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<blockquote data-quote="BOZ" data-source="post: 1833244" data-attributes="member: 1241"><p>OK, moving right along (really)...</p><p></p><p>take a look at these, give me your first thought/response.</p><p></p><p>Query #107</p><p>Need a feat, and have a look at the abilities:</p><p>Medium Animal (Aquatic)</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: Swim 80 ft. (16 squares)</p><p>AC: 14 (+2 Dex, +2 natural)</p><p>Attacks: Bite +3 melee</p><p>Damage: Bite ld8+2</p><p>Face/Reach: 5 ft. by 5 ft/5 ft.</p><p>Special Attacks: Ferocious swarm, overturning attack</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +5, Ref +5, Will +0</p><p>Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 10, Cha 6</p><p>Skills: Spot +5, Swim +8</p><p>Feats: </p><p></p><p>Environment: Warm aquatic</p><p>Organization: Solitary or school (4-24)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: None</p><p>Level Adjustment: —</p><p></p><p>(I will have to rewrite this a bit, as they will not be a swarm creature…)</p><p>Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A swarm of FISH can make a single attack against a creature. Make one attack roll for the group using a FISH's base attack with a +1 bonus for every FISH involved in the attack beyond the first. On a successful hit, the FISH swarm inflicts +1 damage for every two FISH involved in the attack.</p><p>Overturning Attack (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A FISH can attempt this maneuver with a Strength check to tip the boat over as a full-round action. The DC of this check is 10 + 5 per 100 lbs. aboard the boat, counting its weight. For example, a 50 lb. raft carrying 300 lbs. of gear would require a DC 25 Strength check. Multiple FISH can work together to tip over a boat using the standard rules for a group working together and a skill check.</p><p></p><p></p><p>Query#108</p><p>Need a couple of feats:</p><p>Large Beast (Animal? Magical Beast?)</p><p>Hit Dice: 9d8+ 54 (118 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: 40 ft. (8 squares), swim 30 ft. (6 squares)</p><p>Armor Class: 15 (-1 Dex, -1 size, +7 natural)</p><p>Base Attack/Grapple:</p><p>Attack: Gore +14 melee (2d8+8)</p><p>Full Attack: Gore +14 melee (2d8+8)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Disease, ferocity, tidal surge</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +13, Ref +5, Will +4</p><p>Abilities: Str 26, Dex 7, Con 24, Int 2, Wis 13, Cha 6</p><p>Skills: 12 ranks</p><p>Feats: Power Attack, Improved Bull Rush (2 more)</p><p></p><p>Environment: Any swamp</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 10-18 HD (Large), 18-27 (Huge)</p><p>Level Adjustment: —</p><p></p><p>And its abilities:</p><p>Disease (Ex): THINGs are home to thousands of diseases. The stench and foulness surrounding them means that anyone with 10 ft. of a THING must make a DC10 Fort save or be nauseated for ld4 rounds.</p><p>Tidal Surge (Ex): THINGs are strong enough to charge through the water. This charge creates a small tidal wave. Anyone within 10 ft. of a charging THING in a river or lake must make a DC 10 Fort save or be knocked down.</p><p></p><p></p><p>Query#109</p><p>And another feat:</p><p>Large Aberration</p><p>Hit Dice: 5d8 (25 hp)</p><p>Initiative: +2</p><p>Speed: Fly 30 ft. (perfect) (6 squares)</p><p>Armor Class: 11 (-1 size, +2 Dex), touch 11, flat-footed 9</p><p>Base Attack: +3/+5</p><p>Attack: Slam +3 melee (1d6-2)</p><p>Full Attack: Slam +3 melee (1d6-2)</p><p>Face/Reach: 10 ft./5 ft.</p><p>Special Attacks: Poison gas</p><p>Special Qualities: Flammable, gaseous form</p><p>Saves: Fort +4, Ref +3, Will +1</p><p>Abilities: Str 6, Dex 14, Con 10, Int 12, Wis 10, Cha 6</p><p>Skills: Perform (Ghastly storytelling) +2, Sense Motive 4</p><p>Feats: Flyby Attack (PLUS 1)</p><p></p><p>Environment: Swamps</p><p>Organization: Solitary or cloud (2-5)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 6-10 HD (Large), 11-15 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>And its abilities:</p><p>Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds.</p><p>Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half).</p><p>Gaseous (Ex): THING are permanently in a gaseous state, which gives them the same abilities as a creature in gaseous form.</p><p></p><p></p><p>Query#110</p><p>Need two feats:</p><p>Large Elemental (Earth, Extraplanar, Water)</p><p>Hit Dice: 8d8+32 (68 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft. (4 squares), swim 20 ft. (4 squares)</p><p>Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15</p><p>Base Attack/Grapple: +6/+16</p><p>Attack: Slam +11 melee (2d6+6)</p><p>Full Attack: Slam +11 melee (2d6+6)</p><p>Face/Reach: 10 ft./10 ft.</p><p>Special Attacks: Engulf, improved grab, smother</p><p>Special Qualities: Amorphous form, elemental traits, mud lurker</p><p>Saves: Fort +10, Ref +6, Will +3</p><p>Abilities: Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 10</p><p>Skills: Hide +6, Listen +8, Spot +8</p><p>Feats: Alertness (PLUS 2)</p><p></p><p>Environment: (Elemental Plane of Earth??)</p><p>Organization: Solitary or swarm (2-12)</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: 9-16 (Large); 17-24 (Huge)</p><p>Level Adjustment: —</p><p></p><p></p><p>Query#111</p><p>Check out its abilities:</p><p>Engulf (Ex): The ELEMENTAL may attempt to pull a creature it holds within its grasp into its body. With a successful grapple check against a creature that it is grappling, it surrounds its foe with mud and slime. An engulfed creature may be freed with a successful Strength check opposed by the ELEMENTAL's Strength check. Trapped creatures may not cast spells with verbal or somatic components. They may attack the ELEMENTAL with weapons no larger than Small size with a -4 circumstance penalty to hit. Creatures trapped within a ELEMENTAL are immediately freed if it dies.</p><p>Smother (Ex): A creature engulfed within a ELEMENTAL suffers 2d6 points of damage each round. A successful Fortitude save (DC 20) halves this damage.</p><p>Amorphous Form (Ex): The ELEMENTAL's liquid, swirling form causes many physical attacks to pass through it without dealing any damage. It gains DR. 5 against all physical attacks, including those made with magical weapons.</p><p>Mud Lurker (Ex): Due to the mud and water composition of their physical bodies, ELEMENTALs gain a +10 circumstance bonus to all Hide checks they make while lurking within mud, water, quicksand, and similar materials.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1833244, member: 1241"] OK, moving right along (really)... take a look at these, give me your first thought/response. Query #107 Need a feat, and have a look at the abilities: Medium Animal (Aquatic) Hit Dice: 2d8+4 (13 hp) Initiative: +2 (Dex) Speed: Swim 80 ft. (16 squares) AC: 14 (+2 Dex, +2 natural) Attacks: Bite +3 melee Damage: Bite ld8+2 Face/Reach: 5 ft. by 5 ft/5 ft. Special Attacks: Ferocious swarm, overturning attack Special Qualities: Low-light vision Saves: Fort +5, Ref +5, Will +0 Abilities: Str 10, Dex 15, Con 14, Int 2, Wis 10, Cha 6 Skills: Spot +5, Swim +8 Feats: Environment: Warm aquatic Organization: Solitary or school (4-24) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — (I will have to rewrite this a bit, as they will not be a swarm creature…) Ferocious Swarm (Ex): Like their smaller cousins, FISHs are most dangerous when encountered in a group. A swarm of FISH can make a single attack against a creature. Make one attack roll for the group using a FISH's base attack with a +1 bonus for every FISH involved in the attack beyond the first. On a successful hit, the FISH swarm inflicts +1 damage for every two FISH involved in the attack. Overturning Attack (Ex): FISHs sometimes strike at the underside of boats and rafts in an attempt to turn them over and dump their occupants into the water. A FISH can attempt this maneuver with a Strength check to tip the boat over as a full-round action. The DC of this check is 10 + 5 per 100 lbs. aboard the boat, counting its weight. For example, a 50 lb. raft carrying 300 lbs. of gear would require a DC 25 Strength check. Multiple FISH can work together to tip over a boat using the standard rules for a group working together and a skill check. Query#108 Need a couple of feats: Large Beast (Animal? Magical Beast?) Hit Dice: 9d8+ 54 (118 hp) Initiative: -1 (Dex) Speed: 40 ft. (8 squares), swim 30 ft. (6 squares) Armor Class: 15 (-1 Dex, -1 size, +7 natural) Base Attack/Grapple: Attack: Gore +14 melee (2d8+8) Full Attack: Gore +14 melee (2d8+8) Space/Reach: 10 ft./5 ft. Special Attacks: Disease, ferocity, tidal surge Special Qualities: Low-light vision, scent Saves: Fort +13, Ref +5, Will +4 Abilities: Str 26, Dex 7, Con 24, Int 2, Wis 13, Cha 6 Skills: 12 ranks Feats: Power Attack, Improved Bull Rush (2 more) Environment: Any swamp Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 10-18 HD (Large), 18-27 (Huge) Level Adjustment: — And its abilities: Disease (Ex): THINGs are home to thousands of diseases. The stench and foulness surrounding them means that anyone with 10 ft. of a THING must make a DC10 Fort save or be nauseated for ld4 rounds. Tidal Surge (Ex): THINGs are strong enough to charge through the water. This charge creates a small tidal wave. Anyone within 10 ft. of a charging THING in a river or lake must make a DC 10 Fort save or be knocked down. Query#109 And another feat: Large Aberration Hit Dice: 5d8 (25 hp) Initiative: +2 Speed: Fly 30 ft. (perfect) (6 squares) Armor Class: 11 (-1 size, +2 Dex), touch 11, flat-footed 9 Base Attack: +3/+5 Attack: Slam +3 melee (1d6-2) Full Attack: Slam +3 melee (1d6-2) Face/Reach: 10 ft./5 ft. Special Attacks: Poison gas Special Qualities: Flammable, gaseous form Saves: Fort +4, Ref +3, Will +1 Abilities: Str 6, Dex 14, Con 10, Int 12, Wis 10, Cha 6 Skills: Perform (Ghastly storytelling) +2, Sense Motive 4 Feats: Flyby Attack (PLUS 1) Environment: Swamps Organization: Solitary or cloud (2-5) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Advancement: 6-10 HD (Large), 11-15 HD (Huge) Level Adjustment: — And its abilities: Poison Gas (Ex): Anyone struck by a THING must make a DC 10 Fortitude save to avoid breathing in the creature's poisonous fumes. If the save is failed, the character is nauseated for ld4 rounds. Flammable (Ex): If a THING is struck by a flaming weapon, torch, or other source of fire, it must make a Reflex save at a DC equal to 10 + the amount of fire damage it just took. If the THING fails the save, it is set alight. While the THING is burning, it takes 2d6 damage per round, is enraged (+4 to Strength, +4 to Constitution, -2 to armor class), and anyone struck by it takes ld6 fire damage. When the burning THING reaches -10 hit points, it explodes. Anyone within 10 ft. of an exploding THING takes 3d6 damage (Reflex save, DC10 for half). Gaseous (Ex): THING are permanently in a gaseous state, which gives them the same abilities as a creature in gaseous form. Query#110 Need two feats: Large Elemental (Earth, Extraplanar, Water) Hit Dice: 8d8+32 (68 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 20 ft. (4 squares) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+16 Attack: Slam +11 melee (2d6+6) Full Attack: Slam +11 melee (2d6+6) Face/Reach: 10 ft./10 ft. Special Attacks: Engulf, improved grab, smother Special Qualities: Amorphous form, elemental traits, mud lurker Saves: Fort +10, Ref +6, Will +3 Abilities: Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 10 Skills: Hide +6, Listen +8, Spot +8 Feats: Alertness (PLUS 2) Environment: (Elemental Plane of Earth??) Organization: Solitary or swarm (2-12) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral evil Advancement: 9-16 (Large); 17-24 (Huge) Level Adjustment: — Query#111 Check out its abilities: Engulf (Ex): The ELEMENTAL may attempt to pull a creature it holds within its grasp into its body. With a successful grapple check against a creature that it is grappling, it surrounds its foe with mud and slime. An engulfed creature may be freed with a successful Strength check opposed by the ELEMENTAL's Strength check. Trapped creatures may not cast spells with verbal or somatic components. They may attack the ELEMENTAL with weapons no larger than Small size with a -4 circumstance penalty to hit. Creatures trapped within a ELEMENTAL are immediately freed if it dies. Smother (Ex): A creature engulfed within a ELEMENTAL suffers 2d6 points of damage each round. A successful Fortitude save (DC 20) halves this damage. Amorphous Form (Ex): The ELEMENTAL's liquid, swirling form causes many physical attacks to pass through it without dealing any damage. It gains DR. 5 against all physical attacks, including those made with magical weapons. Mud Lurker (Ex): Due to the mud and water composition of their physical bodies, ELEMENTALs gain a +10 circumstance bonus to all Hide checks they make while lurking within mud, water, quicksand, and similar materials. [/QUOTE]
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