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<blockquote data-quote="BOZ" data-source="post: 1836569" data-attributes="member: 1241"><p>moving right along:</p><p></p><p>#116</p><p>this one has a constrict attack:</p><p></p><p>Entangle (Su): A THING can animate plants within 30 feet as a free action. The effect lasts until the THING dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 10th-level druid (save DC 12).</p><p>Smother (Ex): Any foe constricted for two consecutive rounds must make a Fortitude check (DC 15) on subsequent rounds to prevent being suffocated as the THING covers the foe's mouth and crushes the air out of her. A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.</p><p>Blindsight (Ex): An THING has no visual organs but can ascertain all creatures within 30 feet using sound, scent, and vibration.</p><p>Electricity Immunity (Ex): THINGs take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a THING grants it 1d4 points of temporary Constitution. The THING loses these points at the rate of one per hour.</p><p>Forest Walk (Sp): A THING acts as though it is under the constant effects of a freedom of movement spell, and can use the druid spell transport via plants twice per day.</p><p>Will of the Darkened (Su): The THING is a semi-intelligent thing, powered by the collective will of its habitat, be it forest, marsh, or swamp. It gains the skills Listen and Move Silently as though it were a thinking being, with a +5 bonus. It intelligently uses its natural coloring to obscure itself, gaining a +18 bonus to Hide checks.</p><p></p><p></p><p>#117</p><p>another quick one:</p><p></p><p>Improved Grab (Ex): To use this ability, the THING must hit with its bite attack. If it gets a hold, it deals automatic, increased bite damage (2d10+5) each round the hold is maintained.</p><p>Mirror Image (Su): Once per day a THING can conjure mirror image as an 8th-level sorcerer, and can evoke or end the effect as a free action.</p><p>Paralysis (Ex): Those bitten by a THING must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. THINGs secrete enough saliva to paralyze two victims per day.</p><p></p><p></p><p>#118</p><p>a spell that came with that one:</p><p></p><p>Preservation</p><p>Transmutation</p><p>Level: Drd 3</p><p>Components: V, S, F</p><p>Casting Time: One hour</p><p>Range: Touch</p><p>Effect: One dead animal, beast, or magical beast</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability.</p><p></p><p></p><p>#119</p><p>a quick one to check:</p><p></p><p>Spit (Ex): Combat begins with hidden THINGs spitting globs of mucus at their prey. This yellow-green glop requires a Reflex save against DC 14 to avoid. Upon being struck, a Fortitude save against DC 14 is necessary to avoid paralyzing affects of the mucus (1d6 hours). Even if this save is made, the struck foe is blinded until two full-round actions are used to clear off the thick and adhesive gunk. Each THING can spit only once per combat</p><p></p><p></p><p>#120</p><p>an interesting assortment:</p><p></p><p>Jungle Movement: THING suffer no penalties for moving through trackless jungle or swamp.</p><p>Skills: All THING receive +8 to Hide, Move Silently, and Survival and +5 to Alchemy (poison) checks.</p><p>Illiterate: THING are illiterate and must spend two skill points to gain the ability to read and write a language they can speak (the THING language may not be chosen as it has no written component).</p><p></p><p>Poison: All THING are trained in the use of poison. They learn a specialized form of the Alchemy skill targeted at the concoction of poisons. THING are familiar with all poisons available in any campaign although they prefer to use their own, more effective, poisons. It takes a number of days equal to the concoct DC divded by 3 to make 2d6 doses of a poison. This time is reduced by one day for every three points of success over the DC that the THING rolls.</p><p>THING poisons are well known throughout the world as the most potent, and command significant prices on the rare occasions that they can be found outside the THING’s native land.</p><p>When first encountered in combat, most THING use Treeblood on their opponents. Only when an enemy poses a known threat to the entire THING race is Quisloi Fire used, and then only by experienced THING warriors (15th-level and higher).</p><p>Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp.</p><p>Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp.</p><p>Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp.</p><p>Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp.</p><p>Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1836569, member: 1241"] moving right along: #116 this one has a constrict attack: Entangle (Su): A THING can animate plants within 30 feet as a free action. The effect lasts until the THING dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 10th-level druid (save DC 12). Smother (Ex): Any foe constricted for two consecutive rounds must make a Fortitude check (DC 15) on subsequent rounds to prevent being suffocated as the THING covers the foe's mouth and crushes the air out of her. A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness. Blindsight (Ex): An THING has no visual organs but can ascertain all creatures within 30 feet using sound, scent, and vibration. Electricity Immunity (Ex): THINGs take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a THING grants it 1d4 points of temporary Constitution. The THING loses these points at the rate of one per hour. Forest Walk (Sp): A THING acts as though it is under the constant effects of a freedom of movement spell, and can use the druid spell transport via plants twice per day. Will of the Darkened (Su): The THING is a semi-intelligent thing, powered by the collective will of its habitat, be it forest, marsh, or swamp. It gains the skills Listen and Move Silently as though it were a thinking being, with a +5 bonus. It intelligently uses its natural coloring to obscure itself, gaining a +18 bonus to Hide checks. #117 another quick one: Improved Grab (Ex): To use this ability, the THING must hit with its bite attack. If it gets a hold, it deals automatic, increased bite damage (2d10+5) each round the hold is maintained. Mirror Image (Su): Once per day a THING can conjure mirror image as an 8th-level sorcerer, and can evoke or end the effect as a free action. Paralysis (Ex): Those bitten by a THING must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. THINGs secrete enough saliva to paralyze two victims per day. #118 a spell that came with that one: Preservation Transmutation Level: Drd 3 Components: V, S, F Casting Time: One hour Range: Touch Effect: One dead animal, beast, or magical beast Duration: Permanent Saving Throw: None Spell Resistance: No This spell is cast on the corpse of a recently slain creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body. While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability. #119 a quick one to check: Spit (Ex): Combat begins with hidden THINGs spitting globs of mucus at their prey. This yellow-green glop requires a Reflex save against DC 14 to avoid. Upon being struck, a Fortitude save against DC 14 is necessary to avoid paralyzing affects of the mucus (1d6 hours). Even if this save is made, the struck foe is blinded until two full-round actions are used to clear off the thick and adhesive gunk. Each THING can spit only once per combat #120 an interesting assortment: Jungle Movement: THING suffer no penalties for moving through trackless jungle or swamp. Skills: All THING receive +8 to Hide, Move Silently, and Survival and +5 to Alchemy (poison) checks. Illiterate: THING are illiterate and must spend two skill points to gain the ability to read and write a language they can speak (the THING language may not be chosen as it has no written component). Poison: All THING are trained in the use of poison. They learn a specialized form of the Alchemy skill targeted at the concoction of poisons. THING are familiar with all poisons available in any campaign although they prefer to use their own, more effective, poisons. It takes a number of days equal to the concoct DC divded by 3 to make 2d6 doses of a poison. This time is reduced by one day for every three points of success over the DC that the THING rolls. THING poisons are well known throughout the world as the most potent, and command significant prices on the rare occasions that they can be found outside the THING’s native land. When first encountered in combat, most THING use Treeblood on their opponents. Only when an enemy poses a known threat to the entire THING race is Quisloi Fire used, and then only by experienced THING warriors (15th-level and higher). Quisloi Fire: Concoct DC 26; Contact, DC 26; Initial paralysis 1d6 hours; Secondary death; cost 1,500 gp. Barmik Root: Concoct DC 21; Injury, DC 20; Initial 2d6 Dex; Secondary 2d6 Dex; cost 2,000 gp. Ankala Snake Venom: Concoct DC 23; Injury, DC 23; Initial 1d8 Str; Secondary 1d6 Str + 1d6 Con; cost 800 gp. Blue Fog: Concoct DC 21; Injury, DC 19; Initial 3d10 hp; Secondary 2d10 hp; cost 700 gp. Treeblood: Concoct DC 18; Injury, DC 19; Initial paralysis 2d6 hours; Secondary Unconsciousness 1d6 hours; cost 400 gp. [/QUOTE]
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