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<blockquote data-quote="BOZ" data-source="post: 1842022" data-attributes="member: 1241"><p>OK, here’s the deal. I know it’s getting late where you are, and my wife and I are about to go out on a date. So, I’m posting THE REST of the queries right now. Get to them as soon as you can, and I’ll do what I can to finish this up in a timely manner. <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>#125</p><p></p><p></p><p>no, but I really should have. <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" /></p><p></p><p></p><p>#128</p><p></p><p></p><p>oh yeah, already had that too.</p><p>Space/Reach: 5 ft./5 ft. (15 ft. with intestine stems)</p><p></p><p>In that case, I’m going to turn the “Intestine Stems” entry into flavor text.</p><p></p><p></p><p>#131</p><p></p><p></p><p>the choker is Small, thus the need for an explanation on the size category. <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>whew, good thing… then the damage bonus is +15, as it has a 30 Str.</p><p></p><p> </p><p>OK my friend… here are the rest of them. <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>#132</p><p>a couple to look at:</p><p></p><p>Blood Loss (Ex): If all four of a THING's attacks strike the same target, the victim is considered wounded, and he loses an additional Id4 hit points per round due to bleeding (see wounding p. 187 of core rulebook II). Further successful quadruple hits cause additional bleeding damage. This bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, etc.).</p><p>Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and incapacitated for 1d6 rounds. Incapacitated characters lose all dexterity bonuses to AC, and they can take no actions.</p><p></p><p></p><p>#133</p><p>need 2 feats:</p><p>Large Giant (Aquatic)</p><p>Hit Dice: 9d8+36 (76 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)</p><p>Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15</p><p>Base Attack/Grapple: +6/+17</p><p>Attack: Huge trident +14 melee (3d6+10) or fist +12 melee (1d10+7) or trident +7 ranged (3d6+7)</p><p>Full Attack: Huge trident +14/+9 melee (3d6+10) or 2 fists +12 melee (1d10+7) or trident +7 ranged (3d6+7)</p><p>Space/Reach: 10 ft. / 10 ft.</p><p>Special Attacks: Capsize, trident expertise</p><p>Special Qualities: Rock catching</p><p>Saves: Fort +10, Ref +3, Will +4</p><p>Abilities: Str 24, Dex 10, Con 19, Int 6, Wis 12, Cha 10</p><p>Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Swim +15</p><p>Feats: Cleave, Power Attack (2 MORE)</p><p></p><p>Environment: Temperate and warm aquatic</p><p>Organization: Solitary or gang (2-5)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always evil</p><p>Advancement: By character class</p><p>Level Adjustment: —</p><p></p><p>Combat</p><p>While not known for their intelligence, flayed giants can still be relatively cunning. Most often they wait below the water's surface for a ship to pass overhead. Then, at the right moment, they swim upward and pierce the hull of the ship with their huge tridents. While the ship's crew tends to the damage, the flayed giants attempt to capsize the vessel, for prey are easier targets in the water.</p><p></p><p></p><p>for the trident part, I might want to resurrect something we worked on early on:</p><p></p><p>Capsize (Ex): To use this ability, the THING must hit with both fist attacks. The THING may use this ability on sea-going vessels of any size, though a properly placed fist attack may destroy a small one-manned vessel in lieu of a capsize attempt. If successful, on the next round the THING may attempt to capsize the vessel by making a Strength check with a DC 10 to capsize rafts, rowboats and similar sized one- to four-man vessels; DC 15 to capsize small barges and similar four- tol2-man vessels; DC 20 to capsize a large barge, small warship and similar 12- to 24-man vessels; DC 25 to capsize medium-sized warships and similar 24- to 50-man vessels; DC 30 to capsize large warships and similar 50- to 200-man vessels. The DC is reduced by 4 for each THING aiding in the capsize attempt.</p><p>Trident Expertise (Ex): THINGs are adept at the use of huge specially made tridents and receive a +2 racial bonus to attack and damage rolls when attacking with a huge trident. Treat these tridents as piercing, large size weapons, usable in both melee and ranged combat with a range increment of 30 feet, damage of 2d6, and critical x 3. Creatures must have Strength of at least 20 and be of at least Large size to use these huge tridents as ranged weapons.</p><p></p><p></p><p>#134</p><p>needs feats…</p><p>Huge Plant</p><p>Hit Dice: 10d8+50 (75 hp)</p><p>Initiative: +0</p><p>Speed: 0 ft.</p><p>Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20</p><p>Base Attack/Grapple: +7/+21</p><p>Attacks: 2 branches per opponent in reach +11 melee</p><p>Damage: Branch 1d6+6</p><p>Face/Reach: 15 ft/15 ft.</p><p>Special Attacks: Improved grab, blood drain</p><p>Special Qualities: Damage reduction 5/slashing or bludgeoning, vulnerability to fire, plant traits</p><p>Saves: Fort +12, Ref —, Will +3</p><p>Abilities: Str 22, Dex —, Con 20, lnt 7, Wis 10, Cha l0</p><p>Skills: 13</p><p>Feats: 4 – (IT GETS SKILLS AND FEATS IF IT HAS AN INT SCORE)</p><p></p><p>Environment: Temperate and warm forest and swamp</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 11-15 HD (Huge); 16-20 HD (Gargantuan)</p><p>Level Adjustment: —</p><p></p><p>THINGs have a number of attacking branches equal to twice their hit dice. They may only direct up to two new branch attacks (not counting any branches already grappling the victim) at any one opponent each round, but they may double attack all creatures within their reach each round — utilizing up to their maximum number of attacking branches.</p><p>A THING may not have more than one branch grappling a Tiny creature and one more branch maximum for each size level above Tiny (i.e., two for Small, three for Medium-size, four for Large), except that it has no limit on targets size Huge or larger.</p><p>Branches are AC 18, hardness 2 and may sustain 10 points of slashing damage before they are severed.</p><p>Improved Grab (Ex): To use this ability, the THING must hit with a branch attack.</p><p>Blood Drain (Ex): Each round that one of the THING's branches grapples a creature, in addition to its normal grappling damage, the branch drains blood for Id3 temporary Constitution damage.</p><p></p><p></p><p>#135</p><p>more feats:</p><p>Huge Humanoid (Aquatic)</p><p>Hit Dice: 15d8+60 (127 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. (6 squares), swim 70 ft. (14 squares)</p><p>Armor Class: 17 (-1 Dex, -2 size, +10 natural), touch 7, flat-footed 17</p><p>Base Attack/Grapple: +11/+29</p><p>Attacks: 2 claws +17/24 melee, bite +17/22 melee; or harpoon +17/24 melee; or harpoon +8 ranged</p><p>Damage: Claw 1d10+10/15, bite 2d6+5/7; or harpoon 1d10+10/15</p><p>Face/Reach: 15 ft./15 ft.</p><p>Special Attacks: Rend</p><p>Special Qualities: Voice of the sea, resistance to cold 10, damage reduction 10/- (bludgeoning or subdual only), amphibious, regeneration 5, blood strength</p><p>Saves: Fort +7, Ref +8, Will +4</p><p>Abilities: Str 30, Dex 8, Con 18, Int 6, Wis 8, Cha 11</p><p>Skills: Animal (aquatic) Empathy +8, Intimidate +15, Intuit Direction +7, Knowledge (sea) +7, Listen +7, Move Silently +2, Spot +5, Swim +18</p><p>Feats: Cleave, Greater Cleave, Multiattack, Power Attack (PLUS 2 MORE)</p><p></p><p>Environment: Cold aquatic</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 12</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement Range: By character class</p><p>Level Adjustment: —</p><p></p><p>harpoon: large exotic weapon (1d8 damage, crit x2, range increment 20 ft., weight 91 lbs.); cannot be used as a tow line</p><p></p><p>Blood Strength (Su): Once per day, as a free action, the THING may call upon the strength of its titan-tainted blood to give itself a +10 enhancement bonus to Strength for 2d4 rounds. All relevant Strength, attack and damage statistics provided here show the THINGs statistics before/after such Strength enhancement.</p><p>Rend (Ex): If the THING hits with both claw attacks on the same opponent, then it gains an automatic rending attack on its victim for an additional 2dl0+15/22 damage.</p><p>Voice of the Sea (Su): The THINGs are able to communicate with all aquatic creatures at will. They use this ability to command various undersea animals to do their bidding. Some are brought to bear as weapons of war, while most are domesticated as food sources.</p><p>Amphibious (Ex): THINGs can breathe air for one hour per point of Constitution before they begin to "drown."</p><p>Damage Reduction 10/-(Ex): Due to the tremendous pressure of the ocean depths and their cartilaginous skeletons, THINGs ignore the first 10 points of damage from any bludgeoning weapon or any attack that would normally deal subdual damage. However, the THING does not have damage reduction against normal attacks that are treated as subdual solely due to the THING's regeneration ability.</p><p>Regeneration 5 (Ex): Fire and acid cause normal damage. The THINGs may regenerate lost body parts in 2d4 hours.</p><p></p><p></p><p>#136</p><p>one feat:</p><p>Large Outsider (Evil, Extraplanar)</p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares), swim 25 ft. (5 squares)</p><p>Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12</p><p>Base Attack/Grapple: +4/+13</p><p>Attack: Bite +8 melee (1d8+5) or tongue +4 ranged touch (see below)</p><p>Full Attack: 3 bites +8 melee (1d8+5) or 3 tongues +4 ranged touch (see below)</p><p>Space/Reach: 10 ft./5 ft. (30 ft. with tongues)</p><p>Special Attacks: Tongues, swallow whole, stench breath</p><p>Special Qualities: Stench</p><p>Saves: Fort +7, Ref +4, Will +4</p><p>Abilities: Str 21, Dex 11, Con 17, lnt 3, Wis 10, Cha 10</p><p>Skills: Jump +7, Move Silently +3, Spot +5, Swim +13</p><p>Feats: Weapon Focus (tongues) (PLUS 1 MORE)</p><p></p><p>Environment: Any marsh and underground (SHOULD BE ANOTHER PLANE, UNLESS NOT EXTRAPLANAR)</p><p>Organization: Solitary or pod (2-4)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: 5-8 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>Tongues (Ex): A THING often opens combat by lashing out with its sticky tongues. It need only make a touch attack to snare a target, and the attack suffers no range increment. Once snared, a victim must pass an Escape Artist check (DC 15) or a Strength check (DC 17) to escape. A victim is drawn 10 feet toward the THING for every round that he is held. A THING's tongue can suffer 10 hits points of damage before being severed, which is not counted toward the damage suffered by the THING as a whole.</p><p>Swallow Whole (Ex): A THING may attempt to swallow a creature of up to Medium-size whole. The THING must succeed in a grapple check. If its tongue has snared a creature, the THING gets a +4 circumstance modifier to the attack.</p><p>Creatures swallowed by a THING suffer 1d10 points of digestion damage automatically per round that they remain in the stomach. They may attempt to cut their way out of the monster's belly with any small slashing weapon providing one was readied before being swallowed. It takes 15 points of damage (damaged inflicted inside a THING is automatic) to cut a hole large enough to escape through. Once a victim is out, muscular action in the THING's stomach closes the hole again, effectively sealing it shut. Each stomach is big enough to hold one Large or two Medium-size creatures.</p><p>Stench Breath (Ex): As victims are digested, they are used to fuel a noxious cloud that collects in</p><p>the animal's swelling throats. The THING may belch this nauseating gas forth in a roiling cloud, filling a 10-foot area in front of it. All caught within this cloud must make a Fortitude save (DC 15) or be paralyzed for Id4 rounds as they retch and gag uncontrollably. This gas inflicts secondary damage in the form of Id6 temporary Strength loss to those who fail their save.</p><p>For every 10 points of damage inflicted on a creature being digested, the THING produces one blast of breath, and each throat pouch is capable of storing four blasts. More than one blast may be loosed at once should the THING so choose, creating an especially thick and pungent cloud. For every blast beyond the first breathed simultaneously, add 5 to the DC of the save and accumulate dice rolled for paralysis duration and Strength loss.</p><p>Stench (Ex): A THING's mucus coating has a nauseating odor all its own. All who come within 20 feet must make a Fortitude save (DC 12) or suffer Id4 points of temporary Strength loss. If the roll succeeds, an opponent resists the smell for the remainder of the encounter.</p><p></p><p></p><p>#137</p><p>one feat</p><p>Gargantuan Aberration</p><p>Hit Dice: 12d8+60(114 hp)</p><p>Initiative: -2</p><p>Speed: 20 ft. (4 squares), swim 40 ft. (8 squares)</p><p>Armor Class: 14 (-4 size, -2 Dex, +10 natural), touch 4, flat-footed 14</p><p>Base Attack/Grapple: +9/+28</p><p>Attack: Bite +12 melee (2d8+7)</p><p>Full Attack: Bite +12 melee (2d8+7) and 4 tentacles +10 melee (2d4+3)</p><p>Space/Reach: 20 ft./20 ft.</p><p>Special Attacks: Constrict 2d4+10, improved grab, swallow whole</p><p>Special Qualities: Darkvision 60 ft., fast healing 6</p><p>Saves: Fort +9, Ref +2, Will +8</p><p>Abilities: Str 24, Dex 7, Con 20, Int 8, Wis 10, Cha l0</p><p>Skills: Hide+10, Listen +12, Spot +12, Swim +15</p><p>Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack (ONE MORE)</p><p></p><p>Environment: Warm marsh</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: None</p><p>Level Adjustment: —</p><p></p><p></p><p>And after these – THAT’S IT! <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>Edit: well, not quite...there was one more - how could i forget this one! <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>#138</p><p>This one’s so cute I just had to post the entire combat section for you. <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>COMBAT</p><p>FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes.</p><p>Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may:</p><p>• Confer the permanent ability of Water Breathing to a single creature.</p><p>• Increase any ability score by +1. Any ability increased this way can never again be increased through the Fish Wish.</p><p>• Grant 5 extra ranks to the Swim skill. Once the Swim skill has been increased this way it can never again be increased through the Fish Wish.</p><p>• Revive a recently dead creature. The creature must have died within the last ten days and the corpse of the creature must be present.</p><p>• Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish.</p><p>School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a Spot check (DC 25) or Wilderness Lore (DC 25).</p><p>Telepathy (Sp): The FISHY may communicate telepathically with any create that has intelligence greater than 3.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1842022, member: 1241"] OK, here’s the deal. I know it’s getting late where you are, and my wife and I are about to go out on a date. So, I’m posting THE REST of the queries right now. Get to them as soon as you can, and I’ll do what I can to finish this up in a timely manner. :) #125 no, but I really should have. :D #128 oh yeah, already had that too. Space/Reach: 5 ft./5 ft. (15 ft. with intestine stems) In that case, I’m going to turn the “Intestine Stems” entry into flavor text. #131 the choker is Small, thus the need for an explanation on the size category. :) whew, good thing… then the damage bonus is +15, as it has a 30 Str. OK my friend… here are the rest of them. :) #132 a couple to look at: Blood Loss (Ex): If all four of a THING's attacks strike the same target, the victim is considered wounded, and he loses an additional Id4 hit points per round due to bleeding (see wounding p. 187 of core rulebook II). Further successful quadruple hits cause additional bleeding damage. This bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, etc.). Blood Fire (Su): A THING's essence causes the wounds that it inflicts to burn with agonizing pain. A THING may invoke this power once per day. When the blood fire has been invoked, any opponent who has taken a wound (which remains unhealed) from the THING within the past hour must make a Fortitude save (DC 24) or be stricken with racking pain and incapacitated for 1d6 rounds. Incapacitated characters lose all dexterity bonuses to AC, and they can take no actions. #133 need 2 feats: Large Giant (Aquatic) Hit Dice: 9d8+36 (76 hp) Initiative: +0 Speed: 40 ft. (8 squares), swim 50 ft. (10 squares) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+17 Attack: Huge trident +14 melee (3d6+10) or fist +12 melee (1d10+7) or trident +7 ranged (3d6+7) Full Attack: Huge trident +14/+9 melee (3d6+10) or 2 fists +12 melee (1d10+7) or trident +7 ranged (3d6+7) Space/Reach: 10 ft. / 10 ft. Special Attacks: Capsize, trident expertise Special Qualities: Rock catching Saves: Fort +10, Ref +3, Will +4 Abilities: Str 24, Dex 10, Con 19, Int 6, Wis 12, Cha 10 Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Swim +15 Feats: Cleave, Power Attack (2 MORE) Environment: Temperate and warm aquatic Organization: Solitary or gang (2-5) Challenge Rating: 6 Treasure: Standard Alignment: Always evil Advancement: By character class Level Adjustment: — Combat While not known for their intelligence, flayed giants can still be relatively cunning. Most often they wait below the water's surface for a ship to pass overhead. Then, at the right moment, they swim upward and pierce the hull of the ship with their huge tridents. While the ship's crew tends to the damage, the flayed giants attempt to capsize the vessel, for prey are easier targets in the water. for the trident part, I might want to resurrect something we worked on early on: Capsize (Ex): To use this ability, the THING must hit with both fist attacks. The THING may use this ability on sea-going vessels of any size, though a properly placed fist attack may destroy a small one-manned vessel in lieu of a capsize attempt. If successful, on the next round the THING may attempt to capsize the vessel by making a Strength check with a DC 10 to capsize rafts, rowboats and similar sized one- to four-man vessels; DC 15 to capsize small barges and similar four- tol2-man vessels; DC 20 to capsize a large barge, small warship and similar 12- to 24-man vessels; DC 25 to capsize medium-sized warships and similar 24- to 50-man vessels; DC 30 to capsize large warships and similar 50- to 200-man vessels. The DC is reduced by 4 for each THING aiding in the capsize attempt. Trident Expertise (Ex): THINGs are adept at the use of huge specially made tridents and receive a +2 racial bonus to attack and damage rolls when attacking with a huge trident. Treat these tridents as piercing, large size weapons, usable in both melee and ranged combat with a range increment of 30 feet, damage of 2d6, and critical x 3. Creatures must have Strength of at least 20 and be of at least Large size to use these huge tridents as ranged weapons. #134 needs feats… Huge Plant Hit Dice: 10d8+50 (75 hp) Initiative: +0 Speed: 0 ft. Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +7/+21 Attacks: 2 branches per opponent in reach +11 melee Damage: Branch 1d6+6 Face/Reach: 15 ft/15 ft. Special Attacks: Improved grab, blood drain Special Qualities: Damage reduction 5/slashing or bludgeoning, vulnerability to fire, plant traits Saves: Fort +12, Ref —, Will +3 Abilities: Str 22, Dex —, Con 20, lnt 7, Wis 10, Cha l0 Skills: 13 Feats: 4 – (IT GETS SKILLS AND FEATS IF IT HAS AN INT SCORE) Environment: Temperate and warm forest and swamp Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always neutral evil Advancement: 11-15 HD (Huge); 16-20 HD (Gargantuan) Level Adjustment: — THINGs have a number of attacking branches equal to twice their hit dice. They may only direct up to two new branch attacks (not counting any branches already grappling the victim) at any one opponent each round, but they may double attack all creatures within their reach each round — utilizing up to their maximum number of attacking branches. A THING may not have more than one branch grappling a Tiny creature and one more branch maximum for each size level above Tiny (i.e., two for Small, three for Medium-size, four for Large), except that it has no limit on targets size Huge or larger. Branches are AC 18, hardness 2 and may sustain 10 points of slashing damage before they are severed. Improved Grab (Ex): To use this ability, the THING must hit with a branch attack. Blood Drain (Ex): Each round that one of the THING's branches grapples a creature, in addition to its normal grappling damage, the branch drains blood for Id3 temporary Constitution damage. #135 more feats: Huge Humanoid (Aquatic) Hit Dice: 15d8+60 (127 hp) Initiative: -1 Speed: 30 ft. (6 squares), swim 70 ft. (14 squares) Armor Class: 17 (-1 Dex, -2 size, +10 natural), touch 7, flat-footed 17 Base Attack/Grapple: +11/+29 Attacks: 2 claws +17/24 melee, bite +17/22 melee; or harpoon +17/24 melee; or harpoon +8 ranged Damage: Claw 1d10+10/15, bite 2d6+5/7; or harpoon 1d10+10/15 Face/Reach: 15 ft./15 ft. Special Attacks: Rend Special Qualities: Voice of the sea, resistance to cold 10, damage reduction 10/- (bludgeoning or subdual only), amphibious, regeneration 5, blood strength Saves: Fort +7, Ref +8, Will +4 Abilities: Str 30, Dex 8, Con 18, Int 6, Wis 8, Cha 11 Skills: Animal (aquatic) Empathy +8, Intimidate +15, Intuit Direction +7, Knowledge (sea) +7, Listen +7, Move Silently +2, Spot +5, Swim +18 Feats: Cleave, Greater Cleave, Multiattack, Power Attack (PLUS 2 MORE) Environment: Cold aquatic Organization: Solitary or pair Challenge Rating: 12 Treasure: Standard Alignment: Usually neutral evil Advancement Range: By character class Level Adjustment: — harpoon: large exotic weapon (1d8 damage, crit x2, range increment 20 ft., weight 91 lbs.); cannot be used as a tow line Blood Strength (Su): Once per day, as a free action, the THING may call upon the strength of its titan-tainted blood to give itself a +10 enhancement bonus to Strength for 2d4 rounds. All relevant Strength, attack and damage statistics provided here show the THINGs statistics before/after such Strength enhancement. Rend (Ex): If the THING hits with both claw attacks on the same opponent, then it gains an automatic rending attack on its victim for an additional 2dl0+15/22 damage. Voice of the Sea (Su): The THINGs are able to communicate with all aquatic creatures at will. They use this ability to command various undersea animals to do their bidding. Some are brought to bear as weapons of war, while most are domesticated as food sources. Amphibious (Ex): THINGs can breathe air for one hour per point of Constitution before they begin to "drown." Damage Reduction 10/-(Ex): Due to the tremendous pressure of the ocean depths and their cartilaginous skeletons, THINGs ignore the first 10 points of damage from any bludgeoning weapon or any attack that would normally deal subdual damage. However, the THING does not have damage reduction against normal attacks that are treated as subdual solely due to the THING's regeneration ability. Regeneration 5 (Ex): Fire and acid cause normal damage. The THINGs may regenerate lost body parts in 2d4 hours. #136 one feat: Large Outsider (Evil, Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +0 Speed: 40 ft. (8 squares), swim 25 ft. (5 squares) Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +4/+13 Attack: Bite +8 melee (1d8+5) or tongue +4 ranged touch (see below) Full Attack: 3 bites +8 melee (1d8+5) or 3 tongues +4 ranged touch (see below) Space/Reach: 10 ft./5 ft. (30 ft. with tongues) Special Attacks: Tongues, swallow whole, stench breath Special Qualities: Stench Saves: Fort +7, Ref +4, Will +4 Abilities: Str 21, Dex 11, Con 17, lnt 3, Wis 10, Cha 10 Skills: Jump +7, Move Silently +3, Spot +5, Swim +13 Feats: Weapon Focus (tongues) (PLUS 1 MORE) Environment: Any marsh and underground (SHOULD BE ANOTHER PLANE, UNLESS NOT EXTRAPLANAR) Organization: Solitary or pod (2-4) Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: 5-8 HD (Huge) Level Adjustment: — Tongues (Ex): A THING often opens combat by lashing out with its sticky tongues. It need only make a touch attack to snare a target, and the attack suffers no range increment. Once snared, a victim must pass an Escape Artist check (DC 15) or a Strength check (DC 17) to escape. A victim is drawn 10 feet toward the THING for every round that he is held. A THING's tongue can suffer 10 hits points of damage before being severed, which is not counted toward the damage suffered by the THING as a whole. Swallow Whole (Ex): A THING may attempt to swallow a creature of up to Medium-size whole. The THING must succeed in a grapple check. If its tongue has snared a creature, the THING gets a +4 circumstance modifier to the attack. Creatures swallowed by a THING suffer 1d10 points of digestion damage automatically per round that they remain in the stomach. They may attempt to cut their way out of the monster's belly with any small slashing weapon providing one was readied before being swallowed. It takes 15 points of damage (damaged inflicted inside a THING is automatic) to cut a hole large enough to escape through. Once a victim is out, muscular action in the THING's stomach closes the hole again, effectively sealing it shut. Each stomach is big enough to hold one Large or two Medium-size creatures. Stench Breath (Ex): As victims are digested, they are used to fuel a noxious cloud that collects in the animal's swelling throats. The THING may belch this nauseating gas forth in a roiling cloud, filling a 10-foot area in front of it. All caught within this cloud must make a Fortitude save (DC 15) or be paralyzed for Id4 rounds as they retch and gag uncontrollably. This gas inflicts secondary damage in the form of Id6 temporary Strength loss to those who fail their save. For every 10 points of damage inflicted on a creature being digested, the THING produces one blast of breath, and each throat pouch is capable of storing four blasts. More than one blast may be loosed at once should the THING so choose, creating an especially thick and pungent cloud. For every blast beyond the first breathed simultaneously, add 5 to the DC of the save and accumulate dice rolled for paralysis duration and Strength loss. Stench (Ex): A THING's mucus coating has a nauseating odor all its own. All who come within 20 feet must make a Fortitude save (DC 12) or suffer Id4 points of temporary Strength loss. If the roll succeeds, an opponent resists the smell for the remainder of the encounter. #137 one feat Gargantuan Aberration Hit Dice: 12d8+60(114 hp) Initiative: -2 Speed: 20 ft. (4 squares), swim 40 ft. (8 squares) Armor Class: 14 (-4 size, -2 Dex, +10 natural), touch 4, flat-footed 14 Base Attack/Grapple: +9/+28 Attack: Bite +12 melee (2d8+7) Full Attack: Bite +12 melee (2d8+7) and 4 tentacles +10 melee (2d4+3) Space/Reach: 20 ft./20 ft. Special Attacks: Constrict 2d4+10, improved grab, swallow whole Special Qualities: Darkvision 60 ft., fast healing 6 Saves: Fort +9, Ref +2, Will +8 Abilities: Str 24, Dex 7, Con 20, Int 8, Wis 10, Cha l0 Skills: Hide+10, Listen +12, Spot +12, Swim +15 Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack (ONE MORE) Environment: Warm marsh Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always neutral Advancement: None Level Adjustment: — And after these – THAT’S IT! :) Edit: well, not quite...there was one more - how could i forget this one! ;) #138 This one’s so cute I just had to post the entire combat section for you. ;) COMBAT FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes. Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may: • Confer the permanent ability of Water Breathing to a single creature. • Increase any ability score by +1. Any ability increased this way can never again be increased through the Fish Wish. • Grant 5 extra ranks to the Swim skill. Once the Swim skill has been increased this way it can never again be increased through the Fish Wish. • Revive a recently dead creature. The creature must have died within the last ten days and the corpse of the creature must be present. • Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish. School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a Spot check (DC 25) or Wilderness Lore (DC 25). Telepathy (Sp): The FISHY may communicate telepathically with any create that has intelligence greater than 3. [/QUOTE]
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