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<blockquote data-quote="BOZ" data-source="post: 1840492" data-attributes="member: 1241"><p>#121 </p><p></p><p></p><p>ah!! Now that makes sense, I didn’t catch that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>yes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> add this to Enslave?: “A THING’s hold over its victim can be broken with a break enchantment spell.”</p><p></p><p>How we lookin? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></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 any other enslaved humanoids are nearby, they attempt to restrain the prospective victim so the THING can attach itself unmolested. </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>A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat.</p><p>Enhance Host (Ex): While a THING is attached to its victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). The victim cannot cast these spells in the same round that the THING uses its psionic powers, nor can the THING use its psionic powers in the same round its victim casts one of its granted sorcerer spells.</p><p>Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus. </p><p>A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn).</p><p>Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. 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, the words are chosen by the THING, using its new understanding of the victim's personality and past to pass itself off as the victim.</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></p><p></p><p>Time for some more (after these, I have only 9 more monsters to work on. I will be working on them today, tonight, and tomorrow as needed – I invite anyone reading to stick around and help out if you can!) :</p><p></p><p>Query #125</p><p>some items to look at:</p><p></p><p>Ride Waves (Ex): An THING can literally walk on water at any time (though it swims faster than it walks), and it can ride waves during great storms, standing on the foaming waters and letting the waves carry it forward. While riding waves, an THING has a movement rate of 40 feet.</p><p>Icy Stare (Sp): The glare of an THING can turn water to ice. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If the saving throw fails, the creature is trapped in ice with effects equivalent to a web spell as well as losing the ability to breathe. Use the drowning rule on page 85 of DMG to determine whether the ice asphyxiates the victim. The THING may use this ability once per round. Doing so requires a standard action.</p><p>A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage (round fractions down). Once the damage total reached 50 points, the trapped creature is free.</p><p>Immunity To Elements (Su): An THING is immune to air-based and water-based attacks.</p><p></p><p></p><p>Query #126</p><p>just one:</p><p>Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a penalty of -2 to all rolls due to demoralization. Once a character fails a save, the only way to break the despair is to move outside the 10-foot area. Unfortunately, for every minute the victim stays, the DC for the despair increases by 1. The penalties associated with the despair increase by -1 for every minute as well. If a victim's penalties reach -10, that creature gives in to despair. The victim just sits down and gives up, effectively becoming stunned (see DMG, pg. 85).</p><p></p><p></p><p>Query #127</p><p>a couple quickies:</p><p>Blood Drain (Ex): A THING that hits one opponent with both of its slam attacks can make a further touch attack. If this attack hits, the moth's proboscis shoots out and drains the opponent of precious vitae, inflicting 1d6 points of Constitution damage.</p><p>Lightning Wings (Sp): A THING's wings generate electricity during flight. Once per minute, a THING can discharge a wild surge of electrical power. Treat this as a chain lightning spell cast by a 16th level sorcerer.</p><p></p><p></p><p>Query #128</p><p>Intestine Stems (Ex): A THING's distended belly contains a dozen prehensile intestine stems, each ending in a foul-smelling many-toothed mouth with a lolling, discolored tongue. Six of these disgusting appendages strike each round, with a range of up to 15 feet. Living creatures struck by an intestine stem suffer 1d2 points of temporary Charisma damage. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot grant the creature hit points above its original total. A creature reduced to Charisma 0 by a THING is unconscious.</p><p>Improved Grab (Ex): If the THING hits with an intestine stem attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity. Grappled creatures automatically suffer Id4 points of temporary Charisma damage each round for each attached intestine stem.</p><p>Curse of the Rotten Gut (Su): Living creatures damaged by a THING often contract a horrible disease known as the curse of the rotten gut. The unsettling curse, delivered by the THING's hideous tongue, is a magical disease that conveys the nauseating sensation of hundreds of undulating worms crawling within the victim's stomach. Curse of the rotten gut—lick, Fortitude save (DC 12), incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain. Creatures who die while inflicted with the curse of the rotten gut arise as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation (but does not cure the disease).</p><p>Intestine Crawl (Ex): If a THING has at least three intestine stems free, it can use them to crawl. The stem mouths create enough suction that a THING can even climb along walls and ceilings with a climb DC of 0 or higher.</p><p></p><p></p><p>Query #129</p><p>need a feat:</p><p></p><p>Large Monstrous Humanoid</p><p>Hit Dice: 7d8+14 (45 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)</p><p>Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13</p><p>Base Attack/Grapple: +7/+14</p><p>Attack: Bite +10 melee (1d8+4)</p><p>Full Attack: Bite +10 melee (1d8+4)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Swim-by attack</p><p>Special Qualities: Keen scent</p><p>Saving Throws: Fort +4, Ref +7, Will +6</p><p>Abilities: Str 17, Dex 15, Con 14, Int 11, Wis 12, Cha 8</p><p>Skills: Intuit Direction +8, Listen +6, Search +10, Sense Motive +4, Spot +8, Swim +11</p><p>Feats: Track, Weapon Focus (bite) (needs 1 MORE)</p><p></p><p>Environment: Any aquatic or coastal</p><p>Organization: Solitary, school (2-5), or pack (5-10)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: 8-14 HD (Huge), 15-21 HD (Gargantuan)</p><p>Level Adjustment: ??</p><p></p><p>Samebito are shark people often used by aquatic communities are scouts and guards. Their skin is dark gray or black with a maw full of teeth, webbed hands and feet, and glowing green eyes. Samebito never stop growing, some becoming so large they can no longer leave the ocean and embark on land. It is rumored that the tears of samebito (rare indeed) become gems.</p><p></p><p>shouldn’t really be any problems here… I may turn the swim-by-attack into a bonus feat, as the creature from the last book.</p><p></p><p>Keen scent (Ex): A THING can notice creatures by scent within a 180-foot radius in the water, or 360-foot radius on land. It can smell blood at up to a mile in water, and up to 100 yards on land. All THING gain a +4 bonus when tracking by scent.</p><p>Swim-by Attack: A THING can "bump and bite" in a swim-by attack, then quickly move on before the victim really knows what has happened. This functions as does the flyby attack, allowing the creature to take a move action (including a charge) and another partial action at any point during the move. It cannot take a second move action during a round when it made a swim-by attack.</p><p></p><p></p><p>Query #130</p><p>interesting:</p><p></p><p>Alchemy: THING can brew beer, wine, sake, poison, and many other magical liquids. They have a racial bonus of +5 to any attempt to create or identify potions, alcoholic beverages, and poisons.</p><p></p><p>White Sake</p><p>Sacred white sake is said to have healing powers, being able to cure disease, heal grievous wounds, and even neutralize poisons. However, it only provides this benefit for those the THING deems fit: sometimes, this means holy people, and other times it means the poor or downtrodden. The THING can give a person a draught of sacred white sake to cure what ails them. If they are affected by disease, the sake has the effect of a potion of remove disease. If they are injured, the liquid has the effect of a potion of cure serious wounds. If they are suffering the effects of a toxin, it acts as a potion of neutralize poison. Other moderate healing effects may be possible as well (these effects will never be of a spell greater than 4th level).</p><p>Those without a pure heart who drink a THING's sake are drinking poison (Ingested, DC 14, 1d6 Con and 1d6 Cha, secondary 1d3 Con and 1d3 Cha).</p></blockquote><p></p>
[QUOTE="BOZ, post: 1840492, member: 1241"] #121 ah!! Now that makes sense, I didn’t catch that. :) yes. :) add this to Enslave?: “A THING’s hold over its victim can be broken with a break enchantment spell.” How we lookin? :) Combat A THING's sole ability in combat is to detach from its host and scurry toward its victim. If any other enslaved humanoids are nearby, they attempt to restrain the prospective victim so the THING can attach itself unmolested. 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. A THING that has enslaved a target makes its first command to conceal the THING, usually under loose-fitting clothing. This, plus the THING’s ability to hide well, makes it hard to spot, and even harder to attack during combat. Enhance Host (Ex): While a THING is attached to its victim, apart from sharing all the THING's skills and feats, the victim gains a +3 enhancement bonus to Strength, Constitution, and Dexterity and the spellcasting abilities of a 7th-level sorcerer (including the appropriate spell knowledge). The victim cannot cast these spells in the same round that the THING uses its psionic powers, nor can the THING use its psionic powers in the same round its victim casts one of its granted sorcerer spells. Enslave (Su): If a THING hits a humanoid target with its stinger, the victim must succeed a DC 20 Will save or become enslaved. The save DC is Charisma-based and includes a +8 racial bonus. A THING in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the THING is specifically targeted. A THING that is attached to its host is treated as a creature in a grapple for the purpose of striking at the THING instead of the host (but the host is not considered grappled in turn). Enthrall (Ex): If a THING is in physical contact with its victim (the THING establishes a physical hold by means of its stinger), the subject acts as if dominated. So long as the THING remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. 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, the words are chosen by the THING, using its new understanding of the victim's personality and past to pass itself off as the victim. 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. Time for some more (after these, I have only 9 more monsters to work on. I will be working on them today, tonight, and tomorrow as needed – I invite anyone reading to stick around and help out if you can!) : Query #125 some items to look at: Ride Waves (Ex): An THING can literally walk on water at any time (though it swims faster than it walks), and it can ride waves during great storms, standing on the foaming waters and letting the waves carry it forward. While riding waves, an THING has a movement rate of 40 feet. Icy Stare (Sp): The glare of an THING can turn water to ice. This affects a 5-foot diameter area, and cannot affect living creatures unless they are covered in water; in which case, the creature is entitled to a Reflex saving throw to avoid being entombed in ice (DC 12). If the saving throw fails, the creature is trapped in ice with effects equivalent to a web spell as well as losing the ability to breathe. Use the drowning rule on page 85 of DMG to determine whether the ice asphyxiates the victim. The THING may use this ability once per round. Doing so requires a standard action. A trapped creature can attempt to break free with a Strength check (DC 23). Anyone outside the ice can break it open by inflicting an accumulated total of 50 points of damage with a weapon. Piercing weapons used to free a trapped creature inflict only half their normal damage (round fractions down). Once the damage total reached 50 points, the trapped creature is free. Immunity To Elements (Su): An THING is immune to air-based and water-based attacks. Query #126 just one: Despair (Su): All creatures within 10 feet of the THING must make a Will save every round (DC 16) or suffer a penalty of -2 to all rolls due to demoralization. Once a character fails a save, the only way to break the despair is to move outside the 10-foot area. Unfortunately, for every minute the victim stays, the DC for the despair increases by 1. The penalties associated with the despair increase by -1 for every minute as well. If a victim's penalties reach -10, that creature gives in to despair. The victim just sits down and gives up, effectively becoming stunned (see DMG, pg. 85). Query #127 a couple quickies: Blood Drain (Ex): A THING that hits one opponent with both of its slam attacks can make a further touch attack. If this attack hits, the moth's proboscis shoots out and drains the opponent of precious vitae, inflicting 1d6 points of Constitution damage. Lightning Wings (Sp): A THING's wings generate electricity during flight. Once per minute, a THING can discharge a wild surge of electrical power. Treat this as a chain lightning spell cast by a 16th level sorcerer. Query #128 Intestine Stems (Ex): A THING's distended belly contains a dozen prehensile intestine stems, each ending in a foul-smelling many-toothed mouth with a lolling, discolored tongue. Six of these disgusting appendages strike each round, with a range of up to 15 feet. Living creatures struck by an intestine stem suffer 1d2 points of temporary Charisma damage. Each point of Charisma damage restores 2 hit points to a wounded THING. Such hit points cannot grant the creature hit points above its original total. A creature reduced to Charisma 0 by a THING is unconscious. Improved Grab (Ex): If the THING hits with an intestine stem attack, it deals damage as normal and may attempt to start a grapple as a free action without provoking an attack of opportunity. Grappled creatures automatically suffer Id4 points of temporary Charisma damage each round for each attached intestine stem. Curse of the Rotten Gut (Su): Living creatures damaged by a THING often contract a horrible disease known as the curse of the rotten gut. The unsettling curse, delivered by the THING's hideous tongue, is a magical disease that conveys the nauseating sensation of hundreds of undulating worms crawling within the victim's stomach. Curse of the rotten gut—lick, Fortitude save (DC 12), incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain. Creatures who die while inflicted with the curse of the rotten gut arise as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation (but does not cure the disease). Intestine Crawl (Ex): If a THING has at least three intestine stems free, it can use them to crawl. The stem mouths create enough suction that a THING can even climb along walls and ceilings with a climb DC of 0 or higher. Query #129 need a feat: Large Monstrous Humanoid Hit Dice: 7d8+14 (45 hp) Initiative: +2 Speed: 30 ft. (6 squares), swim 50 ft. (10 squares) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +7/+14 Attack: Bite +10 melee (1d8+4) Full Attack: Bite +10 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Swim-by attack Special Qualities: Keen scent Saving Throws: Fort +4, Ref +7, Will +6 Abilities: Str 17, Dex 15, Con 14, Int 11, Wis 12, Cha 8 Skills: Intuit Direction +8, Listen +6, Search +10, Sense Motive +4, Spot +8, Swim +11 Feats: Track, Weapon Focus (bite) (needs 1 MORE) Environment: Any aquatic or coastal Organization: Solitary, school (2-5), or pack (5-10) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic neutral Advancement: 8-14 HD (Huge), 15-21 HD (Gargantuan) Level Adjustment: ?? Samebito are shark people often used by aquatic communities are scouts and guards. Their skin is dark gray or black with a maw full of teeth, webbed hands and feet, and glowing green eyes. Samebito never stop growing, some becoming so large they can no longer leave the ocean and embark on land. It is rumored that the tears of samebito (rare indeed) become gems. shouldn’t really be any problems here… I may turn the swim-by-attack into a bonus feat, as the creature from the last book. Keen scent (Ex): A THING can notice creatures by scent within a 180-foot radius in the water, or 360-foot radius on land. It can smell blood at up to a mile in water, and up to 100 yards on land. All THING gain a +4 bonus when tracking by scent. Swim-by Attack: A THING can "bump and bite" in a swim-by attack, then quickly move on before the victim really knows what has happened. This functions as does the flyby attack, allowing the creature to take a move action (including a charge) and another partial action at any point during the move. It cannot take a second move action during a round when it made a swim-by attack. Query #130 interesting: Alchemy: THING can brew beer, wine, sake, poison, and many other magical liquids. They have a racial bonus of +5 to any attempt to create or identify potions, alcoholic beverages, and poisons. White Sake Sacred white sake is said to have healing powers, being able to cure disease, heal grievous wounds, and even neutralize poisons. However, it only provides this benefit for those the THING deems fit: sometimes, this means holy people, and other times it means the poor or downtrodden. The THING can give a person a draught of sacred white sake to cure what ails them. If they are affected by disease, the sake has the effect of a potion of remove disease. If they are injured, the liquid has the effect of a potion of cure serious wounds. If they are suffering the effects of a toxin, it acts as a potion of neutralize poison. Other moderate healing effects may be possible as well (these effects will never be of a spell greater than 4th level). Those without a pure heart who drink a THING's sake are drinking poison (Ingested, DC 14, 1d6 Con and 1d6 Cha, secondary 1d3 Con and 1d3 Cha). [/QUOTE]
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