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Modifying Under Performing SRD Monsters, or "Building A Better Otyugh"
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<blockquote data-quote="Cleon" data-source="post: 4732343" data-attributes="member: 57383"><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Here's the first of the Primal Rex's more incredible powers, based on the pulp trope that dinosaurs were "too stupid too know that they're dead" or "late to their own funeral". </span></span><p style="margin-left: 20px"><span style="font-family: 'Arial'"><strong><span style="font-family: 'Arial'">Ignore Death (Ex):</span></strong></span> <span style="font-family: 'Arial'">A primal tyrannosaurus possesses an incredible vitality that allows it to fight without penalty while at negative hit points, it also automatically makes any checks to become stable when it's in the dying condition. At the end of each round a primal tyrannosaurus is in negative hit points, the tyrannosaurus must make a Fortitude check against a DC of DC of 10 plus 1 for every 10 negative hit points. If it fails, its ability to Ignore Death ends and it suffers the normal consequences of its negative hit points - disabled, dying or dead. A primal tyrannosaurus at -10 hit points or fewer will take an additional 10 hit points of damage per round from its mortal wounds, applied just before it makes its Ignore Death check.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"> Ignore Death does not allow a primal tyrannosaurus to ignore the purely mechanical consequences of a wound. If one were to be decapitated by a <em>vorpal sword</em>, for example, its head would only be able to snap and glower impotently as it lay on the ground, while the rest of its body staggers about blindly like the world's scariest headless chicken.</span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">Furthermore, a primal tyrannosaurus's life force is so strongly tied to its body they are exceptionally easy to raise from the dead. A <em>raise dead</em> spell cast on a primal tyrannosaurus is as effective as a <em>resurrection</em>, while a <em>resurrection</em> or higher spell can revive a primal tyrannosaurus regardless of how long it has been dead, even from fossilized remains that are millions of years old.</span></span></p> <p style="margin-left: 20px"></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'">The last bit might seem a bit odd to some. It was inspired by certain pulp stories (e.g. the Conan novella <strong><em>Red Nails</em></strong>) which feature living dinosaurs that have been magically reconstituted from eons-old fossil bones. While obviously a D&D version could involve some non-standard spell, I chose to represent it as a peculiar characteristic of Primal monsters.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-family: 'Arial'"></span></span> <span style="font-family: 'Arial'">I wanted a DC check so there was some way to knock it unconscious with negative hit points. The DC dependency on hp/10 is simply to make the sums easier - just knock off the least digit of its negative HPs and add 10 and you get the necessary saving throw. I could have gone for a sum that combines time dead or dying and negative hit point score (something like DC = 10 + rounds dying/dead + hp/10), but the 'add 10 hp per round when in the dead condition" rule is simpler to figure.</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 4732343, member: 57383"] [FONT=Arial][FONT=Arial]Here's the first of the Primal Rex's more incredible powers, based on the pulp trope that dinosaurs were "too stupid too know that they're dead" or "late to their own funeral". [/FONT][/FONT][INDENT][FONT=Arial][B][FONT=Arial]Ignore Death (Ex):[/FONT][/B][/FONT] [FONT=Arial]A primal tyrannosaurus possesses an incredible vitality that allows it to fight without penalty while at negative hit points, it also automatically makes any checks to become stable when it's in the dying condition. At the end of each round a primal tyrannosaurus is in negative hit points, the tyrannosaurus must make a Fortitude check against a DC of DC of 10 plus 1 for every 10 negative hit points. If it fails, its ability to Ignore Death ends and it suffers the normal consequences of its negative hit points - disabled, dying or dead. A primal tyrannosaurus at -10 hit points or fewer will take an additional 10 hit points of damage per round from its mortal wounds, applied just before it makes its Ignore Death check.[/FONT] [FONT=Arial][FONT=Arial] Ignore Death does not allow a primal tyrannosaurus to ignore the purely mechanical consequences of a wound. If one were to be decapitated by a [I]vorpal sword[/I], for example, its head would only be able to snap and glower impotently as it lay on the ground, while the rest of its body staggers about blindly like the world's scariest headless chicken. Furthermore, a primal tyrannosaurus's life force is so strongly tied to its body they are exceptionally easy to raise from the dead. A [I]raise dead[/I] spell cast on a primal tyrannosaurus is as effective as a [I]resurrection[/I], while a [I]resurrection[/I] or higher spell can revive a primal tyrannosaurus regardless of how long it has been dead, even from fossilized remains that are millions of years old.[/FONT][/FONT] [/INDENT][FONT=Arial][FONT=Arial]The last bit might seem a bit odd to some. It was inspired by certain pulp stories (e.g. the Conan novella [B][I]Red Nails[/I][/B]) which feature living dinosaurs that have been magically reconstituted from eons-old fossil bones. While obviously a D&D version could involve some non-standard spell, I chose to represent it as a peculiar characteristic of Primal monsters. [/FONT][/FONT] [FONT=Arial]I wanted a DC check so there was some way to knock it unconscious with negative hit points. The DC dependency on hp/10 is simply to make the sums easier - just knock off the least digit of its negative HPs and add 10 and you get the necessary saving throw. I could have gone for a sum that combines time dead or dying and negative hit point score (something like DC = 10 + rounds dying/dead + hp/10), but the 'add 10 hp per round when in the dead condition" rule is simpler to figure.[/FONT] [/QUOTE]
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