Gathered up all of the rest of this stuff into one post.
I have sent in these last few to be laid out in the editing process, however I have asked for more time in case you see something here that should be fixed. So, you have until… well, soon… to respond with something.
#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.
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 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.
#133
for one thing, since we have a Huge trident with a Large creature, we’ll need another blast from the past:
Oversized Weapon (Ex): A THING wields a great, one-handed trident (big enough for Huge creatures) without penalty.
The only special trident writeup I could find was this:
Sea Giant’s Trident: A sea giant uses a special trident that is exceptionally aerodynamic and hydrodynamic, and is designed to be hurled for especially long distances. When thrown through the air, these massive tridents have a range increment of 50 feet, and when thrown underwater they have a range of 25 feet.
So we take this and make it into something else:
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.
Knight Otu said:
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%?).
I see where you’re coming from (that’s essentially a copy of the last creature we used that for), but it needs some adjustment.
Capsize (Ex): A THING can either smash a boat to pieces with its fists, or it can try to capsize the ship. A THING that hits a boat or ship less than 20 feet long with both slam attacks 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%.
#134
also, it has 13 skill points… any ideas beyond Listen and Spot?

and no Dex skills since it doesn’t move…
Knight Otu said:
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).
Cool! Where did you come up with that?
Knight Otu said:
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.
?
Blood Drain (Ex): A THING can drain blood from a living victim by making a successful grapple check. It if pins the foe, the branch drains blood, dealing 1d3 points of Constitution damage each round the pin is maintained.
#135
The red THING's harpoon is a huge version of the green THING weapon (1d10 damage, Critical x2 damage, range increment 20ft., weight 14lbs.), but it lacks the towline.
?
Harpoon: A harpoon is a ranged weapon (ranged increment 20 ft.) that deals 1d10 (Huge) of piercing damage on a hit with a critical range of x2. Cost: X gp. Weight: 14 lbs.
And I have to remove the “titan-tainted” reference here:
Blood Strength (Su): Once per day, as a free action, the red 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. (adds to rend, attack and damage bonus, swim checks)
Are these two bits OK?
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.
Regeneration 5 (Ex): Fire and acid cause normal damage. The red THINGs may regenerate lost body parts in 2d4 hours.
Skills: Animal (aquatic) Empathy +8, Intimidate +15, Intuit Direction +7, Knowledge (sea) +7, Listen +7, Move Silently +2, Spot +5, Swim +18 (should have 18 skill ranks)
#136
we can call it Snare, or we can call it Drag like with the roper you’ve modeled it on. Either one is fine by me.

it’s an Outsider with a decent Con score… I’ll let your 3d6 days to regrow stand.
Do you know how many stomachs this critter has? “Each stomach is big enough to hold one Large or two Medium-size creatures.”
That second paragraph is a bit wonky:
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 succeed on a DC 15 Fortitude save or be paralyzed for 1d4 rounds as they retch and gag uncontrollably. This gas inflicts secondary damage one minute later in the form of 1d6 Strength damage to those who fail a second DC 15 Fortitude save. The save DC is Constitution-based.
For every 10 points of acid 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 per round 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.