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<blockquote data-quote="BOZ" data-source="post: 1837374" data-attributes="member: 1241"><p>the thing is, i tend to write these queries long before i actually post them... and don't really research them well before that point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>here are a few additions/corrections to the last post:</p><p></p><p>#116</p><p>this one actually needs some feats:</p><p>Huge Plant</p><p>Hit Dice: 10d8+30 (75 hp)</p><p>Initiative: +0</p><p>Speed: 25 ft. (5 squares)</p><p>Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21</p><p>Base Attack/Grapple: +7/+24</p><p>Attack: Slam +14 melee (2d6+9)</p><p>Full Attack: 2 slams +14 melee (2d6+9)</p><p>Space/Reach: 15 ft./15 ft.</p><p>Special Attacks: Constrict 2d6+13, entangle, improved grab, smother</p><p>Special Qualities: Blindsight 30 ft., forest walk, immunity to electricity, plant traits, resistance to fire 20, will of the darkened</p><p>Saves: Fort +10, Ref +3, Will +4</p><p>Abilities: Str 28, Dex 10, Con 17, Int 5, Wis l3, Cha l0</p><p>Skills: Hide +18, Listen +6, Move Silently +5</p><p>Feats: 4</p><p></p><p>Entangle looks a lot like something i wrote for the last book.</p><p>Blindsight is probably OK.</p><p></p><p>#117</p><p>it also needs a feat:</p><p>Large Magical Beast</p><p>Hit Dice: 6d10+12 (45 hp)</p><p>Initiative: +2</p><p>Speed: 10 ft. (2 squares), swim 30 ft. (6 squares)</p><p>Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17</p><p>Base Attack/Grapple: +6/+14</p><p>Attack: Bite +10 melee (2d8+6)</p><p>Full Attack: Bite +10 melee (2d8+6)</p><p>Face/Reach: 10 ft./5 ft. </p><p>Special Attacks: Improved grab, paralysis</p><p>Special Qualities: Darkvision 60 ft, low-light vision, mirror image</p><p>Saves: Fort +7, Ref+7, Will +3</p><p>Abilities: Str 19, Dex 14, Con 15, Int 9, Wis 12, Cha 9</p><p>Skills: Hide +9, Listen +10, Move Silently +12, Spot +10, Swim +12</p><p>Feats: Power Attack, Weapon Focus (bite) (ONE MORE)</p><p></p><p>THINGs are large reptiles that prey upon the creatures of the wetlands. Part alligator, part monitor, this massive predator is a skilled hunter. Its dark green and mottled brown scales make the perfect camouflage, while their mirror image ability allows them to deftly move in for the kill.</p><p></p><p></p><p>this one also came with a magic item:</p><p></p><p>"THING" HIDE ARMOR</p><p>If the spell preservation is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image as a free action Once per day as an 8th-level wizard. Furthermore, armor made from THING hide operates as normal hide armor except that it grants a +5 armor bonus, rather than a +3 bonus. Such armor has a value of 5,000 gp.</p><p></p><p></p><p>#119</p><p>another one that needed a feat, that I forgot to mention (ever seen a “hide shield” before?):</p><p>Medium Humanoid (Aquatic, Reptilian)</p><p>Hit Dice: 4d8+8 (26 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 35 ft. (7 squares), swim 50 ft. (10 squares)</p><p>Armor Class: 19 (+3 Dex, +5 natural, +1 hide shield), touch 13, flat-footed 16</p><p>Base Attack/Grapple: +3/+3</p><p>Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison)</p><p>Full Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spit, poison</p><p>Special Qualities:</p><p>Saves: Fort +3, Ref +7, Will +1</p><p>Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 11, Cha 10</p><p>Skills: Hide +6, Move Silently +7, Swim +8</p><p>Feats: Weapon Finesse (dagger) (ONE MORE)</p><p></p><p>THINGs are intelligent amphibious humanoids that make their homes on underwater enclaves lush, wet surroundings. Their rubbery skin is bright green with colorful patterning similar to frog of the rainforest. Many creatures, including the THINGs themselves, use the toxic mucus that exudes from their skin as a paralytic poison.</p><p></p><p></p><p>#120</p><p>and, again, another one that I should have asked about feats. And I’d say that the Weapon Finesse might be useless, so I probably need two feats.</p><p></p><p>Medium Humanoid (Reptilian)</p><p>Hit Dice: 6d8+6 (33 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 15 (+2 Dex, +2 leather, +1 buckler), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +4/+4</p><p>Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison)</p><p>Full Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison)</p><p>Space/Reach: 5 ft/5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Darkvision 60 ft., jungle movement</p><p>Saves: Fort +3, Ref +7, Will +2</p><p>Abilities: Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 11</p><p>Skills: Alchemy (poison) +6, Climb +3, Hide +10, Listen +3, Move Silently +10, Survival +9</p><p>Feats: Weapon Finesse (shortspear), Weapon Focus (shortspear) (ONE MORE)</p><p></p><p>THINGs are sinister reptilian humanoids that ruthlessly seek to dominate their neighbors, whoever they may be. Their skin varies from dark green, browns, and ferrous red, and their sallow eyes merely hint at their scheming.</p><p></p><p>THINGs rely on their skill at moving unseen and silently through the jungle to surprise their enemy. In battle, they depend on a wide variety of poisons to incapacitate their foes. If opposing an unknown, such as a party of PCs, the THINGs usually drug their opponents, taking them back to the patriarchal head of the family for examination.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1837374, member: 1241"] the thing is, i tend to write these queries long before i actually post them... and don't really research them well before that point. ;) here are a few additions/corrections to the last post: #116 this one actually needs some feats: Huge Plant Hit Dice: 10d8+30 (75 hp) Initiative: +0 Speed: 25 ft. (5 squares) Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21 Base Attack/Grapple: +7/+24 Attack: Slam +14 melee (2d6+9) Full Attack: 2 slams +14 melee (2d6+9) Space/Reach: 15 ft./15 ft. Special Attacks: Constrict 2d6+13, entangle, improved grab, smother Special Qualities: Blindsight 30 ft., forest walk, immunity to electricity, plant traits, resistance to fire 20, will of the darkened Saves: Fort +10, Ref +3, Will +4 Abilities: Str 28, Dex 10, Con 17, Int 5, Wis l3, Cha l0 Skills: Hide +18, Listen +6, Move Silently +5 Feats: 4 Entangle looks a lot like something i wrote for the last book. Blindsight is probably OK. #117 it also needs a feat: Large Magical Beast Hit Dice: 6d10+12 (45 hp) Initiative: +2 Speed: 10 ft. (2 squares), swim 30 ft. (6 squares) Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Bite +10 melee (2d8+6) Full Attack: Bite +10 melee (2d8+6) Face/Reach: 10 ft./5 ft. Special Attacks: Improved grab, paralysis Special Qualities: Darkvision 60 ft, low-light vision, mirror image Saves: Fort +7, Ref+7, Will +3 Abilities: Str 19, Dex 14, Con 15, Int 9, Wis 12, Cha 9 Skills: Hide +9, Listen +10, Move Silently +12, Spot +10, Swim +12 Feats: Power Attack, Weapon Focus (bite) (ONE MORE) THINGs are large reptiles that prey upon the creatures of the wetlands. Part alligator, part monitor, this massive predator is a skilled hunter. Its dark green and mottled brown scales make the perfect camouflage, while their mirror image ability allows them to deftly move in for the kill. this one also came with a magic item: "THING" HIDE ARMOR If the spell preservation is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image as a free action Once per day as an 8th-level wizard. Furthermore, armor made from THING hide operates as normal hide armor except that it grants a +5 armor bonus, rather than a +3 bonus. Such armor has a value of 5,000 gp. #119 another one that needed a feat, that I forgot to mention (ever seen a “hide shield” before?): Medium Humanoid (Aquatic, Reptilian) Hit Dice: 4d8+8 (26 hp) Initiative: +3 (Dex) Speed: 35 ft. (7 squares), swim 50 ft. (10 squares) Armor Class: 19 (+3 Dex, +5 natural, +1 hide shield), touch 13, flat-footed 16 Base Attack/Grapple: +3/+3 Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison) Full Attack: Spit +6 ranged (poison) or dagger +6 melee (dagger 1d4/19-20 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Spit, poison Special Qualities: Saves: Fort +3, Ref +7, Will +1 Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 11, Cha 10 Skills: Hide +6, Move Silently +7, Swim +8 Feats: Weapon Finesse (dagger) (ONE MORE) THINGs are intelligent amphibious humanoids that make their homes on underwater enclaves lush, wet surroundings. Their rubbery skin is bright green with colorful patterning similar to frog of the rainforest. Many creatures, including the THINGs themselves, use the toxic mucus that exudes from their skin as a paralytic poison. #120 and, again, another one that I should have asked about feats. And I’d say that the Weapon Finesse might be useless, so I probably need two feats. Medium Humanoid (Reptilian) Hit Dice: 6d8+6 (33 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +2 leather, +1 buckler), touch 12, flat-footed 13 Base Attack/Grapple: +4/+4 Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison) Full Attack: Shortspear +7 melee (1d6 plus poison) or javelin +6 ranged (1d6 plus poison) Space/Reach: 5 ft/5 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft., jungle movement Saves: Fort +3, Ref +7, Will +2 Abilities: Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 11 Skills: Alchemy (poison) +6, Climb +3, Hide +10, Listen +3, Move Silently +10, Survival +9 Feats: Weapon Finesse (shortspear), Weapon Focus (shortspear) (ONE MORE) THINGs are sinister reptilian humanoids that ruthlessly seek to dominate their neighbors, whoever they may be. Their skin varies from dark green, browns, and ferrous red, and their sallow eyes merely hint at their scheming. THINGs rely on their skill at moving unseen and silently through the jungle to surprise their enemy. In battle, they depend on a wide variety of poisons to incapacitate their foes. If opposing an unknown, such as a party of PCs, the THINGs usually drug their opponents, taking them back to the patriarchal head of the family for examination. [/QUOTE]
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