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<blockquote data-quote="BOZ" data-source="post: 1834704" data-attributes="member: 1241"><p>#109</p><p>Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid?</p><p></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 1d4 rounds.</p><p></p><p></p><p>Time for some more…</p><p></p><p></p><p>Query #112</p><p>Check these out:</p><p>Breath of the Moor (Su): At will, THINGs can exhale a thick, billowing cloud from their lungs, obscuring all vision within the area of effect. The mists fill a stationary, 30-foot cube centered on the THING, which lingers for 2d4 rounds before dissipating. The heavy vapors bestow one-half concealment to creatures five feet away and total concealment to creatures at greater distances. A moderate wind (11+ mph) reduces the haze's duration by 50 percent, while a strong wind (21+ mph) disperses the fog in a single round. Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect.</p><p>Disease (Ex): A THING’s bite can inflict bayou rot — bite, Fortitude save (DC 13), incubation period 1 day; damage 1d4 temporary Strength. Creatures failing the save must succeed at another Fortitude save on each subsequent day or suffer 1 point of permanent Strength drain.</p><p>Howl (Su): In lieu of a bite attack, the THING lets out a terrifying howl affecting all living creatures within 20 feet of it. Resisting the effects of this horrific yelp requires a successful Will save (DC 13); failure leaves the victim in a shaken state for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). A successful save against a THING’s howl immunizes the creature against the other THING’s howls for the duration of battle.</p><p></p><p></p><p>Query #113</p><p>A few more (attach can probably be rewritten like the stirge, again)</p><p>Attach (Ex): If a THING hits with a melee touch attack, it uses its twig-like appendages to pierce an opponent's body, allowing it to drain blood and induce sleep as a free action. An attached appendage has an AC of 13 and 5 hp. Destroying the appendage severs the attachment between the THING and its adversary.</p><p>Attract (Ex): At will, a THING emits a light fog in a 40-ft. radius that attracts prey to it. Opponents caught in the fog must make a Will save (DC 13); otherwise, they feel an overwhelming compulsion to travel into the THING's reach. The light fog bestows one-quarter concealment.</p><p>Blood Drain (Ex): A THING drains blood, dealing Id4 points of temporary Constitution damage each round it remains attached. It generally feeds on a creature until it reaches 0 Constitution and dies. During times when food is scarce, it sometimes keeps its prey asleep, only feeding when absolutely necessary.</p><p>Sleep (Ex): When a THING attaches to an opponent, it releases a sleep-inducing chemical, requiring an opponent to make a Fortitude save (DC 14) or fall asleep for Id6 hours, allowing the gloomfog to feed without a struggle. Creatures immune to sleep are not affected by this chemical.</p><p>Blindsight (Ex): THINGs have eyes, but they can ascertain all creatures and objects within 30 feet using sound, scent, and vibration.</p><p></p><p></p><p>Query #114</p><p>Need a feat, and LA</p><p>Large Humanoid (Aquatic, Reptilian)</p><p>Hit Dice: 5d8 (22 hp)</p><p>Initiative: +5</p><p>Speed: 30 ft. (6 squares), swim 60 ft. (12 squares)</p><p>Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14</p><p>Base Attack: +3/+9</p><p>Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6)</p><p>Full Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: —</p><p>Saves: Fort +4, Ref +5, Will -1</p><p>Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 7, Cha 10</p><p>Skills: Jump +4, Spot +1, Survival +3, Swim +10</p><p>Feats: Improved Initiative (PLUS ONE)</p><p></p><p>Environment: Warm forest and marsh</p><p>Organization: Gang (3-9), or tribe (10-100)</p><p>Challenge Rating: 5</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: +3 or +4</p><p></p><p></p><p>Query #115</p><p>Will rewrite most of this as for a treant. See anything here that is unlike a treant that needs to be addressed?</p><p>Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter moves at a speed of 10 and fights as a TREE-GUY in all respects Animated trees lose their ability to move if the TREE-GUY that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid.</p><p>Constrict (Ex): A TREE-GUY's vines deal ld6+9 points damage with a successful grapple check against Medium-size or smaller creatures.</p><p>Double Damage against Objects (Ex): A TREE-GUY or animated tree that makes a full attack against an object or structure deals double damage.</p><p>Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action. The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The ability is otherwise; similar to an entangle cast by a 7th-level druid (save DC 15).</p><p>Improved Grab (Ex): To use this ability, the TREE-GUY must succeed at a slam attack.</p><p>Trample (Ex): A TREE-GUY or animated tree trample Medium-size or smaller creatures for 2dl2+5 points of damage. Opponents that do not make attacks of opportunity against the TREE-GUY or animated tree can attempt a Reflex save (DC 20) to halve the damage.</p><p>Fire Vulnerability (Ex): A TREE-GUY or animated tree take double damage from fire attacks unless the attack allows: save, in which case it takes double damage on a failure and no damage on a success.</p><p>Half Damage from Piercing (Ex): Piercing weapons deal only half damage to TREE-GUY, with a minimum of 1 point of damage.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1834704, member: 1241"] #109 Poison gas might need to be renamed to avoid confusion with modern poison – I believe the same thing was done for green dragons. When working with the horgar, didn’t we have something involving breathing in fumes from acid? 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 1d4 rounds. Time for some more… Query #112 Check these out: Breath of the Moor (Su): At will, THINGs can exhale a thick, billowing cloud from their lungs, obscuring all vision within the area of effect. The mists fill a stationary, 30-foot cube centered on the THING, which lingers for 2d4 rounds before dissipating. The heavy vapors bestow one-half concealment to creatures five feet away and total concealment to creatures at greater distances. A moderate wind (11+ mph) reduces the haze's duration by 50 percent, while a strong wind (21+ mph) disperses the fog in a single round. Magical and nonmagical fire immediately evaporates the mists within the inflammatory source's area of effect. Disease (Ex): A THING’s bite can inflict bayou rot — bite, Fortitude save (DC 13), incubation period 1 day; damage 1d4 temporary Strength. Creatures failing the save must succeed at another Fortitude save on each subsequent day or suffer 1 point of permanent Strength drain. Howl (Su): In lieu of a bite attack, the THING lets out a terrifying howl affecting all living creatures within 20 feet of it. Resisting the effects of this horrific yelp requires a successful Will save (DC 13); failure leaves the victim in a shaken state for the remainder of the combat (-2 morale penalty on attack rolls, weapon damage rolls, and saving throws). A successful save against a THING’s howl immunizes the creature against the other THING’s howls for the duration of battle. Query #113 A few more (attach can probably be rewritten like the stirge, again) Attach (Ex): If a THING hits with a melee touch attack, it uses its twig-like appendages to pierce an opponent's body, allowing it to drain blood and induce sleep as a free action. An attached appendage has an AC of 13 and 5 hp. Destroying the appendage severs the attachment between the THING and its adversary. Attract (Ex): At will, a THING emits a light fog in a 40-ft. radius that attracts prey to it. Opponents caught in the fog must make a Will save (DC 13); otherwise, they feel an overwhelming compulsion to travel into the THING's reach. The light fog bestows one-quarter concealment. Blood Drain (Ex): A THING drains blood, dealing Id4 points of temporary Constitution damage each round it remains attached. It generally feeds on a creature until it reaches 0 Constitution and dies. During times when food is scarce, it sometimes keeps its prey asleep, only feeding when absolutely necessary. Sleep (Ex): When a THING attaches to an opponent, it releases a sleep-inducing chemical, requiring an opponent to make a Fortitude save (DC 14) or fall asleep for Id6 hours, allowing the gloomfog to feed without a struggle. Creatures immune to sleep are not affected by this chemical. Blindsight (Ex): THINGs have eyes, but they can ascertain all creatures and objects within 30 feet using sound, scent, and vibration. Query #114 Need a feat, and LA Large Humanoid (Aquatic, Reptilian) Hit Dice: 5d8 (22 hp) Initiative: +5 Speed: 30 ft. (6 squares), swim 60 ft. (12 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack: +3/+9 Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6) Full Attack: Trident +4 melee (2d6+2 plus poison) or sling +3 ranged (1d6) Space/Reach: 10 ft./10 ft. Special Attacks: Poison Special Qualities: — Saves: Fort +4, Ref +5, Will -1 Abilities: Str 14, Dex 12, Con 10, Int 13, Wis 7, Cha 10 Skills: Jump +4, Spot +1, Survival +3, Swim +10 Feats: Improved Initiative (PLUS ONE) Environment: Warm forest and marsh Organization: Gang (3-9), or tribe (10-100) Challenge Rating: 5 Treasure: Standard Alignment: Usually chaotic evil Advancement: 6-10 HD (Large), 11-15 HD (Huge) Level Adjustment: +3 or +4 Query #115 Will rewrite most of this as for a treant. See anything here that is unlike a treant that needs to be addressed? Animate Trees (Sp): A TREE-GUY can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter moves at a speed of 10 and fights as a TREE-GUY in all respects Animated trees lose their ability to move if the TREE-GUY that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid. Constrict (Ex): A TREE-GUY's vines deal ld6+9 points damage with a successful grapple check against Medium-size or smaller creatures. Double Damage against Objects (Ex): A TREE-GUY or animated tree that makes a full attack against an object or structure deals double damage. Entangle (Su): A TREE-GUY can animate plants within 30 feet of itself as a free action. The effect lasts until the TREE-GUY dies or decides to end it (also a free action). The ability is otherwise; similar to an entangle cast by a 7th-level druid (save DC 15). Improved Grab (Ex): To use this ability, the TREE-GUY must succeed at a slam attack. Trample (Ex): A TREE-GUY or animated tree trample Medium-size or smaller creatures for 2dl2+5 points of damage. Opponents that do not make attacks of opportunity against the TREE-GUY or animated tree can attempt a Reflex save (DC 20) to halve the damage. Fire Vulnerability (Ex): A TREE-GUY or animated tree take double damage from fire attacks unless the attack allows: save, in which case it takes double damage on a failure and no damage on a success. Half Damage from Piercing (Ex): Piercing weapons deal only half damage to TREE-GUY, with a minimum of 1 point of damage. [/QUOTE]
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