BOZ
Creature Cataloguer
Knight Otu said:I almost thought you'd never run out of queries.![]()
heh… me too.

#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?

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.