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<blockquote data-quote="BOZ" data-source="post: 1838640" data-attributes="member: 1241"><p>#116 </p><p></p><p></p><p>already been there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> looking good then? How about that last sentence in parenthesis?</p><p></p><p>Smother (Ex): Any foe constricted for two full consecutive rounds must succeed on a DC 18 Fortitude save on every subsequent round or begin to suffocate as the slayer vine covers the foe's mouth and crushes the air out of the creature (see Suffocation rules in the DMG). (A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.)? The save DC is Constitution-based.</p><p></p><p></p><p>#117</p><p>"THING" HIDE ARMOR</p><p>If the preservation spell is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image once per day as a free action (caster level 8th). Furthermore, armor made from THING hide operates as normal hide armor though it grants a +5 armor bonus, rather than a +3 armor bonus. Such armor has a value of 10,000 gp.</p><p></p><p></p><p>#118</p><p></p><p></p><p>is the focus not the corpse? If it isn’t, then the F probably isn’t necessary.</p><p></p><p></p><p>#119 </p><p></p><p></p><p>sure wouldn’t. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>#120</p><p>this OK?</p><p></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></p><p></p><p>it might just. The DMG should have the answers on that. Either in the poison section, or perhaps under the Assassin PrC. If you don’t have that book handy to check on it, I’ll have to look when I get home.</p><p></p><p></p><p>Adding some more queries from this book:</p><p></p><p>Query #121</p><p>posting the whole combat section from this one:</p><p></p><p>Combat</p><p>A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved.</p><p>To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead.</p><p>If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream.</p><p>THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves.</p><p>Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim.</p><p>Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action.</p><p></p><p></p><p>Query #122</p><p>under the Speed, this one has a rating of “swing 30 ft.” in addition to its land speed. I was thinking perhaps we could use something like the Brachiation ability I gave to the Uakari that I made.</p><p></p><p>Also, needs one feat.</p><p></p><p>Small Magical Beast</p><p>Hit Dice: 3d10-3 (13 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft., swing 30 ft.</p><p>Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12</p><p>Base Attack/Grapple: +3/+0</p><p>Attack: Bite +5 melee (1d4+3 plus poison)</p><p>Full Attack: Bite +5 melee (1d4+3 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Darkvision 60 ft., detect gold, low-light vision, scent, tremorsense 60 ft.</p><p>Save: Fort +2, Ref +5, Will –2</p><p>Abilities: Str 12, Dex 15, Con 8, Int 4, Wis 4, Cha 4</p><p>Skills: Balance +3, Hide +6, Jump +2, Move Silently +3, Spot +3, Tumble +3</p><p>Feats: Weapon Finesse (bite) (PLUS ONE)</p><p></p><p>Environment: Temperate and warm forest and marsh</p><p>Organization: Solitary or pack (3-9)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4-6 HD (Small), 7-9 HD (Medium)</p><p>Level Adjustment: —</p><p></p><p>Thets are oddly shaped beasts rumored to be the survivors of an arcane experiment gone awry. Shaped roughly like a tripod, THINGs have strong powerful arms that they use for movement and diminished vestigial legs that are little more that stumps. THINGs have an affinity toward gold, ambushing adventurers and consuming the bullion whenever it has a chance.</p><p></p><p></p><p>If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies.</p><p></p><p>Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value.</p><p>Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death.</p><p></p><p></p><p>Query #123</p><p>Two feats:</p><p></p><p>Medium Magical Beast (Aquatic)</p><p>Hit Dice: 5d10+15 (42 hp)</p><p>Initiative: +1</p><p>Speed: 10 ft. (2 squares), swim 40 ft. (8 squares)</p><p>Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16</p><p>Base Attack/Grapple: +5/+9</p><p>Attack: Tail +7 melee (1d6+4) or bite +2 melee (1d8+2)</p><p>Full Attack: Tail +7 melee (1d6+4) and bite +2 melee (1d8+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Darkvision 60 ft., low-light vision</p><p>Saves: Fort +7, Ref +5, Will +0</p><p>Abilities: Str 18, Dex 12, Con 16, Int 3, Wis 8, Cha 2</p><p>Skills: Hide +1*, Search +4, Spot +1</p><p>Feats: 2</p><p></p><p>Environment: Any aquatic</p><p>Organization: Solitary or clutch (3-8)</p><p>CR: 3 or 7 (see below) (WTF?)</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 6-10 HD (Medium), 11-15 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>THINGs are aquatic crustaceans that can grow as large as humans, up to a few hundred pounds. Found in fresh water, these carnivores eat any sort of meat but prefer humanoids. Resembling a shrimp, THINGs have finger-like appendages that allow them to crawl on shore and a tapered body that ends in a pointed spike. Its chitinous shell is usually dark green or blue to camouflage the undulating predator.</p><p></p><p>and a bit weird, this one:</p><p></p><p>Improved Grab (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine. If its victim does not succeed in an opposed grapple check (THING's bonus is +7) before the THING's next action, she will be pulled into the water. The impaled victim can freely attack the THING although she suffers the normal penalties for fighting underwater. If she succeeds in the opposed grapple check, she frees herself.</p><p></p><p></p><p>Query #124</p><p>and, finally (for this book):</p><p>Attacks: Bite +37 melee, crush +32 melee</p><p>Damage: Bite 5d8+15, crush 4d12+7</p><p>THINGs are not complex creatures. They simply crush everything in their path. When a THING moves forward, it automatically attacks anyone in the 30-foot by 30-foot square in front of it. All those in the threatened area are allowed a Reflex save against DC 18 to avoid the THING. Those who fail are subject to the THING's crush attack. Anyone hit by that attack is automatically engulfed.</p><p>Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. Anyone walking over the trail it leaves, or caught by its engulf attack is automatically grappled by the adhesive slime. Opponents so grappled cannot get free without dissolving the adhesive first. A weapon that strikes a THING is also stuck fast unless the wielder succeeds at a Reflex save (DC 15). A successful Strength check (DC 20) is needed to pry it off. Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked, merely dragged along until they free themselves.</p><p>Engulf (Ex): Creatures caught under the THING are pinned by its massive bulk. Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them. If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition).</p><p>Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop the THING) within 120 feet must succeed at a Will save (DC 15) or be affected as though by a. fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds: creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the THING's roar.</p><p>Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1838640, member: 1241"] #116 already been there. :D looking good then? How about that last sentence in parenthesis? Smother (Ex): Any foe constricted for two full consecutive rounds must succeed on a DC 18 Fortitude save on every subsequent round or begin to suffocate as the slayer vine covers the foe's mouth and crushes the air out of the creature (see Suffocation rules in the DMG). (A failed save instantly deals the character's hit points in subdual damage, resulting in unconsciousness.)? The save DC is Constitution-based. #117 "THING" HIDE ARMOR If the preservation spell is cast on a recently slain THING, any hide armor crafted from it grants the wearer the ability to cast mirror image once per day as a free action (caster level 8th). Furthermore, armor made from THING hide operates as normal hide armor though it grants a +5 armor bonus, rather than a +3 armor bonus. Such armor has a value of 10,000 gp. #118 is the focus not the corpse? If it isn’t, then the F probably isn’t necessary. #119 sure wouldn’t. :( #120 this OK? 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). it might just. The DMG should have the answers on that. Either in the poison section, or perhaps under the Assassin PrC. If you don’t have that book handy to check on it, I’ll have to look when I get home. Adding some more queries from this book: Query #121 posting the whole combat section from this one: Combat A THING's sole ability in combat is to detach from its host and scurry toward its victim. If there are any enslaved humanoids around, they attempt to restrain the prospective victim so the THING can attach itself unmolested. If the THING hits with its stinger, the victim must make a Will save against DC 20 or become enslaved. To attack a THING without doing damage to the victim/host, the attacker must first be able to see the THING. This is rare. The picture nearby serves to illustrate how the THING looks when attached to a host, but the first command the THING gives is to cover this part of the host's body. Attackers aiming at the neck without being able to see the THING suffer a -2 penalty on attacks. If the THING can be seen, an attack roll against AC 25 (no Dex bonus) must be made. A successful hit means the THING, and only the THING, has been hit. If the attacker fails, but the result would have hit the victim's natural AC with armor bonus, the victim suffers the damage instead. If the THING is detached, the victim goes into a coma. She can be revived, and restored to health with a lesser restoration spell. She will remember everything she did (within the natural limits of her intelligence) but as though the events took place in a dream. THINGs typically pick small populations of humanoids with medium-levels wizards, sorcerers and clerics. This grants the THINGs the opportunity to exploit the item creation feats of their new slaves. Enslave: While the THING is attached to the victim, apart from sharing all the THING's skills and feats, the victim gains the following abilities: +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). Once attached, the THING dominates its victim's mind. The victim remembers its past and knows, who it was, but is not permitted any level of feeling or expression by the dominating THING. When the victim speaks, it is the THING speaking, using its new understanding of the victim's personality and past to pass itself off as the victim. Psionics (Sp): At will—astral projection, charm monster, detect thoughts, and suggestion. These effects are as the spells cast by a 7th-level sorcerer (save DCs, where applicable, are 12 + spell level). While psychic abilities are performed by the THING and sorcerer spells are cast by the victim, the THING/victim must use one or the other in any given action. Query #122 under the Speed, this one has a rating of “swing 30 ft.” in addition to its land speed. I was thinking perhaps we could use something like the Brachiation ability I gave to the Uakari that I made. Also, needs one feat. Small Magical Beast Hit Dice: 3d10-3 (13 hp) Initiative: +2 Speed: 20 ft., swing 30 ft. Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +3/+0 Attack: Bite +5 melee (1d4+3 plus poison) Full Attack: Bite +5 melee (1d4+3 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft., detect gold, low-light vision, scent, tremorsense 60 ft. Save: Fort +2, Ref +5, Will –2 Abilities: Str 12, Dex 15, Con 8, Int 4, Wis 4, Cha 4 Skills: Balance +3, Hide +6, Jump +2, Move Silently +3, Spot +3, Tumble +3 Feats: Weapon Finesse (bite) (PLUS ONE) Environment: Temperate and warm forest and marsh Organization: Solitary or pack (3-9) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small), 7-9 HD (Medium) Level Adjustment: — Thets are oddly shaped beasts rumored to be the survivors of an arcane experiment gone awry. Shaped roughly like a tripod, THINGs have strong powerful arms that they use for movement and diminished vestigial legs that are little more that stumps. THINGs have an affinity toward gold, ambushing adventurers and consuming the bullion whenever it has a chance. If the terrain is good, it is possible for a THING to leap into a tree and use its powerful arms to swing through the tree branches to get away. It moves more quickly in this manner than by walking, and may outdistance its enemies. Detect Gold (Sp): The THING can use this ability three times per day. This is a divination effect similar to a detect magic spell. After concentrating for one round, the THING knows if there is any gold within a 60-foot arc; two rounds of concentration reveal the exact amount of gold; and three rounds reveals its exact location, type, and value. Poison (Ex): Bite, Fortitude save (DC 22); initial damage 1d6 temporary Strength, secondary damage death. Query #123 Two feats: Medium Magical Beast (Aquatic) Hit Dice: 5d10+15 (42 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 40 ft. (8 squares) Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +5/+9 Attack: Tail +7 melee (1d6+4) or bite +2 melee (1d8+2) Full Attack: Tail +7 melee (1d6+4) and bite +2 melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +7, Ref +5, Will +0 Abilities: Str 18, Dex 12, Con 16, Int 3, Wis 8, Cha 2 Skills: Hide +1*, Search +4, Spot +1 Feats: 2 Environment: Any aquatic Organization: Solitary or clutch (3-8) CR: 3 or 7 (see below) (WTF?) Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Medium), 11-15 HD (Large) Level Adjustment: — THINGs are aquatic crustaceans that can grow as large as humans, up to a few hundred pounds. Found in fresh water, these carnivores eat any sort of meat but prefer humanoids. Resembling a shrimp, THINGs have finger-like appendages that allow them to crawl on shore and a tapered body that ends in a pointed spike. Its chitinous shell is usually dark green or blue to camouflage the undulating predator. and a bit weird, this one: Improved Grab (Ex): To use this ability, the THING must hit with its tail attack. If it succeeds, its opponent not only takes damage, but is impaled on the THING's tail-spine. If its victim does not succeed in an opposed grapple check (THING's bonus is +7) before the THING's next action, she will be pulled into the water. The impaled victim can freely attack the THING although she suffers the normal penalties for fighting underwater. If she succeeds in the opposed grapple check, she frees herself. Query #124 and, finally (for this book): Attacks: Bite +37 melee, crush +32 melee Damage: Bite 5d8+15, crush 4d12+7 THINGs are not complex creatures. They simply crush everything in their path. When a THING moves forward, it automatically attacks anyone in the 30-foot by 30-foot square in front of it. All those in the threatened area are allowed a Reflex save against DC 18 to avoid the THING. Those who fail are subject to the THING's crush attack. Anyone hit by that attack is automatically engulfed. Adhesive (Ex): A THING exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. Anyone walking over the trail it leaves, or caught by its engulf attack is automatically grappled by the adhesive slime. Opponents so grappled cannot get free without dissolving the adhesive first. A weapon that strikes a THING is also stuck fast unless the wielder succeeds at a Reflex save (DC 15). A successful Strength check (DC 20) is needed to pry it off. Strong alcohol dissolves the adhesive. Those stuck to the side of a THING are not attacked, merely dragged along until they free themselves. Engulf (Ex): Creatures caught under the THING are pinned by its massive bulk. Presuming the THING keeps moving, those under it are subject to two more automatic attacks (4dl2+20) before the THING finally moves off them. If the THING stops for any reason, even its own death, those caught underneath will eventually suffocate if the THING's body is not somehow moved (no simple proposition). Roar (Ex): A THING can loose a terrifying roar every 1d4 rounds. All creatures (except other THINGs and those riding in the fortress atop the THING) within 120 feet must succeed at a Will save (DC 15) or be affected as though by a. fear spell for 12 rounds. Those within 30 feet become deafened for 2d6 rounds: creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the THING's roar. Swallow Whole (Ex): Swallowed creatures take 2dl2+12 points of crushing damage plus 1d8 points of acid damage per round from the THING's gizzard. A swallowed creature can climb out with a successful grapple check. This returns it to the THING's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. [/QUOTE]
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