Help me with my next project!

Knight Otu said:
I almost thought you'd never run out of queries. :p

heh… me too. :o thank god!


#125
Knight Otu said:
Add a "as tough with a water walk spell"?

I don’t see why water walk makes you tough? ;)

Ride Waves (Ex): An THING can literally walk on water, as though with a water walk spell, at any time (though it swims faster than it walks). It can even 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.

Should the saving throw be based on Charisma? (it appears it may be so already)

Icy Stare (Sp): As a standard action, a THING can turn water to ice with a glare. This affects a 5-foot diameter area of water. If a creature is submerged in water, it must succeed on a DC 12 Reflex save or become entombed in ice, and be at risk of suffocation (see Suffocation rules in the DMG).
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.

Knight Otu said:
Immunity To Elements (Su): Change to immunity to cold, (electricity?,) and water-based effects, maybe? (we had that one elemental...)

yes, you’re right. And a plant. ;)

Immunity to Water Effects (Ex): A rust fern is immune to any spell or effect that utilizes water, such as a quench spell.
Immunity to Water Effects (Ex): A waterlight is immune to any spell or effect that utilizes water, such as a quench spell.

That covers the water part though. I wouldn’t switch out air with cold and/or electricity. You have things like whirlwinds, control winds, and attacks from air elementals to contend with. Let me start by changing the name…

Immunity to Air and Water Effects (Su): An THING is immune to air-based and water-based attacks.


#126
Knight Otu said:
Humm, 1 minute, though? That's 10 rounds, quite a long time for a combat ability.

since the DC is lower than expected anyway, how about if I jack up the power a bit? :D

Aura of Despair (Su): All creatures within 10 feet of a THING must succeed on a DC 12 Will save every round or suffer a -2 morale penalty to all skills checks, ability checks, saving throws, attack and damage rolls, until they move out of the 10 foot radius. For every round a creature stays in the area, the save DC increases by +1. The morale penalty for any victim that succumbs to this demoralization also increases by –1 each round spent in the area as well, until the morale penalty reaches –10; at this point the victim sits down and gives up, and is considered stunned. The save DC is Charisma-based.


#127
also, this one is a Huge moth creature that had damage reduction 10/+2. would we want to change that to something like DR 10/bludgeoning?

Knight Otu said:
Those two might be fine (though it wouldn't hurt if someone else watching this thread comments on the abilities :) ).

forgot to mention, the blood drain is actually part of an improved grab/pounce routine. That gives some room to rework it, and make it more standard.

Blood Drain (Ex): A THING can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round the pin is maintained.

is the save 10 + DC ½ HD + Cha mod, or 10 + spell level + Cha mod? If the first option, the DC is 15, if the second option it’s 13. 16 HD, cha 5.

Lightning Wings (Sp): A THING's wings generate electricity during flight. Once per minute, a THING can discharge a wild surge of electrical power that functions as a chain lightning spell (caster level 16th, save DC X). The save DC is Charisma-based.


#128
any thoughts on this mess? ;)

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.


#129
Knight Otu said:
Skill warning - Intuit direction!

thanks – I might have noticed that later, but you saved me the trouble. That has been folded into Survival, correct?

Turning this:
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.

Into this:
Keen Scent (Ex): A THING can notice creatures by scent in a 180-foot radius in the water, or in a 360-foot radius on land. It can smell blood in the water at ranges of up to a mile on water, and up to 100 yards on land.
Skills: * A THING has a +4 racial bonus on Survival checks when tracking by scent.

I may turn the swim-by-attack into a bonus feat, as the creature from the last book.

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.


#130
thoughts on this?
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).


And, a new singleton from another book, since we have the space:

Query #131
Just showing the whole combat section for this one, for comparison (the name was changed, so I can show it whole with the new name):

Combat
This ambush predator cruises either on the sea floor or on top of the water. When the spitting octopus is floating on top of the water, it looks like an algae patch. On the sea floor, it buries itself with a thin layer of sand or strategically lays itself flat on a rock, while colonies of algae camouflage its huge size.
Improved Grab (Ex): To use this ability, the spitting octopus must make a successful hit with its slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and gains the ability to constrict. *A spitting octopus has a +4 racial bonus on grapple checks.
Acid (Ex): The poison of the spitting octopus is highly potent, coming from its own digestive juices. The spitting octopus can shoot a spray of digestive acid with a 10 foot diameter and 25 feet long (Fort DC 28 save for half damage) The acid causes 10d6 initial damage, then 2d6 acid damage two rounds thereafter. After the acid digests the victim, the spitting octopus will open its massive jaws and suck down its liquefied meal.
Constrict (Ex): A spitting octopus deals 2d6+10 points of damage with a successful grapple check against a Large creature or smaller.
Suffocate (Ex): The spitting octopus attempts to use constriction to suffocate its victim. Any victim that is being constricted loses 1 point of Con every two rounds, as their body is being suffocated.
*Skills: A spitting octopus 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. A spitting octopus has a +4 racial bonus on Hide checks.
 

log in or register to remove this ad

#125
Should the saving throw be based on Charisma? (it appears it may be so already)
Yep, I'd say so.

You might have the right idea about the immunities, but it sure sounds like this creature should be immune to cold. ;)

#126
since the DC is lower than expected anyway, how about if I jack up the power a bit? :D
That may work.

#127
DR 10/bludgeoning, sure, why not. Magic might be a fitting alternative, though.

Spell-like ability = DC based on spell level.

#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. 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.

This - Six of these disgusting appendages strike each round, with a range of up to 15 feet. - should better be part of the Full Attack line.

Improved Grab (Ex): To use this ability, a THING must hit with an intestine stem(?) attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can deal Charisma damage.
Charisma Damage (Su): A THING deals 1d4 points of Charisma damage with a successful grapple check for each intestine stem attached. 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 X), incubation period 1 day; damage 1d6 Constitution. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC X Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based. 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). The save DC is Constitution/Charisma-based.
Intestine Crawl: Huh?


#129
That has been folded into Survival, correct?
Yep.

I may turn the swim-by-attack into a bonus feat, as the creature from the last book.
I'd certainly do that.

#130
Really unsure about this one... Might let this alone unless someone else chimes in. ;)

Query #131
Constrict (Ex): A spitting octopus 2d6+10 points of damage with a successful grapple check against a Large or smaller creature. If the spitting octopus maintains the hold for two or more rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).
Improved Grab (Ex): To use this ability, a spitting octopus must hit with a slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spitting octopi receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
Acid (Ex): The poison of the spitting octopus is highly potent, coming from its own digestive juices. The spitting octopus can shoot a 25 foot cone of acid (Fort DC 28 save for half damage). The acid causes 10d6 points of acid damage, and lingers for two more rounds on a failed save, dealing 2d6 points of acid damage each round unless somehow neutralized. After the acid digests the victim, the spitting octopus will open its massive jaws and suck down its liquefied meal.
 

i'm here. :) will be here for the next few hours at least, hopefully... if i've caught you online, we should be able to finish up this mess in short order. ;)

#125
Knight Otu said:
You might have the right idea about the immunities, but it sure sounds like this creature should be immune to cold. :)

HELLO! My brain is on autopilot… immunity to cold is already on the SQ line:
Special Qualities: Darkvision 60 ft., immunity to cold, immunity to elements, ride waves

SO, given that…

Immunity to Air and Water Effects (Su): An THING is immune to any spell or effect that utilizes air or water.


#127
Knight Otu said:
DR 10/bludgeoning, sure, why not. Magic might be a fitting alternative, though.

you mean “bludgeoning and magic” or “bludgeoning or magic”?


#128
I’m going to move all of the Charisma-attacks into a single description for Charisma damage – it just seems to make sense that way. See allip and wraith for reference.

Knight Otu said:
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. 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.

This - Six of these disgusting appendages strike each round, with a range of up to 15 feet. - should better be part of the Full Attack line.

It is, it is! :)
Full Attack: 6 intestine stems +8 ranged (1d8+1 plus Charisma damage) and claw +3 melee (1d4)

But, for the range, I would keep that part in. this could just as easily be made into combat flavor text, though.

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. As many as six of these disgusting appendages can strike each round, with a range of up to 15 feet.

Charisma Damage (Su): Living creatures hit by a THING’s intestine stem attack suffer 1d2 points of Charisma damage. Creatures grappled by a THING instead suffer 1d4 points of Charisma damage every round for each attached intestine stem. A creature reduced to Charisma 0 by a THING is unconscious. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot raise the creature’s hit points above its original total.

Knight Otu said:
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 X), incubation period 1 day; damage 1d6 Constitution. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC X Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based. 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). The save DC is Constitution/Charisma-based.

not bad for a start, but I think this should look more like a mummy’s disease:

Curse of the Rotten Gut (Su): Supernatural disease—intestine stem, Fortitude DC 13, incubation period 1 day, damage 1d6 Con. The save DC is Constitution based.
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.
Unlike normal diseases, curse of the rotten gut continues until the victim reaches Constitution 0 (and dies) or is cured. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 13 Fortitude save or take 1 point of Constitution drain.
An afflicted creature who dies under the curse of the rotten gut will 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).


Knight Otu said:
Intestine Crawl: Huh?

LOL heh, I know what you mean. Well, this is a form of locomotion. This part is under the Skills: “*A THING has a +10 racial bonus on Climb and Move Silently checks when employing its intestine stems.”

But, um, yeah, that last part makes no sense? Perhaps it meant 20 or higher?

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.


#130
Knight Otu said:
Really unsure about this one... Might let this alone unless someone else chimes in. :)

well, same here. I guess I’ll leave that one alone unless someone wanders by to offer some help…


#131
Knight Otu said:
Constrict (Ex): A spitting octopus 2d6+10 points of damage with a successful grapple check against a Large or smaller creature. If the spitting octopus maintains the hold for two or more rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).

I don’t agree with merging the suffocation into constrict – I mean, we’ve separated out the smother attacks for every other creature. :) no need for the size limitation, as that is already assumed for a Huge creature. Hmm, is constrict damage usually Str or Str + ½? Because I’ve been using Str + ½…

Constrict (Ex): A spitting octopus deals 2d6+10 points of damage with a successful grapple check.

Suffocate (Ex): If the spitting octopus constricts a victim for two or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).

And for this, it looks good, but I think I’ll remove that racial bonus part for Improved Grapple as a bonus feat.

Improved Grab (Ex): To use this ability, a spitting octopus must hit with a slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spitting octopi receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Knight Otu said:
Acid (Ex): The poison of the spitting octopus is highly potent, coming from its own digestive juices. The spitting octopus can shoot a 25 foot cone of acid (Fort DC 28 save for half damage). The acid causes 10d6 points of acid damage, and lingers for two more rounds on a failed save, dealing 2d6 points of acid damage each round unless somehow neutralized. After the acid digests the victim, the spitting octopus will open its massive jaws and suck down its liquefied meal.


hmm, I don’t like the idea of mixing up the words poison and acid.

Acidic Venom (Ex): A spitting octopus can spray its venom, made from its own digestive juices, in a 25-foot cone. This venom deals 10d6 points of acid damage (Fort DC 28 half) to all creatures within the cone. If a creature fails the save, the acid lingers for two more rounds, dealing 2d6 points of acid damage each round unless somehow neutralized.
The save DC is Constitution-based.
 

#125
immunity to cold is already on the SQ line:
I couldn't really know that, could I? ;)

#127
you mean “bludgeoning and magic” or “bludgeoning or magic”?
I meant either 10/bludgeoning or 10/magic.

#128
My bad about the Range - I meant to say that it should be part of the Space/Reach line.

But, um, yeah, that last part makes no sense? Perhaps it meant 20 or higher?
Not really, and it is quite possible that it meant 20. That said - maybe we should let the skill line do the job?

A THING has a +10 racial bonus on Climb and Move Silently checks when it moves on at least three of its intestine stems.

#131
no need for the size limitation, as that is already assumed for a Huge creature.
Copied straight from the choker, which is why it was in there.
Hmm, is constrict damage usually Str or Str + ½? Because I’ve been using Str + ½…
Apparently, Str +1/2.
Constrict (Ex): A spitting octopus deals 2d6+10 points of damage with a successful grapple check.

And for this, it looks good, but I think I’ll remove that racial bonus part for Improved Grapple as a bonus feat.
Again, that was straight from the choker.

hmm, I don’t like the idea of mixing up the words poison and acid.
Didn't notice that one. Oops.
 

OK, here’s the deal. I know it’s getting late where you are, and my wife and I are about to go out on a date. So, I’m posting THE REST of the queries right now. Get to them as soon as you can, and I’ll do what I can to finish this up in a timely manner. :)

#125
Knight Otu said:
I couldn't really know that, could I? :)

no, but I really should have. :D


#128
Knight Otu said:
My bad about the Range - I meant to say that it should be part of the Space/Reach line.

oh yeah, already had that too.
Space/Reach: 5 ft./5 ft. (15 ft. with intestine stems)

In that case, I’m going to turn the “Intestine Stems” entry into flavor text.


#131
Knight Otu said:
Copied straight from the choker, which is why it was in there.

the choker is Small, thus the need for an explanation on the size category. :)

Knight Otu said:
Apparently, Str +1/2.

whew, good thing… then the damage bonus is +15, as it has a 30 Str.


OK my friend… here are the rest of them. :)


#132
a couple to look at:

Blood Loss (Ex): If all four of a THING's attacks strike the same target, the victim is considered wounded, and he loses an additional Id4 hit points per round due to bleeding (see wounding p. 187 of core rulebook II). Further successful quadruple hits cause additional bleeding damage. This bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, etc.).
Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and incapacitated for 1d6 rounds. Incapacitated characters lose all dexterity bonuses to AC, and they can take no actions.


#133
need 2 feats:
Large Giant (Aquatic)
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Huge trident +14 melee (3d6+10) or fist +12 melee (1d10+7) or trident +7 ranged (3d6+7)
Full Attack: Huge trident +14/+9 melee (3d6+10) or 2 fists +12 melee (1d10+7) or trident +7 ranged (3d6+7)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Capsize, trident expertise
Special Qualities: Rock catching
Saves: Fort +10, Ref +3, Will +4
Abilities: Str 24, Dex 10, Con 19, Int 6, Wis 12, Cha 10
Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Swim +15
Feats: Cleave, Power Attack (2 MORE)

Environment: Temperate and warm aquatic
Organization: Solitary or gang (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Always evil
Advancement: By character class
Level Adjustment: —

Combat
While not known for their intelligence, flayed giants can still be relatively cunning. Most often they wait below the water's surface for a ship to pass overhead. Then, at the right moment, they swim upward and pierce the hull of the ship with their huge tridents. While the ship's crew tends to the damage, the flayed giants attempt to capsize the vessel, for prey are easier targets in the water.


for the trident part, I might want to resurrect something we worked on early on:

Capsize (Ex): To use this ability, the THING must hit with both fist attacks. The THING may use this ability on sea-going vessels of any size, though a properly placed fist attack may destroy a small one-manned vessel in lieu of a capsize attempt. If successful, on the next round the THING may attempt to capsize the vessel by making a Strength check with a DC 10 to capsize rafts, rowboats and similar sized one- to four-man vessels; DC 15 to capsize small barges and similar four- tol2-man vessels; DC 20 to capsize a large barge, small warship and similar 12- to 24-man vessels; DC 25 to capsize medium-sized warships and similar 24- to 50-man vessels; DC 30 to capsize large warships and similar 50- to 200-man vessels. The DC is reduced by 4 for each THING aiding in the capsize attempt.
Trident Expertise (Ex): THINGs are adept at the use of huge specially made tridents and receive a +2 racial bonus to attack and damage rolls when attacking with a huge trident. Treat these tridents as piercing, large size weapons, usable in both melee and ranged combat with a range increment of 30 feet, damage of 2d6, and critical x 3. Creatures must have Strength of at least 20 and be of at least Large size to use these huge tridents as ranged weapons.


#134
needs feats…
Huge Plant
Hit Dice: 10d8+50 (75 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+21
Attacks: 2 branches per opponent in reach +11 melee
Damage: Branch 1d6+6
Face/Reach: 15 ft/15 ft.
Special Attacks: Improved grab, blood drain
Special Qualities: Damage reduction 5/slashing or bludgeoning, vulnerability to fire, plant traits
Saves: Fort +12, Ref —, Will +3
Abilities: Str 22, Dex —, Con 20, lnt 7, Wis 10, Cha l0
Skills: 13
Feats: 4 – (IT GETS SKILLS AND FEATS IF IT HAS AN INT SCORE)

Environment: Temperate and warm forest and swamp
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-15 HD (Huge); 16-20 HD (Gargantuan)
Level Adjustment: —

THINGs have a number of attacking branches equal to twice their hit dice. They may only direct up to two new branch attacks (not counting any branches already grappling the victim) at any one opponent each round, but they may double attack all creatures within their reach each round — utilizing up to their maximum number of attacking branches.
A THING may not have more than one branch grappling a Tiny creature and one more branch maximum for each size level above Tiny (i.e., two for Small, three for Medium-size, four for Large), except that it has no limit on targets size Huge or larger.
Branches are AC 18, hardness 2 and may sustain 10 points of slashing damage before they are severed.
Improved Grab (Ex): To use this ability, the THING must hit with a branch attack.
Blood Drain (Ex): Each round that one of the THING's branches grapples a creature, in addition to its normal grappling damage, the branch drains blood for Id3 temporary Constitution damage.


#135
more feats:
Huge Humanoid (Aquatic)
Hit Dice: 15d8+60 (127 hp)
Initiative: -1
Speed: 30 ft. (6 squares), swim 70 ft. (14 squares)
Armor Class: 17 (-1 Dex, -2 size, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +11/+29
Attacks: 2 claws +17/24 melee, bite +17/22 melee; or harpoon +17/24 melee; or harpoon +8 ranged
Damage: Claw 1d10+10/15, bite 2d6+5/7; or harpoon 1d10+10/15
Face/Reach: 15 ft./15 ft.
Special Attacks: Rend
Special Qualities: Voice of the sea, resistance to cold 10, damage reduction 10/- (bludgeoning or subdual only), amphibious, regeneration 5, blood strength
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 30, Dex 8, Con 18, Int 6, Wis 8, Cha 11
Skills: Animal (aquatic) Empathy +8, Intimidate +15, Intuit Direction +7, Knowledge (sea) +7, Listen +7, Move Silently +2, Spot +5, Swim +18
Feats: Cleave, Greater Cleave, Multiattack, Power Attack (PLUS 2 MORE)

Environment: Cold aquatic
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral evil
Advancement Range: By character class
Level Adjustment: —

harpoon: large exotic weapon (1d8 damage, crit x2, range increment 20 ft., weight 91 lbs.); cannot be used as a tow line

Blood Strength (Su): Once per day, as a free action, the THING may call upon the strength of its titan-tainted blood to give itself a +10 enhancement bonus to Strength for 2d4 rounds. All relevant Strength, attack and damage statistics provided here show the THINGs statistics before/after such Strength enhancement.
Rend (Ex): If the THING hits with both claw attacks on the same opponent, then it gains an automatic rending attack on its victim for an additional 2dl0+15/22 damage.
Voice of the Sea (Su): The THINGs are able to communicate with all aquatic creatures at will. They use this ability to command various undersea animals to do their bidding. Some are brought to bear as weapons of war, while most are domesticated as food sources.
Amphibious (Ex): THINGs can breathe air for one hour per point of Constitution before they begin to "drown."
Damage Reduction 10/-(Ex): Due to the tremendous pressure of the ocean depths and their cartilaginous skeletons, THINGs ignore the first 10 points of damage from any bludgeoning weapon or any attack that would normally deal subdual damage. However, the THING does not have damage reduction against normal attacks that are treated as subdual solely due to the THING's regeneration ability.
Regeneration 5 (Ex): Fire and acid cause normal damage. The THINGs may regenerate lost body parts in 2d4 hours.


#136
one feat:
Large Outsider (Evil, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 25 ft. (5 squares)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+5) or tongue +4 ranged touch (see below)
Full Attack: 3 bites +8 melee (1d8+5) or 3 tongues +4 ranged touch (see below)
Space/Reach: 10 ft./5 ft. (30 ft. with tongues)
Special Attacks: Tongues, swallow whole, stench breath
Special Qualities: Stench
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 21, Dex 11, Con 17, lnt 3, Wis 10, Cha 10
Skills: Jump +7, Move Silently +3, Spot +5, Swim +13
Feats: Weapon Focus (tongues) (PLUS 1 MORE)

Environment: Any marsh and underground (SHOULD BE ANOTHER PLANE, UNLESS NOT EXTRAPLANAR)
Organization: Solitary or pod (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Huge)
Level Adjustment: —

Tongues (Ex): A THING often opens combat by lashing out with its sticky tongues. It need only make a touch attack to snare a target, and the attack suffers no range increment. Once snared, a victim must pass an Escape Artist check (DC 15) or a Strength check (DC 17) to escape. A victim is drawn 10 feet toward the THING for every round that he is held. A THING's tongue can suffer 10 hits points of damage before being severed, which is not counted toward the damage suffered by the THING as a whole.
Swallow Whole (Ex): A THING may attempt to swallow a creature of up to Medium-size whole. The THING must succeed in a grapple check. If its tongue has snared a creature, the THING gets a +4 circumstance modifier to the attack.
Creatures swallowed by a THING suffer 1d10 points of digestion damage automatically per round that they remain in the stomach. They may attempt to cut their way out of the monster's belly with any small slashing weapon providing one was readied before being swallowed. It takes 15 points of damage (damaged inflicted inside a THING is automatic) to cut a hole large enough to escape through. Once a victim is out, muscular action in the THING's stomach closes the hole again, effectively sealing it shut. Each stomach is big enough to hold one Large or two Medium-size creatures.
Stench Breath (Ex): As victims are digested, they are used to fuel a noxious cloud that collects in
the animal's swelling throats. The THING may belch this nauseating gas forth in a roiling cloud, filling a 10-foot area in front of it. All caught within this cloud must make a Fortitude save (DC 15) or be paralyzed for Id4 rounds as they retch and gag uncontrollably. This gas inflicts secondary damage in the form of Id6 temporary Strength loss to those who fail their save.
For every 10 points of damage inflicted on a creature being digested, the THING produces one blast of breath, and each throat pouch is capable of storing four blasts. More than one blast may be loosed at once should the THING so choose, creating an especially thick and pungent cloud. For every blast beyond the first breathed simultaneously, add 5 to the DC of the save and accumulate dice rolled for paralysis duration and Strength loss.
Stench (Ex): A THING's mucus coating has a nauseating odor all its own. All who come within 20 feet must make a Fortitude save (DC 12) or suffer Id4 points of temporary Strength loss. If the roll succeeds, an opponent resists the smell for the remainder of the encounter.


#137
one feat
Gargantuan Aberration
Hit Dice: 12d8+60(114 hp)
Initiative: -2
Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)
Armor Class: 14 (-4 size, -2 Dex, +10 natural), touch 4, flat-footed 14
Base Attack/Grapple: +9/+28
Attack: Bite +12 melee (2d8+7)
Full Attack: Bite +12 melee (2d8+7) and 4 tentacles +10 melee (2d4+3)
Space/Reach: 20 ft./20 ft.
Special Attacks: Constrict 2d4+10, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., fast healing 6
Saves: Fort +9, Ref +2, Will +8
Abilities: Str 24, Dex 7, Con 20, Int 8, Wis 10, Cha l0
Skills: Hide+10, Listen +12, Spot +12, Swim +15
Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack (ONE MORE)

Environment: Warm marsh
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: None
Level Adjustment: —


And after these – THAT’S IT! :)



Edit: well, not quite...there was one more - how could i forget this one! ;)

#138
This one’s so cute I just had to post the entire combat section for you. ;)

COMBAT
FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes.
Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may:
• Confer the permanent ability of Water Breathing to a single creature.
• Increase any ability score by +1. Any ability increased this way can never again be increased through the Fish Wish.
• Grant 5 extra ranks to the Swim skill. Once the Swim skill has been increased this way it can never again be increased through the Fish Wish.
• Revive a recently dead creature. The creature must have died within the last ten days and the corpse of the creature must be present.
• Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish.
School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a Spot check (DC 25) or Wilderness Lore (DC 25).
Telepathy (Sp): The FISHY may communicate telepathically with any create that has intelligence greater than 3.
 
Last edited:

BOZ said:
OK, here’s the deal. I know it’s getting late where you are, and my wife and I are about to go out on a date. So, I’m posting THE REST of the queries right now. Get to them as soon as you can, and I’ll do what I can to finish this up in a timely manner. :)
Have fun. :)

#132
a couple to look at:

Wounding (Ex): Any living creature damaged all four of a THING's attacks continues to bleed, losing 2 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.

Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and nauseated for 1d6 rounds.

#133
Swim-By Attack? Improved Sunder. Stealthy?
for the trident part, I might want to resurrect something we worked on early on:
May be good.
Capsize (Ex): THINGs strike at the underside of ships with their fists in an attempt to turn them over and dump their occupants into the water. A submerged THING that surfaces under a boat or ship less than 20 feet long capsizes the vessel 75% of the time. It has a 40% chance to capsize a vessel from 20 to 60 feet long and a 10% chance to capsize one over 60 feet long. Multiple THINGs can work together to tip over a boat, increasing the chance to capsize it by 5% (to a maximum of an additional 25%?).
 

133. Feats- Alertness, Point Blank Shot
134. Feats- Alertness, Improved Initiative, Power Attack, Weapon Focus (branch)
135. Feats- Improved Initiative, Iron Will
136. Feat- Ability Focus (stench). Also, make it native to Carceri, or replace (extraplanar) with (native)
137. Feat- Improved Initiative or Great Fortitude

Demiurge out.
 

#134
What demi said.
Huge Plant
Full Attack: 20 branches +11 melee
Special Attacks: Blood drain, branches, improved grab

An opponent can make sunder attempts against a THING’s branches as if they were weapons. A THING’s branches have 10 hit points. If a THING is currently grappling a target with one branch, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a THING’s branch deals 5 points of damage to the THING. A THING regrows severed limbs in (1d10+10) days.
Branches (Ex): THINGs have a number of attacking branches equal to twice their hit dice. They may not make more than one attack against a Tiny or smaller creature, five attacks against a Small creature, ten attacks against a Medium creature, or fifteen attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).
Improved Grab (Ex): To use this ability, a THING must hit an opponent with a branch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its blood drain.
Blood Drain (Ex): Each round that one of the THING's branches grapples a creature, in addition to its normal grappling damage, the branch drains blood for Id3 temporary Constitution damage.

#135
What demi said, or possibly Improved Critical

Water Dependant (Ex): THINGs can survive out of the water for 1 hour per 1 point of Constitution (after that, refer to the drowning rules of the Dungeon Master ’s Guide).
Damage Reduction 10/- turn to DR 10/piercing or slashing.

#136
Environment: Any marsh and underground (SHOULD BE ANOTHER PLANE, UNLESS NOT EXTRAPLANAR)
Any evil-aligned plane.

Attack: Bite +8 melee (1d8+5) or tongue +4 ranged touch (snare)
Full Attack: 3 bites +8 melee (1d8+5) or 3 tongues +4 ranged touch (snare)
Special Attacks: Tongues, snare, swallow whole, stench breath

Snare (Ex): If a THING hits with a tongue attack, the tongue latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 21 Escape Artist check or a DC 17 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A THING can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A tongue has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a THING’s tongue does not provoke an attack of opportunity. If the tongue is currently attached to a target, the THING takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a tongue deals no damage to a THING.
Tongues (Ex): Most encounters with a THING begin when it lashes out with its sticky tongues. The creature has three tongues, and they can strike up to 30 feet away (no range increment). If a tongue is severed, the THING grows a new one in (time? 3d6 days? weeks?).
Swallow Whole (Ex): When a THING begins its turn with a snared opponent in reach, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 1d8+7 points of bludgeoning damage plus 1d10 points of acid damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 1 Large, 2 Medium, 4 Small, 16 Tiny, 64 Diminutive, or 256 Fine or smaller opponents.

Stench Breath (Ex): As victims are digested, they are used to fuel a noxious cloud that collects in the animal's swelling throats. The THING may belch this nauseating gas forth in a roiling cloud, filling a 10-foot area in front of it. All caught within this cloud must make a Fortitude save (DC 15) or be paralyzed for Id4 rounds as they retch and gag uncontrollably. This gas inflicts secondary damage in the form of Id6 temporary Strength loss to those who fail their save. The save DC is Constitution-based.
For every 10 points of damage inflicted on a creature being digested, the THING produces one blast of breath, and each throat pouch is capable of storing four blasts. More than one blast may be loosed at once should the THING so choose, creating an especially thick and pungent cloud. For every blast beyond the first breathed simultaneously, add 5 to the DC of the save and accumulate dice rolled for paralysis duration and Strength loss.
Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Stench (Ex): A THING's mucus coating has a nauseating odor all its own. All living creatures (except THINGs) within 20 feet of a troglodyte must succeed on a DC 15 Fortitude save or be suffer 1d4 points of Strength damage. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same THING’s stench for 24 hours. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

#137
What demi said.

Edit: well, not quite...there was one more - how could i forget this one! ;)

#138
I'll get to this one after eating.
 

#138
This one’s so cute I just had to post the entire combat section for you. ;)

COMBAT
FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes.
Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may:
• Confer the permanent ability of Water Breathing to a single creature.
• Grant a +1 inherent bonus to an ability score.
• Grant a +5 inherent bonus to Swim checks.
• Revive a recently dead creature as though with a raise dead spell. The creature must have died within the last ten days and the corpse of the creature must be present.
• Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish.
School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a [Knowledge (arcana?nature?) check (DC 25)], Spot check (DC 25), or Survival check (DC 25).
Telepathy (Sp): The FISHY may communicate telepathically with creatures that have an intelligence score greater than 3, provided they are within [range] feet.
 

Knight Otu said:
Have fun. :)

it wasn’t the best time… but in the end, we had fun. :) after much tribulation, we saw the movie Saw (heh, there’s a pun in there somewhere isn’t there?)

anyway, on to business!


#132
Knight Otu said:
Wounding (Ex): Any living creature damaged all four of a THING's attacks continues to bleed, losing 2 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.

ah, yes, wounding… that makes sense. Don’t know if these are supposed to be melee or ranged attacks, or both (but if you have the other two books in this series, I’m guessing you have this one too – if you know what I mean and I think you do!)

Attacks: 4 razors +14; or slam +14
Damage: 4 razors 1d8+6; or slam 2d6+9

I think I need to look back to the reef golem for this one:
Bleeding Wound (Ex): When a reef golem strikes an opponent, tiny shards of coral remain in the wound, causing a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

So?:
Bleeding Wound (Ex): A THING that hits a living creature with all four of its razor attacks in the same round causes a persistent wound. An injured creature loses 1d4 additional hit points each round. Multiple wounds caused by hitting again with all four razor attacks in the same round result in cumulative hit point loss from bleeding. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

Knight Otu said:
Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and nauseated for 1d6 rounds.

I had to take stunned over nauseated, because nauseated doesn’t take into account the loss of Dex bonus to AC.
Blood Fire (Su): Once per day, a THING may cause its essence to inflict creatures it has wounded to burn with agonizing pain. When the blood fire has been invoked, any opponent that has been hit by a THING’s razors within the past hour and not yet fully healed from it must succeed on a DC 21 Fortitude save or be stricken with racking pain and stunned for 1d6 rounds. The save DC is Constitution-based.

More soon – just wanted to post so you would know I’m not dead yet. ;)
 

Remove ads

Top