma-based.


Knight Otu said:
The text sounds a lot like trample or the ability we have for the giga-slug. Possibly replace engulf with that?

you mean the barn slug? ;) and it doesn’t seem to make sense to me to have that on the attack line does it?

Attacks: Bite +37 melee, crush +32 melee
Damage: Bite 5d8+15, crush 4d12+7

Good ol mammoth slug:

Smothering Slime (Ex): A breathing opponent being squashed by a mammoth slug is also subject to its foul secretions. Any victim of the mammoth slug’s squash attack must succeed on a DC 25 Fortitude save or have its throat and lungs filled with slime and begin to suffocate (see Suffocation rules in the DMG). An opponent that fails its initial Fortitude save can attempt another DC 25 Fortitude save once every 2d6 rounds, until it succeeds by coughing out the slime. The save DC is Constitution-based.
Squash (Ex): As a standard action during its turn each round, a mammoth slug can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the mammoth slug’s body. A squash attack deals 2d6+15 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the mammoth slug moves forward. The save DC is Strength-based.

So:
Squash (Ex): As a standard action during its turn each round, a THING can use its mass to squash opponents at least one size category smaller than itself by moving forward at its normal speed. A squash attack affects as many creatures as can fit under the THING’s body. A squash attack deals 4d12+22 points of bludgeoning damage. Squashed opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, squashed opponents can attempt DC 28 Reflex saves to take half damage. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the THING moves forward. The save DC is Strength-based.


Note that anything squashed is also caught by its adhesive, and therefore grappled. So maybe it should do some additional damage from dragging them along the ground, or is the squash attack enough? Should we incorporate these parts into it?:

“Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them.”
“ If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition).”
Since it doesn’t seem to drip slime onto opponents (it’s slime is sticky rather than choking), the suffocation would only happen if it stopped on top of them, I guess.


I was trying to find what triggered a swallow whole attack, since it doesn’t have Improved Grab, when I found this part:

“War snails rarely use their bite attack, as most opponents are too small for it to notice. They typically use their bite on those who have dealt them serious damage (50 or more points from a single attack). If they hit with their bite attack, there is a 50% chance the snails automatically swallow their opponent whole.”

I figure that part should be removed, and replaced with good old improved grab, and then make the below entry more like a standard swallow whole.

Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
 

#120
Do the “concoct” DCs look all right – should we fix those or leave well enough alone? :)
I don't really know - I'd leave them alone, though.


#121
I'll see if I can cooj up something with the intellect devourer and the puppeteer.

#122
Brachiation is good, though I'd phrase it like in the parenthesis.

Detect Gold (Sp): ... This is the equivalent of a (1st? 2nd?) level spell.
Otherwise similar to gold dragon ability.
Secondary damage death is a bit ... excessive, isn't it? And it seems most of its CR would derive from the poison. DC should be 10, unless we add racial bonuses. Say, ... secondary damage 1d6 Con?

#123

That CR thing is more of a situaltional modifier, I think, and not necessarily true, even. Up the CR a little bit, maybe? 4 or 5 at most.
Your impale and pull look good.

#124

DC 20 for the adhesive then, I'd say.

and it doesn’t seem to make sense to me to have that on the attack line does it?
Not really, no.

Squash should be enough. I'd note the possibility of suffocation if the thing stops.

I figure that part should be removed, and replaced with good old improved grab, and then make the below entry more like a standard swallow whole.
Sounds like a good plan.
 

#121
First course, the psi-like abilities:
Psi-like Abilities: At will—astral projection (as the spell of the same name), psionic charm (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids or outsiders, DC 16*), psionic suggestion (3 targets, DC 14*), and read thoughts (DC 14). Manifester level 7rd. The save DCs are Charisma-based.
*Includes augmentation for the flesh harrower’s manifester level.
The THING cannot use its psi-like abilities in a round the host used its sorcerer spells or vice versa.

Astral projection doesn't seem to have a nice psionic counterpart (well, there's astral caravan, but...). Maybe this one can be kept?
 

#121
eh, doesn't look nice, but here's some more for these Goa'ould:

Combat
A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested.
THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.
Enhance Host (Ex): While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge).
Enslaving Sting (Su): If a THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved. The save DC is Charisma-based (?)
Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim.
If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.
Host Protection (Ex): A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn).
 

#120
Knight Otu said:
I don't really know - I'd leave them alone, though.

Wisdom. :) “If you don’t know what it is, don’t f--- with it!”
I am changing the Concoct DC to a Craft DC now, since that is what skill it will be based on.


#121
Knight Otu said:
First course, the psi-like abilities:
Psi-like Abilities: At will—astral projection (as the spell of the same name), psionic charm (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids or outsiders, DC 16*), psionic suggestion (3 targets, DC 14*), and read thoughts (DC 14). Manifester level 7rd. The save DCs are Charisma-based.
*Includes augmentation for the flesh harrower’s manifester level.
The THING cannot use its psi-like abilities in a round the host used its sorcerer spells or vice versa.

Astral projection doesn't seem to have a nice psionic counterpart (well, there's astral caravan, but...). Maybe this one can be kept?

one thing that bugs me is this line from the psionics entry. I’m completely failing to comprehend it:
“While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.”

What’s a Goa’ould? :)

As for the other abilities, some modifications on your writeups:
Note that this puny thing has only 1-HD, and Cha 14. it was very ill-conceived, as someone wanted to make a very powerful monster, but it has a ridiculous number of weaknesses.
I merged “enslaving sting” and “host protection” into one ability, called “enslave”

One thing we need here is a way to cancel the domination. Is a being permanently enslaved once this thing gets a hold of it? Maybe it gets a new Will save every time the thing detaches?

Combat
A THING's sole ability in combat is to detach from its host and scurry toward its victim. If any other enslaved humanoids are nearby, they attempt to restrain the prospective victim so the THING can attach itself unmolested.
THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.
A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat.
Enhance Host (Ex): While a THING is attached to its victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge).
Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus.
A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn).
Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. The victim remembers its past and knows who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, the words are chosen by the THING, using its new understanding of the victim's personality and past to pass itself off as the victim.
If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.


#122
Knight Otu said:
Detect Gold (Sp): ... This is the equivalent of a (1st? 2nd?) level spell.
Otherwise similar to gold dragon ability.

hello, I didn’t even think of gold dragons!

Detect Gold (Sp): A THING can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it only finds gold. The THING can scan a 60-degree arc each round: By concentrating for 1 round it knows if there is any gold within the arc; 2 rounds of concentration reveal the exact amount of gold; and 3 rounds reveal its exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

Knight Otu said:
Secondary damage death is a bit ... excessive, isn't it? And it seems most of its CR would derive from the poison. DC should be 10, unless we add racial bonuses. Say, ... secondary damage 1d6 Con?

no, I’d say 1d6 is too weak. Remember, we want something to replace “death” as an effect, and even a loss of 6 Con won’t kill most creatures immediately. I think the deadliest of poisons in the DMG do 3d6 Con, so I’d say it’s either that or 2d6. 3d6 has a chance to kill all but the toughest of creatures, while 2d6 can kill average creatures.

and ooh, yeah, a racial bonus is in order.

Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage X Con. The save DC is Constitution-based and includes a +8 racial bonus.


#123
Knight Otu said:
That CR thing is more of a situaltional modifier, I think, and not necessarily true, even. Up the CR a little bit, maybe? 4 or 5 at most.

it does need fixing – in fact, I was specifically asked to make that more standard. It’s up to the DM if he wants to make an encounter more or less difficult, a CR is just a guideline as to how the designer expected it to be.

I really don’t see it being a CR7 creature simply because it’s hard to spot… (it has a +10 Hide modifier for people trying to find a submerged one from the shore.

Consider this one handled.


#124
Knight Otu said:
DC 20 for the adhesive then, I'd say.

that makes it challenging enough, I figure. Since it’s a CR16 monster, no sense in having epic level save DCs if not necessary! Especially since every other attack has such a high DC…
 
Last edited:

#121
one thing that bugs me is this line from the psionics entry. I’m completely failing to comprehend it:
“While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.”
I tried to interpret that - that's the either sorcerer spells or psionic powers in any round thing.
Oh, and I forgot to change that one flesh harrower to THING. Dangers of copy and paste.

What’s a Goa’ould?
smile.gif
[hijack]Bad guy parasites from the Stargate universe. Wormlike, enter body, wrap around spine. Hosts become more powerful, can use special technology and gets glowing eyes. Act as though they're gods.[/hijack]

One thing we need here is a way to cancel the domination. Is a being permanently enslaved once this thing gets a hold of it? Maybe it gets a new Will save every time the thing detaches?
Break Enchantment? (domination would need a caster level, then)

#122
2d6 should work, then.
 

#121
Knight Otu said:
I tried to interpret that - that's the either sorcerer spells or psionic powers in any round thing.
Oh, and I forgot to change that one flesh harrower to THING. Dangers of copy and paste.

ah!! Now that makes sense, I didn’t catch that. :)

Knight Otu said:
Break Enchantment? (domination would need a caster level, then)

yes. :) add this to Enslave?: “A THING’s hold over its victim can be broken with a break enchantment spell.”

How we lookin? :)

Combat
A THING's sole ability in combat is to detach from its host and scurry toward its victim. If any other enslaved humanoids are nearby, they attempt to restrain the prospective victim so the THING can attach itself unmolested.
THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.
A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat.
Enhance Host (Ex): While a THING is attached to its victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). The victim cannot cast these spells in the same round that the THING uses its psionic powers, nor can the THING use its psionic powers in the same round its victim casts one of its granted sorcerer spells.
Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus.
A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn).
Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. The victim remembers its past and knows who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, the words are chosen by the THING, using its new understanding of the victim's personality and past to pass itself off as the victim.
If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.


Time for some more (after these, I have only 9 more monsters to work on. I will be working on them today, tonight, and tomorrow as needed – I invite anyone reading to stick around and help out if you can!) :

Query #125
some items to look at:

Ride Waves (Ex): An THING can literally walk on water at any time (though it swims faster than it walks), and it can ride waves during great storms, standing on the foaming waters and letting the waves carry it forward. While riding waves, an THING has a movement rate of 40 feet.
Icy Stare (Sp): The glare of an THING can turn water to ice. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If the saving throw fails, the creature is trapped in ice with effects equivalent to a web spell as well as losing the ability to breathe. Use the drowning rule on page 85 of DMG to determine whether the ice asphyxiates the victim. The THING may use this ability once per round. Doing so requires a standard action.
A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage (round fractions down). Once the damage total reached 50 points, the trapped creature is free.
Immunity To Elements (Su): An THING is immune to air-based and water-based attacks.


Query #126
just one:
Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a penalty of -2 to all rolls due to demoralization. Once a character fails a save, the only way to break the despair is to move outside the 10-foot area. Unfortunately, for every minute the victim stays, the DC for the despair increases by 1. The penalties associated with the despair increase by -1 for every minute as well. If a victim's penalties reach -10, that creature gives in to despair. The victim just sits down and gives up, effectively becoming stunned (see DMG, pg. 85).


Query #127
a couple quickies:
Blood Drain (Ex): A THING that hits one opponent with both of its slam attacks can make a further touch attack. If this attack hits, the moth's proboscis shoots out and drains the opponent of precious vitae, inflicting 1d6 points of Constitution damage.
Lightning Wings (Sp): A THING's wings generate electricity during flight. Once per minute, a THING can discharge a wild surge of electrical power. Treat this as a chain lightning spell cast by a 16th level sorcerer.


Query #128
Intestine Stems (Ex): A THING's distended belly contains a dozen prehensile intestine stems, each ending in a foul-smelling many-toothed mouth with a lolling, discolored tongue. Six of these disgusting appendages strike each round, with a range of up to 15 feet. Living creatures struck by an intestine stem suffer 1d2 points of temporary Charisma damage. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot grant the creature hit points above its original total. A creature reduced to Charisma 0 by a THING is unconscious.
Improved Grab (Ex): If the THING hits with an intestine stem attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity. Grappled creatures automatically suffer Id4 points of temporary Charisma damage each round for each attached intestine stem.
Curse of the Rotten Gut (Su): Living creatures damaged by a THING often contract a horrible disease known as the curse of the rotten gut. The unsettling curse, delivered by the THING's hideous tongue, is a magical disease that conveys the nauseating sensation of hundreds of undulating worms crawling within the victim's stomach. Curse of the rotten gut—lick, Fortitude save (DC 12), incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain. Creatures who die while inflicted with the curse of the rotten gut arise as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation (but does not cure the disease).
Intestine Crawl (Ex): If a THING has at least three intestine stems free, it can use them to crawl. The stem mouths create enough suction that a THING can even climb along walls and ceilings with a climb DC of 0 or higher.


Query #129
need a feat:

Large Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Bite +10 melee (1d8+4)
Full Attack: Bite +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Swim-by attack
Special Qualities: Keen scent
Saving Throws: Fort +4, Ref +7, Will +6
Abilities: Str 17, Dex 15, Con 14, Int 11, Wis 12, Cha 8
Skills: Intuit Direction +8, Listen +6, Search +10, Sense Motive +4, Spot +8, Swim +11
Feats: Track, Weapon Focus (bite) (needs 1 MORE)

Environment: Any aquatic or coastal
Organization: Solitary, school (2-5), or pack (5-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8-14 HD (Huge), 15-21 HD (Gargantuan)
Level Adjustment: ??

Samebito are shark people often used by aquatic communities are scouts and guards. Their skin is dark gray or black with a maw full of teeth, webbed hands and feet, and glowing green eyes. Samebito never stop growing, some becoming so large they can no longer leave the ocean and embark on land. It is rumored that the tears of samebito (rare indeed) become gems.

shouldn’t really be any problems here… I may turn the swim-by-attack into a bonus feat, as the creature from the last book.

Keen scent (Ex): A THING can notice creatures by scent within a 180-foot radius in the water, or 360-foot radius on land. It can smell blood at up to a mile in water, and up to 100 yards on land. All THING gain a +4 bonus when tracking by scent.
Swim-by Attack: A THING can "bump and bite" in a swim-by attack, then quickly move on before the victim really knows what has happened. This functions as does the flyby attack, allowing the creature to take a move action (including a charge) and another partial action at any point during the move. It cannot take a second move action during a round when it made a swim-by attack.


Query #130
interesting:

Alchemy: THING can brew beer, wine, sake, poison, and many other magical liquids. They have a racial bonus of +5 to any attempt to create or identify potions, alcoholic beverages, and poisons.

White Sake
Sacred white sake is said to have healing powers, being able to cure disease, heal grievous wounds, and even neutralize poisons. However, it only provides this benefit for those the THING deems fit: sometimes, this means holy people, and other times it means the poor or downtrodden. The THING can give a person a draught of sacred white sake to cure what ails them. If they are affected by disease, the sake has the effect of a potion of remove disease. If they are injured, the liquid has the effect of a potion of cure serious wounds. If they are suffering the effects of a toxin, it acts as a potion of neutralize poison. Other moderate healing effects may be possible as well (these effects will never be of a spell greater than 4th level).
Those without a pure heart who drink a THING's sake are drinking poison (Ingested, DC 14, 1d6 Con and 1d6 Cha, secondary 1d3 Con and 1d3 Cha).
 

#121
I'd say so.

Time for some more (after these, I have only 9 more monsters to work on. I will be working on them today, tonight, and tomorrow as needed – I invite anyone reading to stick around and help out if you can!) :
I almost thought you'd never run out of queries. :p

#125
Add a "as tough with a water walk spell"?
Icy Stare (Sp): As a standard action, the THING can turn water to ice with a glare. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If it fails, the creature is trapped in ice and risks suffocation.
A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage. Once the damage total reached 50 points, the trapped creature is free.
Immunity To Elements (Su): Change to immunity to cold, (electricity?,) and water-based effects, maybe? (we had that one elemental...)

#126
Aura of Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a -2 morale penalty to all rolls until they move out of the 10 foot radius. For every minute a victim stays in the aura, the morale penalty increases by 1. When the morale penalty reaches -10, the victim is effectively stunned with despair. The save DC is Charisma-based.

Humm, 1 minute, though? That's 10 rounds, quite a long time for a combat ability.

#127
Those two might be fine (though it wouldn't hurt if someone else watching this thread comments on the abilities ;)).

#129
Skill warning - Intuit direction!
Alertness or Power Attack
 

Remove ads

Top